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Incarnum in Pathfinder
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<blockquote data-quote="Chronologist" data-source="post: 5388020" data-attributes="member: 81796"><p>I think the Radiance ability is fine as-is, it's just not something I would play.</p><p></p><p>When it comes to skill bonuses, Incarnates get the lowest number of skill points per level, and very few class skills. I feel like the skill bonuses are like what the Binder gets from Vestiges: they're supposed to temporarily fill the vacuum left by not having any ranks in that skill, so you can (for example) stealth like a Rogue or jump like a Monk that day. I don't feel like they're supposed to stack onto existing skill ranks, and I personally would only ever play an Incarnate with ranks in Knowledge and Use Magic Device (and other skills that cannot be performed untrained).</p><p></p><p>When it comes to damage, the Incarnate's far behind the Warlock. Warlocks do 9d6 at range at highest level (probably will be doing at least 10d6 when Paizo makes a Warlock base class), while an Incarnate will be doing 6d6 damage, 6d8 if using the ranged Necrocarnum meld bind. I admit, if the Incarnate lost the Expanded Essentia Capacity ability, but had essentia maximum at 1/2 level (rounded up), then they'd be exactly at par with Warlock. The other option (as I see it) is for the cap to be reduced to 1/3 level, rounded up, but you keep the Expanded Essentia Capacity abiilty. Then, you'd be behind the Warlock all the time, but not so much that you can't compete.</p><p></p><p>I'd agree that Incarnates are like Clerics when it comes to their damage output, but they have low attack bonus and d6 hit dice, not to mention a lot less armor and weapon proficiencies. That makes melee support a lot harder for them. To me, Totemists are the melee support incarnum users, while Incarnates should be better at utility and blasting.</p><p></p><p>In retrospect, the Heart chakra is a lot stronger, so it could be assigned to 16th level with no problems. I just really dislike how Incarnum users seem to get the biggest power boosts at a couple of levels. Letting characters choose their order of chakra openings keeps it more linear and, in my mind, makes Incarnates feel more customizable, despite the fact that they'll all get about the same class features by level 20.</p><p></p><p>I look forward to your comments on the Necrocarnate, and yes, I understand that you could just play an Evil incarnate and get the same thing... but it's more of a variant class than a full class anyway.</p><p></p><p>Thanks for the response!</p></blockquote><p></p>
[QUOTE="Chronologist, post: 5388020, member: 81796"] I think the Radiance ability is fine as-is, it's just not something I would play. When it comes to skill bonuses, Incarnates get the lowest number of skill points per level, and very few class skills. I feel like the skill bonuses are like what the Binder gets from Vestiges: they're supposed to temporarily fill the vacuum left by not having any ranks in that skill, so you can (for example) stealth like a Rogue or jump like a Monk that day. I don't feel like they're supposed to stack onto existing skill ranks, and I personally would only ever play an Incarnate with ranks in Knowledge and Use Magic Device (and other skills that cannot be performed untrained). When it comes to damage, the Incarnate's far behind the Warlock. Warlocks do 9d6 at range at highest level (probably will be doing at least 10d6 when Paizo makes a Warlock base class), while an Incarnate will be doing 6d6 damage, 6d8 if using the ranged Necrocarnum meld bind. I admit, if the Incarnate lost the Expanded Essentia Capacity ability, but had essentia maximum at 1/2 level (rounded up), then they'd be exactly at par with Warlock. The other option (as I see it) is for the cap to be reduced to 1/3 level, rounded up, but you keep the Expanded Essentia Capacity abiilty. Then, you'd be behind the Warlock all the time, but not so much that you can't compete. I'd agree that Incarnates are like Clerics when it comes to their damage output, but they have low attack bonus and d6 hit dice, not to mention a lot less armor and weapon proficiencies. That makes melee support a lot harder for them. To me, Totemists are the melee support incarnum users, while Incarnates should be better at utility and blasting. In retrospect, the Heart chakra is a lot stronger, so it could be assigned to 16th level with no problems. I just really dislike how Incarnum users seem to get the biggest power boosts at a couple of levels. Letting characters choose their order of chakra openings keeps it more linear and, in my mind, makes Incarnates feel more customizable, despite the fact that they'll all get about the same class features by level 20. I look forward to your comments on the Necrocarnate, and yes, I understand that you could just play an Evil incarnate and get the same thing... but it's more of a variant class than a full class anyway. Thanks for the response! [/QUOTE]
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