Agent Oracle said:
I'm not very strong at mechanically fiddling with NPCs for min/maxing potential. And one of the big things that worries me is that the Incarnum user never has to hit much more than a 10-14 AC. (since nearly all their attacks are ranged touch)
Actually, the Incarnate's attacks are either melee touch (lightning gauntlets) or ranged touch (dissolving spittle) or normal melee (incarnate weapon). They actually don't have many attack forms.
Melee touch requires them to be in combat, and is once/round for perhaps 5d6 damage by 8th level. (Compare to a fighter who may be dealing 1d8+8 twice, and it's comparable).
Ranged touch is interfered with by Cover and In Melee status. AC 18+ is not fun with a wizard's base attack. Greg uses another soulmeld to give himself precise shot, but 5d6 acid damage at a range of only 30' isn't a problem. (8th level, again).
Acid or electricity resistance or immunity *really* mucks up the incarnate. Ask Greg. He's been fighting Green Dragons recently.
I've now run Greg's NG Incarnate for 20 sessions (levels 1-8). It's been a really great character. The balance of the character has been superb. It doesn't overshadow the other PCs, but they miss him when he's gone.
At 8th level, Greg has five soulmelds, which he's chosen as follows:
*
Dissolving Spittle (occasionally Lightning Gauntlets) - major attack form.
*
Airstep Sandals - allows him to fly 40' as a move action, though he must end his move on the ground. We've been playing a lot in the snow recently, and this allows him mobility around the battlefield. (Watching the 15' move halfling trying to get around has been painful, however)
*
Sighting Gloves (bound to arms) - give him Precise Shot.
*
Theraputic Mantle - the party doesn't have a cleric, rather a bard and a druid. This allows Greg to make exceptional use of what little healing the party has. A
cure minor wounds heals 7 hp!
*
Lifebond Vestments - Greg functions as the major healer of the party; 1/hour (for each PC) he could heal 19 hp by taking 10 damage himself; really, this acts as a major focusing act for
cure light wounds in combination with the
Mantle
Incarnates can substitute for the Fighter or Rogue of the group. They're not good enough to be the cleric (in particular, they lack access to restoration-type spells), although if they acquire some wands or scrolls, their ability to bind
Mage's Spectacles and thus gain Use Magic Device at a reasonable level will suffice. They don't have the mass attack forms the Wizard brings to the table.
In addition to running the Incarnate, I've run a Totemist for about 8 sessions, and a Soulborn for about 12 sessions. No balance problems there.
Outside of combat, Greg has access to nearly every skill if he chooses the right soulmelds. (The combination of
Truthseeker Goggles and bound
Theft Gloves would make him a good Rogue). In surprise situations, he can use the Rapid Soulmeld ability to swap out one of his 'melds for another. He used this to good effect when the party found himself on a boat without a captain... He swapped in
Seafarer's Bracers and suddenly had Profession (sailor) at +9 or so, enough to see them safely to shore.
The use of Magic Item spaces for soulmelds might really be a problem at high levels.
Note that only if you bind a soulmeld does it kill the magic item slot; normally it just overlaps. If you really need that slot for both, there is a feat that allows such.
Cheers!