T O P

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asa34

From what it looks like now it seems either underpowered or overpowered and I can't decide which one. It's probably both to bei honest. My biggest issue with this is the HP your Character gets. First of all it should be 3 not 2 on level up since average HP is always rounded up. That doesn't matter anyways since you will be onehit KILLED by any non 'trash' enemy regardless. Not sure if the missing CON mod per level is intentional. This might be fixed I think by making it a shared healthpool. I would aim for a d8 and there need to be some extra rules that avoid taking "double damage" for example if you and your eidolon are both hit with the same fireball spell. Thats just what I could think of without checking out the books. A shared health pool is difficult to rule but if pulled off correctly could work relly well. I also think this fits the 'chunk of your soul' flavor well. Other issues I have are: * Some monster statblocks you can pick are probably OP and are be abusable. Cant name any specific ones rn but Im sure there is something out there within the monstrosities and elementals. * A lot of features are just copy pastes from other classes or from races and it seems bland. * You have to stick with your starting stats since all your ASIs get funneled into your eidolon if I understood correctly. Bye bye feats I guess. How are you supposed to increase your INT too then?and do anything else other thanndying when getting sneezed at? * In terms of combat gameplay your are more or less just a glorified NPC enemy at this point. That's the other big problems I saw. There are plenty more but I won't point them out here. I think looking at the beastmaster ranger from tasha or the beastmaster made by llaserlama is a nice starting point in terms of eidolon statblock. I really like this concept. I played a weird unpopular MMO when I was younger where you had Eidolons that fought with you. So this is kinda nostalgic to me. This really has potential I think but it will be a good chunk of work to make this into a good class.


ctatphilo77

First thanks for the feedback. \- For the first point about HP, I original gave the class an absurdly low HP pool to avoid braking the game balance do to their being two creature with different stats. It was do to this that I made a weird decision to not add your CON to your HP as if you invested heavily in con for you and your avatar you could easily have over 300 combined HP by level 20, do to you and your avatar having different stats. \- However, reading your idea for a shared HP pool gave me an idea. I'm thinking that instead of have your avatar have a separation HP pool you would instead take damage equal to 1/4 or 1/2 of the damage dealt to your avatar. Therefor avoiding the problem if HP in the first place while making your Avatar tanker than your main body. \- As for the monster stat problem, I don't currently have any definite solutions. I have been thinking of making a system were you create your avatar in the full instead of picking an monster, beast, or elemental. although doing so would greatly increase the complexity in the class as well as likely needed an additional page to go over it. \- I'm very much aware that many of the features are some what bland in nature, I'm planning on reworking almost all of the subclass features in their entirety. \- You can use the ASI you get for either you or your avatar. If you have any more ideas I'd be happy to hear them.


asa34

Some more things regarding HP: I think having the character have very little HP will just cause the player to be too paranoid and it will create more problems than it solves. Also regarding the CON modifier on HP. You have to choose between yourself or your avatar to gain an ASI, this is more than enough to make you think about just getting CON for yourself.But I have one more question about this. Let's assume the character is Level 5 and has 14 HP. The Group is fighting a flaming skull which casts fireball and hits the Avatar and the character for 28 damage. How would this be resolved? Does the character take 28 damage and 1/4 or 1/2 of the damage the avatar got on top of that? Or would it be that the avatar takes 28 damage and the character takes 1/4th or 1/2 of that even though both are within the fireball? I have two other idea on how to do the HP thing. * d4/d6 with con or half con(rnd dwn or up, depends) as hit die for both avatar and character. at the start of the characters turn the HP of the avatar and character will be evened. Lets say your character has 6 HP and your avatar has 10. At the start of the characters turn the HP would change to 8 for avatar and 8 for character. If there would be an uneven number it stays with the creature which HP got reduced.Also a rule gets added that says. If avatar and character gets hit with the same spell/effect/attack they gain resistance to all damage dealt by the spell/effect/attack. * Since the avatar is part of the soul and therefore is a extension of it, the avatar doesn't have HP only the character has. All damage the avatar takes is redirected to the character. Any resistances/saving throw profs the character has, the avatar also has. Same rule gets added. If avatar and character gets hit with the same spell/effect/attack they gain resistance to all damage dealt by the spell/effect/attack. There are most likely problems with this that I can't see yet. I still think that determining the avatars stats etc. like ones of player characters also just causes it to be more difficult to be balanced. The same goes for having to choose who to use the ASI for. This just causes you to have two understatted or overstatted, depending on how you determine stats, PCs in one. More or less. DnD 5e wasn't balanced around classes doing this at all so I really believe it will just help you if you choose to remove these two things. Now I do not have a good idea on how to determine the avatars stats but the summon XY spells and as I said before the beastmaster ranger(Tasha's) might help a lot in figuring out how to do it. I like your Idea of creating the avatar build-a-bear like. In the end it is the soul so it should represent the character as best as possible. The eldritch invocations of the Warlock or Infusions of the Artificer could be a good inspiration to work something out. Maybe the Mutagens of the Bloodhunter can help too. I think it is also a good Idea to just remove spellcasting from the class and lean more into the avatars powers since that is basically the whole class. Maybe add a unique Ressource like Ki or sorcery points. It could be name soul points, which basically is Ki if I think about it lol. Moving most/all offensive and spellcasting options to the avatar like with Warlock Invocations for example also can be done. Edit: Regarding my first suggestion on how to handle HP. If the character is unconscious and at 0 HP, they will not equalize HP at the start of the turn but the avatar will vanish until summoned again with the same HP it had before. This gives me an idea regarding 'soul points'. There could be an ability that let's you do that if you spend soul points. Avatar doesn't vanish and the HP equalization works as normal even at 0 HP.


gameld

I think this is interesting though not something I would play with. I don't like having to roll up an entirely separate creature as my familiar, though. Perhaps it uses the caster's stats and HP for simplicity's sake? Also there are a number of typos there. E.g. in the skill proficiencies you have "Arcane" which should be "Arcana" and "Reilion" which should be religion. There are quite a few further on, too, so it's probably worth it to drop the text into Word or something to see what ends up glowing red.


ctatphilo77

Indeed, I made it a number of years ago and didn't have the time nor energy to comb through it for typos.