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The Hellknight Order of the Godclaw provides one way out for a religious lawful good Chelaxian. That order worships a pantheon of five deities -- Asmodeus, Abadar, Iomedae, Irori, and Torag. Since a member of that order offers prayers to all five of these deities, he can truthfully answer yes to the question of whether he worships Asmodeus, even if one of the other four deities is his actual chosen patron.
I suppose one way to handle a formal duel is to have a third "combatant" signal when to start fighting. In the first round, the signaler raises his hand, and the two actual combatants ready attacks for when the signaler drops his hand (since attacking before he does that would violate the rules of the duel). In the second round, the signaler drops his hand, and the two actual combatants take their readied attacks in initiative order. Since they have already acted in this combat by readying their attacks, neither one is flat footed.
Is there anything in the rules to prevent that from working?
I once had an Eidolon say, "Hey, I just learned a new language. Where did you pick that up?" (Moment of silence as Eidolon picks up Summoner's thoughts) "Oh no! You did NOT use that summoned azata as a 'sleeping dictionary'!"
The black raven wrote:
My GM gets great joy from talking about the times he has tried and failed to kill the PCs -- as do we PCs. The GM presented us with a worthy challenge, and we met it. What could be better than that?
Akari Sayuri "Tiger Lily" wrote:
I figured that doing the deed with a female serpentine eidolon required one of the following:
1) The Eidolon gaining a single pair of legs to enable mating with a humanoid, or
2) The Summoner assuming a compatible form (so that capstone "Twin Eidolon" provides "benefits" outside of combat).
A male eidolon needs nothing more than at least one Tentacle evolution.
For Eidolon clothing, I would generally have them wearing whatever they were wearing when they were last dismissed or banished. Most Eidolons are sufficiently non-humanoid in appearance that it wouldn't matter, but I assume that the Eidolons who are the subject of this thread are not of that sort.
At low levels, since it takes a minute-long ritual to summon an Eidolon anyway, there is a good chance you can summon the Eidolon in privacy and not expose the party to something they might prefer not to see.
In my campaign, this only became a big deal when my Summoner retrained into the Evolutionist archetype. The mundane clothing worn by the Eidolon obviously would not resize with her, so she got a lot of use out of that single rank she put in Craft (Clothing). A Rod of Splendor helped tremendously in that regard.
Doomed Hero wrote:
The Summoner would routinely fling himself into danger, and the Eidolon would protect him, heal him with Life Link, and chastise him for his recklessness. They had an fantastically dysfunctional relationship.
How could that work? Life Link lets the Sommoner take damage for the Eidolon. Life Bond is the ability that lets the Eidolon take damage for the Summoner -- but it is not available until a relatively high level.
I know of three ways, all involving 3rd party (specifically Rogue Genius Games) material:
1) The Genius Guide to Feats of Multiclassing has the Touch of Fate feat that gives you access to one revelation.
2) The Divine Portfolio chain of divine traits for the Godling classes gives you access to oracle revelations. This option can be taken as feats (Spark of Divinity and Emergent Divinity).
3) The Magister class has options to gain an Oracle myster (from a limited list) and spend bonus feats to gain revelations. This option requires five levels of that class and has no alternative feat option.
Actually, a timeless plane just stops you from aging while you are there -- and there are much safer ways to slow down or halt your aging process.
For crafting purposes, the best you can do is create a demiplane with the Flowing Time trait where time flows twice as fast for you as it does outside of the demiplane -- then you can get double the amount of crafting done in half the (outside) time.
There are a couple of 3rd party products that deal with the offspring or descendants of eidolons, so the possibility definitely exists.
The Tome of Twisted Things by Little Red Goblin Games includes a race called the Warped, which is the offspring of an unnatural coupling between summoner and eidolon.
There is another product whose name I cannot recall that includes an Eidolon bloodline, presumably a more distant descendant of such a coupling.
Paizo itself has nothing official to say on this topic, as best I can tell.
There would be a similar issue with the sorcerer bloodline power (since just about all of them are supposed to scale with sorcerer level) but without the complication of potentially being able to take more bloodline powers with a feat.
In that case -- does that mean that the revelation he gets at first level doesn't scale, since he has no oracle levels? While some revelation provide fixed benefits, others improve with oracle level.
So when you have a Final Fantasy XII moment and the eidolon follows you into a store, the shopkeeper knows who to say "Errr, Sir? Can you please take that... thing outside? It's... it's scaring away all the customers..." to.
My summoner protested that his eidolon wasn't really all that scary and would not hurt anyone without a very good reason. The shopkeeper replied, "I was talking to your eidolon."
In any case, the behavior of the summoner and eidolon in combat pretty much gives away their connection. You have a monster rampaging over the battlefield, and one person in the battle always stays near that monster and casts buffs on it. Outside of combat, they are given away by little things like finishing each other's sentences.
You really need to do more than cover your foreheads to conceal that intimate connection between summoner and eidolon.
Flaming Crab Games wrote:
Sorry, mate. I'm actually surprised we were able to get 10 people to snag copies before the sun rose!
I have to thank you for waking me up for this. I have no idea how you did it since my computer was off and you do not have my phone number or address.
I liked most of the feats in this book. I suspect that my DM will approve the Eschew Materials line of feats in our campaign, but he will probably balk at Racial Paragon. Is it really the intent of this feat that a normal human PC would be able to gain Dual Talent (+2 to any 2 stats) that way? And is there anything preventing one of those 2 stats from being the one he already took his racial +2 to?
I had hoped that the familiar folio would address this issue. Does anyone know if it does?
It doesn't. I searched my PDF for all occurrences of "intelligence" and "Improved Familiar" and found nothing on this subject.
However, I did pick up one item that implies that a familiar does not keep the intelligence of its original creature listing if it is higher. The Mauler familiar archetype has a MAXIMUM intelligence of 6, which means that if it is an improved familiar, it most likely lost intelligence.
On the other hand, the Sage familiar archetype has an intelligence of 5 + effective wizard level of master, so it is less likely to lose intelligence even at the lowest levels.
Of course, since both of these archetypes replace the "speak with animals of its kind" special ability, I am not sure whether either of them can be applied to most improved familiars in the first place.
The Godling and Magister lines by Rogue Genius Games have classes that either cast spells spontaneously or do not cast spells at all but who can access the powers of wizard schools, in particular the Physical Enhancement power of the Transmutation school annd the Flexible Enhancement power of the Wood school, both of whose benefits can be changed "when you prepare spells".
So what happens with spontaneous casters and non-casters who select one of these abilities? Would a spontaneous caster be able to substitute "when you ready spells" for "when you prepare spells"? Or are characters who do not prepare spells stuck forever with their initial choices or unable to make an appropriate choice in the first place?
And, if you leave the enhanced ability score unchanged for a day, does it become a "permanent" increase, or is the time considered to reset whenever you prepare or ready spells or fantasize about being able to cast spells in the case of a non-caster?
Dale McCoy Jr wrote:
The main argument I could see for not allowing an Oracle with the Lame curse to take that revelation is the very similar Cinder Dance revelation of the Flame mystery:
Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this revelation.
Evangelist (from Inner Sea Gods) and Hellknight Signifer (from Paths of Prestige) are two that come to mind. The former has a one level delay on all abilities of the primary class, while the latter fully advances domain powers already gained but does not enable you to gain new ones.
Dread Knight wrote:
My idea is that he'd actually be a Summoner, Genie would be his Eidolon and if your GM lets you take the Shaitan Binder archetype as a human.
The only problem with that idea is that you really need to come up with an archetype where the eidolon and not the summoner does all the magic.
I really have to put that archetype together one of these days.
I just noticed an interesting issue with one of the bonus spells for the Fitness mystery. The spell granted at 14th level is called "Curse of Ineptitude", but I cannot find that spell anywhere. It has no superscript after it, which would imply that the spell is either in the Core Rulebook or this PDF -- but it is in neither place. The d20pfsrd.com version of this mystery lists this spell but has no link to it -- and in fact the only "Curse of Ineptitude" spell they have anywhere on their site is a spell of too low a level by another company altogether. The descriptions of other "Book of the Faithful" products make no mention of containing new spells.
So -- where is this "Curse of Ineptitude" spell?
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.
From the review: "As always, we receive FCOs for core-races..." -- I did not see any favored class options mentioned for this prestige archetype in my PDF, downloaded from this site. Is there a more up-to-date version that has not been uploaded here?
I would probably go with "Golarion" meaning "earth" in some ancient dead language.
Alternatively, that could the name of the planet in Elven (since Elves may actually come from Castrovel and thus actually needed a name for the planet they might be on sooner than other races did).
Auren "Rin" Cloudstrider wrote:
Half Elf Sorcerers can not only recieve the human extra spells known favored class bonus, but they can take paragon surge as a spell without blowing extra resources and can take racial heritage as a feat to gain some of the racial specific feats that duplicate a passive magic item like a sylph's ability to self oxygenate in outer space.
Actually, since Sylphs are native outsiders and not humanoids, you cannot use Racial Heritage to get their abilities.
Still -- if you want to play a Summoner, you can get 10 extra evolution points over 20 levels by combining the Wild Caller racial archetype with the Half-Elf favored class bonus.
The folks I game with complained about the opposite problem the other day -- players who are completely random in their character development. A particularly bad offender was a guy who apparently chose the class he would gain a level in randomly each time he gained a level, resulting in an underpowered mess. I recall another player who was intent on becoming a Master Chymist, which meant that he should have advanced solely as an Alchemist -- but his two level detour into the Rogue class meant that he never actually got to 1st level in his dream prestige class.
Still, there are some things you can plan out that are highly unlikely to be influenced by details of campaign events. In a campaign that is about to wrap up, my goal was to have a Summoner who put everything he could into powering up his eidolon, which meant that he would never multiclass unless Paizo came up with a Boon Companion-like feat for eidolons. Since that never happened, I am looking forward to bringing out that Twin Eidolon capstone ability in the campaign finale. While detaisl of skill and feat choices could be and were influenced by campaign events, I cannot think of anything short of permanent character death that would have detoured me away from sticking with my original class.
I actually had the eidolon of a 19th level summoner take Skill Focus (Perception) as her 19th level (15 HD) feat. She had a very high Perception bonus but could still want to boost it since our DM has super hard to detect foes and traps. It would be her last feat ever, so she could not start a new feat chain and had nowhere to go with the previous ones. I don't regret picking up that +6 bonus for the climax of our campaign.
The 500 GP cost of this spell is for a focus, so it is basically a one-time expense. Sure, you could grow crops on your demiplane and sell them for a profit -- but given the amount of wealth an adventuring spellcaster able to cast that spell would have accumulated and would be able to earn by further adventuring, it is not an economically worthwhile thing to do.
However, I could see it as an interesting idea for a retired NPC spellcaster who is the patriarch of a farming family and who periodically casts this spell to maintain his personal demiplane as the family farm. Every few days he ejects family members from the demiplane so that they can take their crop to market.
I would imagine that this scheme provides a steady income on the order of what the more traditional owner of an inn or tavern might make.
I would go with just plain wrong. Spell durations usually begin elapsing as soon as you cast them, so they can't be "on hold" unless there is some specific effect to cause that. As a result, the durations of two Mage Armor spells on the same target would overlap and not stack.
I thought of this thread while putting together a very old NPC that will probably combine the Paramortal divine trait from Rogue Genius's godling line with the Vow of Poverty feat and Saint template from the D&D 3.5 Book of Exalted Deeds. This character would literally have nothing but would also need nothing and want nothing of a durable nature.
Yes, that is what I meant -- thanks for the correction.
Another thing to look out for is new material that could give you different ideas about where you want to take your character. Still -- while I do try to plan out my character's development, I do look out for feedback from the way the campaign is going -- perhaps I find that I have devoted enough resources to something that I was going to pile onto for the next few levels, or I had neglected something that was proving to be a real weakness. The purpose of the planning is basically to show that the most obvious path forward is theoretically viable.
In any case, I generally find that there are three futures for any player character:
1) What the character wants to be.
2) What the player wants the character to be (yes, this can be different from the first option).
3) What the character actually becomes.
Liz Courts wrote:
I tried everything I could think of -- it still resets the file name to the top of the page as though it were giving the "Personalizing.... wait 10 seconds" message but it does not display that message or download the file.
Could you please poke it again?
Of course, in those days it was next to impossible to boost ability scores beyond their initial values, so 3-18 had to cover the bulk of humanity (which would limit even Einstein to 18 at best, since he was under 40 when he did his most memorable work). In a more open ended system, I would go with IQ = 50 + (Int/5). In fact, even in earlier editions of the game I would use that formula for intelligence scores of less than 10, since people with IQs in the 30-50 range cannot function on their own as viable adventurers.
One problem is that in many cases it is too late to run away once you enter combat with certain monsters. Many of the monsters that can massacre a low level party can also outrun them. In addition to showing the players that the monster is too tough for them to fight, you also need to give them a reason to believe that they can run away from it without it running them down and killing them anyway.
I recently read an article about an organ in a German church that has been playing a really absurdly long piece of music since 2001 and is expected to finish in 2640.
I have decided that I want to die in that church at end of that piece of music, after I join the crowd there in a standing ovation.
That way, I either enjoy 600+ years of relatively good health (since I can still stand up and applaud at that point) or I get to time travel.