Vlorax |
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What kinda of feats and focus spells does elementalist come with?
There are a bunch of druid order feats for the various elementals.
Elementalist Archetype has 8 focus spells (basic and advanced), 2 for each element. You can replace your initial focus spell with one of them.
Updraft - toss a foe in the air, reflex save knocked prone on fail
Powerful Inhalation - draw all the air out of an area, 5d6 bludgenoning to everyone, fort save to speak above a whisper, crit fail stops verbal spellcasting.
Stone Lance - Spear of stone, 6d6 piercing, -10 speed on a hit unless it Escapes, crit and the creature is immobilized until escapes. After escapes takes 3 persistent bleed dmg.
WildFire - make a 10ft burst of difficult terrain that does 1dmg per square moved through, sustain to grow the burst, ending turn in the terrain is reflex save or take persistent fire dmg.
They can get a feat that douses targets with water to help with persistent fire/acid saves, one that adds persistent fire to spells, reaction to getting hit with elemental spell that quickens you for a turn, can redirect failed/crit failed elemental spells enemies cast, can make difficult terrain on spell, or cover/concealment.
wegrata |
1 person marked this as a favorite. |
wegrata wrote:What kinda of feats and focus spells does elementalist come with?There are a bunch of druid order feats for the various elementals.
Elementalist Archetype has 8 focus spells (basic and advanced), 2 for each element. You can replace your initial focus spell with one of them.
Updraft - toss a foe in the air, reflex save knocked prone on fail
Powerful Inhalation - draw all the air out of an area, 5d6 bludgenoning to everyone, fort save to speak above a whisper, crit fail stops verbal spellcasting.
Stone Lance - Spear of stone, 6d6 piercing, -10 speed on a hit unless it Escapes, crit and the creature is immobilized until escapes. After escapes takes 3 persistent bleed dmg.
WildFire - make a 10ft burst of difficult terrain that does 1dmg per square moved through, sustain to grow the burst, ending turn in the terrain is reflex save or take persistent fire dmg.They can get a feat that douses targets with water to help with persistent fire/acid saves, one that adds persistent fire to spells, reaction to getting hit with elemental spell that quickens you for a turn, can redirect failed/crit failed elemental spells enemies cast, can make difficult terrain on spell, or cover/concealment.
This, cathartic magic and the signet for attack spells are everything I was hoping for in this book.
WWHsmackdown |
Casting will definitely be a lot more interesting. It's not all the stuff I wanted but most of whats here is better than the things I would've wanted to put in the book. Much more flavorful stuffing inside these mechanics. I can finally put martials on the shelf in the next couple games I play in. Storm druid with elementalist could straight up be Aang from AtLA, runelord if you wanna be stuffed to the gills with spell slot, items and consumables too to pep up your spells.
Vlorax |
2 people marked this as a favorite. |
Kyrone wrote:So their stat won't max at 24? Or it will?siegfriedliner wrote:Did they specify how eidolons interact with apex items ?At lvl 17 they gain a +2 boost in a stat of your choice. No interaction with apex.
it will. eidolon gets boosts when summoner does and the +2 at 17 representing apex item
Deriven Firelion |
Deriven Firelion wrote:it will. eidolon gets boosts when summoner does and the +2 at 17 representing apex itemKyrone wrote:So their stat won't max at 24? Or it will?siegfriedliner wrote:Did they specify how eidolons interact with apex items ?At lvl 17 they gain a +2 boost in a stat of your choice. No interaction with apex.
Nice.
HumbleGamer |
Talking about 24 dex, did they also manage to put a cap for the eidolon AC?
In order not to give him +6/+7 ( dex) +3 ( item) AC?
Also, what are the options for the eidolon in terms of armor class?
Are they going to suffer from lvl 11 to lvl 14 or there's something ( let's hoping no class feats but passive perks) meant to give them not the same AC of a raging barbarian?
Vlorax |
Talking about 24 dex, did they also manage to put a cap for the eidolon AC?
In order not to give him +6/+7 ( dex) +3 ( item) AC?
Also, what are the options for the eidolon in terms of armor class?
Are they going to suffer from lvl 11 to lvl 14 or there's something ( let's hoping no class feats but passive perks) meant to give them not the same AC of a raging barbarian?
yes to ac cap
Guardian Plant Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 10; +2 AC (+3 Dex cap)
Creeping Plant Str 12, Dex 18, Con 16, Int 8, Wis 14, Cha 10; +1 AC (+4 Dex cap)
mental stats differ but ac is like above.
they get expert unarmored at lvl 11
HumbleGamer |
HumbleGamer wrote:Talking about 24 dex, did they also manage to put a cap for the eidolon AC?
In order not to give him +6/+7 ( dex) +3 ( item) AC?
Also, what are the options for the eidolon in terms of armor class?
Are they going to suffer from lvl 11 to lvl 14 or there's something ( let's hoping no class feats but passive perks) meant to give them not the same AC of a raging barbarian?
yes to ac cap
Guardian Plant Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 10; +2 AC (+3 Dex cap)
Creeping Plant Str 12, Dex 18, Con 16, Int 8, Wis 14, Cha 10; +1 AC (+4 Dex cap)mental stats differ but ac is like above.
they get expert unarmored at lvl 11
Ah, so they moved from expert at lvl 3 but with no 5 armor cap ( just dex ) to the same magus progression?
lvl 1-10 = Level + 2 ( trained proficiency ) + 5 ( whether it's 4+1 or 3+2 )
lvl 11-17 ( or 19?) = level + 4( expert proficiency ) +5 ( whether it's 4+1 or 3+2 )
lvl 17 ( or 19?)-20 = lvl +6 ( Master proficiency ) +5 ( whether it's 4+1 or 3+2 )
Is the progression right?
ps:Also, is there a feat to give "heavy armors" to eidolon? I mean a 6 AC cap rather than a 5.
pps: what's the final description of "act together"?
HumbleGamer |
Hey i have a question regards the magus! I already know that there's a feat for spellstrike with AOE spells but what would happen with the magus if he uses his spellstrike with a Fireball spell for example? Does he take the damage of the AOE Fireball or just everybody else except him?
isn't spellstrike supposed to just work with spells which require a spell attack check?
Squiggit |
What's the big finishing move that Soul Forgers are supposed to have? Is it Gate of Babylon? I want it to be Gate of Babylon...
There's nothing like this, there aren't any Soulforger special attacks at all. You just get a bonus 1/day (like +1d4 negative damage to your strikes or adding thrown to a melee weapon). There's a feat that lets you draw it as a free action.
Not sure where this thing about finishing moves came from.
Vlorax |
3 people marked this as a favorite. |
What does the Bane Rune grant?
The crafter chooses aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monitor, ooze, or both fungus and plant. The weapon deals 1d6 additional damage of the weapon’s damage type to creatures with the chosen trait or traits
doesn't work on humanoids
Vlorax |
1 person marked this as a favorite. |
Vlorax wrote:HumbleGamer wrote:Talking about 24 dex, did they also manage to put a cap for the eidolon AC?
In order not to give him +6/+7 ( dex) +3 ( item) AC?
Also, what are the options for the eidolon in terms of armor class?
Are they going to suffer from lvl 11 to lvl 14 or there's something ( let's hoping no class feats but passive perks) meant to give them not the same AC of a raging barbarian?
yes to ac cap
Guardian Plant Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 10; +2 AC (+3 Dex cap)
Creeping Plant Str 12, Dex 18, Con 16, Int 8, Wis 14, Cha 10; +1 AC (+4 Dex cap)mental stats differ but ac is like above.
they get expert unarmored at lvl 11
Ah, so they moved from expert at lvl 3 but with no 5 armor cap ( just dex ) to the same magus progression?
lvl 1-10 = Level + 2 ( trained proficiency ) + 5 ( whether it's 4+1 or 3+2 )
lvl 11-17 ( or 19?) = level + 4( expert proficiency ) +5 ( whether it's 4+1 or 3+2 )
lvl 17 ( or 19?)-20 = lvl +6 ( Master proficiency ) +5 ( whether it's 4+1 or 3+2 )Is the progression right?
ps:Also, is there a feat to give "heavy armors" to eidolon? I mean a 6 AC cap rather than a 5.
pps: what's the final description of "act together"?
Master at 19.
No heavy armor feats
ACT TOGETHER [one-action] TO [three-actions]
SUMMONER TANDEM
Frequency once per roundYou and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action.For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action).This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496)
Invictus Fatum |
For Cathartic Magic, it makes sense to me how emotions like Rage and Fear work, with their reactions and whatnot,
But what about the less quantifiable emotions like Awe? What does Awe do and how do you trigger it?
Basically it is a powerful sense of wonder. You can trigger it by you or an ally crit succeeding against an enemy. It does things like help vs. stupified and facination. You can also facinate other creatures with your spells and dazzle them.
Vlorax |
5 people marked this as a favorite. |
For Cathartic Magic, it makes sense to me how emotions like Rage and Fear work, with their reactions and whatnot,
But what about the less quantifiable emotions like Awe? What does Awe do and how do you trigger it?
Awe - you or ally within 30ft crits on an attack vs ac or a skill check vs enemy dc. Lets you end stupefied or fascinated on yourself when you activate and then when you cast a spell and a creature is hit by it you can also fascinate that creature. Debuff is you become flat footed.
Dedication - your emotional focus takes dmg from an enemy while within 30ft. Your emo focus gains temp hp = 1/2 lvl round up, last for 1 min. Any spells targeting emo focus gain Reach Spell, and if you heal emo focus they gain temp hp = spell lvl. Debuff - can't cast spells unless next to your emo focus.
Hatred - pick an emo focus you hate or 1 rando to be the focus for the given encounter. Activation - you step or stride to move closer to emo focus. Emo focus is flat footed to you and takes -2status to saves against spells you have the same debuffs vs your focus. debuff - stunned 2
Joy - you crit on an attack or save, or enemy crit fails against you. Activation - reduce frightened or stupefied and end any persistent mental dmg. +1 bonus to performance checks and spell attack rolls of emotion spells, and enemies have -1 to saves against emotion spells.
Love - Emo focus takes dmg, remove confused or controlled, grants bonus to will saves bigger bonus on focus.
Misery - triggered by gaining persistent dmg from a foe, gain temp hp. You can choose not to roll to stop persistent dmg, and when you cast a spell you can make a target you hit with the spell take persistent dmg equal to the highest you have.
Pride - You crit fail an attack or save. Activation - turns crit fail into a fail. Each time you cast illusion spell until the start of your next turn any crit fail on an attack or save is a fail instead.
Remorse - an ally within 30ft hits 0 hp. activation - step or stride towards the ally. Any spells cast on triggering ally get bonus healing = spell level. x2 if at 0.
HumbleGamer |
How's the summoner focus spell meant to give fast healing to the eidolon?
Are the feats meant to enlarge ( large/huge size) the eidolon able to be activated at every manifestation?
I mean, would a summoner be able to summon a eidolon as medium creature on limited spaces and a larger creature when the situation allows it?
Sagiam |
2 people marked this as a favorite. |
Are the feats meant to enlarge ( large/huge size) the eidolon able to be activated at every manifestation?I mean, would a summoner be able to summon a eidolon as medium creature on limited spaces and a larger creature when the situation allows it?
No, but there is a lvl4 feat that lets you shrink your eidolon down to any size you want up to small. Also the large and huge feats give reach now.
Edit: To clarify the lvl 4 feat can be activated whenever you need. One action to shrink, one to go big.
Ashanderai |
1 person marked this as a favorite. |
Vali Nepjarson wrote:Hatred - pick an emo focus you hate or 1 rando to be the focus for the given encounter. Activation - you step or stride to move closer to emo focus. Emo focus is flat footed to you and takes -2status to saves against spells you have the same debuffs vs your focus. debuff - stunned 2I could see an Eldritch Trickster Rogue putting this to good use.
HumbleGamer |
HumbleGamer wrote:No, but there is a lvl4 feat that lets you shrink your eidolon down to any size you want up to small. Also the large and huge feats give reach now.
Are the feats meant to enlarge ( large/huge size) the eidolon able to be activated at every manifestation?I mean, would a summoner be able to summon a eidolon as medium creature on limited spaces and a larger creature when the situation allows it?
Good for the reach part, but the lvl 4 feat seems more a tax feat.
I mean, while a companion is an extra and might be left outside, the eidolon is the summoner and vice versa.
If the summoner plans to take either large and huge feat, is now forced to also take the lvl 4 feat, preventing not being able to use its character on thin spaces.
A giant barbarian is perfect since he can decide whether to use a feature or not, without tax feats.
Invictus Fatum |
1 person marked this as a favorite. |
Sagiam wrote:HumbleGamer wrote:No, but there is a lvl4 feat that lets you shrink your eidolon down to any size you want up to small. Also the large and huge feats give reach now.
Are the feats meant to enlarge ( large/huge size) the eidolon able to be activated at every manifestation?I mean, would a summoner be able to summon a eidolon as medium creature on limited spaces and a larger creature when the situation allows it?
Good for the reach part, but the lvl 4 feat seems more a tax feat.
I mean, while a companion is an extra and might be left outside, the eidolon is the summoner and vice versa.
If the summoner plans to take either large and huge feat, is now forced to also take the lvl 4 feat, preventing not being able to use its character on thin spaces.
A giant barbarian is perfect since he can decide whether to use a feature or not, without tax feats.
This was my biggest disappointment about the Summoner (aside from no light armor proficiency). All they would have had to do is word it so that when you choose to manifest your Eidolon, you can manifest it as Large instead of it's typical size. Boom, done!
Invictus Fatum |
2 people marked this as a favorite. |
Do the new staff creation rules allow for upgrading staves? The biggest issue I have with the Wizard Staff Nexus Thesis is that it's unclear whether you can create a low level staff and then add higher level spells later.
Yes they do, though the thing that caught my eye is that the lowest level staff it appears one can create, if 5th level.
gesalt |
2 people marked this as a favorite. |
I remember someone saying that the dragon eidolon's breath weapon has been buffed. Any details on that, please?
Dunno what the original one was but here's how it is now:
Choose a damage type from among acid, cold, electricity, fire, negative, piercing, or poison, and choose whether the area is a 60-foot line or a 30-foot cone. Unless you chose piercing damage, both Breath Weapon and your eidolon gain the trait matching the damage type.
2 actions, 1d6 and +1d6 every two levels. At level 17, you can double the aoe and damage 1/minute as a free action
Karmagator |
Karmagator wrote:I remember someone saying that the dragon eidolon's breath weapon has been buffed. Any details on that, please?Dunno what the original one was but here's how it is now:
Choose a damage type from among acid, cold, electricity, fire, negative, piercing, or poison, and choose whether the area is a 60-foot line or a 30-foot cone. Unless you chose piercing damage, both Breath Weapon and your eidolon gain the trait matching the damage type.
2 actions, 1d6 and +1d6 every two levels. At level 17, you can double the aoe and damage 1/minute as a free action
Hm, that looks exactly like the original. Its +1d6 every 2 levels after 3rd, right? Maybe any feats for it?
gesalt |
gesalt wrote:Karmagator wrote:I remember someone saying that the dragon eidolon's breath weapon has been buffed. Any details on that, please?Dunno what the original one was but here's how it is now:
Choose a damage type from among acid, cold, electricity, fire, negative, piercing, or poison, and choose whether the area is a 60-foot line or a 30-foot cone. Unless you chose piercing damage, both Breath Weapon and your eidolon gain the trait matching the damage type.
2 actions, 1d6 and +1d6 every two levels. At level 17, you can double the aoe and damage 1/minute as a free action
Hm, that looks exactly like the original. Its +1d6 every 2 levels after 3rd, right? Maybe any feats for it?
Nope. As far as I can see, none of the summoner feats actually interact with the eidolon's abilities.
Karmagator |
Karmagator wrote:Nope. As far as I can see, none of the summoner feats actually interact with the eidolon's abilities.gesalt wrote:Karmagator wrote:I remember someone saying that the dragon eidolon's breath weapon has been buffed. Any details on that, please?Dunno what the original one was but here's how it is now:
Choose a damage type from among acid, cold, electricity, fire, negative, piercing, or poison, and choose whether the area is a 60-foot line or a 30-foot cone. Unless you chose piercing damage, both Breath Weapon and your eidolon gain the trait matching the damage type.
2 actions, 1d6 and +1d6 every two levels. At level 17, you can double the aoe and damage 1/minute as a free action
Hm, that looks exactly like the original. Its +1d6 every 2 levels after 3rd, right? Maybe any feats for it?
Ok thanks, whoever that was had to have been mistaken then. Would have been surprising, really, as the original was rock solid.
Perpdepog |
Verzen wrote:Negative? I dont remember negative being an option.It wasn't. Weird that they didn't add bludgeoning as well to represent the sea dragon for example.
Only reason I can think they may have done that was because bludgeoning is a physical damage type that bypasses a lot more resistances than piercing does, which could have made it an imbalanced choice. We didn't get mental as a damage type either, for example.