Magic Of Incarnum?

saucercrab said:
The point I've been trying to make is that all (most?) other classes can have full class abilities and make full use of magic items at the same time. A wizard doesn't have to give up spell slots to use magic hats, a rogue doesn't have to lower skill ranks or sneak attack dice to use magic boots, etc. Incarnum characters do have to choose between full class abilities or unrestricted magic item use. And that puts them at a disadvantage.
Other classes do have their own tradeoffs, so it's nothing new. Specialist wizards, for instance, who restrict themselves from certain spells in order cast others better. I look at Incarnum in a similar light.
 

log in or register to remove this ad

D.Shaffer said:
Other classes do have their own tradeoffs, so it's nothing new. Specialist wizards, for instance, who restrict themselves from certain spells in order cast others better. I look at Incarnum in a similar light.
Tradeoffs, yes. Specialist wizards trade, relatively speaking, one class ability (access to some spells) for another (more spell slots for some spells). That limitation doesn't spill over like I stated previously for incarnum characters.

Incarnum characters aren't getting a tradeoff in the same sense. All other character classes get full class abilities & full access to magic item slots. Incarnum classes get full class abilities or full access to magic item slots.

I don't see it as you do. :shrugs:
 



Sabathius42 said:
I will throw down the gauntlet and have you throw your best build here. I bet someone can create a straight fighter (or alternately a paladin, since a paladin is the closest core class to a soulborn) using just the core rules that outshines it.

DS

Can do.

Lawful Good
Aasimar (LA bought off)
Soulborn 8, Incarnum Blade 1
Str 16, Dex 16, Con 18, Int 15, Wis 15, Cha 16
AC 18 (+5 armor, +3 dex) Touch 13, Flatfooted 18
Fort +7, Ref +5, Will +3
BAB +8/+3
Grapple +11
Weapons: Rapier with the Flaming property, longsword, and a light crossbow
Armor: Breastplate (-2ACP)
Total Essentia Pool: 7
Skills: Climb +7, Concentration +9, Diplomacy +7, Heal +10, Knowledge (Arcana) +7, Knowledge (The Planes) +8, Listen +4, Ride +9, Spellcraft +6, Swim +5
HP: 85
Initiative: +5
Skill Tricks: Healing Hands (On a successful Heal check to stabalize a dying character, that char regains 1d6 HP)
Possesions: 100ft Hempen rope, Flint and Steel, 5 days worth of trail rations
Languages: Common, Celestial, Elven, Dwarvish
Money: 8290 GP
Feats: Sapphire Smite (3 points Essentia invested), Bonus Essentia, Quick Draw, Healing Soul (2 points Essentia), Power Attack
Class Features: Smite Opposition 5/day (2 from class levels, +3 from Sapphire Smite) Incarnum Defence (Immunity to fear)
Affiliations: Fist of Valor (the church of Heironeous), Aff score of 5
Racial Traits: Darkvision 60ft, Daylight 1/day, Resistance acid/5, cold/5, electricity/5, +2 listen and spot checks
Soulmelds formed and effect:
Impulse Boots (Feet, bound, 1 point essentia): Uncanny Dodge, Evasion, +1 reflex saves (from the essentia)
Bluesteel Bracers (Arms, 1 point essentia): +2 initiative, +1 damage rolls (from essentia)
Magic items on person: Gauntlets of Valor (+1 melee damage rolls, +3 if deity grants War domain and are using deities favored weapon)
 


Nifft said:
Robe. Magic vestment.

-- N

Being able to have something in the slot is not the same as full access right? :D

These are not really body slots but they also can not use a shield very well and they do not get unnarmed strike damage with a crafted weapon without it being very special.

I guess there is also the shape changing magics and not being in a form that can wear or use items in some slots. A Druids main class feature can take away slots.
 



Nifft said:
Eh, Wizard. Tell me they're underpowered because they lack armor. :D

Cheers, -- N
Me: Compared to a Psion (of a certain race or who drops the feats for Prof)... casting in Fullplate with no hindrance is...

Nifft: a r c a n e... t h e s i s...

Me: oh, right. nevermind. :p
 

Remove ads

Top