Another way to split it...
Split HP (or some better name) level 1 feat.
Heal Eidilon. 1 action
Capn Cupcake wrote:
summoner gets 6 hit points + your con + eidolon con per level.
Or maybe 8 hit points per level, and you gain eidolon's Con * level temporary hit points when it manifest.
Or something like that.
Darksol the Painbringer wrote:
it does not just the believe that is not mutually exclusive. There is 0 reason why the mechanics can also work for both. In the same class. The same way Synthesis lets you summon in a different manmer.
Litterally, it takes 1 feat to solve this in a way that everyone can play as they want.
What if we kept the shared health pool, but we gave the Summoner a defensive reaction to "the Eidolon would take damage" that completely negates that damage at the cost of unsummoning the Eidolon and being unable to resummon it without taking a 10 minute rest.
Yea, i suggested similar as a focus spell.
Quick Unsummon. Free action. Focus 1
A add a way to sacrifice spell slots to boost the summon. Along with the already existing cantrip to eat up your actions.
And just let you use both boost and resilient cantrips.
or... Just let the player decide how they want to do it.
Shared HP (default)
Then everyone can play the way they want.
Right, as a level 2 feat.
So people who want a disposable/tank Eidolon can have it, while still keeping the simpler shared hit points a base mechanic. Build around manifesting it more often.
To toss out another idea...
Independent Manifest: Feat 1
An idea to support both sides.
When you summon your eidilon, you lose half your current hit points, and it gains that many as it's maximum hit points.
That way, it can be used as a sacrifice, but also "hurt" you when it happens. Healing between battles is still simple as well.
Making it 3 actions makes its use very complicated until you have access to Haste. Plus it's so... bland. It's not even a Spell Strike, it's just casting then Striking. Cool you avoid MAP if the spell had an attack roll, but that's really a very, very, very minor benefit not worth a whole feat.
You think +5 to hit is not worth a feat?
It's basically Double Slice.
Just make SpellStrike a free metamagic that makes you replace the somatic component of an attack spell by a Strike, and use that single roll for the results. It's simpler to understand, more streamlined and it won't slow down the table as much.
So save an action AND +5 to hit both? Too much IMO.
Or do you mean using Str/Dex in place of Int? That would be fine.
Striking Spell, Free action, Metamagic.
And to replace the one useful function Striking Spell had.
Striking Spell: 3 actions Level 1 Magus feat
Also, i really do not like striking spell. It's just does not work with most spells and it's too swing. It can also get around incapacitation. Meaning you can win against a boss, or waste a lot of resources based on too few die rolls.
Thus, my suggestion as a replacement.
Spell Combat: 1 action. Flourish.
This helps make up for needing both Str and Int. While also letting you cast in melee. And to adjust the sub-classes
Shooting Star: You can use Spell Combat with ranged attacks.
Slide Casting: Free action. Metamagic
Sustaining Steel: Free action: Metamagic
Teleport Strike. 2 actions. Focus 3.
Imbune Magic (Weapon Specialization).
I would have the damage scale based on spell level. 1d6 is too good for a cantrip, but not good enough for a 9th level slots.
Then remove weapon specialization. Which will roughly cover the damage added. But now you get to choose the damage type and spend an action.
IMO the biggest issue with Striking Spell is that it is actually a trap option for most spells.
Sure, there are a few spells which benifit, like Ray of Frost to avoid MAP. But for most of them you are much better off doing 2 actions to cast Electric Arc/Fireball as normal, hitting 2+ targets. And then just Strike as normal.
But also, the whole, "get a bonus when you crit" also kinda feels wonky and way too swingy. You just crit, you don't need to double crit.
Thus, my suggestion.
Striking Spell: 1 action. Flourish.
Shooting Star: You can use Striking Spell with ranged attacks.
Slide Casting: Free action:
Sustaining Steel: Free action:
Don't forget a talisman.
True Strike needs verbal, which will cause the assassinate's "target must be unaware" constraint to fail unless target is deaf. You would need Silent Spell feat which is an action.
Yea, bespell is also until the end of the current turn, I miss read that. But this works with Power Strike.
Turn 1: Striking Spell (2 actions) + School Shroud (?) + Poison Weapon (1 action)
Not overpowered or anything since it took a whole turn to setup, but still seems like it wins for biggest single attack.
That assumes you have a weapon at the correct time. And did not have it stolen or something.
Also, you can apply it to a second weapon. Need bludgeoning instead of piercing? Swap to a maul.
Or use the extra focus point for something else. Like Spell Counter
I'm not saying it's great, but may of the free focus spells are kinda meh.
it has 3 nice advantages for demoralize.First, it is 1 action to intimidate 2 people (or "free" if your using independent).
Second, It is from a different source. So both you and the familiar can do it without the 10 minute cool down.
Third, It can use Int in place of Cha. Which could be +6 for an investigator.
But yea, a single feat or 2 will not be as good as a bard. But it is still a cheap way to be reasonable good at lots of stuff.
It also works nicely for deception, diplomacy, intimidation, and performance. And can cover most other non-combat parts of other skills.
They do not get any of the skill feats, but that is still a lot of utility, assuming you know in advance what you need.
You can also have them be a monkey.
Leomund "Leo" Velinznrarikovich wrote:
Does my height change if I lay down?
what if you cast wall of force on the international space station (or a fantasy equivelent)?
Which way is "up" on the astral plane?
What if you are in a castle that rolls like a ball?
Or are effected by the reverse gravity spell?
You would not be suffering the penalty if you are not fatigued.And a bigger effect would be refreshing the temporary hit points.
But mostly i want to use it with Share Rage. To make a barbarian "healer". Powerful or not, I enjoy turning mechanics on their head.
You can enter a second rage, but afterward you need to catch your breath. You can Rage without waiting for 1 minute after the previous Rage (or 1 round, with quick rage), but when you end this second Rage, you’re fatigued until you rest for 10 minutes.
As long as you have an audience, you can continue to perform. Indeed, you must—you have an obligation to your fans! You delay the effects of the fatigued condition for 1 minute or until you are no longer observed by the required creatures, whichever comes first. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the fatigued condition after this ability ends.
You suppress your choice of one of the following conditions that’s affecting the target: clumsy, encumbered, enfeebled, or fatigued. If you don’t remove the effect that caused the condition, the condition returns after the spell’s duration expires.
Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes.
So could you rage, use Furious Finish, supress fatigue, rage again with second wind, use Furious Finish, supres fatuge....
IMO, the big thing they are trying to avoid is summoning an unsupported physical wall as a weapon. Dropping a wall of stone from 500' is way too potent, even if it is just a DC 15 save.
But beyond that, I don't see an issue making bridges or ceilings out of stuff. Or using wind wall mid-air outside a tower window to prevent flying creatures from getting in.
so your saying fireball can't be shot in 3 dimensions since it does not explicity say you can?
Yes. Nothing says it need a to be attached to the ground or anything like that.
Hmm... Not sure. Some wall spells like Wall of Wind and Wall of Thorns specifically say that they must be vertical. Wall of Stone specifically says that it can be placed in any orientation.
Which is why I think it's fine.
Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned
There is nothing that says it must be vertical. So it does not need to be vertical.
Do something like bards and witches. Single or 2 action cantips only available to the class.
Or just feats. No reason they could not have feats that have "magical" properties.
Elemental strike, 2 action.
Can a character with both a multiclass spellcasting archetype and the Eldritch Archer archetype take both Basic [Multiclass] Spellcasting and Basic Eldritch Archer spellcasting, and if so how do they interact?
yes.And they do not. They are seperate spells and spell slots.
All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.
Bard + inspire courage is a good add on for the monk. +1 to hit and damage for your shots, and helps allies as well.
If some else is giving a status bonus, you can do inspire defense instead. Or hymn of healing. And monk gets boosted occult if you want to cast anything else, and access to focus spell recharges.
Witch also has some good single action focus spells.
You are correct. Class DC is based on "class’s key ability score". So Dex/Str.Though it was based on Wis.
Then yea, the shield cantrip works well.
Shield cantrip is kinda pointless on a monk IMO. Since you always have free hands, a regular shield+shield block+ sturdy shield would be better. And you can still flurry with stumbling strike.
Unless you plan on grappling 2 creatures at once. In which case, whirling throw is a good option.
Also Wis is used in stunning fist.
stunning fist is both attack rolls and saves. Not unheard of.
Anyways, to throw my hat in the ring.
Silent takedown, level 6 (rogue, ranger, fighter).
I would make that an action.
"If your last action was a Strike with a Critical hit"... Or maybe 2 actions.
Either way, not a simple add on.