Feats and Magic Items
Continuing onward, we arrive at the last things you need for a build: Feats and magic items.
This is a fairly straightforward section.
Magic of Incarnum
[spoiler]I'm very disappointed in the designers with the feats in the MoI. Over half of them are largely irrelevant and focus on boosting other classes and feats, rather than boosting the classes presented in the book (a major problem).
The good news is that you do have some very important feats in this book for you.
Bonus Essentia: While helpful, this feat isn't exactly needed. Personal experience has taught me that both the Incarnate and Totemist do not need maximum essentia in each Soulmeld; having only two melds maxed out is really all you need. That said, if you find yourself missing a feat then this one won't hurt you in any way.
Double Chakra: You are going to want this on your Totem Chakra ASAP.
Expanded Soulmeld Capacity: Practically required, this feat improves the benefits of your primary Soulmeld. For a melee-based Totemist, this goes on either Girallion Arms or Landshark Boots. A Ranged Totemist has only one Soulmeld that qualifies, so it goes on the Manticore Belt. A skill monkey build should take this for whichever meld they want.
Heart of Incarnum: It's better than Toughness, but at the same time you won't need it. Still, if you got a spare feat at 18th level and nothing else you need to take, this always helps (it's roughly 24 bonus HP, which is the equal of 8 Toughness feats).
Improved Essentia Capacity: Totem Ragers only. Everyone else can skip this feat and never miss it.
Incarnum-Fortified Body: A majority of a melee-build's feats are going to be based around improving your natural weapons, so very few of those feats will have the Incarnum tag. What's worse is this feat lacks the tag itself, compare it to the Psionic or Dragonic equivilent to see why this is bad.
Incarnum Resistance: 1) You can't meet the requirements. 2) This feat sucks.
Necrocarnum Acolyte: This feat isn't for Totemists.
Open Chakra (Any): This feat has a mixed response. If the DM says it grants you an extra Chakra Bind/day (which it does by RAW), then these feats are a great asset for you. If he knows about the Cust Serv ruling on them and agrees with it, then these feats are bad news.
Shape Soulmeld: Depends heavily on the build. Most of them won't need it, but a few of them will like it. You can use this feat to get Evasion and Uncanny Dodge if you would like.
Split ChakraThis feat's benefits can be bought for an additional 5000gp using the MiC Item Creation rules. Next.
Azure Talent: For those of us going Totemist/Psion/Soulmanifester, this feat is needed. Everyone else can skip it.
Azure Toughness: Sucks!
Cerulean X: Take them only if you need the Essentia. Cerulean Will is allowed if you think you need it that badly.
Cobalt Charge: An extra 2-5 damage per attack on a charge isn't a bad thing to have. THe feat itself is meh, but the number of attacks you can make on a charge is retarded (which means this feat is a nice increase to your damage output).
Cobalt Critical: Fuck no!
The rest of the Cobalt Feats: Shity at best with one noticable exception.
Cobalt Rage: Anyone who goes into Totem Rager needs this feat just to enter the PrC, but the feat itself is nuts. It's worth the feat slot people, it really is.
Healing Soul: This feat isn't red for three reasons: 1) It beats Wholeness of Body. 2) It's a Swift action to use, so you can activate it whenever you need it. 3) Some DMs use the 4E HP Preview, which means this feat has the potential to bring you back up to the positives all the way from -30. That means each use heals you 2+X, where X is your maximum negative value. The reason this is a good thing? Rage Claws.
Indigo Strike: Do you have any idea how easy it is to get 2d6 Sneak Attack damage on every attack you have? It's called Martial Study+Warblade Levels, which effectively allows you to get 2d6+10 on
every attack you make against a Flat Footed or Flanked target. An average of 17 extra damage per attack on 9 ranged attacks means a Ranged Totemist build can dish it out with ease! Don't start with the "Everything and it's mother is immune to Sneak Attack" bull shit on me either. There are ways around that.
Midnight Augmentation: Highly abuseable, and very useful. Let's just leave it at that.
Midnight Dodge: Better than the normal Dodge (both the feat and the car), but still sucks. The only people who will want it are the ones who need Dodge in order to get into a PrC, and there are no Meldshaping-focused, Totemist-Freindly PrCs that require Dodge.
Soulsight: Skill monkeys like this feat, but can do much better.
Undead Meldshaper No! Fuck no! You should never take this feat. Ever!
Psycarnum Infusion: This is both decent and abuseable. It may prove helpful for certain builds. You can live without it though.[/spoiler]
Other[spoiler]I'm going to breifly touch on feats from other sources that matter. Sources will be marked in ().
Arcane Strike: A kobold can get this feat through trickery, but most builds can get it through Seul Arcanamach. The extra damage caused by this feat is sickening! (CW)
Arterial Strike: You remember what I said about Indigo Strike? Well, this is one of the feats that benefits a Totemist build that has Sneak Attack. 1d6 for an extra point (cumulative) every round adds up fast if you are a Totemist, though a magic item effect duplicates this feat (they stack too). The feat also has no set duration other than how to stop it, which means this can get nasty. (CW)
Extra Rage: Totem Ragers may want this. (CW)
Divine Might: FInd a way to get Turn or Rebuke cheaply, and this feat will make your enemies shit themselves. (CW)
Martial Study and Stance: The feats are nice, but you are a feat-intensive class. Better to buy the magic items or take level-dips than to burn through those feat slots. (Bo9S).
Rapid Assault: Nice, but noth worth it. Ask your DM if this feat counts as Sneak Attack, becuase if it does then this feat is worth something. (Bo9S)
Multiattack: Practically required for melee combat builds. Ranged ones may choose to skip it. (MM and SS)
Improved Multiattack: As above, but you can actually live with the -2 version. (SS)
Vile Feats: Your entire class can benefit from the Vile feats presented in Elder Evils, but not much else. That said, there's very little reason not to devote yourself to an Elder Evil. Most of them are meh, but a few gems are hidden in the book. Namely anything that adds to your damage rolls.[/spoiler]
Special Note: Breath Weapons and You
[spoiler]Worth noting is that several Totemist soulmelds grant a Breath Weapon. While I don't really recommend relying on this outside of very specific campaigns, it bears mentioning that you can emulate a Dragonfire Adept fairly easily. What's better is that you can also cover up your weaknesses if something happens to be immune to your current breath weapon's damage type by entering Melee or going ranged combat.
A lot of the stuff in the DFA handbook applies to the Totemist version of the concept.Some of the Soulmelds in Dragon Magic help you out at the lower levels if you try this concept. This method is a bit tricky though, as you can't change your Breath Weapon damage that easily until the late levels (and even then, it's fairly difficult to do). Still, even if you mess up and get into trouble the odds are good that you can pull out of it thanks to the sheer number of options you have.
As with all meldshapers, this concept works best in Gestalt. If you are able to and have the urge to play a Dragonfire Adept, a wise idea is to follow it up with Totemist.[/spoiler]
Magic ItemsDungeon Master's Guide
[spoiler]Most of the items in the DMG are going to be fairly worthless to you. Of note, Ioun Stones and stat boosters are the ones most likely to be on your list. For the rest, only Armor, Rings, and Rods are very important to you. Most of the other Wondrous Items can be forsaken.
Note: Avoid the hell out of Potions, Staves, and Wands. Yes, even wands. UMD isn't your forte, potions just suck, and Staves are overpriced. Leave this to the Incarnate.
The Ideal armor for a Totemist is Mithral Breastplate or Celesital Armor. You only need a +1 Enhancement on it, the rest can come from your friendly casters (many of whom will be more than willing to buff you if you are good at your job, which you will be).
Armor abilities
Glammered: Meh.
Fortification: Nice benefit for a melee character. Ranged Totemists can skip it or take it.
Slick/Shadow/Silent Moves: For the Skill Monkey in us all, you don't really need these. Your Soulmelds can do better. Don't wanna waste a soulmeld, but still need to scout ahead? These make fine replacements.
Spell Resistance: SR 13-21 isn't that powerful. You can get SR 31+ from Soulmelds.
Energy Resistance: While you don't really need it (your HP can handle it), worth noting is that this gets you Sonic Resistance. If you have the cash to spare, this is a fine way to fill out your armor if you've nothing better.
Ghost Touch: Red? Why red SiFir? There's a few reasons. 1: +3 price tag. 2: Phase Cloak. Use it instead.
Invulnerability: Next!
Etherealness: Better than Ghost Touch, but your Phase Cloak still beats it.
Rings
Protection: Meh... It's OK I guess. If you really care.
Featherfalling: You ought to have a Fly speed by the time you can shell out 2K.
Sustenance: Meh.
Climbing/Jumping/Swimming: Just shape the appropriate soulmeld if this comes up enough to matter.
Counterspells: A deadly weakness is Dispel effects. Avoid them at any cost.
Mind Shielding: What do you care?
Force Shield: If the DM lets you improve the Shield bonus, then this isn't too shabby.
Ram: You seriously think this is a good purchase?
Animal Friendship: Eh? Wild Empathy, much?
Chameleon Power: Better left to the other skill monkeys.
Water Walking: You ought to have a Fly speed at this level. If not, then swim. You won't be that effected by it.
Invisibility: If you didn't shape the Phase Cloak today, then this is a fine replacement.
Evasion: Meh.
X-Ray Vision: Not really worth it for you except in the off chance you need it.
Blinking: Again, Phase Cloak wins.
Meld Into Stone: Isn't there a Soulmeld that has a similar effect?
Freedom of Movement: Well duh!
Friend Shield: A decent buy. Helpful if the party casters want the benefit. Best when combined with a Crusader. Especially if you are the Crusader in question!
Three Wishes: Because it's broken too. Emergency use only.
Rods
Immovable: I'd carry at least one, just for giggles. That's really all.[/spoiler]
Soulmelds and their Ratings
I'm skipping some of the magic items to make space for this section. It is absolutely vital that you know which soulmelds are worth binding and shaping, and why.
[spoiler]
Beast Tamer Circlet: Neutral. Kinda useful at the low levels, what with Riding Dogs and Warhorses being really good.
Frost Helm: That Totem bind? Massive Save DC=Death to the enemy! You can boost it fairly easily at the low levels.
Hunter's Circlet: Not that good. Another Soulmeld gives you Blindsight, and a feat gives you limited Blindsense.
Shedu Crown: The saving throw bonus is nice if you anticipate large numbers of Casters/Telepaths. The Telepathy is stupid good, as it qualifies you for Mindsight. The Heart bind is OK, but limited in use compared to the Phase Cloak. If you're Base Land Speed is high enough (Dusklings...) you can do some damage with the Trample ability at the low levels.
Threefold Mask of the Chimera (Totem Bonus): The extra actions it grants have drawbacks, and the extra attacks it grants are too weak to be good (should have granted a Breath Weapon). The base effect is OK if you're a Rogue or anticipate Sneak Attacks being prominent, but not always worth it.
Dread Carapace: A balanced version of Power Attack for all of your Natural Weapons is OK. You have the BAB to take advantage of this a little. The Arms Bind is OK. The speed bonus makes Monks cry a little. The Heart Bind loses to Shape Soulmeld: Spellward Shirt. The Totem Bind is good if one of your friends has Imperious Command.
Landshark Boots (Totem Bonus): WEE! Pounce, 4d6+2*Str+4*Enhancement Bonus=Damage. Great if you can kill things in 1 round. Combine with the Dread Carapace's base effect and a Dragonfire Bard for maximum damage. Oh, and get Sneak Attack too.
Totem Avatar: It's OK. The Morale Bonus to Damage rolls is killer, but not worth your primary Totem bind unless you have a large number of natural attacks from another source (like Wild Shape). The Arms and Feet binds are somewhat useful, but the Heart Bind sucks. The Shoulders bind may stack with INA. And the base effects are good.
Urskan Greaves: Sonic Damage on a charge. This+Landshark Boots=Death.
Worg Pelt (Totem Bonus): Hide and Move Silently bonuses are appreciated. The Speed bonus and Bite Attack-related effects work nicely with a Warforged who has Jaws of Death.
Bloodtalons (Totem Bonus): The base effects are OK, but the Totem bind is sick (it applies to all Claw attacks). 1 damage/Essentia/hit next round, no save. Limited by the number of claw attacks you have, but that's bound to add up fast. Free Weapon Finesse.
Kruthik Claws (Totem Bonus): Acidic Claws. 'Nuff said.
Rageclaws (Totem Bonus): The base effect is what you want here. The rest can be mostly ignored. Combine this with the HP Preview from 4E (that gives you free HP when healed) and a Dragonic Aura (Vigor), and you effectively cannot be killed in 1 round (at least not easily).
Sphinx Claws (Totem Bonus): Claws and Pounce for free. Not as strong as the Landshark Boots, but works for other attacks.
Girallon Arms (Totem Bonus): And the other badass Totem Bind. Grapple checks of +70 are easy to get with this, and the claws are nice.
Kraken Mantle (Totem Bonus): The other Grapple Meld. If in an aquatic campaign, it may be helpful.
Lammasu Mantle: Mini-Magic Circle against Evil+Breath Weapon. Nothing wrong here.
Riding Bracers: Crap. You should be the mount, not the rider.
Basilisk Mask (Totem Bonus): Save or Die to an Adamantine Knife, at Will, based on your Con mod. Nothing says broken quite as much as this soulmeld. Even at the high levels, they need to be outright Immune to Petrification to resist this, and the party's tank can likely still cut them in half (arguably easier too).
Disenchanter Mask: Meh.
Great Raptor Mask: Meh too. If you need Evasion this badly, you should take Shape Soulmeld and bind the Impulse Boots to your Feet instead. At least then you get Uncanny Dodge too.
Krenshar Mask: Ouch. The Mind-Affecting part is the worst part. But it stacks with the effects of Imperious Command, so if someone has that feat you can very well take this.
Unicorn Horn (Totem Bonus): OK in an Undead campaign. Meh everywhere else.
Yrthak Mask: One of the rare sources of At Will Sonic Damage. The Brow bind isn't that good though, compared to Soulsight.
Displacer Mantle (Totem Bonus): The reach is nice, but the Blur effect is the key here. Kinda late-game...
Pegasus Cloak: One of the six or so lowest level Flight abilities there is. Constant Featherfall too. Jokes about a child's card game are mandatory when shaped.
Phase Cloak (Totem Bonus): And a game breaker! Sneak Attackers get an effective Invisibility spell every round they move (Swift Hunters love this), and the entire party benefits while you use the ability (free encounters=XP). The Bite Attack is a SoD at the low levels.
Shadow Mantle: Blindsight. Add in Rings of Darkhidden (MiC) and a way to see through Magical Darkness, and your entire party benefits from an effective (Improved) Invisibility Sphere and a Blur spell simultaneously. Makes Candle Jack shi
Ankheg Breastplate (Totem Bonus): Armor Bonus and Acid BW. And acidic bite attacks.
Behir Gorget (Totem Bonus): The electric counterpart to the Breastplate.
Brass Mane (Totem Bonus): Fatigue is painful. The Bite is standard, so meh.
Gorgon Mask: Again, a Trample attack. The Breath Weapon is somewhat weak though.
Winter Mask (Totem Bonus): Another Fatigue effect. As a bonus, you can play a DFA.
Heart of Fire (Totem Bonus): A second Totem bind means you're on fire. In any Frostburn campaign, that is bound (pardon) to kill something.
Lamia Belt (Totem Bonus): Meh, the penalty and Totem requirement is a deterrent.
Manticore Belt (Totem Bonus): This is your most powerful offense. Ever. Also, fastest Fly speed this side of a Full Caster.
Phoenix Belt: Fire Healing? OK, this is useful considering most things that are Immune to Fire deal Fire damage somehow.
Wormtail Belt (Totem Bonus): Highest Nat Armor bonus there is, but the Tail Attack sucks (even with poison).
Blink Shirt: Best. Teleport. Feat. EVER.[/spoiler]