“*Snikt*”
-Wolverine, X-Men
For our second class, we'll be looking
at the Totemist. The Totemist is a Meldshaper class from Magic of
Incarnum, meaning it was designed to rely on Incarnum mechanics;
if you're not familiar with Incarnum, take a look at my introduction
to the system if you haven't already:
http://dndcentral.blogspot.com/2013/07/class-articles-incarnum-101.html
Much like the Dragonfire Adept, the
Totemist is a solid, powerful, interesting, but not broken class. In
a lot of ways it's not the most flexible class—it's primarily
designed to do melee damage—but unlike certain other melee classes
the Totemist has a bunch more tricks up its sleeve, enough to keep
things interesting and the class flexible.
Section 1: The class in a nutshell
The Totemist is
primarily a melee damage-oriented class, in particular with Natural
Weapons. Compared to the other Meldshaper classes (Incarnate,
Soulborn), the Totemist has a unique Chakra—the Totem Chakra. If
you want to play a character that claws your enemies' faces off but
don't feel like playing a filthy hippie Druid, and also do some more
stuff other than clawing people in the face, the Totemist is the
class for you. If you'd like, you can also build the class as a
skirmishing, fast-moving ranged fighter. It's not quite the easiest
class to learn—Incarnum can take a minute or two to really wrap
your mind around—but once you've gotten the hang of Incarnum the
class is quite easy to play.
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