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General Tabletop Discussion
*TTRPGs General
Dealing With Magic of Incarnum
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<blockquote data-quote="I'm A Banana" data-source="post: 2748678" data-attributes="member: 2067"><p>*bonk* That's what I get for goin' from memory...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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.</p><p></p><p>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...</p><p></p><p></p><p></p><p>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. </p><p></p><p>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...</p><p></p><p>Still, the idea of focusing on particular wild creatures is an appealing use of a PrC...</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2748678, member: 2067"] *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... 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... [/QUOTE]
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Dealing With Magic of Incarnum
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