Dealing With Magic of Incarnum

I'm A Banana

Potassium-Rich
Magic of Incarnum: Great system, iffy flavor text...

But certainly the good is salvagable. Certainly we need not throw the baby out with the bathwater, if we don't like the neon soulstuff.

In my own campaign, I deal with it with Monks. With ki, that ill-defined but vaguely Asian mystical substance that some classes can build up. I have often thought that the bonus feats for monks could be shaped into a respectable school for different fighting styles (a note on which Unearthed Arcana agrees).

Incarnum, IMC, has become the power to harnass and use the body's own energy...ki.

A new character for a player was a monk 7/totemist 2. A student of the Frozen Beast school, he can gain incarnum feats instead of the usual monk bonus feats. Instead of an "essential pool", he has a ki pool, and instead of "soulmelds," he has ki arts. He has learned to use his ki in striking (Sapphire Fist) and in defense (Midnight Dodge). His training has allowed him to better use his body's inner forces (Improved Essentia Capacity). By using his inner body force, he can survive in arctic temperatures (Frost Helm), guard himself using the Art of the Beetle (Ankheg Breastplate), and instead of knowing how to stun his prey with a blow, he instead can sap their own inner streigth (Winter Mask).

So far, his training as a fighter has progressed faster than his training as a master of ki, so he can only emulate the beasts of the wild (Totem chakra binds), without truly being able to use the energy latent in himself as a beast, an animal.

It's worth noting that, by the book, such a character is impossible. Monks must be Lawful, Totemists must be Neutral. Monks cannot multiclass. But with a different kind of gloss, Incarnum has gone from melding the very essence of souls and spirits to resist cold, to becoming a feature of special training and inner spiritual power. The mechanics, solid as they are, remain unchanged. But it's a different kind of feel, something more esoteric and more internal, something more personal and less shiny sparkling lights....something with a mention in the rules, but which can be expanded and codified using something like the Incarnum system.

Other classes and prestige classes use ki. A Monk/"Chaos Incarnate" who follows the path of speed and mobility, pushing his feet beyond the mortal limits of most feet? A Ninja/"Law Incarnate" who takes up the path of the assassin, using his ki to hide and strike a single deadly accurate blow? A team of Kensai/Soulborn who make up the army of a secluded mountain village? A dojo at which characters can train their own ki, learn to push their bodies into transcendant realms?

It works pretty solidly, despite violating the rules and discarding much of the flavor. And it has added a new dimension to the ki of my world, more dimension to the martial artists, and a better grasp on what kinds of powers every creature has in them, waiting to be unlocked...
 

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My general view is that if you ignore alignment restrictions on classes (base and prestige), you end up with a much better game. Certainly I can imagine a monk who channels his rage (and with the singh rager, obviously someone else can), or a monk who strives to sow chaos in the world while maintaining his own internal discipline (after all - if the whole world is disciplined, there will be far more competitors for the heavyweight champion of the world title...).

Options, not restrictions was supposed to be this editions buzzword. Unfortunately it seems like some people weren't told this, and their ideas made it through.
 

Kamikaze Midget said:
It's worth noting that, by the book, such a character is impossible. Monks must be Lawful, Totemists must be Neutral.

KM, could you please look at the book again?

"Alignment: Totemists can be of any alignment." (see page MoI 29).

(also see the adaptation sections on page 24 and 28 for removing alignment restrictions on Incarnates and Soulborns).

The idea of having a monk/totemist is definitely worth pursuing, though. (I'd happily ignore any of the monk or incarnum restrictions if they make sense within the context of the game I want to create).

Would a new prestige class or feat (along the lines of Ascetic Hunter from Complete Adventurer) help in blending the two classes?

Cheers!
 

And, since the Alignment restrictions are universally noted as being for flavor and not balance, it is utterly appropriate to toss or change them as the flavor of your world decrees.

And I agree about the Incarnum system too. Sound mechanics, Classes easily altered for new flavor, and fluff that can be rewritten a hundred different ways.
 

"Alignment: Totemists can be of any alignment." (see page MoI 29).

*bonk* That's what I get for goin' from memory...:)

So the only illegality in this is that Monks can't multiclass by the rules. And even that could be considered legal if he took the monk levels before the Totemist levels.

That, and the description of the power as an internal power and martial art rather than shaping blue mist, but that could be said to just be Rule Zero, after all...

Would a new prestige class or feat (along the lines of Ascetic Hunter from Complete Adventurer) help in blending the two classes?

Perhaps, but many of the feats are good enough to *almost* be Incarnum classes just by themselves. The Open Chakra feats and Shape Soulmeld feat allow you to almost do everything a normal base class can do, and many Incarnum feats grant you essentia, giving you the three ingredients tha the incarnum classes have. Part of the wisdom in MoI is that it doesn't require the new classes to use entirely.

Heck, I think making my Monks able to gain Incarnum feats instead of/in addition to usual martial arts feats basically makes them an Incarnum class as it is. They're able to do a little less than the Soulborn, with only 3 feats, but switching out some of the class abilities for open chakras makes perfect sense...

Still, the idea of focusing on particular wild creatures is an appealing use of a PrC...
 


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