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Incarnum interest level?
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<blockquote data-quote="JoeGKushner" data-source="post: 2691566" data-attributes="member: 1129"><p>Still reading the book.</p><p></p><p>1. Races: You know, I think that MerricB may be right in that the 'human' race there is actually one of the better choices if you want to add some Incarnum to your game at a low level or even introduce it to a longer arced campaign. </p><p></p><p>2. Classes: Just my opinon, but I don't like the main incarnum user. The warrior-incarnum one (soulborn?) seems pretty standard and able to hold his own in the paladin/ranger/monk alternative fighter group. The totemist... yeah, I'm digging this class. Medium bab, medium hit dice, some great soul melds. I am a little confused on the totem thing though. It says that you can't use a slot for totem but that you can use it for totem! I'll have to re-read that whole section.</p><p></p><p>3. Substitution Levels: very unexpected to see them in there for the core races and some of the alternatives like the asimar and tieflings. Good deal and gets the big old thumbs up.</p><p></p><p>4. Feats: The names were pretty lame for some of them and the whole "you're eyes turn blue!" got annoying after a few passages. Having said that, I like that you can add little bits of Incarnum to the game without really using it. If you had a soul knife thief for example and took the two Incarnum based feats here, you could either have a really dangerous back stab or a dangerous psychic blade. Some other good stuff here as well for the incarnum users.</p><p></p><p>5. Prestige Classes: To me, this is where the book really comes through. Some PrCs here that can be used without having any previous Incarnum abilities, but much better when combined with them like their version of the spellcaster who continues advancing as an Incarnum user at the same time, or their PrC for the Rogue. </p><p></p><p>6. Monsters: Some good stuff here.</p><p></p><p>7. Magic Items: Have to reread this section.</p><p></p><p>8. Campaign Advice/Seeds: If I had more time and more energy, I'd definatly make use of the whole "Last Mishaf/Elder" thing. It's a perfect set up to gradually and then more intensely, introduce Incarnum into the campaign. Like the Pentex Organization as well.</p><p></p><p>Overall feel is pretty good on the book. I'll have to stat out a few characters and see how that goes.</p><p></p><p>Layout is standard WoTC. Art varies tremendously. Some great illos by Ron Spencer there as well as Wayne England and Wayne Reynolds but one guy, I think Poole? does some really bad art jobs her with figures standing in stances that just seem wrong.</p><p></p><p>And I'll say it again, a system like this needs support in either Dragon or being made open. Wizards, clerics, and even psions have benefited from having more 3rd party powers to draw on.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2691566, member: 1129"] Still reading the book. 1. Races: You know, I think that MerricB may be right in that the 'human' race there is actually one of the better choices if you want to add some Incarnum to your game at a low level or even introduce it to a longer arced campaign. 2. Classes: Just my opinon, but I don't like the main incarnum user. The warrior-incarnum one (soulborn?) seems pretty standard and able to hold his own in the paladin/ranger/monk alternative fighter group. The totemist... yeah, I'm digging this class. Medium bab, medium hit dice, some great soul melds. I am a little confused on the totem thing though. It says that you can't use a slot for totem but that you can use it for totem! I'll have to re-read that whole section. 3. Substitution Levels: very unexpected to see them in there for the core races and some of the alternatives like the asimar and tieflings. Good deal and gets the big old thumbs up. 4. Feats: The names were pretty lame for some of them and the whole "you're eyes turn blue!" got annoying after a few passages. Having said that, I like that you can add little bits of Incarnum to the game without really using it. If you had a soul knife thief for example and took the two Incarnum based feats here, you could either have a really dangerous back stab or a dangerous psychic blade. Some other good stuff here as well for the incarnum users. 5. Prestige Classes: To me, this is where the book really comes through. Some PrCs here that can be used without having any previous Incarnum abilities, but much better when combined with them like their version of the spellcaster who continues advancing as an Incarnum user at the same time, or their PrC for the Rogue. 6. Monsters: Some good stuff here. 7. Magic Items: Have to reread this section. 8. Campaign Advice/Seeds: If I had more time and more energy, I'd definatly make use of the whole "Last Mishaf/Elder" thing. It's a perfect set up to gradually and then more intensely, introduce Incarnum into the campaign. Like the Pentex Organization as well. Overall feel is pretty good on the book. I'll have to stat out a few characters and see how that goes. Layout is standard WoTC. Art varies tremendously. Some great illos by Ron Spencer there as well as Wayne England and Wayne Reynolds but one guy, I think Poole? does some really bad art jobs her with figures standing in stances that just seem wrong. And I'll say it again, a system like this needs support in either Dragon or being made open. Wizards, clerics, and even psions have benefited from having more 3rd party powers to draw on. [/QUOTE]
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