Hence my asking, cause it say it applies to all forms of communication, and body lanuage is most certainly that
Ok, it seem no one else as come across this as of yet so i feel tis my duty to ask.
Vow of truth from Ultimate Magic states
So this by extention mean said monk can not bluff in combat for feinting purposes, or cast some illusion spells without Breaking said vow Correct? this has not come up yet but it might cause i have a few players that like to multiclass monk/rouge and monk/Arcane caster.
also it seems to me certain magic items, like the hat of disguise are best avioded by these monks corret?
Shuriken Nekogami wrote:
likeing the name dont mena i was after the outlaw start flavor to it, u dont need a specific sort of gun, just a magical one. it just seemed logical that a wizard migth decide to make better bolts, like is doen with arrows. just fireball bolts look cooler
DEWN MOU'TAIN wrote:
kobolds the most under estimated NPCs in existance.
honestly this wasnt made with any of the iron kingdoms stuff in mind or relating to it on purpose, the PrC concept evolved (in my case) as a way to take the Caster shell idea further, by looking at arcane archer and then the flavor i had in mind. Caster Shells are ment as wonderous items/ammo while the PrC is ment to gain the abilty wo use some of the spells per day as Caster shells.
enjoy it or trash it, either way should see some intresting commentary
i love the concept i was just hoping that Paizo would have put something out for this. or maybe a prestige class similar to arcane archer but they use guns.
exactly what i was goign for, simple wonderous items, something to mix up a campaign a bit, if your gonna have guns i dont see why you wouldnt have some wizard that goes those are cool, but lets see what happens when i make it do THIS!
as for a whole PRC like arcane archer, that could certainly be fun, PRC i designed once never got play tested though
but ill post it here, ill be it gets shot full of wholes....
i used these at in a higher level campaign and they worked wonderfully, from the players perspective atleast.
Basicly just magic bullets. with the restriction that they had to be fired from a gun with atleast a +1 enchancement bonus on it. the flavor of which was based on the fact that normal guns couldnt trigger the Shells properly.
common shells were
but we toyed with other ones, like
cost was figured as any other one shot item
ya, spels can make good traps quick, my friend is unsure it the created item has to be the same material. but ya enjot the idea, its something fun to do, just make sure ur dm has a heads up on how to handle it. i was just curious about what if any offical words their were on this.
PS: another good item.... Siege Engines
ok, im gearing up to play a lvl 10 Wizard in a Friends game and have come to a bit of a conflict. I Plan on using the Creation spells as Defensive messures durin camping times via Creating Posioned arrow Traps and similar devices. He is unsure as to how/if this will work. minor creation Limits me to plant materials, but close to a third of the posions in the core rules are infact Plants, so im curious if there is already a standing guide line on this
well handling the particulairs of how you evoled the new creature would fall unto the player. however i dont for see it slowing down it gameplay much if at all when compared to standard summon monster. you still ahve to look up the entry reguardless. but then again thats a personal issue. anyone who ever uses summon monster or astral construct much shouldnt even be slowed by it. there is more to the list then lsited, im still tweaking it, but considering when you finally got 10 points to work with you would be 20th level. i am planning to attempt to go to 5 point choices
Prototype Evolution Chart for Summoning Evolution Spell
1 Point Evolutions
well i am baseing the idea off wizards learn it too, jus tnot as quickly. its a specailized version of summon monster/ally. as such reducing the number of creatures seems a little harsh. as for the reduced casting time, thats iffy. maybe add at end of spell
Special: Summoners cast this spell as a standard action instead of full round
spell text would read something like
"This spell Fuctions as either Summon Monster I or Summon Natures Ally I exepct that the summoned Creature(s) may be modified useing 1 evolution point per 2 caster levels (min 1) from the choices listed on Evolution Table XX-XX"
anyone care to weigh in on this?
OK, iv seen alot of people asking why the summmoner cant summon better. and i do agree. but i actually have a idea i want some peoples opinions on, and if it seems good maybe it will catch Jasons eye and he might weigh in on the idea.
Basicly it seems like the summoner should be better at Summoning then the run of the mill wizard. so heres a thought, wha tif the summmoner could evolve his summmons, not just his Eidolon. startign at maybe 4th level he could move some of his evolution points into a modification Pool that instead goes to his Summoned creatures. similar to how he can modify himself, he would begin to tweak his Summons to his personal preferances. it would hav eot be limited as to how much he transfered but it might give him the edge on summoning everyone wants.
Or maybe a new class of summoner spefic spells somewhat in line with astral construct in design (dont know if Paizo is able to touch that or not).
Summon Eidolon I
[Insert Spell Text here]
You know this is just a thought, and though its not quite a playtest topic specificly i want to know how people feel the idea migth work out.
Piety Godfury wrote:
i'll agree that Power gamers will find away to break the game, no matter what you do. its just a fact.
as for a DM modifing his world to be able to handle one person, in reality you just treat the Eidolon same way you would any fighter in fullplate and luging a tower shield, just cast spells that make his armor usless. its a standard wizard tactic, fighter get hit with area spells and touch attacks.
i personally love the Sumoner Class on concept. my favorite thing in all of Psionics was Astral constructs. the ability to modify your Creatures as you see fit. i just loved the Feel of it, and this class reminds me of it, i would hate to see the level of flexabilty knocked down drastically. yes things need to be streamlined, but the more choices you give the Players i think the more this class will Shine
james maissen wrote:
i have to concure. who here got the chance to playtest the armor mod? or has playtested the current changes. did dropping the Armor evolution actually make a dent in the issue in game? Because when it comes down to it most DMs shold be able to see the flaws in the overconfidence the super AC brings, and the world would adapt. if there is arecuring villan in game, the first time he notices touch attachs still make the Eidloon Scream in pain he would adapt.
thats my point, it appears broken on top of the other mods. its not broekn, the Natural armor mod is. and no matter how you slice it there is a major Flaw in saying "its AC is in the 100's" for any creature. whats the touch AC? and look at the price of that armor. just regulaur full plate for the creature would cost 12,000 GP, before magic and not figureing in speacil materials. your not finding that on the open market. and i dont even want to touch how long most smiths would take to make it
Thank you for the Break down, you have proven the natural Armor evo is broken, but what part of the Armor Evolution was broken. OR letting it wear armor untrained, or after taking the apporperate feats?
so like anything else if you try to break it you will. still its not like anyone is goign to find a easy time finding the armor for it. sure when you reach level 20 it is insane ac, but whats the touch AC at that point, like 12? i do appereiacate the break down of the issues.if your going to compare the summoner to druid, look at everythign that makes the druid better, the rest of the equation. wild shape is a biggy there. eventually the summoner gets similar but to reach that point you have to live that long. something my recent DMs have always made sure to point is its good to plan for the future but you have to make sure you can survive the present.
im sorry i must have missed it but someone explain why the armor evolution is over powered to me. so it can wear armor. why not? a druiids animal compainion can wear armor. and you run into the same problem in both cases. you have to find it some suitable armor or have it made. its all well and good to think what if, but why is armor on a companion or a eidloon overpowered? it still gets all the same drawback anything else does when wearign armor. and when it comes down to it even if the evolution is dropped does that mean they have to ban people from giving it the feats?
seriously someone give me a in game experience when it was broken. what if is great but if somone goes through the trouble to get a smith to make a +5 mithiral full plate for there huge eidloon with 4sets ofextra limbs and wings more power to them, they are now poor.