Sorry, with that reading you may have more than a single form talent on your summon. You simply can't give the same creature a form it already has, and the form is one creature per sphere invested. This mostly means that you'll be focusing on a single creature, or becoming a conjuration specialist as the conjuration sphere is very expensive.
QuidEst wrote:
I like it, my big hiccup with this idea however is I really like the idea of a level 20 kineticist having the ability to remove burn, I just can't think of a good way to balance it. As stated my players do tend to hit 20, so I need something that's not gamebreakingly powerful, but not week, either mechanically or flaverfuly, since we will likely get a couple of sessions off with it. I would actually prefer each potential combination getting a unique capstone, but that strikes me as a balancing nightmare.
Hello, so I've always personally had an issue with the Kineticist's capstone ability feeling that it felt more like an "Avatar" archetype capstone than an actual capstone. However I simply took it as was until some of my players read the Occult Adventures book, now they really want a campaign set in the Avatar the Last Airbender universe. And since my players tend to go until a tpk or level 20-22 (generally one last grand quest starting at level 20 to end things on.), whichever comes first, I now need to tackle it. So I was thinking something effective, but copy paste able between each element. Elemental Mastery (Su)
So any suggestions? Too strong, too weak? Should I instead focus on creating a unique capstone to each element, each elemental combination? Anything you guys could recommend would be appreciated, this game is still a couple months away, provided it doesn't collapse in on itself first, so I have plenty of time to figure this out.
Sorcerous Strike (Combat)
Prerequisite: Sorcerer bloodline class feature, Improved Unarmed Strike. Benefit: When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can spend a swift action to deliver the effects of the chosen bloodline power to that opponent. Doing so provokes no attacks of opportunity. So my question for this would be, what powers qualify? I'm new to DMing, new to table top RPGs in general, and I have a player who wants to play an unnarmed draconic sorcerer. Neither of us are sure if he can choose to use the breath weapon with the feat tho. I guess it comes down to how you interpret the first sentence of the under benefit. you choose one bloodline power that you can use to affect a single opponent. I can see two interpretations, the first is your power HAS to affect only a single target IE Laughing touch from the fey bloodline, and the other is that it CAN affect a single target, IE the breath weapon CAN affect single targets if nobody else is caught in the blast. Lastly, in the event they can use it for the breath weapon, should I? Because on the one hand his unarmed damage and STR mod are pretty bad, on the other hand a free 1d6 per level save for half seems like it might be a bit much for damage. Sorry if this question has already been answered, but I was unable to dig it up if it has.
Axial wrote:
Greed Subdomain is up on D20 under Trickery. |