Guys, I run a weekly game which I put a lot of effort in. I also participate in a bi-weekly game where another person DMs, and honestly, I find him to be a pretty crummy DM and I'm not sure if I'm just being arrogant or what but what would you call a DM who: 1) In the months that we've played together has never once tried to relate the environment to the characters, he has never taken interest in our characters personality and goals, and just runs his adventure completely stock out of the book (it's a pre-written adventure). 2) Despite the fact that it's a pre-written adventure, he never comes prepared in the sense that he must read the details of the dungeon rooms and encounters as they occur and we all need to sit there patiently for minutes at a time for him to finish reading and then be greeted with "hmm, wonder what they mean by this..." or "Hmm, oh okay they're refering to this page". And he will read the environment descriptions directly off the book with little to no emotion in his voice. 3) Despite the fact that our party is clearly overpowered, has never adjusted the battles to increase the challenge. We have hence never once had what I could call a tense fight. We usually finish all fights in two rounds or less, and with barely any damage. Is it just me or does he just not care all that much or maybe has poor taste in what makes a good game? And being faced with this situation, I have difficulty imagining the situation where I would come up to him and tell him to up his game, and hence since I am hosting the game at my house, I'm just tempted to either cancel the whole campaign and/or try to change the DM, both things which are pretty damn politically uncomfortable and are bound to ruffle more than a few feathers and cause people to leave (we're not particularly close friends outside the campaign). What would you guys do?
RumpinRufus wrote:
Isn't this a case of specific beats general? I mean how does it make sense to give a useless feat to the summons? The author obviously didnt intend for it to be useless
Renegadeshepherd wrote:
So let me get this straight... You pick Half-Orc to get an initial natural attack (toothy), but then in order to get two more natural attacks, you'd have to use Gift of Claw and Horn twice in the battle? What feats/animal feats/spells do you recommend?
I just wanted to make sure that all of this applies (on top of the Diehard feat) to animals I cast with the celestial template via Summon good monster: Rebuild Rules Senses: The creature gains darkvision 60 ft. Defensive Abilities: The creature gains damage reduction and energy resistance as noted on Table: Celestial Creature Defense. SR: The creature gains spell resistance equal to its new CR +5 Special Attacks: The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).
I'm a summoner interested in summoning the following creatures: Negative Energy Elemental
Positive Energy Elemental
How can I communicate with this creature?
My campaign starts at level 1 and I'm wondering about this. Here's what's drawing me to each: 1) Human: extra feat and extra skill rank per level. That's pretty good and would be the top choice by default. 2) Half-elf: extra 1/4 evolution points per level. Pretty awesome since Master Summoners get gimped Eidolons. 3) Gnome: Normally I wouldn't ever consider this but since many of the best summons are beasts with no languages, Gnome's Speak with Animals spell like ability can really let me take control of these summons (which is what the Master Summoner is all about, make no mistake). Extra Gnome Magic will let me use Speak with Animals 4x a day which is as much as I'd need for a typical day. Also the Etymologist gnome trait lets me learn an additional language which is handy for Master Summoners. I'm now leaning towards Gnome just because speak with animals is so powerful for a class that summons so many animals.
Question is in the title. I'm talking about these fellows:
Under Orthodox Banjoist’s Guide to the Summoner (http://paizo.com/threads/rzs2r1kn?Orthodox-Banjoists-Guide-To-The-Summoner ) he says: Eagle: Decent triple attack Nothing in the monster description for eagle tells me it has a triple attack? http://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-viper /summoned-creature-viper
For a one-off campaign. Got Lullaby through Two-World Magic trait. Human
Witch's Familiar: Scorpion (+4 int) Traits:
Cantrips:
Level 1: Cure Light Wounds x2/day http://jody-white.com/pathfinder-ability-score-calculator.php
Init: +9
Feats:
Greetings, I'm looking to build a Master Summoner and I'd like to make sure I have all the best stuff from the latest releases, the guide is out of date. I'm open to any suggestions to expand effectiveness or versatility, no matter how small. Here's what I have so far... Race: Human or Half-elf (I'm not sure yet, could someone recommend arguments for either? I'm leaning Human for the extra feat) 15 point build
Traits:
Feats:
Would Cosmopolitan be worth it in order for me to add extra languages to communicate with my summons? Thanks in advance for the help!
Mercurial wrote:
Somewhat necro bump: could you post your tweaked build? |