thats a complicated endever for not having the book hope it works out. The magic of the incarnum is like the book of 9 swords for magic. A whole other direction to take casters.
thats a complicated endever for not having the book hope it works out. The magic of the incarnum is like the book of 9 swords for magic. A whole other direction to take casters.
Hm... at the moment I'm debating between a Duskling Totemist, a Dwarven Totemist, or a Karsite Totemist. The karsite's LA gives me pause, but aside from that, it seems a decent choice for a semi-melee oriented character, particularly the DR and the ability to drain magic via melee attacks.
Anyone have any opinions on which race I go with? No need for "Whatever you'd like" as I think all three options could be interesting, I'm wondering what opinions you guys have.
Speaking from an Optimization perspective, Dwarf is a great pick as that CON bonus is tasty for a Totemist. The Duskling is also a very solid choice (bonus essentia never hurts), especially if you want to be mobile or hit-and-run style. Karsite is strong for melee, but that LA will hurt, and you will not start with your Totem Chakra available. If you don't mind waiting for that, then it's probably a very good pick.
Honestly I'm still having trouble figuring out what natural weapon combinations I can even come up with to build around(at the same time).
I'm leaning towards Dwarf or Duskling simply because the LA will probably hurt a good bit. Also considering the Draconic Template, just because it seems like it'd help a good bit. Still delays binds, but not quite as much.
By the way, doing a bit of digging I've read there are a few melds in Dragon Magic. Any chance you could send those my way to look at?
Half-Minotaur said:Half-Minotaur
(born to one Minotaur parent & a giant, humanoid, or monstrous humanoid)
(DR313 p94)
Upper body is covered with shaggy hair, while head has a snout & horns.
Inherited Template that can be added to any Small-sized to Huge-sized Giant, Humanoid, or Monstrous Humanoid.
Usually has a Chaotic alignment.
Gain Feat: Track.
Natural Armor +2
Str +4
Con +2
Int –2
Wis +2
Lvl +1
if size increases, CR +1
If the Base Creature was of Small or Medium size, its size is
increased by one category, with all the appropriate changes to its
ability scores, etc., plus a +10’ improvement to base movement.
These changes are in addition to the bonuses and penalties listed.
Darkvision 60’.
Gain the Scent ability.
+2 Racial bonus on Search, Spot, & Listen checks.
Gain a 1d6 Gore attack (if Medium).
+4 bonus on checks to escape a Maze spell & always know which
direction is North.
A bit, I'm figuring I'll have some time to figure that sorta thing out.
I was using Crystalkeep to browse races and templates, and found an interesting one from a Dragon magazine. I am already pretty sure it'll be denied, but it's a funny concept anyway.
By the way, I was doing that because it seemed you actually LIKE off the wall things, so I'm looking for neat combinations that are not typical. If I'm going overboard, lemme know.