Rogue Eidolon wrote: What if the finale attack added precision damage based on how much you could set it up. Say, it added your Studied Strike dice for each successful hit or combat maneuver against that opponent since you initiated, and you can discharge it partway through on any hit as a free action. Now you have a choice to make--if you hit on the second to last round, will you be greedy and keep going for a bigger combo? Or will you discharge now for the certainty of landing a finale... That actually sounds kinda cool.
Chris Parker wrote:
It says the bonus is half your Investigator level.
Chris Parker wrote:
Ok, 4th level is a little rough, I'll give you that. As far as the INT goes either im not understanding the ability of you arnt. At level 4 with a INT of 14 it would get a +2 bonus for 1 round (2 rounds with the change) right? That is how i am reading it.
With the exception of the 24 hour limit and the half INT duration (which has already been set to change to full INT, whoo). I like the studied abilities. Spend a standard action and get a bonus to attack for a couple rounds then finish it off with a "sneak attack". I think the bonus to attack is really going to help poison use and its not a complete rogue ripoff. Add Inspiration in and things can get a little crazy.
I like the poison use but I find the resistance and immunity a little to specialized. I like being able to disable magic traps but the extra skill bonus is a bit much and starts to overshadow the rogue. These abilities allow them to do a little extra but i think the skill boost should come from inspiration.
Didn't read most of this. I think a the fact that the bounty system only activates in high sec areas is a cool idea. Bandits can still be bandits and cities are safe. What would be really cool I think is abilities that make it less likely that you trigger the system in high sec (like having a 40% chance you won't trigger it). So assassinations are possible but very risky.
I'm thinking something along the lines of When stabilizing a target using a heal check, the target regains hit points equal to 1/2 your caster level (min 1). This spell cannot raise the targets hit points above 0. using the same info as cure light wounds with the exception of level (it being 0) and casting time (swift action.
With the recent books Blood of Fiends and Blood of Angels and even before there has been a redefinition of Teiflings and Aasimar. A Teifling now describes a individual whose linage traces back to a evil outsider and Aasimar to good outsiders. But what about Neutral? We have seen NG and NE but this still excludes LN,N,and CN outsiders.
Just picked up this book earlier today and have been obsessing over it since. One thing that occurs to me is that many a DM will not allow the custom races. It would be sad to see all this amazing content lost on them and ultimately robs me of the opportunity to use it. I think a 9th level spell that allows the caster to customize a targets race would be great and it would allow for slightly more use of these awesome additions. |
