| Ly'ualdre |
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Simple desire: I want to see a Synthesis that enables Arcane Fists from the start. Waiting till 2nd level to be a viable unarmed combatant is a bit lame, for lack of a better word. Not sure what the benefit would be, other than gaining Arcane Fists from the Synthesis. Simple choice would be to scale its damage die for hits unarmed attacks. Somethjng a bit more interesting would be to either grant a Stance Feat or grant a unique Magus Stance that plays nice with the Striking Spell action.
Anyways, point of this thread is to come up with some ideas. The hope is to see it in the full release. Shouldn't take being a Human or waiting till 2nd level to be an "Arcane Monk." Arcane Fists is a first level feat after all. Should be doable imo.
EDIT: Part of my desire for this is for the upcoming Fist of the Ruby Pheonix AP.
| Perpdepog |
| 1 person marked this as a favorite. |
I think the Fist as a synthesis is a good idea, it opens up a different weapon preference like the other ones do. Maybe have it increase AC on a Striking Spell?
Yeah. Giving them a +1 or maybe +2 when spellstriking would be equivalent to raising a shield, which also has a one action cost, and feels really monk-ish with monks being the highest AC characters to ever wear pajamas now.
| Ly'ualdre |
I think the Fist as a synthesis is a good idea, it opens up a different weapon preference like the other ones do. Maybe have it increase AC on a Striking Spell?
Could do. They would have to place a restriction on it I think; only applies to those wearing no armor or even light armor. Fair trade to keep it more in line with the idea of a Monk. Maybe give it a bonus to hit, just to even it out a bit more. The d6 and crit special alone isn't quite enough to say yes to a AC bonus at the cost of armor. Maybe I'm wrong.
Actually, considering the Synthesis gives a mechanical benefit rather than some kind of bonus, perhaps an Esoteric could hold a spell charge in both fists, and/or allow them to make a flurry like attack? Flurry of Spells perhaps? The spell functions at half level or outputs minimum damage for balance. Restrict it in a way that should a Esoteric Magus wish to use their Synthesis benefit, rather than a normal strike, they have to use the Flurry of Spells, which would cost one action. Or, unlike any other Magus, they lose the charge if not expended?
| Lelomenia |
I see the slide casting synthesis as being the unarmed synthesis. I do agree that Magus, especially where it appears to be now in terms of power level, should probably get a first level feat.
this. Although i guess slide could be a synthesis that gives you a first level slide-as-a-feat.
I do think that might sense, because all future syntheses are going to run into the same ‘this doesnt work at all without slide’ issue as Steel.
| Ly'ualdre |
Slide Casting is certainly built with the use of single handed weapons more so than being built with unarmed combat in mind. The fact that you can be unarmed is a result of the way unarmed attacks play with handedness more than anything. This is evident in the fact that it requires at least one hand to be free. So, due to this restriction, one would only be allowed to use a single fist attack, rather than the two most people would actually use if in a fight irl. Ignoring the fact that using two fist attacks would give you four actions here. Which is where my "Flurry of Spells" idea stems from.
Even still, that Synthesis is meant to allow for a move action that a Magus is otherwise denied. So even before one-handed weapons, I'd say it is designed with mobility in mind rather than your weapon style.
Varus Wreckpoint wrote:I see the slide casting synthesis as being the unarmed synthesis. I do agree that Magus, especially where it appears to be now in terms of power level, should probably get a first level feat.this. Although i guess slide could be a synthesis that gives you a first level slide-as-a-feat.
I do think that might sense, because all future syntheses are going to run into the same ‘this doesnt work at all without slide’ issue as Steel.
Sustaining Steel actual isn't as bad as it seems. It just requires setup. Slide Casting allows for one to move and attack in the same round; Sustaining will require at least two. Given how Stiriking Spell works, you can spend the first round setting up the Spellstrike and then moving towards the enemy. The spell stays active at least until the end of your next turn. So, assuming you don't need to move again, you can attack with the Spellstrike and still be able to attack twice more after.
Now, i will say that i think the temp HP needs to be buffed, and/or be permanent until lost from being hit. The fact that you lose it the following turn is what makes it detrimental for me.
| Ly'ualdre |
Hate to double post but can't edit.
So heere is my full pitch:
Esoteric Disciple -or- Mystic Disciple
You seek perfection of both body and mind, wielding your knowledge to imbue your strikes with Arcane might.
You gain the Arcane Fists Magus Feat. You also gain the Flurry of Spells action.
Flurry of Spells <1 Action>
Flourish Trait; Magus Trait
When you use your Striking Spell, you store the spell in two of your unarmed Strikes. You must use the Flurry of Spells action after you Cast a Spell. This action lets you make two unarmed Strikes, both of which are imbued with the spell you cast. These attacks follow the normal multiple attack penalty. On a successful hit, you cast the imbued spell on each attack. If you miss with one of the attacks, the spell is lost. This spell is calculated at half your Magus level, rounded up (to a minimum of 1.)
I'm no designer. So it is probably very poorly written and executed. But that is the gist of one of my ideas.
| Ligraph |
Hate to double post but can't edit.
So heere is my full pitch:Esoteric Disciple -or- Mystic Disciple
You seek perfection of both body and mind, wielding your knowledge to imbue your strikes with Arcane might.
You gain the Arcane Fists Magus Feat. You also gain the Flurry of Spells action.
Flurry of Spells <1 Action>
Flourish Trait; Magus Trait
When you use your Striking Spell, you store the spell in two of your unarmed Strikes. You must use the Flurry of Spells action after you Cast a Spell. This action lets you make two unarmed Strikes, both of which are imbued with the spell you cast. These attacks follow the normal multiple attack penalty. On a successful hit, you cast the imbued spell on each attack. If you miss with one of the attacks, the spell is lost. This spell is calculated at half your Magus level, rounded up (to a minimum of 1.)I'm no designer. So it is probably very poorly written and executed. But that is the gist of one of my ideas.
The chance to double use the spell seems very strong, probably too much. I could see something like "Punch twice, if one hits cast the spell" which is probably still too strong compared to the baseline Striking Spell, but a bit more reasonable.
Also I'd probably leave out the "You must use the Flurry of Spells action after you Cast a Spell" and let it work the same way as Striking Spell, just with two punches.
| Clinton Love |
Hate to double post but can't edit.
So heere is my full pitch:Esoteric Disciple -or- Mystic Disciple
You seek perfection of both body and mind, wielding your knowledge to imbue your strikes with Arcane might.
You gain the Arcane Fists Magus Feat. You also gain the Flurry of Spells action.
Flurry of Spells <1 Action>
Flourish Trait; Magus Trait
When you use your Striking Spell, you store the spell in two of your unarmed Strikes. You must use the Flurry of Spells action after you Cast a Spell. This action lets you make two unarmed Strikes, both of which are imbued with the spell you cast. These attacks follow the normal multiple attack penalty. On a successful hit, you cast the imbued spell on each attack. If you miss with one of the attacks, the spell is lost. This spell is calculated at half your Magus level, rounded up (to a minimum of 1.)I'm no designer. So it is probably very poorly written and executed. But that is the gist of one of my ideas.
I like the idea of double imbuing, but I think it would better serve a dual wielder than a monk type.
But it could function a bit like sorcerer's split shot feat. That targets to enemies with one spell for half the damage.
Personally I would like to see a monk type combining combat maneuvers and spells. Knocking a target prone then pushing them with hydraulic push would be cool imo.