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Two New Aptitudes for the Savant Class
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<blockquote data-quote="Alexander Mont" data-source="post: 7768764" data-attributes="member: 6982760"><p>A few questions:</p><p></p><p>-According to the basic rules for the Savant, all the tricks require a bonus action to prepare. Many of these new ones (as well as some of the originals) also require an additional action or bonus action to activate. Is this intentional, that you need to spend a total of two bonus actions to use some tricks?</p><p></p><p>- "Always with a Tonic" should probably say that you administer a potion to the ally, not that you "force" an ally to drink a potion. It's unlikely the intended use here is to force an ally to drink a potion unwillingly, and you will often want to use this to give potions to downed allies who won't be able to drink on their own even if "forced".</p><p></p><p>- When you say "4d4 dice", do you actually mean "4d4 dice" - i.e. you roll 4d4 at the beginning of the day and that will tell you how many dice you get (between 4 and 16), and each of those dice can be used for 1d4+int healing? Or do you mean "four d4s"? If the latter, then the rest of this feature says that you gain e.g. nine d4s at 19th level, but by that time the dice are d6s.</p><p></p><p>- "Relief to the Suffering" isn't very useful as written because it makes the ally take their disengage action *on your turn* (not theirs), and disengage only lasts until the end of the turn. Is this intended to say that you activate this power, and then on the ally's next turn they can use the disengage action? Or is the intent that you ready this to activate on your ally's turn? (And spending a whole action to use seems expensive for this effect.)</p><p></p><p>- "Resuscitate": can you try again if you fail the check? (Your medicine check will be +15 or so when you get this: +5 int +(5x2) prof so you have about a 50% chance of making the check. If you can keep trying each action for 2 minutes you'll get about 15 tries, assuming you get to the target 30 seconds after they die, so you're almost certain to succeed on one of them)</p><p></p><p>- Superior Deduction and Combat Deductions get harder to use at higher levels because their DCs go up a lot faster than your skill modifier. Is this the intent</p><p></p><p></p><p></p><p>- "Uncanny Healing": So the intent here is to provide unlimited out-of-combat healing?</p></blockquote><p></p>
[QUOTE="Alexander Mont, post: 7768764, member: 6982760"] A few questions: -According to the basic rules for the Savant, all the tricks require a bonus action to prepare. Many of these new ones (as well as some of the originals) also require an additional action or bonus action to activate. Is this intentional, that you need to spend a total of two bonus actions to use some tricks? - "Always with a Tonic" should probably say that you administer a potion to the ally, not that you "force" an ally to drink a potion. It's unlikely the intended use here is to force an ally to drink a potion unwillingly, and you will often want to use this to give potions to downed allies who won't be able to drink on their own even if "forced". - When you say "4d4 dice", do you actually mean "4d4 dice" - i.e. you roll 4d4 at the beginning of the day and that will tell you how many dice you get (between 4 and 16), and each of those dice can be used for 1d4+int healing? Or do you mean "four d4s"? If the latter, then the rest of this feature says that you gain e.g. nine d4s at 19th level, but by that time the dice are d6s. - "Relief to the Suffering" isn't very useful as written because it makes the ally take their disengage action *on your turn* (not theirs), and disengage only lasts until the end of the turn. Is this intended to say that you activate this power, and then on the ally's next turn they can use the disengage action? Or is the intent that you ready this to activate on your ally's turn? (And spending a whole action to use seems expensive for this effect.) - "Resuscitate": can you try again if you fail the check? (Your medicine check will be +15 or so when you get this: +5 int +(5x2) prof so you have about a 50% chance of making the check. If you can keep trying each action for 2 minutes you'll get about 15 tries, assuming you get to the target 30 seconds after they die, so you're almost certain to succeed on one of them) - Superior Deduction and Combat Deductions get harder to use at higher levels because their DCs go up a lot faster than your skill modifier. Is this the intent - "Uncanny Healing": So the intent here is to provide unlimited out-of-combat healing? [/QUOTE]
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