Clases of Incarnum

The incarnate is interesting. It does read like an awfully weak combat class with it's poor BAB and d6 hp, however it has the ability to accumulate a LOT of bonus hit points from feats and soulmelds, along with some decent self healing. And while damage from soulmelds is definitely on the weak side compared to arcane spells, it is competative with melee damage (shy of a power attacking two-handed types). While I would need to see one in play to really judge I suspect an incarnate could make a good secondary fighter/bard type.

The one place I think the class design really does fall down is in the fact that so many melds boost skills, but the Incarnate has crap skill points and an even worse skill list. Whee.

As far as role goes, RP wise the Incarnate and Soulborn both should act as exemplars of their alignment, like a cleric, but without the filter of a religion.
 

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Macbeth said:
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.

It's not something people think about that often.

After all, how often do masked short guys walk out of an inn's basement with a quarterstaff, longbow, and bastard sword slung across their back over a cloak made out of dragon's wings, while wearing a color-shifting robe, bronze armbands, AND COVERED IN A FUNKY-COLORED PSIONIC SKIN? I mean, after I did that in a campaign, I started thinking that maybe I should use my Hat of Disguise a bit more often. :)

After looking at the Incarnate some more, I've just about decided that you're not actually intended to play one to 20. What they intend you to do is to take a few levels and then multiclass elsewhere, preferably into one of the prestige classes included just for that purpose. I mean, it can't hurl death from range, nor can it really smack foes around that much, and it doesn't help its partymates nearly as much as, say, a bard or a marshal. But, of course, I could be wrong.

Brad
 

Andor said:
The incarnate is interesting. It does read like an awfully weak combat class with it's poor BAB and d6 hp, however it has the ability to accumulate a LOT of bonus hit points from feats and soulmelds, along with some decent self healing. And while damage from soulmelds is definitely on the weak side compared to arcane spells, it is competative with melee damage (shy of a power attacking two-handed types). While I would need to see one in play to really judge I suspect an incarnate could make a good secondary fighter/bard type.

The one place I think the class design really does fall down is in the fact that so many melds boost skills, but the Incarnate has crap skill points and an even worse skill list. Whee.

As far as role goes, RP wise the Incarnate and Soulborn both should act as exemplars of their alignment, like a cleric, but without the filter of a religion.

You have to keep in mind your Essentia, unlike psionic power points, are not spent. Instead you invest them in your soulmelds and can shift them from meld to meld to feat each round.

So a 20th level Incarnate has 9 soulmelds, 5 of which are chakra binds and at least 26 points of essentia to invest in them, but no more than 4 points per soulmeld all of which can be reinvested as a swift action each round.

I take back my charge of no book keeping required ;)
 

Darky P,

Any chance there's something that say...a githzerai paladin in Eberron might find useful in battling the forces of Xoriat? (Silver Flame follower if that help...)
 

Nightfall said:
Any chance there's something that say...a githzerai paladin in Eberron might find useful in battling the forces of Xoriat? (Silver Flame follower if that help...)
Sapphire Smite is a nice feat, as it gives you extra smites per day and a bonus on damage when you smite, but you're probably better off taking Extra Smite from Complete Warrior unless you have essentia to spare.
 

Nightfall said:
Darky P,

Any chance there's something that say...a githzerai paladin in Eberron might find useful in battling the forces of Xoriat? (Silver Flame follower if that help...)

Basically there is an Incarnum feat for every class in D&D.

Azure Enmity: Favored Enemy (Boost skill checks)
Azure Talent: Psionics (Essentia to power points)
Azure Touch: Laying on Hands (Spend Essentia to boost healing)
Azure Turning: Turn Undead (Extra damage)
Azure Wildshape: Wildshape (Boost natural weapon damage)
Cobalt Rage: Rage ( Bonus to damage and Will save)
Indigo Strike: Sneak Attack (Bonus to damage)
Psycarnum Blade: Mind Blade (Extra damage)
Psycarnum Crystal: Psicrystal (Holds 1 point of essentia)
Sapphire Fist: Stunning Fist (Boost save DC)
Sapphire Smite: Smite Other (Extra smite)

The one good thing about all the Incarnum feats is all provide you +1 Incarnum point to your pool.
 

I realized something today. The incarnum system is the only DnD magic system I can think of without a stat bonus. It has a limiting stat, but no bonus one. IE: Your max soulmelds is con - 10 but a high con grants no bonus soulmelds, essentia pool, or essentia capacity. Everyone else gets bonus spells or PP based off of their stats.

So while a 1st level wizard with a high int is measurably better than a 1st level wizard with an int of 11, there is no difference at first level between an incarnate with a con of 12 and one with a con of 20. Why do you suppose this is?
 


These guys are probably hard to envision because they aren't really based on archetypes. They were meant to be something different (than spellcasters, warlocks, artificers, and psions). The three classes do, as somebody already mentioned, correlate a little to cleric, paladin, and druid.

The soulmelds are a little like Green Lantern's ring, though not quite as flexible. Picture Green Lantern as a champion of a particular alignment, then weld on some aspects of the cleric, paladin, or druid class.
 

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