Im looking mostly for advice. I need to know how to play a Totemist at higher levels (12 plus), in the context of a completely Planar Campaign. Im also looking for suggestions on how to build him to meet the unique level of play my group uses. My gaming group does not optimize at all, and the last thing I want to do is draw ire and resentment for an overpowered character. I really like the Incarnum design and would like to be able to at least be able to use the book I bought, LoL. Last thing I want is to have the book banned, then I have to make a new character.
I have no experience with the Magic of Incarnum classes, or the magic system used with in. I just started playing my Totemist and have only reached level 3. I was only just beginning to get a good feel for the foundation of the system, then my DM drops a bomb. He is going to advance the time line 5 years. In effect hes taking us from our current level of 3 all the way up to level 12. Which normally wouldn’t be a problem for me at all, but as I said Im still wrapping my head around the MoI system. It’s a bit of choir trying to combine powers and figure out which to take and when to take them.
The campaign is an all Planar; born, live, and die on the planes. The premises is pretty simple, all Hells broken out on the planes… literally. The Demons and Devils are at each others throats again, this time leading to an all out no holds bar war that’s speading across all the planes still open. The Good planes have officially closed their doors, washing their hands of the whole business. No help can be summoned from any good plane, and no access for those left outside.
Its been a good 8 years or more since any of the gaming groups I play in have gone over level 8 or 9. So Im sure I will be rusty their as well. High level play is such a different game then lower level play. So any advice concerning high level play in relation to Totemist builds is apprieciated.
Totemist level 3 (soon to be 12)
Race: Shifter (longtooth )
Stats: 18 str, 18 dex, 20 con, 14 int, 12 chr (after level additons)
Bonus Essentia (free feat, everyone gets one)
Expanded Soulmeld Capacity
No magic items at the moment. No real wealth at the moment. 22k to buy items…
Things to know about my gaming group
Clerics in my group not only will use actions in combat to heal other characters, which is always considered a good use of resources. You can catch scowls if you don’t, as its considered bad form. (im not looking for advice on this subject, its how my group is… just except it) Potions are worth while, as is simple down time resting and roleplaying within towns. Using CLW every day, repeatedly… would get scowls.
Level dipping (taking just one or two levels of any class) is considered munchkin behavior at best, and newb min/maxer power gamer mentality at worst. As is having more then say three classes (including prestige class). We use the level penalties as written, and only ever take a single Prestige class (unless you have a hell of a back story). (again, my group lets move on)
Book of Nine Swords is broken, as are both the Psionic books. (again, lets just except it and move on). I would like to keep MoI from falling in with these two books. They aren’t banned, but the aren’t really allowed either.
Tripping builds aren’t played at our table, reducing the game to that is considered BS and would receive heavy mocking and then a table kick. This goes double for the insane grapple builds that some people come up with. Its just not done, its considered abusing the rules in ways they wheren’t intended for. Not that we grapple that often anyway.
Wizards/druids/clerics are not gods. They have limited power, and the day doesn’t stop just so they can regain spells. When in enemy ground the group pushes on. We also don’t use any of the many spells to “cheat” the system and bypass this… for instance rope trick every day… or jumping planes to recharge then bounce back or some such. That kind of play would get you table kicked in a heartbeat.
Charger builds that do over a hundred damage with one hit, table kick. The kobold builds that abuse all the dragon adds, and age modifiers… table kick. Getting 14 attacks a turn, table kick. Etc….. I think you get the picture….
I need to be functional, and contribute…. without breaking the bank in any way. So for me, going to have to use common sense with the number attacks I get from totem builds. Im Not gaining attacks if there is no place for it to go. Already getting 3 attacks with the Kuthrik (sp?) claws and shifter bite got me dirty looks…. The damage was pretty high for a level three character.
Im also not interested in Totem rager, or barbarian levels at all. I considering trying to stay in the totemist class for as long as possible. Im playing a totemist so why not play a totemist. I was I will only pick shifter feats, and MoI feats…. Unless thiers something else out their that’s a must have.thinking going as high as level 10 totemist, not sure if double bind is worth the next level or not. I may just say screw it and go full totemist level 12. The only thing that might change my mind is the WereMaster prestige class and whether that would be worth 2 or 3 levels as my prestige class. I cant take the 5 level ability though. Just looking at it its insanely broken even for wolverine which is what id consider taking, or tiger.
For feat double chakra looks like a must, possibly taking open chakra (picking arms or shoulder). Im thinking that im going to end up strictly sticking to shifter feats and MoI feats. Unless thiers something else out there i dont know about.
So there ya go.... any advice welcome as long as its constructive, lol....