"You gain an elemental familiar with the trait of one of your kinetic elements" Does it mean
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)
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?
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?
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.
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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