D.Shaffer
First Post
Oooh Incarnum. I've put some thoughts into 4th ed Incarnum as I've always liked it, minus the painful fluff. If I was to do it in 4th ed, the first thing I'd do is cut out all the blue glowy bits. Totemists also get 'written out' as the 4th ed Barbarian looks like it took most of their stuff and rewrote them.
Incarnum is the magic of Life itself. All living things generate energy that Incarnum users can tap into, resonating with those around them. Intelligent creatures, those with souls, are particular potent resevoirs of life energy. Incarnum users have the ability to resonate with life, channeling this energy into or from those around them.
In terms of mechanics, Incarnum users share the same base mechanics carried over from 3rd. Incarnum users have a pool of 'essentia' (And we really need a new term for this) that they can use to power abilities round per round. These points can be moved from ability to ability. Incarnum users choose from a pool of powers every day. All incarnum users share a 'talent tree' that directly boosts skills. Other talent trees are dependent on class. As incarnum users are powered by life itself, they can typically sacrifice HP to boost their essentia if needed.
Soulborn - Defender: The Soulborn are the protectors of the soul. As those around them are damaged, he is able to 'hold' their departing life energy. As his party grows weaker, he grows stronger as their life energy flows into him. At higher levels, he can prevent his parties from dying by locking their souls with his own, taking any damage that would completely knock them down at the cost of his essentia.
Necrocarnate - Striker: Diverging from their mostly evil roots from 3rd, the Necrocarnate is able to absorb the fleeing life energy from those that have fallen around them. Unlike the other incarnum users, they do not have a permanent pool of points. They gain points when a creature dies around them. They are strikers who use their essentia pools to gain damage bonuses and to apply debuffs that can cancel the targets abilities, slow them down, or lower key ability bonuses/skill ranks.
Incarnate - Leader: Incarnates can tie themselves into specific individuals, most often the party around them. This allows him to share his powers with the party in general, such as skill boosts or the effects of magic items he is currently wearing, or he can 'supercharge' their base abilities. He can expend his pool to heal members of the party or remove negative conditions.
Soul Reaver- Controller: The Soul reaver taps into those around him, much like the Incarnate, but his abilities are much less benevolent. Able to directly effect life energy itself, the Soul Reaver can call into play effects that are similar to the necrocarnate, but on a larger scale. He can turn a creatures own life energy against itself, damaging those around it. At higher levels, it can directly drain the life force of others, dominating them or stealing their powers temporarily.
Incarnum is the magic of Life itself. All living things generate energy that Incarnum users can tap into, resonating with those around them. Intelligent creatures, those with souls, are particular potent resevoirs of life energy. Incarnum users have the ability to resonate with life, channeling this energy into or from those around them.
In terms of mechanics, Incarnum users share the same base mechanics carried over from 3rd. Incarnum users have a pool of 'essentia' (And we really need a new term for this) that they can use to power abilities round per round. These points can be moved from ability to ability. Incarnum users choose from a pool of powers every day. All incarnum users share a 'talent tree' that directly boosts skills. Other talent trees are dependent on class. As incarnum users are powered by life itself, they can typically sacrifice HP to boost their essentia if needed.
Soulborn - Defender: The Soulborn are the protectors of the soul. As those around them are damaged, he is able to 'hold' their departing life energy. As his party grows weaker, he grows stronger as their life energy flows into him. At higher levels, he can prevent his parties from dying by locking their souls with his own, taking any damage that would completely knock them down at the cost of his essentia.
Necrocarnate - Striker: Diverging from their mostly evil roots from 3rd, the Necrocarnate is able to absorb the fleeing life energy from those that have fallen around them. Unlike the other incarnum users, they do not have a permanent pool of points. They gain points when a creature dies around them. They are strikers who use their essentia pools to gain damage bonuses and to apply debuffs that can cancel the targets abilities, slow them down, or lower key ability bonuses/skill ranks.
Incarnate - Leader: Incarnates can tie themselves into specific individuals, most often the party around them. This allows him to share his powers with the party in general, such as skill boosts or the effects of magic items he is currently wearing, or he can 'supercharge' their base abilities. He can expend his pool to heal members of the party or remove negative conditions.
Soul Reaver- Controller: The Soul reaver taps into those around him, much like the Incarnate, but his abilities are much less benevolent. Able to directly effect life energy itself, the Soul Reaver can call into play effects that are similar to the necrocarnate, but on a larger scale. He can turn a creatures own life energy against itself, damaging those around it. At higher levels, it can directly drain the life force of others, dominating them or stealing their powers temporarily.