m.whyborne.DeleteThis@ntlworld.com wrote:
> Justisaur wrote:
> > I've got a player who wants to try a Totemist in my game tomarrow. As
> > I don't have Magic of Incarnum I won't get a look at it until tomarrow.
> >
> >
> > Anyone have an opinion on this class, over/under/ or just right power?
> > What about incorporating it into an otherwise fairly normal game with
> > wizards & clerics & all the magic items that entails?
> >
> > - Justisaur
>
> Hi
> I would want to review the class before allowing it cold - get the
> player to lend you the book if they have it. I have no problem allowing
> different classes etc, some work some don't-it is after all a game and
> if the class is broken you can fix it with the player's agreement
>
Well I allowed it yesterday. He wanted to play some wierd outer planar
fey race that looks like a cross between an ape and a drow. It gave
fey type, and they were not native to the prime either, so they could
be banished, protected against, and a lot of spells just plain wouldn't
work on them. They were medium had +2 con, -2 Int, 30' move and could
somehow add +5' to thier move by doing something (don't remember what),
and gave a point of essentia. It seemed a bit much for a +0 LA race,
and didn't seem to fit in eberron that well, so I dissallowed it. He
ended up playing a dwarf.
After a quick review of the class I decided to allow it, we can at
least see how it plays. He had 21 AC vs evil (19 vs everything)
throughout the game, which is pretty high for a 1st lv. character. But
he didn't really have anything else going for him. I'm a little
worried about some of the abilites he'll be able to do at 2nd - one of
them is a thing that gives him 3 heads, so he'll be able to get 3
attacks at full attack bonus at 2nd lv. All of these powers he can do
all day. He's only got cleric BAB though, and nothing to increase his
to hit (so far at least), so he might have a little trouble hitting.
- Justisaur
>> Stay informed about: Totemist power?