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![]() Well, even the base magus class is limited in spell combat (one-handed melee weapon only) and spellstrike (touch spells or spells converted to touch range only). I want to make a counterpart for that, thats why I tried to rewrite those two abilities in the first place. Also I dont think the MCA should be more versatile than the original class we use as secondary. So "ranged weapon" was the concept, yes. ![]()
![]() Tyrannical wrote:
Ranged combat is the core idea. And the bladebound magus is limited to one-handed slashing weapons. Hence the bows here. True, allowing other ranged weapons wouldnt do any harm to the concept, but I have never seen a PC using either a crossbow or a sling, when a bow was available :) ![]()
![]() All right, here we go: (havent had the time to fill out all the spirit-dependant thingies) Bowbound shaman:
Some shamans acquire their companion spirits in the form of weapons instead of animals. Most prevalent of them are the bowbound. More combative than their other kin, they have an affinity to shoot and cast spells simultaneously. Strongly attched to their patron spirits, they forsake the binding of wandering ones. Primary: shaman
Swaps:
Spirit bow: the bowbound shaman forms a close bond with a spirit in the form of a bow (any kind), which is tied to her spirit type. The spirit bow has the same basic traits and uses the same progression table as the black blade under the bladebound archetype, except the following. Spirit type:
At 1st level, a bowbound shaman can expend 1 point the spirit bow's arcane pool as a swift action to grant it a +1 enhancement bonus for 1 minute per level. For every four levels beyond 1st, the bow gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing spirit bow enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Ranged spell combat: At 1st level, a bowbound shaman learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the bowbound shaman must use a bow (not necessarily her spirit bow) and may use only spells with no somatic components. As a full-round action, she can make all of his attacks with his bow at a –2 penalty and can also cast a spell with a casting time of 1 standard action (if the spell requires any attack roll, she must use ranged spellstrike to deliver the spell). Ranged spellstrike: At 4th level, a bowbound shaman can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack.
New hexes:
General: Long range: The bowbound shaman can deliver touch spells that feature a touch attack as ranged touch spells. He can use a touch attack spell that targets more than one creature, but he makes only one ranged touch attack to deliver one of these touch effects; additional touch attacks from that spell are wasted and have no effect. These spells can be used with the ranged spellstrike class feature. Arrow hexes: may be used on any one creature once per 24 hours, delivered by a successful ranged weapon attack
Alternatively, the bowbound shaman may take any of the following magus arcana instead of a hex, but not as a wandering hex: Arcane accuracy, Critical strike, Dispelling strike, Pool strike (with bow instead of unarmed attack). Spell list: 0-Level Spells: acid splash, create water, dancing lights, daze, detect magic, detect poison, disrupt undead, guidance, know direction, light, mending, ray of frost, resistance, stabilize, touch of fatigue, virtue. 1st-Level Spells: burning hands, calm animals, cause fear, charm animal, chill touch, comprehend languages, corrosive touch, cure light wounds, dancing lantern, detect animals or plants, detect undead, discern next of kin, endure elements, entangle, frostbite, gentle breeze, heightened awareness, hex vulnerability, hex ward, hydraulic push, inflict light wounds, magic missile, magic weapon, obscuring mist, pass without trace, produce flame, ray of enfeeblement, sense spirit magic, shocking grasp, stone shield, thorn javelin, wave shield. 2nd-Level Spells: acid arrow, animal messenger, animate dead (lesser), barkskin, bear's endurance, beastspeak, bull's strength, burning gaze, cure moderate wounds, darkness, defensive shock, delay poison, eagle eye, elemental touch, fire breath, flame blade, focused scrutiny, fog cloud, ghostbane dirge, imbue with elemental might, inflict moderate wounds, levitate, life pact, owl's wisdom, remove paralysis, resist energy, restoration (lesser), scorching ray, shatter, sickening entanglement, spiritual weapon, tree shape, warp wood, wood shape. 3rd-Level Spells: animate dead, aqueous orb, aura sight, beast shape I, blindness/deafness, call lightning, clairvoyance/clairaudience, cloak of winds, cure serious wounds, daylight, dispel magic, flame arrow, fly, font of spirit magic, hex glyph, inflict serious wounds, mindlocked messenger, protection from energy, ray of exhaustion, remove curse, searing light, sleet storm, speak with dead, speak with haunt, stench of prey, stone shape, stricken heart, thorny entanglement, vampiric touch, ward of the season, water breathing, wind wall. 4th-Level Spells: air geyser, anti-incorporeal shell, ball lightning, beast shape II, command plants, cure critical wounds, dragon's breath, dimensional anchor, dismissal, divination, earth glide, false life (greater), fire shield, firefall, ice storm, imbue with spell ability, inflict critical wounds, magic weapon (greater), neutralize poison, persistent vigor, poison, repel vermin, ride the waves, sands of time, slowing mud, spike stones, spit venom, thorn body, tongues, wall of ice. 5th-Level Spells: acidic spray, baleful polymorph, beast shape III, break enchantment, call lightning storm, commune, commune with nature, control winds, cure light wounds (mass), deafening song bolt (SPECIAL: focus - bow) enervation, feast on fear, flame strike, geyser, ghostbane dirge (mass), hex glyph (greater), inflict light wounds (mass), insect plague, overland flight, rest eternal, stoneskin, true seeing, wall of fire, wall of thorns. 6th-Level Spells: Antilife shell, awaken, banishment, bear's endurance (mass), bull's strength (mass), cat's grace (mass), chain lightning, cone of cold, create undead, cure moderate wounds (mass), disintegrate, dispel magic (greater), find the path, fire seeds, flesh to stone, inflict moderate wounds (mass), slay living, snake staff (SPECIAL: bow not staff), stone to flesh, wall of stone. 7th-Level Spells: Animate plants, contagious flame, creeping doom, cure serious wounds (mass), harm, heal, ice body, inflict serious wounds (mass), liveoak, regenerate, restoration (greater), stone tell, sunbeam, transport via plants, vision, vortex, wind walk. 8th-Level Spells: Animal shapes, blood mist, cure critical wounds (mass), destruction, discern location, earthquake, fire storm, horrid wilting, inflict critical wounds (mass), stormbolts, sunburst, whirlwind. 9th-Level Spells: Elemental swarm, energy drain, etherealness, heal (mass), polar midnight, polar ray, storm of vengeance, tsunami, wail of the banshee, winds of vengeance.
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![]() Elghinn Lightbringer wrote:
If you dont mind that its not actually a hunter mca, fine :) ![]()
![]() Taco Man wrote: Now, depending on wether or not you want Poison to be worked into the Exploding Fist, I have two build change suggestions: I think Adder's strike would fit in nicely, but I took half spellcasting advancement already for the good BAB. So diminishing it too, that would hardly leave any spells left. More like, it should be work as a discovery:Poisoning hands: take adder's strike or one of its dependent feats as bonus feats. Quote:
You may be right there. I had no free time to check, honestly. The simplest way here should be swapping every d6 to a simple +1 damage bonus.Quote: Alchemical Coating (Ex): Add a +1 bonus to unarmed strike, plus another +1 for every 4 levels beyond first, totaling out to +5 at level 17. Options: Flaming, Corrosive, Shock, Frost, Keen, Disruption, Vicious, Cruel, or Cunning. Well, its still an alchemist, not a paladin or magus. So I think bomb-equivalent discoveries are more fitting. But if Elghinn too finds this the simplest way, I wont argue (much:) Quote:
I like that! Bought.Quote: Very Disco suggestions: Yes, awesome blow works as a discovery nicely here. Plus, I was thinking of adding this this: Master brawler's oil: the explosive fist can concoct an oil that when applied to the temples gives a spark of sudden martial insight. She can take a move action to gain the benefit of a combat feat she doesn't possess. She must meet all the feat prerequisites. At 10th level she can use two daily doses of oil to gain the benefits of two feats at the same time. Thanks for the feedback! ![]()
![]() I am here, though real life is sort of against me these days... Just realized that I havent used my favorite class yet, which is the alchemist. So here comes the: Explosive fist:
Some alchemists enjoy the fight close and personal. They spend only the absolutely necessary time in the lab, and become superb brawlers instead. They invent alchemical oils which greatly advance their unarmed capabilities. Primary: Alchemist
Swaps:
BAB progression: full
Alchemist’s oil: explosive fists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create oils that they can apply to their hands. Oils grant special effects to unarmed attacks and can only be used by the explosive fist herself. An explosive fist can use a number of dose of oils each day equal to her class level + her Intelligence modifier. Oils are unstable, and if not used in the round they are created, they degrade and become inert. Once a dose of oil is applied to the hands, its magic automatically activates and remains in effect for one minute. The explosive fist can only have one active oil applied to her skin at any given time.
Unarmed Strike: At 1st level, the explosive fist gains Improved Unarmed Strike as a bonus feat. Her unarmed damage advances as a brawler.
Discoveries: Acid oil: When the explosive fist creates an oil, she can choose to have it inflict acid damage. Creatures that take a hit from an acid oil take an additional 1d6 points of acid damage 1 round later. This is not cumulative even if the target takes several acid hits in a round. Concussive oil: When the explosive fist creates an oil, she can choose to have it inflict sonic damage. Concussive oil deals 1d4 points of sonic damage instead of every 1d6. Creatures that take a hit from concussive oil are deafened for 1 minute unless they succeed at a Fortitude save. An explosive fist must be at least 6th level before selecting this discovery. Dispelling oil: When the explosive fist creates an oil, she can choose to have it dispel magic effects instead of deal damage. Creatures that take a hit from a dispelling oil are subject to a targeted dispel magic spell, using the fist level as the caster level. This cannot be used to target a specific spell effect. The explosive fist must be at least 6th level before selecting this discovery. Explosive oil: The explosive fist's oils now have a splash radius of 5 feet, doing minimum damage to every target (including the explosive fist) around the creature hit. Creatures that take a direct hit from an explosive oil attack catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Force oil: When the explosive fist creates an oil, she can choose to have it inflict force damage. Force oils deal 1d4 points of force damage instead of every 1d6. Creatures that take a hit from a force oil are knocked prone unless they succeed on a Reflex save. An explosive fist must be at least 8th level before selecting this discovery. Frost oil: When the explosive fist creates an oil, she can choose to have it inflict cold damage. Creatures that take a hit from a frost oil are staggered on their next turn unless they succeed on a Fortitude save. Madness oil: The explosive fist's oils do more than sear flesh—they sear the mind. A creature that takes a hit from a madness oil takes damage from the oil plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the oil by 2d6. The amount of Wisdom damage dealt by a madness oil is reduced by 1 for each madness oil attack that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. An explosive fist must be at least 12th level before selecting this discovery. Permeating oil: The explosive fist’s oils permeate armor. Her unarmed attacks are resolved as touch attacks. An explosive fist must be at least 6th level before selecting this discovery. Two-fisted alchemist: the explosive fist can apply two different oils to herself - one to the right hand and one to the left. With a full attack she may use different oil effects against her target for every successful hit. An explosive fist must be at least 8th level before selecting this discovery. ![]()
![]() Elghinn Lightbringer wrote:
Cool combination, but I would drop the mutagen and tie it directly into the bloodlines. Different damage type and effect based on bloodline, too. And if you give it a hit point cost (self-damage, whatever), I dont see any need for a times per day limit. Especially if it worked only during bloodrage, which would be logical in my version anyway.![]()
![]() Roaring Hunter Spoiler: Some hunters have an affinity towards the arcane, feeling that magic is a part of nature. Lacking both sorcerous blood and wizardic training, they access the arcane via emulating the wilderness, which they believe to be the source of all power. Their songs incorporate the drumming of rain or the howl of the wolf, more primal than the wildest skalds, and inspire animals or beasts to outdo themselves in combat.
Primary: Hunter
Swaps:
Spells: the Roaring Hunter casts arcane spells from the bard spell list like a Skald. She adds the following spells to her class list: Summon Nature's Ally I-VI, Calm Animal, Charm Animal, Magic Fang, Hold Animal, Dominate Animal, Greater Magic Fang, Reduce Animal, Animal Growth. Animal Song: the Roaring Hunter instictively uses wild, inarticulate music and similar performances to inspire her nonhuman allies to feats of strength and ferocity. At 1st level, a roaring hunter can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. For each level thereafter, she can use animal song for 2 additional rounds per day.
Charming Song: at 2nd level the roaring hunter's animal song works like a charm animal spell on all targets, with a Will DC of 10+half of class level+CHA modifier. Duration is as long as the song. At 5th level the charm affects magical beasts as well. This replaces Precise Companion and Woodland Stride. Rage powers: At 3rd level and every 3 levels thereafter, a roaring hunter learns a rage power that affects the hunter and any allies under the influence of her inspired rage. This works same as for the skald.
Extra Summoning: At 10th level the roaring hunter gains one extra daily use of the highest level summon monster or summon nature's ally spell she knows. This can be activated as a spell-like ability and cannot be modified by metamagic. This replaces Raise animal companion. Remote Song: at 17th level, when the animal companion is outside hearing range, but within the range of greater empathic link, it can howl a "song" itself. This imparts the effects of animal song on the animals and magical beasts around the animal companion like it were the roaring hunter. Remote song reduces the daily number of rounds for the ability normally. This replaces One with the Wild. ![]()
![]() Elghinn Lightbringer wrote:
Functioning as companion. Actually, a druid animal companion (=level) would be ideal, but if you say it must be level -3 as a ranger, so be it. And for the spirit ability, either spirit magic or martial weapons could go instead. Without it, the the whole "all is tied to wandering spirit" concept feels a bit brokenEDIT: perhaps the companion spirit ability can be temporary, fueled by spirit pool. ![]()
![]() Elghinn Lightbringer wrote:
Gains favored enemies as a ranger. Can change that enemy to wandering spirit type. Eg. it takes humans +4 and aberrations +2 as fixed enemies. Takes flame spirit for a given day. Then it may change human +4 to fire outsider +4 for a limited duration.But we can drop this version. Quote:
I started the whole thing from the unsworn archetype. So minor spirit replaces spirit and hex, and wandering spirit is modified. Then I went on modifying it, and I am pretty sure that I lost track of what swapped what. But there is no spirit and hexes for certain, just wandering ones. I tried to make sure that it has a wandering spirit which is more powerful than that of the base class. So I gave it one, plus the ability to boost it further with pool points. I suppose it would be simpler to fuel the wandering spirit entirely with pool points, but that may or may not be actually stronger that the basic "times per day" version. The whole thing is supposed to revolve around the wandering spirit. Everything is tied to that: favored enemy, favored terrain, special power for the animal companion, and the "spirit killing" ability to spontaneously gain hexes.
I dont really care for spirit magic. Keep it or drop it, as needed Minor spirits power is taken directly from the unsworn shaman. Because the hexes coming from these actually represent different spirits, they can come from a different spirit type as the "big" wandering. The other core point is that it can only have one wandering spirit at any given time. Added the ability to change it more than once per day, it can practically rebuild itself with new class powers. ![]()
![]() Next it is. I have this one almost since I got the book. The whole idea is kinda based on the unsworn shaman. Spirit Binder
Spoiler: A shaman-warrior, the spirit binder does not appease spirits, but forces them to do his bidding. He understands that there is a spirit in all living beings, and attacking that spirit weakens the one it resides in. His only true ally from the otherworlds is his spirit animal, many times stronger than the little helper of other shamans. Other spirits (wandering spirits) he can only bind to himself for short time periods, but he can coerce those to give him more power than ordinary shamans are due. Primary: Shaman
Bonus Skills and Ranks: The spirit binder may select three ranger skills to add to his class skills in addition to the normal shaman class skills. She gains a number of ranks at each level equal to 4 + Int modifier. Weapon and Armor Proficiency: The spirit binder is proficient with all simple and martial weapons. The spirit binder is also proficient with light armor. Spirit Animal Companion: The spirit animal is the foremost link of the spirit binder to the the world of spirits. On a metaphysical level, the animal hunts and captures spirits for him while the binder meditates for his daily spells and wandering spirit. It is treated as a druid's animal companion instead of a wizard's familiar. The effective druid level is equal to the spirit binder class level. The animal still gains spirit animal bonus from the wandering spirit ability and gains its intelligence score as a familiar.
Bind spirit: the spirit binder forces wandering spirits to give him more power than other shamans have. He gains wandering spirit at 1st level, greater wandering spirit at 9th level and true wandering spirit at 17th level. He also knows a meditation that can force his wandering spirit to give access to higher abilities for a short duration. He gains a reservoir of mystical spirit energy that he can draw upon. This spirit pool has a number of points equal to 1/2 his spirit binder level (minimum 1) + his Wisdom modifier. At 1st level he can spend 1 spirit point for an extra use of the spirit ability. At 6th level he can spend one point to access greater spirit ability for one round (or if it is a permanent power, for 3 + charisma bonus rounds). At 9th level he can spend one point to gain an extra use of greater spirit (or a 20% increase in power, if permanent). At 13th level he can spend two points to access true spirit ability for one round (or if it is a permanent power, for 3 + charisma bonus rounds). At 17th level he can spend two points to gain an extra use of true spirit (or a 20% increase in power, if permanent). At 20th level the spirit binder can spend three spirit point to gain Manifestation for charisma bonus rounds. A spirit binder never can have more than one wandering spirit at the same time, but at 11th level he may change his wandering spirit type during the day if he spends two spirit points.
Spirit killing: same as the Ranger favored enemy ability, but also works against enemies with the mystery or spirit class features. Every common type of enemy corresponds to one type of spirit and/or mystery. Normally, favored enemy types are fixed, just like a ranger's. At 7th level the spirit binder can spend one spirit point to change his lowest favored enemy bonus to the type of his wandering spirit, for 1/2 class level + Wisdom modifier rounds. (So if he has a wandering flame spirit today, he treats fire outsiders as favored enemies for the duration, instead of his usual enemy type.) At 14th level he can spend two points to change his highest favored enemy bonus the same way. (Comes from the spirit-hunting magic weapons, ACG 215.) Battle - monstrous humanoid, outsider (chaotic)
If the spirit killer deals a killing blow to a favored enemy, he may draw on the power of a minor spirit. With the spending of one spirit point he gains the temporary knowledge of one hex (or revelation, if there is no corresponding spirit of the appropriate type) from the appropriate spirit type for charisma modifier rounds.
Favored terrain: starting at 3rd level, every day when the spirit killer chooses or changes his wandering spirit, he mystically attunes himself to the type of terrain associated with the spirit. This is a supernatural effect, otherwise same as the ranger ability. Battle - swamp
This replaces wandering hex. Minor Spirit: At 5th level, the spirit binder also forms a temporary bond with a minor spirit each day, granting him access to a shaman hex of her choosing, either from the general ones or from the ones of his wandering spirit for the day. He must make this selection each day when he prepares his spells for the day. Until he changes the minor spirit, he continues to have access to the hex. He can make temporary bonds with two minor spirits (thus gaining two hexes) at 10th level, three at 15th level and four at 19th level. This ability replaces hex. Advancement:
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![]() JonathonWilder wrote:
I suppose that would either be a specialized spell list (which I am too lazy even to think about), or some variation on the School understanding exploit. Perhaps combined with some DC or class level bonuses limited to schools. Quote: 3) Investigator Alchemy, though perhaps offer a way for a spell to be made into an extract if it still takes up a spell slot? Also, as I have already said above. As far as I got that, it has been done with the Incendiary arcanist. Which summed up the 'arcanist magic meets alchemy' topic pretty well, I think. ![]()
![]() Elghinn Lightbringer wrote:
Well, you put it up for voting just after midnight, my time :) But I could use a strong martial/arcanist combo anyway, so its cool. I dont think I have ever seen an arcane caster where shield incurred no spell penalty, though. Even the bloodrager has it when using somatic components. I would change that bit. ![]()
![]() Elghinn Lightbringer wrote:
Well, lifeblood can mean a lot of things. Self-buff, healing, necromancy, protection, or various effects fueled by hit points? ![]()
![]() Elghinn Lightbringer wrote:
Yes, I think so. Thanks. ![]()
![]() #Beastskin warrior: I like it, just 2 small things:
2) "affects a beastskin warrior’s animal focus chosen at 1st level" - you mean beast affinity, right? That is the fixed one. Feral focus can be changed at will. ![]()
![]() @Elghinn: 4+ years! I can honestly imagine you want to focus somewhere else now.
(Personally, I really want to see the wiki rounded up so every new class has at least one MCA. So if anyone has shaman or skald ideas, I suggest coming forth.) ![]()
![]() Elghinn Lightbringer wrote:
Let's go with warrior ![]()
![]() Elghinn Lightbringer wrote:
Frankly, I am not sure what is it you dubbed improved/greater feral focus, but yes, that sounds like what I would like. ![]()
![]() How about simply replacing Two weapon fighting with Multiattack in Flurry? Quote: ...and have all natural attacks do same damage as brawler damage for the level. That still seems pointless unless we remove unarmed damage altogether and give unlimited duration to natural attacks. Which is an option, I suppose. ![]()
![]() Apraham Lincoln wrote:
The standard weapon of this MCA would be the claws, replacing unarmed, when the ability is active. Thats definitely not a secondary. Other natural weapons I try to give some advantages, so there is a point in using them. Tying the two class abilities, transformation and flurry, seems logical. So flurry needs to be rebuilt to accomodate natural weapons. Honestly, I dont know the exact rule thingies for that, but offhand weapon is better than secondary. So treating bite, gore, etc. as offhand weapons seems like a plus. Even if the wording is a little awkward this way. Damage: claw attacks usually do one die type higher than unarmed attacks. (like 1d4 instead of 1d3) Large weapons work by the same mechanism. So I thought medium->large and unarmed->natural weapon are equivalents, why not use the table already given? ![]()
![]() Beastskin Warrior:
Spoiler: Some primitive tribal warriors feel themselves almost impossibly close to nature. They forego man-made weapons and learn to fight like animals. The divine powers of the natural world grant these warriors the magic to take on attributes of wild beasts. Primary: Brawler
I am definitely keeping strong BAB. Should we add weak spellcasting, or is it unnecessary? Bonus Skills and Ranks: The beastskin brawler may select three hunter skills to add to his class skills in addition to the normal brawler class skills. She gains a number of ranks at each level equal to 4 + Int modifier. Weapon and Armor Proficiency: The beastskin brawler is proficient with all simple weapons and natural weapons. Animal Focus: at 1st level, this is the same as the hunter ability, except the beastskin can only apply the effects to herself. This replaces bonus feats. Feral Focus: at 4th level there is no limit to the duration of animal focus (same as the feral hunter archetype ability). This replaces knockout. Feral transformation: at 5th level, the beastskin can assume stronger versions of her animal focus. Her body takes on both cosmetic and anatomic changes, but still remains identifyable as a person. This, including the effects themselves, is a polymorph effect. She can use this ability a number of rounds equal to her class level. Bat: fly speed 20, good maneuvering
Inspired by Shifter traits and feats from Eberron. Though I am not certain about some of them. All natural attacks gained in the transformation (with the exception of poison bite) do damage according to the "large brawler unarmed damage" table (or medium, if the beastskin is of small size). They are treated as magical at 9th level, cold iron and silver at 12th level, and aligned at 17th level. The beastskin can use natural attacks in a brawler's flurry, but no monk weapons. This replaces brawler's strike and close weapon mastery. ![]()
![]() JonathonWilder wrote:
Actually, I am interested in spell-like abilities here. My draft is for a brawler/hunter with polymorph powers, inspired by the animal focus abilities of the hunter. @others:
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![]() #Hive master
Quote: Create Hive: At 10th level, a hive master can create a hive that provides him with cover. This functions as the web shelter spell, except the hive has a hardness of 6, and 5 hit points for every 5-foot square of web surface area. A hive master can have 2 broodlings as part of his hive at 8th level, and an additional broodling every four levels thereafter. Each broodling that is part of the hive grants the hive master a +2 shield bonus to AC if it is Small and above or a +1 shield bonus to AC if it is Tiny. Something is not right with the levels: 8th or 10th? Also, it would be cool if it could crawl along with speed of 5.![]()
![]() I meant no exchange. The weapon or armor _turns into_ a familiar. As in: it starts speaking and teaches witchcraft to the character. Quote: I would rather drop the other blessing and allow them to share sacred weapon and armor with it I dont understand that. Share the weapon and armor with what, or who? ![]()
![]() I am just saying that it shouldnt get more reservoir-based abilities than a starting arcanist. Choosing one of these should suffice at 1st level. The others can be available at higher levels. Perhaps those levels where the sneak damage was swapped out from, or they can appear as talents/exploits. The attack power could modify sneak attack with elemental effects. That fits the style of both classes. The AR = charge idea for magic items sounds good. ![]()
![]() #Spell Thief If it casts spells as an arcanist, what is the point of this ability?
Quote: Cast as prepared spell without losing the prepared spell. This expends 1 point from the spell thief’s arcane reservoir per level of the spell. Also, are all the reservoir uses (attack, item use and save bonus) available at 1st level? Seems a bit steep to me. The original arcanist has only one option to start with there. Quote: wand of cure light wounds with a caster level of 3rd (heals 3d6+3 points of damage) to a caster level of 5th instead (heals 5d6+5 points of damage). I suppose Apraham was referring to the fact that cure light wounds isnt supposed to use die codes like those. It would be 1d8+3 --> 1d8+5 ![]()
![]() Apraham Lincoln wrote:
Yes, flanking and some maneuvering while both are raging would be the point here. But I think giving a (short) range is simpler. ![]()
![]() 1) OK 2) I dont think it makes a great difference, but lets go with ranged touch then 3) Like it, just needs a little more range than adjacent. 10ft per level, perhaps? 4) sure, why not 5) I am not sure that the eidolon can move 10,000 feet in its whole daily existence, nor can I imagine any reason for it to do such a thing, but OK I think that should do it then, thanks. ![]()
![]() Apraham Lincoln wrote:
That is definitely an option I could live with. Quote: As for casting through pet, how about a variation on or tweak to the minor magic and related evolutions that instead of the list provided allows the pet to cast one of the TRs spells, limited by level and to what the TR knows and times per day This would be nice for a preparation type caster, giving one or more prepared spells to the eidolon. For a spontaneous one, not really. I like the expansion of deliver spells better here. ![]()
![]() Waking up now... First, I vote more evo points. Duration is short enough already. Question: with the aspect, do all bloodline powers automatically work on both? Wish: I still want the eidolon to deliver some other kind of attack spells. At least limited to one category like ray or line spells.
And I still dont like the rejuvenate eidolon spells. Can we make Life conduit into a class ability? Its duration is a little less than half the daily duration of the eidolon, so if it was usable once every 2nd round, that didnt seem much of an extra power.
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