Incarnum in Pathfinder


Conversions


Pathfinder PF Special Edition Subscriber

I was reading through my 3.5 books looking for interesting feats to use for a Pathfinder Monk. I dusted off my Magic of Incarnum and flipped to the chapter with feats. Almost immediately I saw one of use.

Azure Touch, simply put, this gives a Monk one more point of healing per point of essentia. BUT THEN... I realized it has a even greater effect for a Paladin. Effectively this raises your Paladin's level by the amount of invested essentia for the purposes of your lay on hands class feature. Pretty sweet.

Then I began thinking... it'd be pretty fun to try a incarnum race in PfRPG as well.

The simplest race to convert would of course be the Azurins as they are basically humans with essentia instead of skill points. So to convert them you just give them a +2 racial bonus in any stat.

The other races seem somewhat intimidating to me though... has anyone converted Magic of Incarnum races of their games yet?

RPG Superstar 2010 Top 16

Honestly I've always seen "alternate-magic-system-specialized" races as little more than a page count gimmick. I ignored all of the incarnum races and several of the psionic ones. (Thri-kreen won points for nostalgia. Also, best ninja ever.)

I can probably take a stab at 'em when I get home, tho. Any one in particular that you'd like to have converted?


Pathfinder PF Special Edition Subscriber
tejón wrote:

Honestly I've always seen "alternate-magic-system-specialized" races as little more than a page count gimmick. I ignored all of the incarnum races and several of the psionic ones. (Thri-kreen won points for nostalgia. Also, best ninja ever.)

I can probably take a stab at 'em when I get home, tho. Any one in particular that you'd like to have converted?

Rilkan are pretty much born to be bards. A few minor tweaks of their racial ability and they would have no connection to incarnum past a favored class. (which goes away in pathfinder anyway)

In the case of the Skarn you get a race that in my eyes closely resembles a certain race from the long running sci-fi Andromeda. The bone spines are a interesting feature. Skarns also do not get much mechanically that lends them towards incarnum past a favored class. (which in pathfinder goes away)

Dusklings are one of the very few playable fae races in the game. Despite the fact that they do gain the essentia pool racial ability, I like them because of that rarity. For players who do like incarnum that essentia pool provides a very real mechanical advantage as well.

I'd like to see them all converted honestly. The first two provide interesting reptilian blooded races in their own right. And can easily be tweaked to remove any ties to incarnum.

However... if I had to choose I'd like to see the Dusklings converted first. Because I personally do like the Magic of Incarnum material, having that race converted provides nice automatic ties ins for incarnum in game. (I.E. - they bring the art of incarnum with them from the great beyond.)

Thanks Kindly!


Pathfinder PF Special Edition Subscriber

Soulmelds have so many neat effects. The Shape Soulmeld feat is one of the most versatile skill boosting feats. You can also pick up a number of fun magical abilities to give your characters flavor.

RPG Superstar 2010 Top 16

Whoops, crap. Lost track of this one, sorry! Let's see if I remember after work this time. :)


Pathfinder PF Special Edition Subscriber
tejón wrote:
Whoops, crap. Lost track of this one, sorry! Let's see if I remember after work this time. :)

S'all good. The Conversions section of the boards is a little off the beaten path as it were.

RPG Superstar 2010 Top 16

How's this look? Wisdom bonus because Incarnate and Ranger are both listed as common classes. Planar Nomad might be too good, not sure, but it gets around some playability issues without killing the flavor. Nomad Lore specifically reinforces said flavor. Meanwhile, the speed bonus (their primary trait) is doubled, no longer has any encumbrance restrictions and is an untyped bonus: it seems appropriate that a duskling craving more speed should take Bonus Essentia before Fleet! Finally, I opened up the language list; though few will have bonus languages in the first place, there's really no reason to think any given duskling hasn't encountered any given language.

+2 Constitution, +2 Wisdom, -2 Intelligence: Dusklings are hardy and have a feral pragmatism, but do not take well to structured learning.
Medium: Dusklings are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dusklings have a base speed of 30 feet.
Fey (Incarnum): As fey, dusklings are immune to effects which specifically target humanoids. Dusklings also have the incarnum subtype.
Low-light vision: Dusklings can see twice as far as humans in conditions of dim light.
Essentia Pool: All dusklings have an essentia pool containing one point of essentia. This is in addition to any essentia gained from other sources.
Sapphire Celerity: For every point of essentia invested in this racial trait, the duskling's base speed increases by 10 feet.
Planar Nomad: After spending at least 24 consecutive hours on any plane, a duskling may choose to become native to that plane.
Nomad Lore: Dusklings get a +2 bonus to Knowledge (nature) and Knowledge (planes) skill checks, and can use those skills untrained.
Languages: Dusklings begin play speaking Common and Sylvan. Dusklings with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Pathfinder PF Special Edition Subscriber
tejón wrote:

How's this look? Wisdom bonus because Incarnate and Ranger are both listed as common classes. Planar Nomad might be too good, not sure, but it gets around some playability issues without killing the flavor. Nomad Lore specifically reinforces said flavor. Meanwhile, the speed bonus (their primary trait) is doubled, no longer has any encumbrance restrictions and is an untyped bonus: it seems appropriate that a duskling craving more speed should take Bonus Essentia before Fleet! Finally, I opened up the language list; though few will have bonus languages in the first place, there's really no reason to think any given duskling hasn't encountered any given language.

+2 Constitution, +2 Wisdom, -2 Intelligence: Dusklings are hardy and have a feral pragmatism, but do not take well to structured learning.
Medium: Dusklings are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dusklings have a base speed of 30 feet.
Fey (Incarnum): As fey, dusklings are immune to effects which specifically target humanoids. Dusklings also have the incarnum subtype.
Low-light vision: Dusklings can see twice as far as humans in conditions of dim light.
Essentia Pool: All dusklings have an essentia pool containing one point of essentia. This is in addition to any essentia gained from other sources.
Sapphire Celerity: For every point of essentia invested in this racial trait, the duskling's base speed increases by 10 feet.
Planar Nomad: After spending at least 24 consecutive hours on any plane, a duskling may choose to become native to that plane.
Nomad Lore: Dusklings get a +2 bonus to Knowledge (nature) and Knowledge (planes) skill checks, and can use those skills untrained.
Languages: Dusklings begin play speaking Common and Sylvan. Dusklings with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Hmm... I'm liking what I see.

Planar Nomad might indeed be too good. Perhaps increase the period of time it takes for them to "attune" themselves? 1 week or 1 month perhaps?

RPG Superstar 2010 Top 16

Lokie wrote:
Planar Nomad might indeed be too good. Perhaps increase the period of time it takes for them to "attune" themselves? 1 week or 1 month perhaps?

One week sounds like a good compromise. One month and they could well have moved to yet another plane. ;)

By the way, could I bother you to take a peek over here?

Edit: Heh, I'm thinking Sapphire Celerity would be better simply called "Blue Feet."


It depends on what benefits of being attuned to a plane you want. If it is just something minor (such as imo vulnerability to banishment), it might be one day. If you want to be able to survive indefinitely in the Negative Energy plane or the like, more might be necessary.

RPG Superstar 2010 Top 16

Yeah, I was thinking mainly about banishment and resurrection. You wouldn't gain any subtypes or special resistances to planar traits. Honestly, if you can survive on a given plane for 24 hours in the first place, it's probably a nonissue. Certainly so if you can survive there for a week, and since this conversion was entirely for Lokie's benefit, I'll let him decide. :)


Pathfinder PF Special Edition Subscriber

I guess the idea was to prevent banishment. Perhaps change the wording to specifically describe that the attunement to become "native" does just that.

Though honestly... I guess it really isn't that big a deal. A character getting Banished would be purely be the DM getting rid of the character. Which he could do any number of ways anyway.

RPG Superstar 2010 Top 16

Lokie wrote:
Though honestly... I guess it really isn't that big a deal. A character getting Banished would be purely be the DM getting rid of the character. Which he could do any number of ways anyway.

Actually... in high-level play when you're visiting other planes anyway, it could be a rather powerful ability. Banishment would be a valid, non-DM-cheese tactic for a powerful foe to avoid having to deal with the PCs for a while.


Anybody made any headway into converting the Rilkans and Skarn?


Pathfinder PF Special Edition Subscriber

Not as of yet.

RPG Superstar 2010 Top 32

tejón wrote:
Actually... in high-level play when you're visiting other planes anyway, it could be a rather powerful ability. Banishment would be a valid, non-DM-cheese tactic for a powerful foe to avoid having to deal with the PCs for a while.

Plane Shift does the same thing only you can send them to some crappy plane (Elemental Plane of Fire or Positive Energy Plane are nice ones in core cosmology) and it's equal or lower level than Dismissal.

Becoming immune to Dismissal is not a big deal.

Liberty's Edge

A Man In Black wrote:
*snip* and it's equal or lower level than Dismissal.

Untrue, dismissal is the lower level of the two spells, by two levels in the case of Wizards and one in the case of Clerics.

Dismissal is actually better in Pathfinder than it was in 3.5 as they got rid of the silly will save being based on creature HD and caster level, too.

RPG Superstar 2010 Top 32

Gene wrote:
Untrue, dismissal is the lower level of the two spells, by two levels in the case of Wizards and one in the case of Clerics.

Huh, I was thinking of Banishment.

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