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The Hive Is Alive!

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Ack...just don't wear it on days that have strong winds and stay away from high powered vents.

Nothing wrong with a man doing a little marilyn monroe routine, as long as he at least shaves his legs.

Oh, and now I gotta ask, whats the Incanum/Essentia mechanics?
 

Nothing wrong with a man doing a little marilyn monroe routine, as long as he at least shaves his legs.
Yeah, but Marilyn Monroe wore undergarments.

Oh, and now I gotta ask, whats the Incanum/Essentia mechanics?
Every character in the Tale has a Soul/Spirit score and the score dictates how many essentia points they start the game with.

Incarnum is the general term which represents the soul/spirit. Essentia is the mechanic used to tap into the power of the soul.

Soulknives and Soul Channelers are the two classes that have Incarnum as the prime ability score. Battle Dancers (theses are modified monks for the Tale) also benefit from a high Soul/Spirit score.

There are Incarnum feats that allow characters abilities that are completely new or emulate features from other classes.

[sblock=Example Incarnum Feat]Animalistic Spirit [Incarnum]
You are able to expend essentia in order to gain a bonus to influence a specific kind of animal and/or assume the form of the kind of animal chosen
Prerequisite: Essentia Pool.
Benefit: By expending 10 points of essentia you may emulate the druids’ animal empathy class feature. In addition you may gain a +1 on the check for every additional point of essentia expended. This ability only works when trying influence the specific kind of animal chosen. Further by expending 25 points of essentia you may assume the form of the animal chosen. You may stay in animal form for a total of one minute per class level or hit die that you have. You may extend this duration by expending an additional pint of essentia per extra minute.
Special: The stipulation to this ability is that the animal chosen can not have more hit dice than you at the time this feat is selected.[/sblock]Essentia is my replacement for Action Points too. You can expend it to gain a Second Wind, Modify a D20 roll (called Luck Bonuses), gain additional uses of Class Features. Artificers (an advanced class* for the Tale) can expend 2 essentia to imbue an infusion in 1 round, even if the infusion’s casting time is normally longer than 1 round.

Expending Essentia is dangerous though (see attached PDF). With this new mechanic, level drain is instead replaced with Essentia Drain.

*Advanced Classes are like Prestige Classes, but they mave 15 levels and once 15th level is reached the character can no longer take levels in the class. Basically, no epic Advanced Classes.

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I'm attaching the PDF version of the document I'm using to cook up these rules. This is still a work in progress and is subject to change.
 

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