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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 5390891" data-attributes="member: 29746"><p>Actually, just for my own world I had a valid reason to introduce a True Neutral Incarnate; one of the more powerful gods is TN and is specifically the god of Balance above all else. So True Neutral really is strongly represented in my setting, and it makes sense that there would be enough soul energy there to allow Incarnum use. I don't have the list of effects for their Incarnum Radiance available to me at the moment, so I can't post them here- but if there's interest I'll make a new post later detailing my ideas on the topic.</p><p> </p><p>So is that your answer to what actually <strong>powers</strong> the Midnight melds? (And incidentally, you might also consider the term "Twilight" for them, since if the idea is that they're "in between" then you could also go with "between day and night" for flavor. We'll ignore the mass-market vampire reference.) True Neutral alignment? If so, then perhaps it <strong>does</strong> deserve special rules as a category- perhaps Incarnates of other alignments should need a special "Acolyte of Balance" (or something) feat to access them. Necrocarnate, not caring so much about alignment, and anyway basing its power on <strong>stealing</strong> soul power and using them unwillingly rather than on working in concert with them as regular Incarnum users do, would be able to use the Midnight/Twilight melds without difficulty.</p><p> </p><p></p><p>Brow is the slot for Eyes and Goggles, so with your restrictions it makes sense to put more powerful illusion-detection effects there as well as reading thoughts and emotions. And memories, perhaps. Look to add powers from psionics of levels 0-5 or thereabouts, as well as magic.</p><p> </p><p>Waist is the slot for Belts, which typically grant self-empowerment effects (there's a reason all the physical-ability boosters are Belts in PF). The only effect which is coming to my mind is some sort of vampiric stealing of strength or the like, which would be a pretty damned powerful effect obviously.</p><p> </p><p>Arms is similar to Hands, but being a higher Chakra allows more powerful/higher-level effects. Come up with more effects to give to Hands, and put the higher-powered ones into Arms instead I'd say.</p><p> </p><p>Hands might allow telekinesis effects in general, since you're looking at manipulation. One possibility, how about something allowing use of certain skills at a distance like the Ranged Legerdemain (sp?) class feature of Arcane Tricksters?</p><p> </p><p>Feet nearly always grant efects dealing with movement. Cerulean Sandals allow <em>Dimension Door</em>, so perhaps a Midnight Feet bind could allow that effect that swaps positions of two allies? The wearer of the suggested meld can swap locations with an ally within X feet based on essentia, with a limit based on (ML) before it unshapes?</p><p> </p><p>Soul is the armor slot, but the melds in <em>MoI</em> don't really stick to a pattern regarding it other than that the effects it grants are really strong for Incarnum. An example is that the only Chakra Bind power allowing use of a 9th-level spell is the Bind given to Planar Chasuble, granting a 1/week <em>Gate</em>. So, similar notions should work for Midnight melds if you want to give one a Soul bind- save the biggest guns for this.</p></blockquote><p></p>
[QUOTE="paradox42, post: 5390891, member: 29746"] Actually, just for my own world I had a valid reason to introduce a True Neutral Incarnate; one of the more powerful gods is TN and is specifically the god of Balance above all else. So True Neutral really is strongly represented in my setting, and it makes sense that there would be enough soul energy there to allow Incarnum use. I don't have the list of effects for their Incarnum Radiance available to me at the moment, so I can't post them here- but if there's interest I'll make a new post later detailing my ideas on the topic. So is that your answer to what actually [B]powers[/B] the Midnight melds? (And incidentally, you might also consider the term "Twilight" for them, since if the idea is that they're "in between" then you could also go with "between day and night" for flavor. We'll ignore the mass-market vampire reference.) True Neutral alignment? If so, then perhaps it [B]does[/B] deserve special rules as a category- perhaps Incarnates of other alignments should need a special "Acolyte of Balance" (or something) feat to access them. Necrocarnate, not caring so much about alignment, and anyway basing its power on [B]stealing[/B] soul power and using them unwillingly rather than on working in concert with them as regular Incarnum users do, would be able to use the Midnight/Twilight melds without difficulty. Brow is the slot for Eyes and Goggles, so with your restrictions it makes sense to put more powerful illusion-detection effects there as well as reading thoughts and emotions. And memories, perhaps. Look to add powers from psionics of levels 0-5 or thereabouts, as well as magic. Waist is the slot for Belts, which typically grant self-empowerment effects (there's a reason all the physical-ability boosters are Belts in PF). The only effect which is coming to my mind is some sort of vampiric stealing of strength or the like, which would be a pretty damned powerful effect obviously. Arms is similar to Hands, but being a higher Chakra allows more powerful/higher-level effects. Come up with more effects to give to Hands, and put the higher-powered ones into Arms instead I'd say. Hands might allow telekinesis effects in general, since you're looking at manipulation. One possibility, how about something allowing use of certain skills at a distance like the Ranged Legerdemain (sp?) class feature of Arcane Tricksters? Feet nearly always grant efects dealing with movement. Cerulean Sandals allow [I]Dimension Door[/I], so perhaps a Midnight Feet bind could allow that effect that swaps positions of two allies? The wearer of the suggested meld can swap locations with an ally within X feet based on essentia, with a limit based on (ML) before it unshapes? Soul is the armor slot, but the melds in [I]MoI[/I] don't really stick to a pattern regarding it other than that the effects it grants are really strong for Incarnum. An example is that the only Chakra Bind power allowing use of a 9th-level spell is the Bind given to Planar Chasuble, granting a 1/week [I]Gate[/I]. So, similar notions should work for Midnight melds if you want to give one a Soul bind- save the biggest guns for this. [/QUOTE]
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