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![]() #Battlefield Chirurgeon Quote: Rapid Healer (Ex): The medic eidolon can, as a free action once per round, apply 1 round’s effect of its healer’s touch ability to itself as if it had the fast healing ability; this counts toward its fast healer limit for the day. The medic eidolon’s daily limit for hit points healed by rapid healer is only 5 for every two Hit Dice. If the medic eidolon falls unconscious because of hit point damage and it still has healing available from its healer’s touch evolution, this evolution activates automatically each round until it is conscious again or the healer’s touch evolution is depleted for the day. The battlefield chirurgeon must be at least 12th level and have the fast healer evolution to select this evolution. This evolution is a 4–point evolution. Did you mean the fast healing evolution or the healer's touch evolution as a prerequisite? Also, it is too expensive at 4 evolution points, imho. I'd change it to 5 hp for every hit die for 2(?) evolution points. Maybe change the cost of Merciful Touch to 2 + 1 evolution point per additional condition. Transposition should allow the eidolon to teleport a touched ally to the BC's position. I like the idea of Twin Chirurgeon. It could give the eidolon access to the BC's spells known for one minute per level and all healing spells cast by the BC or the eidolon should affect the ally and either the BC or the eidolon (as temporary hp?). E.g.: If he eidolon heals an ally for 10 hp, then the BC also (re-)gains 10 (temporary?) hp. ![]()
![]() #Formbender Quote:
I think you meant 1D6 on Table: Formbender in the text above, the table above shows the 1D4 and 1D8 progression. Also, why not move the damage increases around to levels 4/8/12 or 2/10/18. Then the Formbender gets an increase to his natural attack prowess at almost every level? Primal Flurry: At first I thought this was redundant. After closer reading I realized it allows to attack with the same natural attack up to 5 times. Here is an example: A 6th level Formbender with bite, slam and improved damage(slam) evolutions has a normal full attack of bite 1D8/slam 2D6. Using primal flurry he could have slam 2D6 x 3, correct? ![]()
![]() #Formbender (again) Sorry, but I was thinking it over and I am not quite satisfied with primal flurry. How about this: Give the Formbender 3 increases to the die size of all his natural attacks, allow the improved damage evolution, but not the improved natural attack feat. Maybe give the increases at the levels 4/8/12 or 2/10/18, so he improves his natural attack capabilities at almost every level. The max number of attacks and evo points should stay the same as the original primal flurry. This should replace the normal unarmed attacks. With this, the Formbender using slam can get the same damage as a Monk at the cost of taking more evolutions points/arms than with the claws evolution (Claws gives two attacks with two arms while Slam needs two arms for one attack). #Body Mechanik This looks great. I like it almost as much as my Formbender ;) ![]()
![]() Quote: Starting at 1st level, a formbender manifests one natural attack evolution of his choice from his aspect manifestation while in his normal form. This natural attack must be a 1-point evolution. Once the natural attack is chosen, it cannot be changed until he gains a new formbender level and decides how his evolution points are spent. The formbender must have the appropriate number and type of limbs or appendages in his natural form to gain the natural attack. For every four levels beyond 1st level (5th, 9th, 13th, and 17th), the formbender can manifest one additional natural attack from his aspect manifestation. The claws evolution gives two natural attacks, so I'd like the formbender to start with a max of two attacks, +1 every five levels beyond 1st (or some other progression starting with two and ending with five). This gives the option to start with two attacks doing 1D4 each or one doing 1D8 (Slam). Quote: As the formbender gains levels, he can manifest more powerful natural attacks. At 6th level, a formbender can manifest 2-point natural attack evolutions. At 11th level, a formbender can manifest 3-point natural attack evolutions. At 15th level, a formbender can manifest 4-point natural attack evolutions. There are no 3- and 4-point natural attack evolutions. My take: As the formbender gains levels, he can manifest more powerful natural attacks. At 6th level, a formbender can spend two evolution points on natural attack evolutions. At 11th level, a formbender can spend 3 points on natural attack evolutions. At 15th level, a formbender can spend 4 points on natural attack evolutions (maybe 1/2/4/6 points). Example: At 6th level the formbender can choose the following: Claws + Bite giving 1D4/1D4/1D6; Claws + improved damage giving 1D6/1D6; Bite x2 giving 1D6 + 1.5 x Str, ... Lots of options :) Quote:
We can also remove the improved unarmed strike feature of the monk, the formbender does not need, he always uses natural attacks, imho. ![]()
![]() #Formbender 1. Let's go with Formbender. 2. I'd like to allow the large evolution. We could change the stat boni to work like enlarge person. 3. I agree that flurry of blows makes things more (too?) complicated. I suggest reducing the max number of natural attacks by one. 6 attacks at +15 is still better than 7 attacks at +18/18/13/13/8/8/3. 4. Perfect merge removes the ki cost from aspect manifestation, doesn't it? It is not clear in the write up. 5. Aspect manifestation should mention the extra evolution feat and allow it for the Formbender. ![]()
![]() #Formbender
Name: Some more ideas: Ascetic Formbender/Warshaper, Ascetic Metamorph, Metamorphic Warrior/Master, Master Morph ;) ... @Elghinn: Here are my suggestions/questions: Freeform Magic: Transmogrify should be usable while not manifesting. AC Bonus: May be too much with improved natural armor evolutions Feral Strike: Do all natural attacks do the Formbender's unarmed damage? What about Slam? 1D8 or 1D6 at 1st level? At 20th level a Formbender could have the following attacks with the large and improved natural attack evolutions: Bite/Gore/Clawsx4/Slam doing 4D8/4D8/4D6x4/4D10 with a +15 attack bonus (all primary attacks) or using the unarmed damage for all 4D8 x 7. I like the first option better, gives more interesting choices. Or is it supposed to be like this: Unarmed Strike/Bite/Clawsx4/Slam doing 4D8/2D6/1D8x4/2D8? ![]()
![]() Apraham Lincoln wrote:
1 ki per use of Aspect Manifestation. So your eidolon has 5 different evolution costing 2 evolution points each and you are a 4th level Monk/Summoner. Then you can manifest all 5 evolutions for 1 ki/40 minutes (1 ki for 10 minutes per class level) . It takes 5 standard actions (5 swift actions after 5th level) to manifest the 5 evolutions. If you spend 1 more ki after the 40 minutes, the evolutions last for another 40 minutes without having to re-manifest them. Edit:
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![]() Apraham Lincoln wrote:
I agree settling on a single form is a good idea, I intended it to work like the summoner's eidolon: Choose a single form, change it with each level up. Aspect Manifestation then allows you to manifest evolutions of the chosen form. At 14th level you can grow large as swift action for one hour for one ki point. After the hour you can spend another ki point for another hour, and so on. ![]()
![]() Oceanshieldwolf wrote:
It stacks with other natural attacks most likely gained through evolutions. E.g., The Monk/Summoner chooses the claws evolution for Feral Strike and uses Aspect Manifestation to gain the bite evolution. Now he has three natural attacks for 1D4/1D4/1D6 (claw/claw/bite). At fourth level this increases to 1D6/1D6/1D8. This may be too powerful with the improved damage and Large evolutions. Level Bite Damage
What do you guys think? ![]()
![]() Here is my Monk/Summoner(Synthesist): Spoiler: Fluff: Something about Monks establishing a connection with a mystic entity called eidolon during meditation and taking on aspects of the outsider through this mystic connection. Primary Class: Monk
Bonus Skills: The <class> may select three summoner skills to add to his class skills in addition to the normal monk class skills. The <class> gains a number of ranks at each level equal to 4 + Int modifier. Weapon and Armor Proficiency: The <class> is proficient with the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, temple sword*, and all natural attacks. The <class> is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the <class> loses his AC bonus, as well as his fast movement ability. (*Advanced Player’s Guide) AC Bonus: When unarmored and unencumbered, the <class> adds his wisdom bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the <class> is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Feral Strike: Through the connection with the outsider the <class> learns to alter his body. He gains one of the attacks from the list of 1 point evolutions. At level 4 and every 4 levels thereafter he can increase the die size of all his natural attacks by one. This ability replaces Unarmed Strike and Flurry of Blows. Ki Pool The <class> gains a pool of ki point equal to ½ class level + his wisdom bonus (Min. 1 ki). At level 2 the <class> can spend 1 point from his ki pool to cast the spell Lesser Rejuvenate Eidolon to heal himself
Otherwise this ability functions like the Monk's Ki Pool class feature. This ability replaces Wholeness of Body and Stunning Fist. Aspect Manifestation: The <class> has learned to manifest aspects of his Eidolon. He gains an evolution pool and a max. number of natural attacks as an Eidolon of a Summoner of his class level. The time to manifest his evolutions is one standard action per evolution and the same time to revert the evolution. The evolutions last for 10 minutes/level for each ki point spent. At 5th level evolutions can be manifested with a swift action. At 14th level evolutions last for 1 hour/level. This ability replaces purity of body, high jump, maneuver training, 2 increments of fast movement and 1st, 2nd and 14th level bonus feats.
Shielded Meld: Functions like the Synthesist ability of the same name and replaces the 6th level bonus feat and slow fall. Multiattack: Functions like the Eidolon ability and replaces one increment of fast movement. Aspect: The <class> can use 2 evolutions point from his evolution pool to permanently gain evolutions. This ability replaces the 10th level bonus feat. Greater Shielded Meld: Like the Synthesist’s ability. Replaces Diamond Soul. Split Forms: Same as the Synthesist’s ability. Replaces quivering palm. Greater Aspect: The <class> can use evolutions from his Eidolon worth 6 evolution points permanently. This replaces the 18th level bonus feat. Perfect Merge: At 20th level, a <class> becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the <class>'s creature type was) for the purpose of spells and magical effects. Additionally, the <class> gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the <class> can still be brought back from the dead as if he were a member of his previous creature type. Additionally, a <class> can use Aspect Manifestation free of a ki point cost and he can manifest any number of evolutions as a swift action. Table: Monk/Summoner(Synthesist)
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![]() Hi, I have been following your work for the last two threads and I like it a lot. Here are my ideas for two new MCAs: Monk/Summoner(Synthesist) - replaces monk abilities with Evolutions. Antipaladin/Alchemist - a warrior addicted to a special mutagen that turns him into chaotic evil Mr. Hyde. I have got both of them mostly fleshed out, but need some help with a few abilities and the class names :) |