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Incarnum in Pathfinder
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<blockquote data-quote="Chronologist" data-source="post: 5388974" data-attributes="member: 81796"><p>Wow, thanks for the quick reply. I'll try and respond as best I can.</p><p></p><p>I'm pretty new at Enworld, I don't use it often, so I'm not good at editing posts. Maybe when we have a clearer idea of what we're doing?</p><p></p><p>Most of the stuff with Necrosentia is just for flavor, you could keep the pools together without a big fuss.</p><p></p><p>Necrocarnates feel like Intimidate would be a good skill, but with their natural touch attack, they're already pretty impressive. Maybe if the touch attack had some sort of additional benefits over time (like the Antipaladin's abilities from the APG) that would be cool. I definitely like the idea of draining Essentia from a person and Fatiguing them as well.</p><p></p><p>I feel like the Necrocarnate should have a more limited, yet broader list. 3+ more Necrocarnum melds would be nice, but I'm contemplating a second set of melds, called Midnight Soulmelds. They'd have a theme of illusion and darkness, as well as covering some things like becoming incorporeal temporarily, or other strange supernatural powers. Besides those two sets, I think that limiting the Necrocarnate to about 20 others from assorted lists would be appropriate (10 Incarnate, 5 Soulborn, 5 Totemist).</p><p></p><p>About the 4E roles, I was doing that WAY before 4E showed up. Maybe my view of Incarnates is different from yours, but I see Incarnates as Utility/Controller, Soulborn as Melee/Protect, and Totemist as Striker/Debuff (with all their crazy Totem powers). Necrocarnate is more of a Blaster/Debuff (with Immunity elements) class, if that makes any sense at all.</p><p></p><p>Okay, you can keep the Essentia cap where it is now, in my games I'm increasing it but decreasing the benefits of certain soulmelds (like Spellward Shirt). We'll focus on class features.</p><p></p><p>Here's an idea for the boots, dunno if a similar meld exists:</p><p></p><p>Necrocarnum Boots</p><p>Chakra Slot: Feet</p><p>Binds: Feet, Legs</p><p>These black boots appear translucent and hover over your own footwear. While you wear them, your footsteps quiet and your movements become more smooth. You gain a +2 bonus to Stealth checks, and whenever you take a move action, the first square of movement does not provoke an attack of opportunity (as though you had taken the Retreat action).</p><p>Essentia: For every point of essentia invested, the bonus to Stealth checks improves by 2.</p><p>Chakra Bind (Feet): The boots harden over your feet, gaining deadly spikes. You gain a natural Kick attack, dealing 1d6 damage (1d4 for small, 1d8 for large). FOr every point essentia invested in this soulmeld, you gain a +1 to attack and damage rolls with this kick. If you have unarmed strike damage greater than this die of damage (for example, from Monk levels), you may use that instead, with a +1 die step bonus to damage.</p><p>Chakra Bind (Legs): The boots go up to your thighs, allowing you to move with uncanny grace. You do not provoke attacks of opportunity for moving through an enemy's threatened square.</p><p></p><p>Here's an example of a Midnight soulmeld</p><p></p><p>Midnight Cloak</p><p>Chakra: Shoulders</p><p>Chakra Binds: Crown, Shoulders</p><p>This dark blue cloak makes it easier to conceal your actions, as well as your motives. You gain a +2 bonus to Sleight of Hand and Bluff, +2 per point of essentia invested in this soulmeld.</p><p>Crown Bind: People find it hard to get a reading of you. You are under the effect of an Undetectable Alignment spell at all times, though you can drop the effect for 1 round as a free action. The caster level for this effect is your Meldshaper level. Each point of essentia invested in this Soulmeld increases the effective spell elvel of this effect by 2.</p><p>Shoulder Bind: You can go places other cannot. You can become invisible as a full-round action, which lasts for 1 minute per point of essentia invested in this ability. Once used, this ability cannot be used again for 1 minute.</p><p></p><p>I don't know how strong the Midnight Cloak is, but I like the flavor that each Midnight Meld is less about raw Necrotic power and more about subtlety and influence, something any Evil character would need. Besides, dark blue is a color not often used in melds, so I figure it would be cool to have a theme of that.</p></blockquote><p></p>
[QUOTE="Chronologist, post: 5388974, member: 81796"] Wow, thanks for the quick reply. I'll try and respond as best I can. I'm pretty new at Enworld, I don't use it often, so I'm not good at editing posts. Maybe when we have a clearer idea of what we're doing? Most of the stuff with Necrosentia is just for flavor, you could keep the pools together without a big fuss. Necrocarnates feel like Intimidate would be a good skill, but with their natural touch attack, they're already pretty impressive. Maybe if the touch attack had some sort of additional benefits over time (like the Antipaladin's abilities from the APG) that would be cool. I definitely like the idea of draining Essentia from a person and Fatiguing them as well. I feel like the Necrocarnate should have a more limited, yet broader list. 3+ more Necrocarnum melds would be nice, but I'm contemplating a second set of melds, called Midnight Soulmelds. They'd have a theme of illusion and darkness, as well as covering some things like becoming incorporeal temporarily, or other strange supernatural powers. Besides those two sets, I think that limiting the Necrocarnate to about 20 others from assorted lists would be appropriate (10 Incarnate, 5 Soulborn, 5 Totemist). About the 4E roles, I was doing that WAY before 4E showed up. Maybe my view of Incarnates is different from yours, but I see Incarnates as Utility/Controller, Soulborn as Melee/Protect, and Totemist as Striker/Debuff (with all their crazy Totem powers). Necrocarnate is more of a Blaster/Debuff (with Immunity elements) class, if that makes any sense at all. Okay, you can keep the Essentia cap where it is now, in my games I'm increasing it but decreasing the benefits of certain soulmelds (like Spellward Shirt). We'll focus on class features. Here's an idea for the boots, dunno if a similar meld exists: Necrocarnum Boots Chakra Slot: Feet Binds: Feet, Legs These black boots appear translucent and hover over your own footwear. While you wear them, your footsteps quiet and your movements become more smooth. You gain a +2 bonus to Stealth checks, and whenever you take a move action, the first square of movement does not provoke an attack of opportunity (as though you had taken the Retreat action). Essentia: For every point of essentia invested, the bonus to Stealth checks improves by 2. Chakra Bind (Feet): The boots harden over your feet, gaining deadly spikes. You gain a natural Kick attack, dealing 1d6 damage (1d4 for small, 1d8 for large). FOr every point essentia invested in this soulmeld, you gain a +1 to attack and damage rolls with this kick. If you have unarmed strike damage greater than this die of damage (for example, from Monk levels), you may use that instead, with a +1 die step bonus to damage. Chakra Bind (Legs): The boots go up to your thighs, allowing you to move with uncanny grace. You do not provoke attacks of opportunity for moving through an enemy's threatened square. Here's an example of a Midnight soulmeld Midnight Cloak Chakra: Shoulders Chakra Binds: Crown, Shoulders This dark blue cloak makes it easier to conceal your actions, as well as your motives. You gain a +2 bonus to Sleight of Hand and Bluff, +2 per point of essentia invested in this soulmeld. Crown Bind: People find it hard to get a reading of you. You are under the effect of an Undetectable Alignment spell at all times, though you can drop the effect for 1 round as a free action. The caster level for this effect is your Meldshaper level. Each point of essentia invested in this Soulmeld increases the effective spell elvel of this effect by 2. Shoulder Bind: You can go places other cannot. You can become invisible as a full-round action, which lasts for 1 minute per point of essentia invested in this ability. Once used, this ability cannot be used again for 1 minute. I don't know how strong the Midnight Cloak is, but I like the flavor that each Midnight Meld is less about raw Necrotic power and more about subtlety and influence, something any Evil character would need. Besides, dark blue is a color not often used in melds, so I figure it would be cool to have a theme of that. [/QUOTE]
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