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cartmanbeck wrote:
NP. I did the same thing when I wrote the trait guide. My opinion would change as I wrote the guide about how good a certain bonus was and would rate similar traits different colors. Thankfully I had alot of great posters point out the differences. The guide is looking top notch. Good luck finishing it up.
Only think I have noticed so far. The Witch favored class bonus that gives a spell to your familiar. It is the bonus to several races and you have a different color for each lol. You start giving it a blue, and then it goes green, then orange, and finally red by the time you reach goblins lol. I agree its a trap favored class bonus. You can spend gold to get spells for your familiar. I would change all the races that get that bonus to Red.
Well its theme appropriate. I thought about playing a Tattooed Sorcerer if I ever played a Skull and Shackles campaign, but it works just as well for a wizard who takes the feats. Your a pirate... in a pirate campaign... who can create magical tattoos. Thats frigging awesome. Pirates should be lining up to get inked by you. On top of that you do some pretty cool things with them. Just looking at the 3 example tattoos are pretty impressive. Things to remember though. 1. Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, tattoos) skill.New magical tattoos can be researched and designed using the guidelines for pricing new magic items.
2. Magical tattoos are treated as slotless magical items for pricing purposes. This can get expensive quick. Low level utility spells and effects are probably going to be your best bet. The good thing though is they don't take up your magic item slots. A few ideas. Summon Monster/summon swarm - You could make a really cheap tattoo of a snake, spider, ect and make it a summon of that animal... have it literally peel off your skin and animate. Cool stuff like that. Give it a thematic feel... DM permitting. The feather tokens could make for some hilarious situations. Use your talent for profit. I cant see why your fellow pirates (NPCs) wont pay for cheep low level magical tattoos. Pirates are superstitious. The tattoo doesn't even have to be that impressive for them to think its worth a ton. Just my 2 cents.
morrissoftxp wrote:
3.5 Druid vs Sythesist D8 HD vs D8 HD = Draw
Multitude of forms based on what is needed at time vs
So worse Spellcasting, Spells known mechanic, skill points, companion, and altered form..... Yeah totally the same thing as the 3.X Druidzilla (which btw wasn't that bad).
I have to second what Mathwei ap Niall said. Twin Soul is the most OPed ability in PF. Period. Its an at will permanent Magic Jar for you and your familiar. YOur target just... dies. And you get a shiny new body. Who needs improved familiar... your familiar is whatever you want him to be. RP wise you are immortal. If by some fluke you keep a body long enough for it to become old, then you again just get a new one.
I personally love them. Heck I hope they make more. Why not? If your running a game just limit what you dont want. If your playing then dont play something you dont like. Why is it that the simple existance of new classes offends you(And by you I am speaking generally)? Its like someone complaining there are more options then just Ford and Chevy when they go to buy a car. More options = Good. Someone actually complained that it was harder to min/max when there where so many options... well then dont go to that extreame when it comes to min/max. Just make a competent character you can have fun with. Now my opinions on the classes... Witch - So much flavor in this class. Some of the hexs are just full of RP value... for both players and DM NPC enemies. Oracle - Love it. Great spontanous divine caster. Flavor and effective. Summoner - While it is complicated and can cause issues for DM's if they aren't prepared... its a great class. It reminds me of the Malconvoker from 3.5 which I loved... in fact I made a hombrew Malconvoker archtype for the summoner just to get the feel perfect. Magus - Its a gish in a box. It what alot of people wanted since 3rd edition. It works well and I think is right where it should be on the power scale. Ninja - Its what the rogue should have been. Personally I give it trapfinding, allow rogue talents and call it a rogue... I just reflavor to be less ninja sounding. (Rogue luck vs Ki as an example). Samurai - Never seen it in action, but if someone wanted to play one I would simply reflavor it so be less asian. Inquisitor - I like it. Its a good mix between Cleric and Bard. It has great melee potential while still giving some spell casting for utility. Again the flavor is fantastic based on what deity you choose. Gunslinger - This is the one class I dont like. First I dont do Steampunk so no firearms in my game. Second the mechanics are just wonky and hard to balance. A full BA class that uses touch attacks. Its seriously overpowered if you dont highly adjust your enemies to compensate for it. Over all. Most the classes are full of RP value. They all have their nitch. And it provides a breath of fresh air for those of us who have played since 3.0 first came out. Sometimes you want to play something new. These classes are great additions.
Voyd211 wrote: Which spellcasting casters can get familiars? I know that wizards and witches start with them, while sorcerers, magi and alchemists have methods of getting them, and the Summoner has his eidolon so this becomes an irrelevant question for him. But what about the divine casters? Can they get a little magic-assisting critter to help them? There are some domains that give familiars. You can also get the Arcane bloodline and receive a familiar by taking the Eldritch Heritage feat. The last one is good for any player. Voyd211 wrote: What is even the point of the Bard? Their role as a buffer can easily be taken by almost any other spellcaster, and a lot of them can do it better. Why do we still have these, besides tradition? Bards are jacks of all trades. Large number of skill points (skill monkey). They get Bardic Knowledge for knowledge checks. Lore Master and Jack of all trades only compounds on this. Bards are 6th level casters that can wear armor, have medium BA, and a decent list of weapons they can use. Their spell list is great. Bards have great archetypes. And last but not least they have Bardic Performance... one of the best buffs in the game and unique to the class and one archtype for one other class. Few classes can be as good at buffing and still bring other things to the table. I dont care for them, but that doesn't meant they aren't very effective at what they do.... support others. Voyd211 wrote: I can never spell that right, it feels like it should be sorcerOr. But besides some of the bloodlines, and getting Eschew Materials for free, why pick this when the wizard can have as many spells as he damn well pleases? Well this is really a complex answer I will dumb down. 1. Sorcs are Iconic fantasy classes that alot of people enjoy.
Voyd211 wrote: I am completely confused as to the pros and cons of getting a bonded object vs getting a familiar. How does the familiar help you? The rules and Treantmonk's guide aren't exactly that clear on the matter, so I remain perplexed. 1. There are several Iconic wizards that have their power tied to a specific item. Thats the main reason for this choice 2. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. Thats pretty powerful.3. Familiars are just as powerful. You get a bonus to a skill or check. You get a free feat(Alertness). It has skill points and can use them for your benefit. Certain familiars can use wands and such. And again they are iconic to several wizards. Ultimately there both solid. Its a choice the player needs to make based on what they want. Voyd211 wrote: Again, why do we have this? It's like a divine bard, so she has the same problems. Wow. They are not divine bards. They are beast. The Bane ability means they are great for damage. They have a decent to great spell list. They can be the out of combat healer and still deal damage. They have HUGE RP value based on what deity you choose. The judgements can really bring the pain. The only negative for them is they dont have a decent archer build/archtype. Voyd211 wrote: Witch: Much like the sorc, I'm not sure what the benefits of the witch vs. the wizard are. 1. RP. So much flavor in this class. Just look at the Hexs. They alone should give you a reason to play them. 2. Speaking of Hexes... they never run out of things to do... even if they run out of spells.3. They have a unique spell list that gives you spells from the wizard and druid list. I personally like it. 4. Based on your Parton you can fulfill a lot of rolls. 5. Some of the most powerful and cool archtypes. Beast-bonded alone is so good it might be OP. You are basically immortal at 10th level as a Beast-bonded witch. Name another class that lives forever after level 10.
This is why I hate paladins in 3.5/PF. The Code screws you without providing any true benefit over other classes. And you have lose lose situations like this... A. Paladin refuses to kill the evil prisoners till they are dragged back to town and given a trial. He is so frustrating... how do we get rid of the him! Or B. Paladin slaughtered the evil prisoners! Im writing a letter to his superiors, petitioning the DM that he should fall, and never going to help the Paladin in combat again! Jerk! Literally you cant win with some groups... its not if the Paladin gets screwed... its when. I have seen some of the most ticky tacky crap called on Paladins. In my games I completely overhauled them. Paladin is a 10 level cleric prestige class. You can be LG, CG, LE, or CE based on your deity. And the code is much more forgiving. It really takes some blatant and repeated acts to fall. In its RAW form... none of my Players would touch a paladin. As for the OP: Your a CN Ninja. RP a CN Ninja. You shouldn't care one way or the other. Let him do him, and you do you.
MrTsFloatinghead wrote: If encounters are too easy, that is a failure of the GM to adapt to the party, and often is easily overcome - sometimes it really is as simple as "add more enemies", especially if the players are typically one-shotting your mooks. Worried that they will then get too much xp? Change the way you award XP. This is exactly why i have dropped xp all together. There is no point to it. Its not used in crafting or spell casting like 3.5 anymore. Modules tell you when a group is supposed to level. And I don't have dumb rules like characters coming in at different levels or earning xp separate from the group. I simply award a new level to the party when its appropriate in the campaign. This eliminates me tracking xp and I don't have to worry about throwing extra encounters or mobs in a fight.
My general point in this conversation is this... 90% of RP comes from backstory, character personality/Ideals, and the occassional skill point. None of that effects your ability to optimize. The other 10% can be stat allocation if you have a drastically low or high stat. You dont need an 18 int to be smart. You dont need a 18 Cha to be charismatic. A base human has a 10 int. In real life terms most of us in this discussion have between a 10 - 13 int. And thats not a knock on people. I tend to believe most people who post on these forums to be very smart. They just aren't Albert Einstein(18-20 int imo) Most professional atheletes have a 15 or 16 str/dex. A 12 in any stat can be "RP'ed" as being sufficiently good at that stat. So baring some crazy character concept I cant see why you cant be optimized and RP at the same time. It totally depends on how much mastery you have of the PF system. So if you want your Paladin to be the Einstein of Paladins... sure you might have issues. If you just want a "smart and cultured" paladin... your stats wont be an issue.
Ilja wrote:
LOL. Of course it would fall short of that Synthesist or barbarian. You are taking the extreme stat dumping side of things. We said optimized... not super cheesy min max. The Syth alone is what... a 32 point buy vs a 15. The point stands. You gave the lowest acceptable point buy and extremely specific criteria and we still provided a build. The fact it doesn't hold up vs Cheese builds has nothing to do with it. The Crusader wrote:
A 10 point buy? Now your really stretching. 20 is used in PFS. Im pretty sure thats as "Standard" as you can get... no matter what they are listed at. And the fact is we still provided a decently optimized build that fit all your criteria on a 15 point buy. And as to the endless concepts... Im very tempted to create a new tread just to see how many concepts we can't optimize... Im guessing none.
This is such a vague and situational question. There really is no right answer. How often do you summon?
There isn't a clear cut answer. Its up to the individual to look at how often the feat will come in handy in the situations he will find himself and his party. That pretty much goes for half the feats in the game. Augment Summoning is one of those for a non-dedicated summoner.
Ilja wrote:
Again I disagree. I will use your example. The Intelligent Paladin. Human Paladin (20 Point Buy)
There you go. Intelligent Paladin. Average intelligence is 10. You dont need an 18 to RP being smart. The rest of your example are just skill points. Paladin's dont need a ton of combat skill points. Place a few points in Perform and Profession (Cook) and there you go. An effective start at a Combat effective paladin who is Intelligent and loves to dance and cook. I have yet to see a character concept that cant be optimized to be effective in combat. In fact that might make for an interesting new Thread. People post random Character Concepts and the optimizers on the board make builds. I doubt you would stump the board.
Ilja wrote:
I don't think I could disagree with you more. There is no reason that any character concept cant be optimized to be effective for combat. It might not be a dps powerhouse but it will buff/cc/heal/tank/ect. Something. As others have pointed out. I have seen "I RP instead of optimize" as just another way of saying "I'm not very good at coming up with decent builds".
Looks like a decent Fighter (archer)build to me. Its a straight class with what seems normal feat choices. It seems the player didnt do anything cheesy. He just made a solid archer. On top of that the poster has mentioned several times that he buffs the archer. A reasonably well build fighter archer with a pocket buffer is going to wreck things. Whats the issue? The DM should hit his weaknesses more and throw things at the party that work well for the other characters strengths. The OP needs to realize he is buffing an archer which does really good damage if the DM doesn't understand how to combat against archers. If anything the DM should give the other characters a chance to retool their characters if they want... or throw more RP encounters if they don't want to combat such things. All I hear so far is "We built our characters for RP and not combat... its not fair he is better then us at combat!" Let him shine at combat. If you built your character for RP then you should shine there. Simple as that. Buff him and let him go crazy. Let the DM figure out how to make the combat last more then 2 rounds (Toughness, More flunkies, terrain, concealment, or just get up in his grill more often and make him move)
I really enjoy the good old fashion Ranger archer. Near the same damage as the other dedicated archers
Not to mention its got that classic Archer feel.
Well you have Healing/CC/Arcane Caster
You have most of your bases covered. You could go with a melee tank or a face. Trapfinder type (rogue or alchemist), Tank (Fighter/Barbarian/Paladin), Face (Bard/Sorc/Rogue/ect).You dont have a High CHA caster in the group. I understand that is a nice thing to have in Kingmaker. So I would suggest a Bard or a Sorc.
Warrant wrote:
I can totally understand you wanting to let your player have fun. Thats the main job of a DM... to make it fun for your players. But you should also have fun. On top of that there should be consequences for actions in your game. After all, if you treat your players with kid gloves they will more then likely abuse that coddling. My suggestions: 1. Defenitly give your player a Knowledge(of the Planes) check to realize he might be in trouble if he does what he wants. 2. If he follows through I would suggest spending a few game sessions using suggestion to mess with him. Start simple like inappropriate comments to friends... saying mean or cruel things to them. Then start having suggestions to do small evil things (kick puppies, spit on homeless, laugh at allies wounds). Finally have suggestions that are truly evil (attack allies during combat, steal, murder,ect). 3. At some point the PC should realize how badly he has messed up and will want to fix this. Give him another Knowledge check to realize that a Protection from Evil will temporarily remove the link and protect him from the suggestions. 4. This should anger the Succubus enough the first time used to cause her to remove her gift. Roll the drain as intended. This might seem harsh. And it is. But its not a bad idea for several reasons. First your player is playing a Demoniac PC. There should be times he gets burned. This is a perfect lesson that his path is fraught with chances to loose himself if he doesn't tread carefully. It adds a bit of danger to his choices... that's cool. Second it makes sure he knows that doing abusive things in your game can and will be countered. NOW. After that's done. 1. You can throw him a boon by offering a cheap restoration spell either through a friendly NPC or item that will give him his CHA back. Lesson learned and he didn't get a permanent negative. 2. Either in game or off to the side let him know that there are ways to get what he desired. But they take a lot more work then a simple summons. You can even give him the chance to research the True Name of the Succubus that burned him after he can use the Binding spell... so he can get some payback and actually bind the Succubus to his service for a year and a day. You just... Taught him a lesson
Its a win win and something that should be a fun story later on.
Well the Wizard Father could have a rival witch who secretly mentors his student in the ways of the witch... Think Sword in the stone.
MrSin wrote: Ahh, I see. I missed that it was the Geas you gave her. That's a pretty brutal mess. Not at all what the OP's player is doing. No he isn't lol and I think we have the same idea as to how it would play out. She would use suggestion to screw him until she got bored and then drop the no save 2d6 CHA drain on him for being dumb for trying to pull a fast one on an immortal ancient being of evil that was deceiving beings of immense power when his great great grandmother was still in a cradle. You don't make deals with demons/devils unless you hold all the cards... and cheat for good measure... even then its risky.
MrSin wrote:
Why do I care if she wants water or not? Its a Geas. She is compelled to drink the water. If the subject is prevented from obeying the geas/quest for 24 hours, it takes a -3 penalty to each of its ability scores. Each day, another -3 penalty accumulates, up to a total of -12. That is the point. She can't leave the circle and therefore cant complete the Geas lowering her stats and her saves. It can be anything. "Go lick the wall" can work just as well. She cant leave the circle so she can't lick the wall. Get it?
Warrant wrote:
LOL I wish a player would try this in my game. He better be very VERY careful in how he pulls it off. Here is why. I assume the summoning will be through Summon Monster. Using this you get the service of a random Succubus without the knowledge of her "True Name" Without her true name you have zero power over her after the summons is over. While it is active you can compel her to use her abilities that don't involve planar travel or summoning other creatures... so yes he could compel her to use her profane gift. Now lets look at that ability.
Pathfinder OGC wrote:
So you get the +2 Con. You dismiss her. Now... Now you have a very evil and spiteful demon that can telepathically whisper to you AND use SUGGESTION on you AT WILL whenever she wants. You will be her play toy. You will be very very screwed... until she gets bored or your dead. Either way she can remove her gift any time she see's fit and you take 2d6 Charisma drain with no save. Warrant wrote: Is this a tactic that should work without any hitches to bestow a profane gift to each member of the party? Is the succubus automatically compelled to bestow this gift on the summoners whims? So yes it will work. No it does not come without hitches lol. It will bite him hard if the DM plays it correctly. Warrant wrote: What if a different demoniac summons the succubus in a different location and requires the same? Is there a % to roll to see the odds of that happening daily? No there is no roll. The succubus can bestow her gift to as many people as she wants... Once a day. Warrant wrote:
As stated... no it is not viable. There is only ONE way you can really get the gift without a hitch. You have to use the spell Binding. Here is a sample guide to Binding a Succubus from Treantmonk's old Malconvoker guide. Its 3.5 but most of it is still viable for binding a demon. Binding the Succubus: Treantmonk's guide: wrote:
As you can see this will give you her True name. Then you can truly screw her if she takes away her gift or uses her suggestion power. This is the only viable way and its pretty hard. If a player went to this length for a +2 to a stat... I would allow it. Otherwise I would screw the holy heck out of him for trying without preparing.
Darkflame wrote:
Dont forget Intensify metamagic and the trait Magical Lineage... At 10th you have a 10d6 Shocking grasp that is still a first level spell.
Well as far as what is affordable. Obviously adding bonuses to your Mithral armor would be the cheapest route. As stated before adding agile to the rogues armor might be a nice addition if his Dex is higher then the current allowed max Dex bonus. I assume you're Dex is within the limit. Other than that your looking at more expensive Items... Rings of Protection (Rings are expensive)
You might also look into spells that can make it harder for you to get hit. Something as simple as Blink can do wonders.
Well I really don't see that rogue as underpowered... but if you want to give them a decent buff. 1. Give them Fighter BAB. 2. Give them a Rogue talent that can be taken after 7th level that lets them use Dex to damage instead of Str. Done and Done. Less issue hitting and less MAD. I honestly cant think of any reason why they would need any more buffs than that. solarius wrote: Currently rogues suffer both in and out of combat. In combat offensively he lacks the opportunity to land his SA frequently enough. Defensively his poor hp and AC makes him a easy target. Out of combat rogue suppose to be the best skill user but in reality he get matched or even surpassed by other classes. Everyone has his skill rank capped at level+3+ability modifier + feats anyway, so a rogue sneaking is no better than a wizard if the wizard max out his sneak and get a sneaking trait. First off. I think the rogue can hit with SA plenty if played right. He has D8 HP and his most important stat adds to AC. HP and AC might be a challenge, but its far from a WEAKNESS. He simply has average in both compared to most classes. Sure the wizard can be as sneaky as the rogue if he invest a ton of points into the skill and invest feats and points in Dex. Thats INTENDED. You are supposed to be able to branch out into other things if you invest into it. The rogue can do the same with UMD and wands/staffs/scrolls. solarius wrote:
Why adjacent foes need to be able to be flanked by rogues I'm not sure... too lazy to make the extra 5 foot step? There should be some challenge. It shouldn't be an automatic thing. solarius wrote: 2. Defensive roll which works like mounted combat, allow rogue using opposing acrobatic check to negate physical attack, X times per round, with X increasing with rogue level Terrible. They don't suffer from poor AC to begin with. And dodging attacks MULTIPLE times a round? Are you serious? There is an extensive feat chain you can take to get ONE attack dodged a round... and you take negatives to hit while using it. No... just no. solarius wrote: 3. Better skill user. Allow rogue to choose one class skill as his favored skill and add half his class level on it, and then allow the rogue to chose more favored skill as he levels. The rogue already has a decent skill list and the highest number of skills per level. They need zero help in this department. As above. Just cause a wizard can become good at sneaking doesn't mean the rogue is broken. That wizard would have to invest into making it work. And sneak is already high enough. No need to give him such a bonus that its impossible to spot him. solarius wrote: 4. Modify rogue talents to apply various conditions like shatter armor(AC penalty), negate DR on his SA without sacrificing SA dice. Making rogue’s combat role support fighter and condition inflictor. Wow. This last one ranges from decent to downright overpowered. However if you really want you can add all the rogue talents you want. I personally think the talents are fine as is. Over all your suggestions would take him from where he is (Underpowered to Average)to a whole different level of overpowered. There is no need. Those two simple changes alone will fix any issue he might have. No need to go overboard.
prosfilaes wrote:
I can't tell from your response if you agree or disagree with me lol. You say you police your game ... so your doing exactly the right thing... hence there shouldn't be a broken class. I will give a perfect example. I had a 3.5/Pathfinder mix game. High power. High Min/Max. I told them to bring it on. I had a cleric who took my PF conversion Paladin Prestige class. He had a 3.5 feat that let him memorize wizard spells(Sword of the Arcane Order). He was a full Cleric caster, with Paladin abilities, and he could memorize wizard spells. I was ok with all of it. Had no issue... except for one thing. He had really REALLY good AC. It was hard to hit him. Now I could have complained or thrown crazy fights that completely out played his CR and made it hard on the rest of the party ... or... surprise surprise... I talked to the player. I said something like this "Hey man. Your AC is getting pretty high. I realize the party just came into a lot of gold and is heading back to town. I know you want to beef up your armor. Could you do me a favor and add armor abilities for now instead of straight + enhancements. Do that for a few levels and the mobs will have a chance to catch up in BAB to your AC and then you can add straight bonuses again. He said something like "Yeah cool man. There are some sweet qualities I wanted to add anyways like shadow and stuff." It was that simple. I talked to the player. We came to a compromise. And we kept playing. I could throw stuff at the party that could still have a chance at hitting him without also auto hitting everyone else. I still threw some grapples and touch attacks... but I didn't have to rely JUST on those. Police your game. Talk to your people. Most classes will be fine.
There is something to be said about being honest with deadly encounters. At least to the point to where your players believe they can die. After all if there is no threat of them loosing... whats the point? Your basically letting them play on easy mode with cheat enabled. Nothing wrong with the occasional fudge when things go drastically wrong for the party... but making a habit of it can cause your party to fear nothing. If they fear nothing, then it takes the edge of the game away and will cause boredom for many groups.
ikarinokami wrote:
And in every "Summoner OMFG OP!" thread I have seen the same holds true. People give a myraid of suggestions on how to deal with them. I dont want to turn this into ANOTHER summoner thread, but the only issue I have with the Master Summoner is his action economy. Not because its over powered, but because it bogs down combat to a crawl. Simply dont allow the Master Summoner archtype. Summoner's are fine. Even that archtype is fine if you have a player that has his summons written out and he is on top of his game when it comes to keeping a brisk pace.
drbuzzard wrote:
Ahh gotcha now. Wasn't familiar with Alkenstar. That would work. I agree with others here. You can use the ability subs, but if I where in that group I would hire a Magic user post haste. Sounds fun though. Good luck.
ikarinokami wrote:
There are no broken classes so yes... it is impossible to create a broken martial class. There are DM's who dont know how to handle some martial classes... if you disagree, I will simply point you at the treasure trove of threads where DM's are complaining they can't handle so in so martial class. Usually there is a thread a few post down complaining about how weak the same class is. There are no bad classes. Just bad DM's who dont have control of their game. Now are there weak classes? That might be a valid question.
drbuzzard wrote:
Wait... so you want to run a campaign with zero magic, but the RotR is based on a bunch of crazy old super casters.... how does that work?
Baron of the Sands wrote: What do you think are the most powerful or broken classes in Pathfinder? explain why you think so. There is no such thing as a broken class... only broken games. Any and Every class can be the catalyst for a broken game if allowed to do so. Its the job of the DM to make sure this doesn't happen. If you police your players its impossible to create a broken class.
RedDogMT wrote:
Unfortunatly you (and others on the thread)have a few things off a bit... From the PRD on Summon Monster I. This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). 1. It appears where you designate and acts immediately, on your turn. 2. It attacks your opponents to the best of its ability. 3. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. 1. So summoned creatures act on the casters initiative. They dont use their own initiative unless combat ends and a new initiative is rolled. 2. It will only attack your opponents. Your dire rat summons are not opponents... if you have them attack random allies your nerfing the spell and the class. 3. You can communicate/direct the actions of your summons as long as you have a way to communicate. This can be done several ways. If you share a common language is the biggest. In the case of low level animal summons you can use a DC 20 Handle Animal check to direct it to attack a specific creature. I you summon said creature directy adjacent to your target and he is the closest enemy then there should be no need for a check.
BiggDawg wrote:
I would suggest a few things.... 1. Ask the Master Summoner if he would be ok with playing a normal Summoner. They are limited to only having one Summons or thier pet out at once. This will cut down on number of creatures he has to roll for and help quicken your combat rounds. 2. Check, Double Check, and Check again the Synthesist. They can easily be built wrong. This doesn't mean your player is cheating. The rules for Synthesist can be confusing. Alot of this is due to how unique the class is though. Its less powerful then a normal Summoner so I would allow it... just check his math. 3. Are you using the 3.5 Artificer, the 3rd party Converstion for Pathfinder, or a homebrew conversion? You can find a list of Converstions (Including mine :D )HERE.
When you build a character you come up with a backstory as to why he adventures. When the DM builds an NPC he comes up with a backstory as to why the NPC is who he is. ---------------------------- Why then is it a great leap for people that the Player and DM set down and write a backstory as to why the cohort doesnt get a share of the loot and instead is given gear from the players share? On a side note: Is it fair if the Cohort gets an even share? Well thats up to the group. The DM just hands out the loot. The group should decide where it goes. If everyone at the table is ok with the cohort getting that +1 Breastplate cause noone wants it they whats the big deal? If party members do care... then the player with Leadership should have that backstory ready to go. Honestly sometimes I think Teamwork/Communication is becoming a lost art.
Maybe its my military background or the group I learned to play with, but some of the responses I have heard here kinda turn my stomach. I host the game
Yes I feel more then entitled to make rules, set standards, ect. There are classes I dont want in my game... it could be because I feel they are overpowered (underpowered), dont fit my campaign, or because, as a DM, I have trouble dealing with them. I set the Point Buy. I decide what rules we use, which are waved, and what costume homebrew we use. These are my decisions because I am taking the time to run the game. If someone doesn't like it then they are more then welcome to step up and DM, or find a different DM. Thats my opinion. Now that doesn't make me a Tyrant. There are few classes I ban (Gunslingers are the only constant). I use a 20 point buy (Used to roll stats - talk about nashing of teeth when I changed that). I am open to homebrew or makeing custom stuff to help a player flesh out a concept. I have set down and created a custom prestige class for a player so he could play *insert consept*. I allow all PF books exept for custom Races. I will even consider old 3.5 material if it doesnt break the game. Basicly I am wide open. But if I do decide that something doesnt work, or that something is too odd to be included... I expect it to be accepted. Sure players moan and groan at times... but they accept it and move on. After all... the alternative is to find a new group or start your own. Same goes for rules. If a rule comes up and no one at the table knows the answer off the top of their heads... I make a ruling. If you disagree you can show me the rule after the game and we can discuss it. If your right I can retcon if it caused an issue, or just keep it in mind for the future if it wasn't that impactful. I dont mind listening to my players opinions
But I still think that someone needs to be in charge. And that someone is the DM. My 2 cents.
The best options are classes that share similiar stats and that shore up each others weakness. A class that has straight BAB, Good HP and a class that has good utility. Rictras Shard wrote: Fighter/cleric Not bad. You have the Feats combat of a Fighter and the pre combat buffing of the cleric. Rictras Shard wrote: Monk/wizard Terrible. Just Terrible. MAD as stated earlier. Both have weak BAB, so so HP, and neither complement the other. Rictras Shard wrote: Wizard/sorceror Again, not that great. Sure you can cast all day long but it adds nothing a straight Wizard or Sorc can usually pull off. You have low HP, and low BAB. I would suggest looking at the following. Fighter/Paladin - You get the self healing and Burst DPS of a Paladin, with the Feats and Steady Combat DPS of a Fighter. Sorc/Paladin - Shared stat priorities. Healing and Arcane casting. Great saves. Great HP. You cant wear Armor however. Oracle/Sorc - Now your talking. Shared Stats and Divine and Arcane Casting. Wizard/Magus - now we are talking. You can cast in Armor. You can Full attack and cast 9th level spells (in the same round) Better BAB, and Better HP then a straight Wizard. And much better casting for your Magus.
Thankfully I have never had this issue because my group tends to be XP/Loot hoars (myself included). Usually they do things the hard way on purpose to gain the most xp. My next game will be XP free. We will level when the AP decree's it time. Because XP is no longer used in spellcasting or crafting there is little to no reason to keep it around. This wont change my groups mindset Im sure though... after all there is still loot on those bodies.
Orthos wrote:
Agree with this 100%. Secondly, its very odd to come to the official PF forums to complain about having to switch to PF. Obviously the posters here are fans of PF and will have little sympathy. I would suggest you find a class that sounds fun. Keep an open mind. And try to have fun instead of ruining everyone elses.
From the PRD... Lycanthropic Player Characters When a PC becomes a lycanthrope, you as the GM have a choice to make. In most cases, you should take control of the PC's actions whenever he is in hybrid or animal form—lycanthropy shouldn't be a method to increase a PC's power, after all, and what an afflicted lycanthrope does while in animal or hybrid form is often at odds with what the character would actually want. If a player wants to play a lycanthrope, he should play a natural lycanthrope and follow the guidelines for playing a character of a powerful race.
Artanthos wrote:
This. EWP Katana is awsome for a Str Magus. Letting go of or gripping a sword with two hands is a free action. So you can wield your Katana two handed with all your strikes other then your extra attack you cast with. Big jump in DPS. Take power attack, Weapon Focus, and Arcane strike later. Toughness if you have room. If you need more 1st level spells get pearls of power. They are cheap.
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