Could you do it with a synthesist Summoner? Getting past the 2 handed attack would only require you to have a second set of arms. So have a 4 armed biped form with one set with a polearm and a second set with a 2 handed close in weapon. I build one for a carrion crown game but sadly I never died and got to play him.
I am looking to make a summoner synthisist build but I know that it is very easy to make errors so thought I would put it up and make sure I am not making any huge errors. The basic idea is to get the Drow Nobility chain done to get deeper darkness at will and use blind fighting (and at some point blindsense) to fight things in the darkness.
Race: Drow at 8th
Yes the Advanced Races Guide.
School conjuration (teleportation) [fire]; Level sorcerer/wizard
5, summoner 4, witch 5
Casting Time 1 standard action
Target self and creatures within a 10-foot-radius burst (see
Duration 1 minutes/level
Saving Throw Reflex half, see text; Spell Resistance no
This spell functions like dimension door, except you leave
behind a burst of fire. Choose one corner of your starting
square. A 10-foot-radius burst of flame explodes from that
corner the moment you leave, dealing 4d6 points of fire
damage (Reflex negates).
Yes I would love to order from Paizo directly but the shipping cost is what kills it for me. Even if I send it to a buddy and have him reship it it is 7 bucks to get it in a couple of weeks. So I will pick up the PDF and wait for amazon to work their issues out.
Three deaths come to mind.
First is a player playing a paladin in a home game where the main bad guy was a evil wizard with a 20+ int and running a evil kingdom. The paladin decides that he can get to the main bad guy by letting himself get captured. he did this even after NPC's, other party members tried to talk him ot of it. He is stripped of all his possessions and we then spent the next 30 minutes roleplaying all the horrors he was subjected to as he was broken and degraded in one form after another while everyone else laughed at him. At the end they brought him in negative hp but stable to the wizard who drained his soul and used it to power a magic item for his latest dark champion. The player was put out that the evil mastermind never got near him and he never had the chance to escape or attack him. He was not even given any last words or told what his evil plan was.
Second was playing a game of cyberpunk right after predator 2 came out. One of the players wanted to play one and we spend at least 2 hours coming up with rules and equipment for his character and getting him all rolled up. First action in the game he spies a police sniper on top of a roof covering a group of cops about to raid a gang house. He comes up behind him and goes to kill him up close with those forearm spikes. He rolls a fumble and slips off the roof as he swings at the sniper. He starts to fall down and gets a chance to grab the ledge. Fumbles that roll and starts to fall, gets one last change to grab a out cropping from the building about half way down and sure enough fumbles that check and hits the ground at terminal velocity.
The last was old school AD&D 2nd edition when the wild magic rules had come out. Wizard got a group of bad rolls on wild surges and instead of killing the group of low level goblins with is fireball got trapped in a sphere of force for 10 minutes with his fireball that also lasted ten minutes. At the time we figured out how many rounds were in ten minutes and seeing as there was no where to take cover figured he took full damage each round. When all was said and done he had managed to kill not only himself but the fighter and cleric standing next to him with several thousands points of damage so all they ever found was a spot in the dungeon with a 10 foot bubble of glass on the floor.
No and we even have a archer in our game and she does not match the damage with the ease of laying it out. For me it just seemed to not match the other firearms that are given in the book and does seem to stand out. Now with that said I can work with it because that is what a good DM does.
Well I was not having him spend 2 rounds to clear misfires and I am sure that will help a bit. The issue I am have is the 1d8+13+1d8+13 that he is getting per attack vs touch. Yes he has to get fairly close but even the min damage of a full attack is 84 points of damage. That is enough to one shot many CR 8 monsters. That does seem a bit much to me.
Depends on how you run it, if you run it like it has a built in manyshot and effectively doubles the number of attacks the player makes then yes it's broken.
That is how the player I have is using it. If this is incorrect then I would love to know the correct way it is used. If you can only do this with a single action and not a full attack I must have missed that.
Ok so I have a player who is using a double pistol and am I correct that the only minus for taking the double shot is a -4 to hit? There is no drop in range like the double musket has and you can take multiple double shots per round as long as you can reload as a free action. This seems to me to be borderline broken to double someones damage.
Name Violation wrote:
If it is not stated I would take it that you can enchant it on top of what your spell pool gives it. Of course that will increase the ego of the item and if you did not do it early it is going to get very expensive.
I got the same thing and I had preordered right from when it first went up there. I tried calling but did not get anywhere so I just canceled mine and ordered it here. I ran into the same issue when 4th edition was coming out and I did not get my books from Amazon for 6 weeks.
I did a search and could not find any. I am wondering what would be better to focus on for not only stats but also feats. I am guessing that having a high int and combat casting are a given but what after that? Would you have the stats to try to go high str or would the minuses to casting that would cause just work against you? Here are the stats I am looking at.
And for feats
H: Weapon Focus Scimitar
Allan Jones wrote:
I do not have an official answer but I do not think it would stack but would guess you could get other effects on the sword early on and have them stay. Of course that should increase the ego score so could have it's own issues later on.
OK I am sorry if this is covered else where but after reading and searching I can not find the answer. How do you well what hexes are what terrain type? yes water and mountains and even forests are easy but what is a hills hex or plains? Are the darker green hexes all hills, are the light hexes to the north the only plains?
That does seem odd and I can understand the fluff of they are new and super rare but having a class based on them that breaks the systems that are in place for every other class in the game is odd. If the baseline for the game makes the weapon and the class unplayable or unwanted in a party I would see that as a problem that should be addressed.
The issue is people expect something more with firearms then say bows. If it is treated just as another ranged weapon with nothing else to them why bother in the first place. I do agree that if you are going to loose multiple actions or have them destroyed the damage needs a bump or something. They have to be more then a touch attack to a class that has a great base attack.
I don't think they should be better but they should not be worse. maybe the problem is all we have is mostly just blasting words. If I was going to make a blaster I would choose a standard caster over this as the flexibility does not seem worth the price you are paying. I think the loss of complex spells is price enough and you should be able to build spells close to standard ones. If everything comes up short of standard spells then it is cool for flavor but that is about it.
I don't see the value for a wizard, as a wizard you already have the option of unlimited spells known in your books. If you want a acid ball spell I am sure most DMs would let you research it. Is the cost of giving up spells until a level later or not at all worth it? Right now I think there are too many limits on what can go with what and that is adding to the problem. As others have said it is simple in theory but it does not turn out so simple in practice. By the time you account not only the word cost, level limits and then add in restrictions of words (ie. what target words can be used or not) it spirals out of control.
To be honest it does remind me of the Warlock class and how the blast essences worked but there are too many conditions. That worked because you only ever had the 2 parts and it was a simple level restriction on what you could get.
I am in the same boat, there seems to be many restrictions on many of the words and I keep making mistakes and errors. I enjoy complex classes to play but trying to do this on the fly is a bit of a pain as it stands now. I understand that there are many restrictions for balance reasons but it does make it rather unwieldy.
Just looked it over and I will be rolling a couple of test characters up to see how they feel. Looking forward to taking one out for a test game.
On a flavor note it would be interesting if it listed out what the words were. So people could have the completed spells given in words and not a large bust acid wave.