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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 5394769" data-attributes="member: 29746"><p>This is the critical point I was making before: the Incarnate <strong>does</strong> want to help all his allies and <strong>can</strong> work with whoever he likes. But the <em>powers behind the Incarnate</em> don't want to help extremists. The <em>powers behind the Incarnate</em> are what you're calling Stupid Neutral. This is illustrated perfectly by the way the other Incarnates work: two of my test character's party members are non-Chaotic, and I can assure you that every time one or both of those two was within range of my Incarnum Radiance, when I chose to Share it, I would have preferred them to get the benefit. But they don't: because the <em>Radiance itself</em> only helps Chaotic people. It refuses to help non-Chaotic beings, no matter how friendly the Incarnate is with them. In the case of the Incarnate of Balance, this means that they won't help an extremist like a Paladin, under any circumstances. That's what Strongly True Neutral (to use the terminology from <em>Manual of the Planes</em>) does.</p><p></p><p></p><p>There is actually one more thing that changes; each type of Incarnate Weapon is aligned. It can penetrate alignment-based DR just fine: for instance, a Good Incarnate's Weapon will penetrate DR X/Good. And the Bind gives them the ability to be "charged" with the potential to Stun opposite-aligned targets, but that's neither here nor there really (Balance would of course use that to Stun extreme-aligned targets).</p><p></p><p>My concern with the feat wasn't so much how it works out for the Incarnate, but rather that it seems to be so highly specialized that most Incarnates wouldn't ever bother taking it. It may be a weak option, in other words, like the 3.0 Toughness.</p><p></p><p></p><p>Immunity to Scrying seems reasonable, certainly, though that's Divination rather than Enchantment. So is <em>Detect Thoughts</em> for that matter, though it has the [Mind-Affecting] descriptor so that's less important. I think giving immunities to most mental attack types, while stopping short of total immunity a la <em>Mind Blank</em>, is the way to go here. <em>Power Word</em> spells, for example, should still work, but stuff like <em>Dominate Person</em> would be Right Out.</p></blockquote><p></p>
[QUOTE="paradox42, post: 5394769, member: 29746"] This is the critical point I was making before: the Incarnate [B]does[/B] want to help all his allies and [B]can[/B] work with whoever he likes. But the [I]powers behind the Incarnate[/I] don't want to help extremists. The [I]powers behind the Incarnate[/I] are what you're calling Stupid Neutral. This is illustrated perfectly by the way the other Incarnates work: two of my test character's party members are non-Chaotic, and I can assure you that every time one or both of those two was within range of my Incarnum Radiance, when I chose to Share it, I would have preferred them to get the benefit. But they don't: because the [I]Radiance itself[/I] only helps Chaotic people. It refuses to help non-Chaotic beings, no matter how friendly the Incarnate is with them. In the case of the Incarnate of Balance, this means that they won't help an extremist like a Paladin, under any circumstances. That's what Strongly True Neutral (to use the terminology from [I]Manual of the Planes[/I]) does. There is actually one more thing that changes; each type of Incarnate Weapon is aligned. It can penetrate alignment-based DR just fine: for instance, a Good Incarnate's Weapon will penetrate DR X/Good. And the Bind gives them the ability to be "charged" with the potential to Stun opposite-aligned targets, but that's neither here nor there really (Balance would of course use that to Stun extreme-aligned targets). My concern with the feat wasn't so much how it works out for the Incarnate, but rather that it seems to be so highly specialized that most Incarnates wouldn't ever bother taking it. It may be a weak option, in other words, like the 3.0 Toughness. Immunity to Scrying seems reasonable, certainly, though that's Divination rather than Enchantment. So is [I]Detect Thoughts[/I] for that matter, though it has the [Mind-Affecting] descriptor so that's less important. I think giving immunities to most mental attack types, while stopping short of total immunity a la [I]Mind Blank[/I], is the way to go here. [I]Power Word[/I] spells, for example, should still work, but stuff like [I]Dominate Person[/I] would be Right Out. [/QUOTE]
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