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General Tabletop Discussion
*Pathfinder & Starfinder
Some New Summoning Feats(Edited some more)
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<blockquote data-quote="Technik4" data-source="post: 876040" data-attributes="member: 7211"><p>Your feats are too powerful because:</p><p></p><p>Summon Monster 1</p><p>Regular Celestial Badger: 6hp, 2 claws +5 melee (d2-1), bite +0 melee (d3-1)</p><p>Augmented Celestial Badger: 8hp, 2 claws +7 melee (d2+1), bite +2 (d3+1)</p><p></p><p>Summon Monster 3</p><p>Celestial Dire Badger: 25 hp, 2 claws +4 melee (d4+2), bite -1 melee (d6+1)</p><p>Imp. Augmented Celestial Dire Badger: 37hp, 2 claws +8 melee (1d4+6), bite +3 melee (d6+5)</p><p></p><p>Summon Monster 5</p><p>Celestial Dire Lion: 60hp, 2 claws +12 (d6+7), bite +7 (d8+3)</p><p>Greater Imp Augmented C. Dire Lion: 100hp, 2 claws +18 (d6+13), bite +13 (d8+6)</p><p></p><p>As you pointed out wizards can make many spells more powerful with metamagic feats or the spell focus feat keyed to their school (which to be fair, metamagics really can't be used until at least 3rd level and even at that point not for damage) whereas summoners get the short end. Thats why augment summoning is a feat (and a good one, it doesn't alter the level of the spell).</p><p></p><p>Your feats give way too much with a very small associated "cost". First and foremost, I think that with the power they are giving they should be special metamagic feats which only apply to spells that summon creatures. Second I think the requirements should be stiffer. Augment Summoning is fine with just requiring 3rd (or if you prefer, 1st) level spells. I would require Spell Focus: Conjuration for greater and Greater Spell Focus: Conjuration for superior. Augment should not alter the spell's level, greater should be +1 level, and superior should be +2.</p><p></p><p>Finally I think the bonuses should go: Augment +1 hp/HD, +1 attack and damage; Greater +2 hp/HD, +2 attack and damage; Superior +3 hp/HD, +3 attack and damage, +2 bonus to spell-like abilities.</p><p></p><p>Augment Summoning is not a metamagic, and would stack with Greater Summoning and Superior Summoning. The +2 Str and Dex for Superior is unnecessary.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 876040, member: 7211"] Your feats are too powerful because: Summon Monster 1 Regular Celestial Badger: 6hp, 2 claws +5 melee (d2-1), bite +0 melee (d3-1) Augmented Celestial Badger: 8hp, 2 claws +7 melee (d2+1), bite +2 (d3+1) Summon Monster 3 Celestial Dire Badger: 25 hp, 2 claws +4 melee (d4+2), bite -1 melee (d6+1) Imp. Augmented Celestial Dire Badger: 37hp, 2 claws +8 melee (1d4+6), bite +3 melee (d6+5) Summon Monster 5 Celestial Dire Lion: 60hp, 2 claws +12 (d6+7), bite +7 (d8+3) Greater Imp Augmented C. Dire Lion: 100hp, 2 claws +18 (d6+13), bite +13 (d8+6) As you pointed out wizards can make many spells more powerful with metamagic feats or the spell focus feat keyed to their school (which to be fair, metamagics really can't be used until at least 3rd level and even at that point not for damage) whereas summoners get the short end. Thats why augment summoning is a feat (and a good one, it doesn't alter the level of the spell). Your feats give way too much with a very small associated "cost". First and foremost, I think that with the power they are giving they should be special metamagic feats which only apply to spells that summon creatures. Second I think the requirements should be stiffer. Augment Summoning is fine with just requiring 3rd (or if you prefer, 1st) level spells. I would require Spell Focus: Conjuration for greater and Greater Spell Focus: Conjuration for superior. Augment should not alter the spell's level, greater should be +1 level, and superior should be +2. Finally I think the bonuses should go: Augment +1 hp/HD, +1 attack and damage; Greater +2 hp/HD, +2 attack and damage; Superior +3 hp/HD, +3 attack and damage, +2 bonus to spell-like abilities. Augment Summoning is not a metamagic, and would stack with Greater Summoning and Superior Summoning. The +2 Str and Dex for Superior is unnecessary. Technik [/QUOTE]
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