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Incarnum in Pathfinder
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<blockquote data-quote="Chronologist" data-source="post: 5389914" data-attributes="member: 81796"><p>Sorry about the Legs chakra problem... I own Magic of Incarnum, but I also have Insomnia 2 days out of 5, so if I don't seem to make any sense... yeah, that's why.</p><p></p><p>Yes, Necrocarnates should have Intimidate. </p><p></p><p>I don't mind if the two pools mix, or if you mix the essentia from the two classes, it's just fluff. </p><p></p><p>Trap the Soul should probably start off being removed by Remove Curse, then higher level stuff later. </p><p></p><p>I guess I'm wrong about them being Controllers, though I think if there were a couple of Soulmelds that let them do that, they'd be better. I'm thinking of making the Midnight soulmelds mostly crowd control. </p><p></p><p>The Kick attack of Necrocarnum boots was just a tentative idea make while sleep deprived, maybe it should be something like feather fall, combined with not setting off ground-based traps. It could even give evasion or something, but only to traps... or maybe a bonus to CMB against attacks of opportunity. All just ideas. </p><p></p><p>Midnight Cloak was worded wrong, it should be that after the Invisibility wears off, it takes 1 minute to recharge. I'd be fine with 1 minute per ML total per day (divided as you choose into 1 minute increments), at which point it unbinds.</p><p></p><p>Here's another idea for a Midnight Meld:</p><p></p><p>Midnight Gloves</p><p>Chakra: Hands</p><p>Binds: Hands, Arms</p><p>These bark blue gloves appear around your hands, making it easier to grab onto surfaces. You also have a vague sense of confidence while you have this soulmeld bound. You gain a +2 bonus to your CMB for grapple checks and CMD against disamr and sunder attempts. For each point of essentia, this bonus increases by 2.</p><p>Hand Chakra Bind: The gloves allow you to grab enemies from afar with a large blue hand made of essentia. This works like a normal Grapple manuever except that the maximum range is 5 feet + 5 feet per point of essentia invested in this meld, and activating this ability is a full-round action.</p><p>Arms: As the Hands chakra ability, except you may instead grapple a number of enemies within range equal to the Chakra you invest in this ability. </p><p></p><p>I know it's probably way too strong, but I think it lest the Necrocarnate be a Controller type when needed, immobilizing enemies at a distance.</p></blockquote><p></p>
[QUOTE="Chronologist, post: 5389914, member: 81796"] Sorry about the Legs chakra problem... I own Magic of Incarnum, but I also have Insomnia 2 days out of 5, so if I don't seem to make any sense... yeah, that's why. Yes, Necrocarnates should have Intimidate. I don't mind if the two pools mix, or if you mix the essentia from the two classes, it's just fluff. Trap the Soul should probably start off being removed by Remove Curse, then higher level stuff later. I guess I'm wrong about them being Controllers, though I think if there were a couple of Soulmelds that let them do that, they'd be better. I'm thinking of making the Midnight soulmelds mostly crowd control. The Kick attack of Necrocarnum boots was just a tentative idea make while sleep deprived, maybe it should be something like feather fall, combined with not setting off ground-based traps. It could even give evasion or something, but only to traps... or maybe a bonus to CMB against attacks of opportunity. All just ideas. Midnight Cloak was worded wrong, it should be that after the Invisibility wears off, it takes 1 minute to recharge. I'd be fine with 1 minute per ML total per day (divided as you choose into 1 minute increments), at which point it unbinds. Here's another idea for a Midnight Meld: Midnight Gloves Chakra: Hands Binds: Hands, Arms These bark blue gloves appear around your hands, making it easier to grab onto surfaces. You also have a vague sense of confidence while you have this soulmeld bound. You gain a +2 bonus to your CMB for grapple checks and CMD against disamr and sunder attempts. For each point of essentia, this bonus increases by 2. Hand Chakra Bind: The gloves allow you to grab enemies from afar with a large blue hand made of essentia. This works like a normal Grapple manuever except that the maximum range is 5 feet + 5 feet per point of essentia invested in this meld, and activating this ability is a full-round action. Arms: As the Hands chakra ability, except you may instead grapple a number of enemies within range equal to the Chakra you invest in this ability. I know it's probably way too strong, but I think it lest the Necrocarnate be a Controller type when needed, immobilizing enemies at a distance. [/QUOTE]
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