Each character should carry some form of self healing. I think JJ knows the game pretty damn well. He got caught up in a situation where he couldn't heal. Stay prepared. I highly recommend Ashiel's adventuring guide. You're an adventurer whose friends die all the time. Friendships are relatively short lived compared to normal life and you face death for a living. Act like it!
In fact: for your reading pleasure
It does, actually. At least, it did in 2000. A quick scholarly article search resulted in the following conclusion:
The rise of the far right, racism, anti-semitism and one-nation agendas is a product of the fear of large population inflows interacting with ignorance of the other which have created so many conflicts and abuses of human rights in the past. As nations and cultures become ever more inter-twined, it become ever more imperative that education systems develop policies and programs to counter the resurgence of discrimination, racism, ethnic violence and xenophobia which has erupted at the close of the Twentieth century.
This is true of us "enlightened, modern folk." How bad do you think that ignorance was in the middle ages and before?
Using blood magic and dark rituals, the blood ritualist can deliver spells with increased deadliness and can even sap power from otherworldly spirits to use to her whims. The blood ritualist does not make pacts with these spirits. Rather, she has knowledge to compel them to surrender pieces of their power against their will.
A blood ritualist can force otherworldly beings to grant power as she sees fit, at a price. When she would pick her patron at 1st level, the blood ritualist can pick one spell for each level patrons grant spells from any patron to create a customized array of spells. To use these spells, the blood ritualist must shed blood in some form. This can be by cutting herself, biting her cheek, or even the following round after gaining a bleed effect in combat. Using this shedding of blood to use these spells inflicts an additional 1 Con damage on top of any other side effects that happened when her blood was shed. The blood ritualist may do this for however many times per day equal to her constitution modifier as it was at the start of that day.
Using spells in this manner comes at a further cost. Each time the blood ritualist casts a spell with this ability, she is vulnerable to the source of that spell's power. The patron spirit has a 75% chance to inflict upon the ritualist a condition that is line with that patron's ethos for a period of 1d4 rounds for the first time a particular patron's power is used. Each time a particular patron's power is used, the duration of this condition increases by one step along a track of minutes, hours, and days. The ritualist can reduce durations longer than hours by two steps with a DC 25 will save. This save increases to DC 35 at level 14 for spells gained at level 14 and above. This ability replaces and acts like the normal patron rules in all other cases.
Blood Magic (Su)
As a full-round action, a blood ritualist can use a series of special chants, movements, and ritualistic blood letting to fuel her spells. At 4th level, and every 4 levels thereafter, she picks a school of magic. When casting spells from these schools, the blood ritualist must shed blood in some form. This can be by cutting herself, biting her cheek, or even the following round after gaining a bleed effect in combat. Using this shedding of blood to cast a spell of a school the ritualist has chosen inflicts an additional 1 Con damage on top of any other side effects that happened when her blood was shed. At the end of this full-round action, her spell casting is completed as a swift action at +2 CL and has a +2 bonus to its DC, if any. If the ritualist needs to make a spell resistance check to affect a target with that spell, she gets a +2 to that check. If the ritualist has already used a swift action this round, the spell is cast with an immediate action consuming the following round's swift action as normal. At 16th level, these bonuses increase by 1. At 20th level, they increase by 1 for a total of +4. The blood ritualist may do this for however many times per day equal to her constitution modifier as it was at the start of that day. This is in addition to the number of times she may call upon her patron spells. This ability replaces the hex gained at 4th level and every 4 levels thereafter until all schools have been selected, at which point she may gain hexes every 2 levels as normal.
Whispers of Blood (Su)
I'm not dissing on the master summoner itself. I'm just saying it didn't work with my group. I don't really get the double guessing there.
I like the archetype. It doesn't work in my group dynamic.
This is the advice forum. I'm just giving a report based on my experience since the OP mentioned his GM was cool with it so long as it didn't slow down combat too much which was the main problem with my group. The moment you use your summons to ANY degree, you soak up the combat round time like no other. If that won't work for the OP, they should know about this.
I'm dumping a Master Summoner character I thought I'd really like. With my experience, since you're in a party, you can't really summon like you may want to or even can because the party has the abilities of your summons as well. Plus, when you may be short players and can use summons to prop up the group the GM may not want to carry on so as to not leave others behind on story progression, as was the case with my GM. I can't fault either scenario but it becomes rather dull. My character was relegated to a beat stick/meatshield since it was also a natural lycanthrope and that's far from what the character was intended to be and had only the faintest features to support those functions.
Why do people assume being a peasant makes them closed minded, hateful, bigots?
To paraphrase Arcutiys, that's not what I said. It's how a ton of the city and village write ups are done. It's not me. It's Paizo's take on the general culture of the various societies. They each have boogeymen and an eidolon's appearance is rife with chance for the GM to use that in social situations.
Fantastical != (monstrous && frightening)
Those are qualities determined by the beholder. If you're going into a backward village with deep seated superstitions, then you should expect them to spook easily and should play accordingly. Even well established cities in pathfinder are highly opinionated on such things. Just take a flip through the ISWG.
They actually do.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature.
You can't even say "looks like a human." An eidolon has a very high fantasy appearance no matter what general form you give it.
I believe that when you fall asleep, your eidolon always disappears no matter what. As for always being out of your suit otherwise, I can see how that would work, but the long ritual for summoning the eidolon really puts a damper on my desire to see that in action, especially considering how common ambushes are in urban environments. I'd probably houserule the eidolon summoning time to something shorter, say, maybe 2 full round's worth.
In the APs, Paizo doesn't hesitate to write out various peoples' superstitions and myths. If you have a roleplaying GM, he should be playing these out. A synthesist suit monster guy would utterly freak out most NPCs due to these. I don't see how players can expect to wear it all the time. It's generally safe to assume that if you're going out of town, in a cave, etc that you should put your suit on before you actually get into danger. Urban campaigns can be tricky. On the other hand, elve's get a racial favored class bonus that can ultimately reduce the summoning ritual down to a single round.
Core sets the lower AND upper bound of what the rules do. It is set up to be the bookends of the system. Nothing goes above core in terms of power. You might have some options collectively that are above normal for core, but they never exceed core. How do I know this? Wizards getting wish guaranteed at level 17 is core. The same wizard has a WBL to cast wish over a dozen times according to core. The same wizard can be an elf and get +6 to beat SR in core with only two feats. You can get over 100ft move speeds in core. The luck blade and ring of 3 wishes are core. All the tomes and manuals are core. Gate, powerword kill, immortality, getting ability scores in the 40-50 range, outright immunity to fear/disease/poison, bypassing ALL DR (including epic) of a creature, binding high HD outsiders, hundreds of damage per round... all core.
No other book Paizo has released has singularly had such a plethora of potentially game-breaking abilities. Rather, they simply recombine the above and reflavor them with different mechanics that do similar things. But, they never go above.
As far as DPR goes, they don't outpace a dedicated fighter or barbarian and their HP is roughly equivalent to that of a barbarian. That's the net effect of the synthesist. The casting is very limited. They do get SOME gems earlyish but nothing game breaking. Being capped at level 6 spells, it's also hard to get high save DCs so they make mediocre blasters or battlefield control.
Really, honestly, they look cool and seem OP because they're esoteric to the vast majority of players and that stigma makes people resistant to actually looking at the class for what it is. But, they're not bad. They're no more complex than playing a rogue that has several tricks. There is built in balance.
If you're playing a "broken" build then you likely built it wrong. You can't take assumptions with the evolutions. You have to actually read them as they have little tweaks here and there to keep them balanced so you can't just read titles and apply normal monster rules to them.
It's up to the GM.
Paragon surge removes one of the key limitations it is to be a limited caster: a limited spell selection. You gain a lot of castings per day as, say, a sorcerer. It is almost nothing to cast that a couple times a day and have more versatility than a wizard. Granted, you don't get wizard schools which really help certain builds shine, but that's how it plays out. With witches you gain any hex you want. The only requirement with it is that you have to be a half-elf given its targeting specification.
Rynjin, you can't use paragon surge's feats as prereqs to other feats. I don't know what Improved thing you're looking at getting but I think that's what you were trying to do.
A full HD being being able to do what it does is fine. Expecting a being half that creature's HD to do everything the full HD thing can do is ridiculous. Again, it's put upon the GM to determine exactly what they do. I don't see a fair, balanced GM letting the wish thing slide. If you're playing in a purely "for fun," whimsical game, let anything fly, sure. In any setting, it's up the GM what you get.
Those DCs have nothing to do with how good the simulation is. It only lets you detect it's not "it." Besides:
It appears to be the same as the original, but it has only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD).
Wishes for a 10 HD creature are arguable. Crazy but arguable. For a 5 HD creature, wish's are insane. So, I'll grant you, the check doesn't tie to how well you do. My mistake. However, if you let essentially a level 5 wizard (a class that can guaranteed get wish at level 17) have wish in your games, then you deserve what that brings. It is still incumbent upon the GM to determine what a 5 HD efreeti gets versus a 10 HD one.
The thing with simulacrum is that it is inherently tied to the GM to determine how well you matched the target creature to determine what abilities you get. There are no set DCs. Also, the spell only imparts skill ranks and not specific knowledge. To say it does is putting things into the spell that aren't there.
Also, I wouldn't say every "game-breaker" is due to a liberal GM. I've got a level 6 kensai/bladebound magus and wizard multiclass that I can only hit with 20s with CR appropriate fights and he can hit CR appropriate enemies with like an 8 on his rolls and he does very high damage. I follow RAW pretty strictly. Granted, this includes doubling WBL for epic campaigns, which it is at a 20 point-buy.
A full caster can quite usually buff themselves to ridiculous levels. Letting them have 10-foot reach is just unnecessary. Some rules are there purely for balance. For example, a summoner's aspect ability lets you spend eidolon evolution points but aspect explicitly stops you from using it to take the ability increase evolution. This is purely to stop summoners from increasing their charisma score.
In that case it's already there. No where about alignment does it say that alignment is prescriptive of all members of the race.
Alignment, Size, and Type: While a monster's size and type remain constant (unless changed by the application of templates or other unusual modifiers), alignment is far more fluid. The alignments listed for each monster in this book represent the norm for those monsters—they can vary as you require them to in order to serve the needs of your campaign. Only in the case of relatively unintelligent monsters (creatures with an Intelligence of 2 or lower are almost never anything other than neutral) and planar monsters (outsiders with alignments other than those listed are unusual and typically outcasts from their kind) is the listed alignment relatively unchangeable.
It doesn't say it can't happen. Just because most of the members of that race are something it doesn't mean all are.
I think the real insinuation of the books and Golarion material implies that each inhabited world is as diverse (more or less) as Golarion and that each plane is as diverse as the material.
What we see in the bestiaries is just a sampling of the most prominent members. This goes back to the commonly attributed Gygax comment of DMs not needing rules. GMs are free to do what they want and make the universe appear as diverse as they want.
Stepping back to a broader topic I do think a common problem is people trying to make character builds that only work when other characters and specific actions happen in a certain order. It gives a feel like the group is a puzzle complete with clearly cut jigsaw lines rather than individuals who came together as a group complete with some overlapping competencies and all.
I think this should generally stop. Playing brothers where one is the tracker and the other is the bowman? Fine. Being a general expectation at a lot of tables? No.
Many rods have modes that double as weapons. I'd say they work fine until you activate such a mode. At that point, the hair simply lacks ability to wield it and it drops.
Philosophically, I think the rules have a hard time know exactly what they are. I've seen dev commentary to the effect that we should extrapolate in one area but only stick to explicit listings in another. So, it's hard to tell. If something is clearly written to be open with a broad topic and barely scratches the surface of possibilities, I try to use what's written as markers for my sandbox and I try to stick within that sandbox. Other rules that are more constrained I try to stick with the explicit wording.
Many creatures gain CMD bonuses versus types of maneuvers. It does, though, show how the system math looks kind of weak at really high levels.
Rules are not about what's prohibited, but what's allowed. Wand use is not called upon as allowed in the prehensile hair ability, so by RAW it's not happening.
Yes, they are. Wands are not listed under weapons in any book. They have no moving parts. There's nothing to manipulate. They're an object that's held. PH is written to allow that.
Depends on your game. Some expect you to be a complete Phycho Zealot, others are fine with you being a bro, and others judge you from deity to deity. Personally I'm fine with clerics being bros rather than prudes.
Clerics of Calistria are FAR from prudes. Cleric in general does not mean prude. It's not about being a complete zealot. Read my post. Do what you do within the ethos of your god AND through the lense of your societal experience. It all matters, dude!
Personally, I don't play any of my characters as bros. Then again, I've never played in a group who came to the table roleplaying they previously knew each other.
Bah. You misunderstand. Roleplay. You don't dictate how others play. You don't hesitate to let your faith show, though. If your god has a strong opinion on something from source material let it out there. If they don't, keep quiet or play your character. Roleplay should never be bad. Clerics are zealots though. Gods don't give everyone power who asks for it. They're the proven faithful. That takes a good bit of drinking the kool-aid. If you want divine power without the devotion play an oracle. That's their niche.
Honestly OP? Sounds like you typecast yourself in the "healbot" role. Play a cleric for what they are: the eyes, hands, and voice of the divine. Gods don't f!&+ around. Neither do their servants when it comes to getting things done. You speak with absolute authority, act with absolute certainty, and judge absolutely all within the ethos of your god as reflected through your character's societal experience. Do that and you will be playing a cleric.
I'm thinking about using him in one of those rare cosmological alignments where he moves from world to world just swiping through population centers spreading madness as quickly as possible before the alignment changes and he gets pulled back to his prison. No combat to be had. Just Cthulu rushing through cities making people insane and moving straight away to the next city or another planet entirely.
There are a set number and type of magic items for each city based on its size. Then, you have the base limit. Any magic item up to that base limit has the 75% availability. The only items in the city available for purchase above that base limit are those set items. When, how, or even if, those set items get reset is up to the GM.
Raith Shadar wrote:
Making the hit point pools separate removes all the headache of trying to track hit points when the Synthesist is inside and outside the Eidolon. It eliminates any strange attempts at figuring when to apply your own con modifier and when to apply the suit modifier to your own hit points. As well as how a Con belt affects the temporary hit points of the eidolon and the real hit points of the summoner. Pool is separate and size spells and magical enhancement items only apply once to the Summoner's real hit points. Confusion over at least where hit points are concerned.
Whenever I play a bimodal character (lycanthropes being another type), I track stats separately. This way, in mid-combat, I can instantly know, at a glance, what is what. This includes HP. It just makes life so much easier.
If you lose a CON belt, or upgrade it, whatever, all you need worry about is adjusting the difference in modifiers. The math is very simple. If you go from a +1 mod to a +2, you get number of HD more HP in each pool. If it goes down, or away, you do the same, just with subtraction instead.
Are there any situations you've had where this wasn't easy? Perhaps, I can show you some ways to help as I've played a lot of bimodal characters.
Raith Shadar wrote:
You are not making sense and don't seem to grasp why I made the rule change I did. It had nothing to with the power of the Synthesist. It's a rule to streamline and simplify mechanics as well as discourage stat manipulation that doesn't make sense.
I do grasp it. Perfectly. You're trying to simply HP tracking by keeping the pools separate based on each creature's CON. What you are ignoring is that you change one of the main reasons a synthesist character would not dump their CON. You may keep the pools separate, but the character still gains a huge pool of temp HP. It doesn't really fix anything since the summoner can still funnel HP when the suit takes damage. The summoner can still be healed normally. The summoner can still use the rejuvenate eidolon spells to directly restore that temp HP. Both pools still grow as the character levels.
Also, you start to fudge the rules where the synthesist is a single creature. If you track things separately, then you open your design to rules debates about what thing is which creature. This can greatly confuse other rules such as targeting and what effects affect what. The unfortunate thing is that a player who would do so isn't even being argumentative. Being able to anticipate common rules so you know how to play a character is vital.
Furthermore, if the eidolon goes away, the summoner's HP remains unchanged. It makes investing in keeping the eidolon around less of a worry. If your own HP can go way down, potentially leading to an instant death, when it goes away, you need to find ways to either keep it summoned, or to find ways to cope when it goes away. This should be a good thing as it presents players a choice and they can feel good when that choice has meaning when it matters. In this case, that means combat. Also, if you invest in CON to prevent instant death, you have less points to spend into mental abilities which is a common gripe about the archetype. Another would be dumping strength, which I'd argue is stupid to do, since you still need to carry things when the suit isn't summoned. But, that's not this part of the discussion.
I don't see what's confusing about switching out an ability score for HP. Do you not use the various undead templates that switch many things from CON to CHA? Several class abilities and feats do ability score switching as well. Do you house rule them? Even if all you have issue with is the double dipping of a single ability score, realize there are several abilities that let you do this with skills and the like as well. So, to remain consistent, do you apply similar changes to those? If you don't, this makes for a very confusing edge case in your games since it has no consistent basis.
As far as making sense goes, I am. If I am not to you, explain why I'm not making sense. I've explained myself several times and have again in the paragraphs above. Just saying "you don't make sense" and skipping the thread is cheap. If you can't explain how, I argue I am, regardless of what you say, making sense. What's confusing to you? Why a RAW synthesist would keep a high CON? I've explained why several times. The threat of instant death is reason enough to not dump it drastically. It's not new to the rules. Barbarians face that threat constantly. Do you house rule that or fudge the rules so that threat can never actualize? Do you simply not have players that play barbarians? How do you deal with that situation when it comes up? Furthermore, any temporary bonus (which the synthesist's usage of the eidolon's CON is as it's NOT permanent in any way) has the potential to cause situations like this when they expire. Do you not track durations accurately or fudge how those work in your player's favor?
I'm honestly curious as there are flaws in your underlying reasons that create inconsistencies in play. If they haven't, I'd wager someone just hasn't been keen on noticing.
Keep in mind you brought a house rule into a rules forum thread. Awesome. You shouldn't expect it to simply pass in the category without challenge.