
Takasi |

The Bullywug Gambit offers a great opportunity to introduce the constitution dependent Incarnum classes.
Can anyone offer some input on this new soulmeld and NPC? Our group has never used Incarnum before and I just started reading the book so I probably screwed up a few things.
Note that the example NPC has the Froghemoth soulmeld but doesn't actually bind it. The extremely high DC (21 with the potion) needs a cool offensive ability to go with him. Unless someone can think of a good offensive ability for the Froghemoth soulmeld?
Froghemoth Mantle
Descriptors: None
Classes: Totemist
Chakra: Shoulders (totem)
Saving Throw: None
This cloak is covered in green slime that drips to the ground. Two eyestalks extend from the hood of the cloak.
The slime gives the ground a leathery coating, providing a +4 circumstance bonus on Jump checks.
Essentia: The competence bonus on Jump checks increases by 2 for every point of essentia invested in the soulmeld.
Chakra Bind (Shoulders)
A pair of tentacles extends from your shoulder and lash around uncontrollably.
As a full round action you can make two tentacle attacks using our full base attack bonus. The tentacles have readh equal to your normal natural reach plus 5 feet; however, you do not have sufficient control over the tentacles to make attacks of opportunity.
Every point of essentia invested in the froghemoth mantle grants a +1 enhancement bonus on damage rolls made with the tentacle attacks.
Chakra Bind (Totem)
The eyestalks of the cloak seem to bury into your hood as your tongue grows long, lashing out at nearby foes.
As a full found action you can use your tongue to bull rush a target towards you. This action does not provoke an attack of opportunity. Your tongue has a reach of 5 feet beyond your natural reach. For every point of essentia invested in the froghemoth mantle, your tongue's reach expands 5 feet.
Glug Gloop CR 5
Male bullywug barbarian 1, totemist 4
CN Medium humanoid (aquatic)
Init +1, Senses Listen +9, Spot +9
Languages Common (illiteracy)
---------------------------------------
AC 17, touch 11, flat-footed 16
hp 60 (5 HD)
Fort +15, Ref +5, Will +2
---------------------------------------
Spd 30 ft., swim 30 ft., marsh move
Melee mwk spear +7 (1d8+3 / x3)
Ranged mwk spear +6 (1d8+3 / x3)
Base Atk +4, Grp +6
Combat Gear potion of bear's endurance
---------------------------------------
Essentia Pool 3; Capacity 1; Chakra Binds 1; Soulmelds 4
Soulmelds and Essentia Investment (CL 4th):
Froghemoth mantle (+4 competence bonus on jump checks)
Behir Gorget 1 (+4 bonus to resist being bull rushed, resist electricity 5)
Krenshar Mask 1 (+4 competence bonus on move silently checks, bound CL 4th fear Will DC 17)
Rageclaws 1 (continue fighting when disabled or dying to -13)
---------------------------------------
Abilities Str 14, Dex 13, Con 22, Int 6, Wis 12, Cha 4
SQ amphibious, rage 1/day
Feats extend rage, great fortitude
Skills Listen +9, Spot +9
Possessions combat gear, +1 leather armor, masterwork spear, amulet of health +2
---------------------------------------
When Raging (12 rounds):
AC 15, touch 9, flat-footed 14
hp 70 (5 HD)
Fort +17, Will +4
Melee mwk spear +9 (1d8+6 / x3)
Ranged mwk spear +6 (1d8+6 / x3)
Grp +8
Soulmelds and Essentia Investment (CL 4th):
Krenshar Mask 1 (bound CL 4th fear Will DC 19)
Abilities Str 18, Con 26

Lilith |

Not going to get any comment about non-core stuff from me - I like Incarnum, in fact it's a central theme of my FR campaign right now. :)
I definitely agree with the EnWorld poster, switch around the binds and you should be good to go. It seems relevant in power level to similar soulmelds, so I don't think it's unbalancing. :D
Hey Takasi, do you mind if I put up your bullywug totemist up on DMTools? There's a decided dearth of NPCs from Magic of Incarnum, unfortunately.

ericthecleric |
Takasi, your soulmeld seems reasonable. But, IIRC, the natural weapons and enhancement bonus features are usually gained when the soulmeld is bound to the totem. So I’d swap the shoulder and totem benefits around.
Also, why give Glug Gloop the Great Fortitude feat when it’s already at +13 without it? Give him Bonus Essentia instead, and consider giving him Cobalt Rage instead of Extend Rage, as it’s unlikely he’d survive to into rounds 10-12 anyway. Swapping the feats for Bonus Essentia and Cobalt Rage would add +3 Essentia, and for each point he invests in Cobalt Rage, when raging he gains a +1 insight bonus on melee damage rolls and Will saves (in addition to the normal benefits of Rage).