Clases of Incarnum

Dark Psion

First Post
I am have trouble "seeing" the new classes in the Magc Of Incarnum, the Incarnate, the Soulborn and the Totemist. With previous books, something would immediately come to mind as I read the description of a new class. With the original Psionic handbook came the Psychic Warrior and Xena was the Iconic version of that for me. With the Expanded Psionic Handbook came the Wilder and Robin from Witch Hunter Robin came to mind. She only does fire, but she does it quite well.

But with these new classes, very little is comming to me to visualize them. Now the Soulborn does remind me of Kazuma from sCryed.

But the Incarnate??

Maybe it is the Alignment aspects that are throwing me. I understand why Paladins are LG and why Druids are Neutral, but why are Incarnates so extreme in their alignment? Yes, soulmelds are divided by alignment, but they could just as easily be divided by Elements, signs of the Zodiac or something else.

The Totemist is a little easier to see, but the "Illiteracy" is a strange class feature to include. How many character designs are wiped out by that one word? And the feats in the book are very uninspired, spend a point to gain a point of ___________.

And yes, yes I could just ignore those aspects, but I am trying to understand the thinking behind these classes. Why did alignment become so infused with them during the design stage? At what point did they decide that a Totemist shouldn't be able to read? And were they running out of Essetia when they got to the feat section?

Another aspect that bothers me a little is the fact that they just "know" all their Soulmelds. Part of the fun of creating Wizards and Psions is in creating new spells and powers. When Magic of Eberron comes out, do all Artificers get an internet update for any new Infusions in the book?

So, if you have already created Incarnum characters, who do you see them as? What was your inspiration?

Or are you as confused as I am? ;)
 

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And yes, yes I could just ignore those aspects, but I am trying to understand the thinking behind these classes. Why did alignment become so infused with them during the design stage? At what point did they decide that a Totemist shouldn't be able to read?
The totemist is easy enough to answer - she's meant to be a "savage" incarnum user, just as a barbarian is meant to be a "savage" warrior. They emulate magical beasts the way a druid identifies with animals; I get the feeling you are supposed to find totemists among less-civilised tribes rather than in towns and cities.

As for the incarnate, it seems to me that it's a more esoteric association of incarnum with specific types of creatures - while the totemist draws on the soul energy of magical beasts and gains their powers, the incarnate draws on soul energy associated with extremes of alignment and the creatures tied to them. Remember that alignment is a real metaphysical force in D&D settings, after all.
 

If you ignore the fact that the basis of their powers are theoretically different (incarnum vs psionics), the incarnates and soulborn seem to me like generalized soulknives. Instead of just shaping weapons, they can shape all sorts of stuff - boots, gauntlets, bracers, helms, etc.
 

I think the main problem I have having with these classes is the 24/7 aspect of their class abilities.

Look at the pictures in the book and imagine these NPCs wandering around town with burning capes, girillion arms and gorgon masks in place all day long. That is assuming they even are alowed in town with their soulmelds active.

Part of the fun of roleplaying is in planing out what spells to learn today and then chosing the right moment to cast them or managing you power points, do you augment this power or save it for later?

With these classes, they already "know" all soulmelds, so no new spells scrolls to find, their souldmelds are active untill they dismiss them, so no timekeeping or tactical planing, and their Essentia is just moved from one location to another, so no keeping track of your power points.

These classes are more like superheros than adventurers.
 


All D&D heroes are basically superheroes when they reach high enough level.

The persistence of visual effects is easily handwaved - why not say that the effects are invisible, but flare up in vivid by-the-book imagery when they're used?
 

Dark Psion said:
I think the main problem I have having with these classes is the 24/7 aspect of their class abilities.

...

Part of the fun of roleplaying is in planing out what spells to learn today and then chosing the right moment to cast them or managing you power points, do you augment this power or save it for later?

With these classes, they already "know" all soulmelds, so no new spells scrolls to find, their souldmelds are active untill they dismiss them, so no timekeeping or tactical planing, and their Essentia is just moved from one location to another, so no keeping track of your power points.
Actually, this might be a plus point for some people who prefer not to play spellcasters because of the additional complexity involved in resource management. The meldshaper classes seem to me to be an intermediate step in complexity between the fighter and warlock on one end, and the wizard and psion on the other.
 

the totemist is actually extremely easy to see in RL. I am a shamanic practitioner. As part of that spirituality, I deal with the spirits of animals, plants, rocks, trees, seasons, etc. One of the things taught by these spirits is how to 'wear' the spirit. Some practitioners call it "Wearing the Bear Shirt" which basically means, "becoming" bear, or whatever your spirit guide is. Also, different spirits have different things they can teach you and different 'gifts' the offer.

I have actually considered canning Cleric's, Paladins and Druids, in favor of Incarnates, Soulborn and Totemists.
 

I have actually considered canning Cleric's, Paladins and Druids, in favor of Incarnates, Soulborn and Totemists.

Going a bit off-topic, but how exactly do you plan to handle healing then? The incarnate classes can't even heal as well as a bard.

Back on-topic -- I see the Incarnates as somewhat akin to necromancers... they work with the energy of souls, & this energy ultimately affects their personalities. Because the strongest souls are those with the most extreme alignments, those who wield this energy take on extreme alignments.

For the Soulborn, I don't really have a conceptualization beyond the book text. *shrug*
 

Visualizing the Incarnum classes? Well, I'd say they're kind of like (as someone else said) an all-over Soulknives.

As for having over-the top effects on all the time, what else is new? It seems like most D&D characters end up with some effect or another that stands out enough to make them not blend in with a crowd. Ioun Stones, various magic items... When you think about it, the Incarnum classes are about as likely to stand out as any other PC with a 'by-the-book' helping of magic items.
 

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