[Tome of Virtue] Incarnate
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I once played a psychic warrior/incarnate that worked pretty well. It was mostly an out-of-combat build, but he worked pretty well in combat, too. Admittedly, this was mostly because the DM's solution to 3.x's retarded economy was to not give us any money, and the build was really, really gimmicky (his primary strategy was to throw his Incarnate Longsword after using Up the Walls to get out of reach, for example), but he worked pretty well. It was also really fun to play, which has to count for something.
DSMatticus wrote:There are two things you can learn from the Gaming Den:
1) Good design practices.
2) How to be a zookeeper for hyper-intelligent shit-flinging apes.
hm... I see. I guess I really can't comment on the Incarnate, since I've got limited experience. But I've seen the Totemist become a damage machine with Girallon Arms, Bloodtalons, Landshark Boots, and (I think) Sphinx Claws.Blicero wrote:One of my players played as one for like levels 5-9, once. She wasn't bad, honestly. She focused mostly on a pumped up Incarnum Weapon that did decent damage when it hit, and was generally able to hold her own with a sword-n-board warblade who hit more often but didn't do as much damage. (Although I did houserule to let her put slightly more essentia in her melds...)For Valor wrote: actually d6, but he did have Wizard BAB. Of course, that's just like Incarnate above, and the original had 2 good saves (Will/Fort) instead of just 1 (Will). Of course, they get less skill points... but that's kind of not important anyway.
The Incarnate and the Totemist aren't necessarily bad classes; they just aren't especially good. And when you consider the fact that the books have that horrific blue fetish, and how the power source has almost nothing in common with preexisting material, and how comparatively complex learning the system is...
Most players would just get a lot more enjoyment for less work out of a warblade, or something like what Frank's written.
But I'll trust in Frank. I'm gonna playtest this a bit.
Mask wrote:And for the love of all that is good and unholy, just get a fucking hippogrif mount and pretend its a flying worg.
Bacchae (CN): As long as you concentrate, enemies within 20 feet of you must Will save or be dazed.
Energon (NN): close range, 10-foot radius burst deals 1d8/level positive energu healing or negative energy damage, Will half.
Formian Worker (LN): As Shatter, but effects 3 targeted items/creatures per level within 30 feet of each other.
Bariaur: (CG): 15-foot cone deals 1d6/level damage, pushes to the end of the effect, and knocks prone (Fort negates push, takes half damage).
Azer (LN): 30-foot long wall of fire deals 1d6/level to creatures passing through (Reflex half), provides concealment, destroys 30% of arrows and bullets. Close range.
Energon (NN): close range, 10-foot radius burst deals 1d8/level positive energu healing or negative energy damage, Will half.
Formian Worker (LN): As Shatter, but effects 3 targeted items/creatures per level within 30 feet of each other.
Bariaur: (CG): 15-foot cone deals 1d6/level damage, pushes to the end of the effect, and knocks prone (Fort negates push, takes half damage).
Azer (LN): 30-foot long wall of fire deals 1d6/level to creatures passing through (Reflex half), provides concealment, destroys 30% of arrows and bullets. Close range.