Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What role has the Incarnate played? (from Magic of the Incarnum)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MerricB" data-source="post: 3075811" data-attributes="member: 3586"><p>Actually, the Incarnate's attacks are either melee touch (lightning gauntlets) or ranged touch (dissolving spittle) or normal melee (incarnate weapon). They actually don't have many attack forms.</p><p></p><p>Melee touch requires them to be in combat, and is once/round for perhaps 5d6 damage by 8th level. (Compare to a fighter who may be dealing 1d8+8 twice, and it's comparable).</p><p></p><p>Ranged touch is interfered with by Cover and In Melee status. AC 18+ is not fun with a wizard's base attack. Greg uses another soulmeld to give himself precise shot, but 5d6 acid damage at a range of only 30' isn't a problem. (8th level, again). </p><p></p><p>Acid or electricity resistance or immunity *really* mucks up the incarnate. Ask Greg. He's been fighting Green Dragons recently. <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>I've now run Greg's NG Incarnate for 20 sessions (levels 1-8). It's been a really great character. The balance of the character has been superb. It doesn't overshadow the other PCs, but they miss him when he's gone.</p><p></p><p>At 8th level, Greg has five soulmelds, which he's chosen as follows:</p><p>* <em>Dissolving Spittle</em> (occasionally Lightning Gauntlets) - major attack form.</p><p>* <em>Airstep Sandals</em> - allows him to fly 40' as a move action, though he must end his move on the ground. We've been playing a lot in the snow recently, and this allows him mobility around the battlefield. (Watching the 15' move halfling trying to get around has been painful, however)</p><p>* <em>Sighting Gloves</em> (bound to arms) - give him Precise Shot.</p><p>* <em>Theraputic Mantle</em> - the party doesn't have a cleric, rather a bard and a druid. This allows Greg to make exceptional use of what little healing the party has. A <em>cure minor wounds</em> heals 7 hp!</p><p>* <em>Lifebond Vestments</em> - Greg functions as the major healer of the party; 1/hour (for each PC) he could heal 19 hp by taking 10 damage himself; really, this acts as a major focusing act for <em>cure light wounds</em> in combination with the <em>Mantle</em></p><p></p><p>Incarnates can substitute for the Fighter or Rogue of the group. They're not good enough to be the cleric (in particular, they lack access to restoration-type spells), although if they acquire some wands or scrolls, their ability to bind <em>Mage's Spectacles</em> and thus gain Use Magic Device at a reasonable level will suffice. They don't have the mass attack forms the Wizard brings to the table.</p><p></p><p>In addition to running the Incarnate, I've run a Totemist for about 8 sessions, and a Soulborn for about 12 sessions. No balance problems there.</p><p></p><p>Outside of combat, Greg has access to nearly every skill if he chooses the right soulmelds. (The combination of <em>Truthseeker Goggles</em> and bound <em>Theft Gloves</em> would make him a good Rogue). In surprise situations, he can use the Rapid Soulmeld ability to swap out one of his 'melds for another. He used this to good effect when the party found himself on a boat without a captain... He swapped in <em>Seafarer's Bracers</em> and suddenly had Profession (sailor) at +9 or so, enough to see them safely to shore.</p><p></p><p></p><p></p><p>Note that only if you bind a soulmeld does it kill the magic item slot; normally it just overlaps. If you really need that slot for both, there is a feat that allows such.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3075811, member: 3586"] Actually, the Incarnate's attacks are either melee touch (lightning gauntlets) or ranged touch (dissolving spittle) or normal melee (incarnate weapon). They actually don't have many attack forms. Melee touch requires them to be in combat, and is once/round for perhaps 5d6 damage by 8th level. (Compare to a fighter who may be dealing 1d8+8 twice, and it's comparable). Ranged touch is interfered with by Cover and In Melee status. AC 18+ is not fun with a wizard's base attack. Greg uses another soulmeld to give himself precise shot, but 5d6 acid damage at a range of only 30' isn't a problem. (8th level, again). Acid or electricity resistance or immunity *really* mucks up the incarnate. Ask Greg. He's been fighting Green Dragons recently. :) I've now run Greg's NG Incarnate for 20 sessions (levels 1-8). It's been a really great character. The balance of the character has been superb. It doesn't overshadow the other PCs, but they miss him when he's gone. At 8th level, Greg has five soulmelds, which he's chosen as follows: * [i]Dissolving Spittle[/i] (occasionally Lightning Gauntlets) - major attack form. * [i]Airstep Sandals[/i] - allows him to fly 40' as a move action, though he must end his move on the ground. We've been playing a lot in the snow recently, and this allows him mobility around the battlefield. (Watching the 15' move halfling trying to get around has been painful, however) * [i]Sighting Gloves[/i] (bound to arms) - give him Precise Shot. * [i]Theraputic Mantle[/i] - the party doesn't have a cleric, rather a bard and a druid. This allows Greg to make exceptional use of what little healing the party has. A [i]cure minor wounds[/i] heals 7 hp! * [i]Lifebond Vestments[/i] - Greg functions as the major healer of the party; 1/hour (for each PC) he could heal 19 hp by taking 10 damage himself; really, this acts as a major focusing act for [i]cure light wounds[/i] in combination with the [i]Mantle[/i] Incarnates can substitute for the Fighter or Rogue of the group. They're not good enough to be the cleric (in particular, they lack access to restoration-type spells), although if they acquire some wands or scrolls, their ability to bind [i]Mage's Spectacles[/i] and thus gain Use Magic Device at a reasonable level will suffice. They don't have the mass attack forms the Wizard brings to the table. In addition to running the Incarnate, I've run a Totemist for about 8 sessions, and a Soulborn for about 12 sessions. No balance problems there. Outside of combat, Greg has access to nearly every skill if he chooses the right soulmelds. (The combination of [i]Truthseeker Goggles[/i] and bound [i]Theft Gloves[/i] would make him a good Rogue). In surprise situations, he can use the Rapid Soulmeld ability to swap out one of his 'melds for another. He used this to good effect when the party found himself on a boat without a captain... He swapped in [i]Seafarer's Bracers[/i] and suddenly had Profession (sailor) at +9 or so, enough to see them safely to shore. Note that only if you bind a soulmeld does it kill the magic item slot; normally it just overlaps. If you really need that slot for both, there is a feat that allows such. Cheers! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What role has the Incarnate played? (from Magic of the Incarnum)
Top