I got my first view of play of the book on Friday in my Mark of Heroes campaign. A 4th level totemist is nasty: his attack was 2 claws +5 (1d6+2 plus 3d4 acid). HP 35, AC 18; Cleave; Power Attack.
Further investigation of the Incarnate shows how effective they can be.
Incarnate 1: Dissolving Spittle: +1 ranged touch (3d6 acid, 30 foot range)
LN Incarnate 20: BAB +10, but a +5 melee attack bonus (from Incarnum Radiance) and a +7 insight bonus (from Incarnate Avatar) gives them effective attack bonus of +22. They lose two iterative attacks, but gain bonus damage from Bluesteel Bracers (+7 insight). Lightning Gauntlets mean the first attack deals +8d6 electricity damage.
NG Incarnate 20: Dissolving Spittle is the attack of choice. By this stage it deals 8d6 acid (or 9d6 acid) plus the same again the next round. NG Incarnates also have massive AC.
CN Incarnate 20: BAB +10, but a +7 insight to ranged attack bonus from Incarnate Avatar. +8 insight to ranged attack damage from Sighting Gauntlets, and the effect of Precise Shot.
Mantle of Flame for all Incarnates: when struck by a melee weapon, the attacker takes fire damage. Probably in the range 1d6-3d6 (1st) to 8d6 (20th). Oh, and can inflict this damage to all adjacent creatures as a standard action.
Incarnates, depending on the melds they shape, can gain significant bonuses (up to +18 or +20 insight by level 20) in the following skills: Balance, Bluff, Decipher Script, Diplomacy, Disable Device, Escape Artist, Gather Information, Handle Animal, Jump, Open Lock, Profession (sailor), Ride, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Magic Device, Use Rope.
Totemist have fewer skill bonuses, and mostly of a competence type (which doesn't stack with most magic items): Bluff, Climb, Handle Animal, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Ride, Search, Spellcraft, Surivival, Swim.
Cheers!
Further investigation of the Incarnate shows how effective they can be.
Incarnate 1: Dissolving Spittle: +1 ranged touch (3d6 acid, 30 foot range)
LN Incarnate 20: BAB +10, but a +5 melee attack bonus (from Incarnum Radiance) and a +7 insight bonus (from Incarnate Avatar) gives them effective attack bonus of +22. They lose two iterative attacks, but gain bonus damage from Bluesteel Bracers (+7 insight). Lightning Gauntlets mean the first attack deals +8d6 electricity damage.
NG Incarnate 20: Dissolving Spittle is the attack of choice. By this stage it deals 8d6 acid (or 9d6 acid) plus the same again the next round. NG Incarnates also have massive AC.
CN Incarnate 20: BAB +10, but a +7 insight to ranged attack bonus from Incarnate Avatar. +8 insight to ranged attack damage from Sighting Gauntlets, and the effect of Precise Shot.
Mantle of Flame for all Incarnates: when struck by a melee weapon, the attacker takes fire damage. Probably in the range 1d6-3d6 (1st) to 8d6 (20th). Oh, and can inflict this damage to all adjacent creatures as a standard action.
Incarnates, depending on the melds they shape, can gain significant bonuses (up to +18 or +20 insight by level 20) in the following skills: Balance, Bluff, Decipher Script, Diplomacy, Disable Device, Escape Artist, Gather Information, Handle Animal, Jump, Open Lock, Profession (sailor), Ride, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Magic Device, Use Rope.
Totemist have fewer skill bonuses, and mostly of a competence type (which doesn't stack with most magic items): Bluff, Climb, Handle Animal, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Ride, Search, Spellcraft, Surivival, Swim.
Cheers!