Vasyazx wrote: On side note for those who think that fighter is overpowered in your opinion what nerf he should receive to be in line with other Martials? I think fighters should get a different weapon proficiency boost. Start trained. Level 3 goes to expert. Level 9 master. Level 15 legendary. But what will the fighter have to stand out? AOO at level 1 is huge. An extra stack with no MAP. No one else gets that. It gets triggered all the time. That alone ticks fighter above martial with no additional boost.
Falco271 wrote:
I know this is a response to an old post, but your link in your resource guide to the investigator build goes to a champion build guide. Not sure if you are still building this guide to the guides, but if you are you might ant to fix the link.
I've been messing with the alchemist a bunch, trying to find a change that makes it feel better than it currently does. Most of the fixes are related to action economy and quantity of reagents in early levels. I also wanted a way to add additives to your existing items because I don't like having additives trapped behind quick alchemy. Let me know what you think.
Yes, summon can mean many things in many systems. In the pathfinder system, summon currently has a specific set of rules/results tied to it. You get a minion to command for the duration of the spell or until it is destroyed/you don't sustain. Incarnate sounds very cool, but why tie this new spell/ability to existing ruleset, muddying what we know of the rule of summoning. You are not getting a minion. If it's only affected by things that affect spells, If it acts like a 2 part spell effect, then keep the words separate. That's my several cents. Quick edit: Incarnate sounds very cool. I love the idea of it. But I like classification of abilities to be very specific with all of the things you keep track of already. I also love final fantasy and the summoning in that (FF3 still the best one).
I agree with this assessment of incarnate spells. The only reason this is a summon spell, in pathfinder, is because you called it a summon spell. Due to it's inability to be interacted within any manner besides dispel, just makes it a spell with 2 effects. One in the first round, another in the next round. I am fine with that type of spell, but it isn't a summon. At least not a pathfinder summon. Just call it incarnate and take away the thought that it is analagoud to a summon. Or, change the interaction as Loreguard wrote, allowing specific attacks to do damage, dismiss or alter the spell effects. Edit: This was supposed to be a direct reply to Loreguard's post above.
This is probably too little, too late but PF1E summoner was the best summoner in the game. Have you thought of giving the option of a summoning font summoner, similar to divine font. This gives a reduced Eidolon focus, but grants additional spell slots only for summon spells, like divine font for cleric. This can give a summoner the optoin of focusing on summoning instead of the eidolon. Plus, everyone mad about spell slots can get the option for a summoner with more spells per day. Just a thought.
Does a multi-headed, multi-bite Eidolon have to take the trip evolution for each bite or just once covering all bite attacks? Trip (Ex): An eidolon becomes adept at knocking foes
The wording bite attack of the selected type is what confuses me. |