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"You gain an elemental familiar with the trait of one of your kinetic elements"

Does it mean
1) You get a familiar with the elemental trait and (element) trait with 2 familiar abilities (Just like the leasy familiar druid feat)
2) You get a familair but his 2 abilties but they are locked to Elemental and Resistance
3) you get a familair with the Elemental free abilitiy +2 familair abilities
4) You get a familiar with 2 abilities. One of those must be Elemental but your other one is free to choose (ignore Resistance prerequisite)
5) Something else


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Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

This confirms that the the +8 HP applies only to the 2 action version


How about if you add the sentence:
"For the purpose of the Knockdown/Push/Grab ability, your eidolon is considered to have Master proficiency in Athletics unless its own proficiency is higher."


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My biggest concern was the value of the LVL 10-14 feats for the summoner. The auto success trip, push, grab was worth a LVL 10-12-14 feat before the remaster. But now, with the need to roll to succeed, is it really worth a LVL 10-14 feat?

The fighter feats are LVL 2-4 and provide almost the same benefits (except for the differences pointed out by Hamerjack. I agree you don't need to commit a second action to the task which is by itself a good improvement)


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With the remaster rules changing the Grab, Knockdown and Push monster actions to now require a skill roll, how will this affect the Summoner LVL 10-14 feats?

For example, the LVL 10 feat Weighty Impact grants the Knockdown action on your eidolon unarmed attacks. with the remaster rules, it now requires a skill roll to successfully trip an enemy. However, the LVL 4 fighter feat Slam down effectively does the same thing.

Without an official errata, I would house rule that the summoner feats automatically push, trip or grab the enemy with an action as it was before the remaster.

What do you guys think?


With te changes to the Focus pool being always equal to the number of focus spells you have, does the psychic now begins with 3 Focus Points since it knows 3 Amps at 1st level?


p.312 Grease is shown as both a 1st rank and 3rd rank primal spell
p.332 Frostbite has the Attack trait but it doesn't require a spell attack roll
p.358 Speak with plants requires 4 actions. It seems like the 2 action icon is printed twice


Quote:


You start with two focus points because you start with access to two focus spells from your two apparitions.

But you start with only 1 focus spell from your primary apparition, right?


First readthru the animist class...some questions:

Vessel spells = Start with 2 focus points but the max focus points = number you know. You start with 1 focus point so is it possible to start with 2 focus points?
Channeler intermediate boon = increase Fort to master and Will success=critical success...is it supposed to be all Fort or all Will?


Errata wrote wrote:
Class Chapter (all spellcasting classes): Change the definition of cantrips to say "A cantrip is automatically heightened to half your level rounded up, which equals the highest-level of <Classname> spell slot you have." filling in the appropriate class name. This removes the ambiguities around the cantrip level of a non-spellcaster vs a multiclass spellcaster.

I'm a little confused. Does it mean that a 4th level fighter with an ancestry cantrip can cast it at 2nd level but a 4th level fighter with basic casting multiclassing can cast his cantrips at 1st level only?


I was eagerly waiting for this class to come back and was excited to see the playtest document for it finally.

After a first read-through, I like the concept of having a single pool of HP and having a single pool of actions but I fail to see the appeal to play a summoner over a ranger with an animal companion.

- A ranger has the same HP pool as the summoner.
- With an animal companion, he also gains an extra action (Command an animal vs Act together)
- He and his animal companion are also 2 targets but he gets a separate additional pool of HP.
- The ranger has two targets to heal while the summoner only has one.
- The summoner is two targets on the battlefield for the same HP pool and actions per round
- The summoner and his eidolon have Abysmal AC. No armor and get expert unarmed only at 3rd level (The summoner still is at traiend)
- The summoner gets to use the worse of the two damage rolls or saving rolls of a successful area attack.
- The ranger loses the four spell slot the summoner has.
- The ranger's damage output will be better I think. 1 action to hunt prey and he gets multiple attack bonuses or bonus precise damage. The summoner can use 1 action to get a damage bonus to his eidolon but he must use 1 action every round.
- Don't see the mechanical benefits of Synthesis

Playtesting it will see what are the Summoner true values. Off the bat, I would add the eidolon's CON modifier to HP as well as the summoner's (Eidolon Con affects only Fort save right now) and I would use the best saving throw results when both are targeted by an area attack.


I have trouble to see the advantages of Wild Morph. As I see it, there is nothing that Wild Morph does that Wild Shape can't do.

The only value of Wild Morph is at 1st and 2nd level where you can get a 1d6 agile weapon for 1 action (and again I don'T think I would spend an action and 1 focus to get that since I can just use my weapon anyway). As soon as you reach 3rd level, it's better to wild shape into an animal to get 2d6 natural weapons. All other applications of Wild Morph you gain are copies of animal you can shapeshift into anyway.

Also, since Wild morph is not really useful, why take Wild order at all. I can start as a Leaf druid and take Wild Shape as a 2nd level feat (the only thing I'm losing is the Wild morph power and a 2nd level feat choice) and I can now wild shape as a Wild order druid but with 2 Focus points (and as soon as 2nd level)

Can anybody help me see the usefulness of Wild Morph?

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