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2010-01-26, 11:32 AM (ISO 8601)
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Gestalt Incarnum and Wildshaping (3.5)
One of the games I'm in suffered a TPK, and for the next group, our GM has decided to use the gestalt rules.
I'm considering playing a shapeshift druid//totemist, and I'm unsure of how soulmelds and the shapeshifting are supposed to interact by RAW. Do I still gain the benefits of the soulmelds while shifted, or do they cease to function during that time?
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2010-01-26, 11:34 AM (ISO 8601)
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2010-01-26, 11:35 AM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
That deepnds on which chakras your Shaped form has.
Read the beginning of the Monsters Chapter in Magic of Incarnum for more information on what has what chakras.
Essentially, if you've got 4 limbs, or 2 limbs and a bottom, you're good.
I would likely rule that melds for chakras you don't currently have would act as if supressed, but ask your DM.
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2010-01-26, 11:43 AM (ISO 8601)
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2010-01-26, 12:25 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
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2010-01-26, 12:35 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
Problem solved already?
Well, I'm useless anyways, not knowing what a soulmend or incarnum is, so that's probably a good thing. Polymorph, I do know about though. Druids turn into t-rexes whenever theywant, right?Demilich avatar by Smuchmuch. Thank you VERY much!
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2010-01-26, 12:54 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
Be sure to take the Share Incarnum feat so that your Animal Companion gets the benefits of all of your soulmelds as long as it stays within 5 ft. Why have 1 super awesome tank capable of doing everything, when you can have 2?
Also, I would suggest Incarnate rather then Totemist. Gestalt solves the Incarnate's BAB and Skill list problem. The Incarnate gets more essentia, a better essentia capacity, and better peripheral class features (Incarnum Radiance). Also, the Totemist specializes in getting a ton of natural attacks, but that's already taken care of by Wild Shape.
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2010-01-26, 01:02 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
Yea, but you could get MOAR natural attacks with Totemist. Why claw/claw/bite when you can claw/claw/claw/claw/claw/bite/gore/gore/tenticle/tenticle/rend/etc?
Then you just need something to add some bonus damage per hit (like Knowledge Devotion, etc) and be a frezied whirlwind of limbs and teeth!
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2010-01-26, 01:10 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
Perhaps, but I'm taking the shapeshift variant from the PHB2, so no companion. My first build idea did have Share Soulmeld and Companion Spellbond from PHB2, but I decided on the shapeshift variant instead, to try not to completely overshadow the other 2 players. Neither of them are really all that good at optimization.
As far as Incarnate vs Totemist, Totemist just fits the concept of a tundra shaman-ish character on his first vision quest better.
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2010-01-26, 01:19 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
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2010-01-26, 01:23 PM (ISO 8601)
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2010-01-26, 01:32 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
Ok, could somebody explain what incarnum is, now?
And this argument over totemist/incarnate doesn't make any sense, because isn't totemist a barbarian variant?Demilich avatar by Smuchmuch. Thank you VERY much!
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Awright, Supagoof, that's just awesome. Thanks!
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2010-01-26, 01:38 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
Incarnum is an alternate rule system rolled out in the book Magic of Incarnum. Basically, its magic that binds the energy of ambient souls around you into "magic items". You'd have to read to book to really get the gist of it, its kinda complicated, oft labeled as one of the most complicated rules supliments in the game.
And yea, Totemist is a new base 20 level class, along with Incarnate and Soulborn. Totem Barbarians and Spirit-Totem Barbarians have nothing to do with it, well, except the Totem Rager PrC (also in MoI) which is a Totemist/Barbarian mix class.
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2010-01-26, 01:40 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
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2010-01-26, 01:54 PM (ISO 8601)
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- May 2009
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2010-01-26, 02:40 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
Dragon Magic soulmelds. Yes, you need to be dragon blooded to use them. This requires one feat, or you can be any of the dozen or so draconic races. I suggest variant Kobold (free claw/claw/bite and Slight Build) or Dragonborn Mongrelfolk (for a total of +6 Con).
For 1st level (no chakra bind) consider shaping Rage Claws (super Diehard), Claws of the Wyrm (claws, if you're not a kolbold), Dragon Tail (tail attack), or Wormtail Belt (boost to Natural Armor).
For 2nd level (Totem chakra bind) consider shaping and binding:
- Dragonfire Mask or Dread Carapace: Fear is uber at low levels if you can find any stacking effect).
- Frost Helm: Area of effect Stun attack, lasts 1d4 rounds.
- Girillion Arms: 4 claws, useful if you're not a kobold.
- Gorgon Mask: Trample is surprisingly effective at low levels if you can get Enlarge Person or something similar from any source.
- Heart of Fire: Bonus Fire damage to ALL natural attacks.
- Basalisk Mask: Flesh to Stone, lasts 1 round, have someone else Sunder.
Once you hit 6th level and get your 2nd chakra bind, drop the "caster" like soulmelds and switch over to the standard Druid//Totemist tactic of having a million natural attacks.
For your feat, take Improved Unarmed Strike. Unarmed Strikes include kicks, head butts, etc, so you can make your normal attack routine and your natural attacks without missing out on any claw damage. You might also want the Extra Essentia feat and/or the Shape Soulmeld feat for access to choice Incarnate or Soulborn soulmelds. And obviously, you'll want Multiattack. I can't recall if you'll need Natural Spell for the variant you're using, but if you do, it's another obvious choice.Last edited by Person_Man; 2010-01-26 at 02:42 PM.
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2010-01-26, 03:10 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
I guess I should have mentioned it earlier, but I do really need to be able to pass myself off as near to human as possible, or risk being lynched due to the setting specific fluff. It's going to end up being a fairly low-magic game, in that spellcasting will force corruption and insanity checks, as well.
Currently, I've got an Azurin, with 1 flaw, for a total of 3 feats. I suppose one of them could end up being Dragontouched, but the setting may not allow that as an immediate option.
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2010-01-26, 03:21 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
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2010-01-26, 03:26 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
Shaping a soulmeld creates a blue glowing thing (each soulmeld has it's own description) that floats above your chakra slot, and fuses with it when bound. Since you can only shape/bind soulmelds at the beginning of the day, I think it would be pretty much impossible to hide from people.
Now your DM could easily hand wave it away when you're not using it. But by RAW it's essentially impossible to hide.
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2010-01-26, 03:30 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
Keep in mind, also, most of your totemist Binds change how you look, too.
Sphinx claws sprout from your hands a la Wolverine when they're bound, IIRC.
When they aren't bound, they tend to look more like items than body modifications. Mostly. It really depends on the meld.
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2010-01-26, 03:53 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
I should be able to pass as human enough, for the most part. I may have to go with some of the less obvious melds for a while, until I've worked up enough trust with the locals, however.
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2010-01-26, 04:57 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
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2010-01-26, 05:06 PM (ISO 8601)
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Re: Gestalt Incarnum and Wildshaping (3.5)
I know you have solid reasons for going Totemist, but Incarnate soulmelds are also significantly less monster-y if the 'appearing human' thing is that important.
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2010-01-26, 06:38 PM (ISO 8601)
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