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It seems like the lifetime of these items should drop their cost and rarity. Magic items don’t really get worn out the way our technology does. Families could own them and just pass them down through the generations. Magic adventuring gear doesn’t age either, but a good chunk of it gets lost on various adventures, so the prices stay high.
If TOL said "you have over-sized limbs, allowing you to use weapons as if you were large without penalty", THEN I would agree with you.
Of course, then you’d have people expecting to count as large when tripping with their large sized weapons. It’s surprisingly hard to write rules, especially when word count and page fitting is a strong concern.
Is there an actual rule / FAQ / Errata / Developer saying that Summoners can use Superior Summoning?
Hmm. If your kineticist was significantly stronger than the other characters, then maybe you shouldn’t bother with that feat. That class has a fairly low ceiling. A pimped out summoner would be so much stronger.
Edit: I see you added this is for someone else. But instead, I have to warn that summoning needs prep-time and system mastery to not bog down the table.
My reading of Tiefling Oversize Limbs is that it allows the tiefling to ignore the penalty, but not to do anything that can't otherwise be done.
That’s a reasonable reading, but it’s not the only one.
Let’s leave off the end part and imagine if it said this:
Now that text seems Much clearer that it allows wielding all over sized weapons, but it doesn’t do anything to reduce the penalties for doing so. And so, they added the text “without penalty” to make it clear you don’t take a penalty when doing this either. It’s not uncommon for the books to take this short hand natural reading approach to the rules.
Is there an actual rule / FAQ / Errata / Developer saying that Summoners can use Superior Summoning?
Magic chapter wrote:
Spell-Like Abilities: Usually, a spell-like ability works just like the spell of that name.
After that quote, they list all the ways it doesn’t work just like the spell. Feats aren’t mentioned, so the SLA works just like the spell with regards to feats.
What confuses people is that an SLA in general, is not a spell in general. So, having an SLA doesn’t count as being able to cast “spells” for prerequisites. But an SLA that casts a specific spell does count as being able to cast that specific spell for prerequisites that require a specific spell.
You have over-sized limbs, allowing you to use Large weapons without penalty.
The “allowing” word means you can do something you can’t normally do. It’s weird to use that word if all it does is remove a penalty. Also it doesn’t specify which large weapons you can wield without penalty, implying you could wield any of them.
From the summoner:
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.
From the magic chapter:
A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.
So yeah. Eidolons can’t actually die.
Yeah, people usually think of rakshasa as tigers, but they also come in crocodile, bird and ape flavors.
And we might be talking about different arcehtypes, I'm talking about these abilities from the hedge witch. They just feel weird if you get them at 4 and 8. By the time you get empathic healing, it's smarter to just cure that kind of thing.
Indeed, there are archetype abilities that are apparently granted at first level without that being stated - look at the Butterfly Blade Slayer, for instance. Butterﬂy’s Kiss replaces Sneak Attack (which you'd gain at 3rd level), but says "A butterﬂy blade can deal nonlethal damage with butterﬂy swords (...) without taking a penalty on attack rolls. At 3rd level, a butterﬂy blade gets a +1 bonus on attack rolls with butterﬂy swords (...)". From this wording, the nonlethal aspect must be gained before 3rd level.
That's a good find. I think we haven't seen a FAQ about this, because of cases like this. There simply isn't an easy yes or no answer to this question. If the design team goes one way they break stuff and if they go the other they break other stuff. So, they just let the DMs decide for themselves, so they don't have to make a decision.
If you’re going the ranger or slayer route, then you would probably be dual wielding. And you may have missed they are light weapons, which is good for dual wielding. And being able to choose between piercing and slashing can come in useful fairly often. So it’s a fairly decent option for a shield guy. It’s also a definitive way to fight with two shields as some DMs might normally deny that ability as falsely being unrealistic.
Slim Jim wrote:
Show me your 20 point buy for your paladin then. When the paladin also needs strength for attack and constitution for tanking, then they don't exactly have a ton of points left over for their charisma.
But why would it be so much easier to know that the baby dragon is a dragon and not some other kind of red lizard, and so much harder to know the old dragon is a dragon and not some other kind of red lizard? You should either know or not know what a dragon is. But somehow the more powerful the dragon gets, the less sure you can be that it's a dragon.
I never said the cleric made the best life tank. But they can certainly do it too, and they even have a few advantages over my favorite choice, which would be the double life spirit guide oracle. The cleric has the freedom of prepared divine spell casting, meaning he is still super versatile and useful outside of combat, where the oracle option is very limited in what spells he can know, while also pulling off the life tank role. The cleric also has some nice domain choices for this, and a better fort save than the other full casting options. But it does suffer a bit from not being as SAD, needing both wisdom and charisma, and it doesn't have the ridiculous number of channels the spirit guide can eventually get, but it really shouldn't ever need that many either. And while it'd be nice to have life link, that's mostly just a quality of life thing.
And combat channeling is better than usually theory-crafted, but in cases where things get tight, there is quick channel and reactive healing.
People don't play clerics like this, because it's not very fun for most people. People like to do damage. The life tank doesn't care about dealing damage. People like to feel danger. The life tank removes the danger from most encounters. And then there's just the fact that most people don't even consider doing things like this. They have a mindset that a healer needs to be protected, so it's counter-intuitive to take the healing and use it as tanking.
Unless you are playing with an outrageous stat system, the paladin's saves aren't incredibly higher than the cleric. The cleric will even likely have a higher will save than the paladin, as the cleric will be pushing wisdom while the paladin ignores it.
And I never said the cleric tank shouldn't have a backup healer. He should be assumed to have the same access to support that the paladin does.
Matthew Downie wrote:
The average cleric, sure. But I assumed we were min-maxing here. Honestly, I prefer the spirit guide double life oracle for this, but the cleric can serve about as well. You need Fey Foundling, Selective Channel and Quick Channel. Extra Channel and Reactive Healing are also nice additions.
I feel like the cleric would generate more "aggro" than the paladin. Intelligent enemies will want to get rid of the healer first, as otherwise, they are just hitting a wall of unending hit points. Life tanking is when you maximize your healing and defense abilties, so that it's pointless to attack anyone other than the healer. The cleric also has the shield other spell, so that even when he isn't being attacked, he can protect his allies from most attacks.
I too find basing the knowledge DC on anything other than the obscurity of the creature to be silly. For instance, most of us know a ton of information about sharks, elephants and lions, but next to nothing about skinks.
And I'd actually find it more likely that you'd know info on a very high level individual than a very low level individual. Everyone would have heard some stuff about the great hero Hercules, but almost no one in the world knows about quiet Bob who works down at the foundry.
I don't think the alignment restrictions of familiars would still apply, but you are limited by what spells you can cast as a cleric. So, summoning something with a lawful descriptor would be a lawful spell. And herald caller limits your options a little further.
There is only a small list of options that make really strong guardian spirits. One of the more powerful options is a small aether elemental. It's invisible and its attack should scale from being a guardian spirit. Most of its abilities benefit from being a guardian spirit actually.
I really wanted to like the herald caller but honestly I found him a bit lacking. Should have given it longer summons and maybe a standard cast.
Yeah. Adding one or the other would have been good. You can speed up the casting with sacred summons, but that only works for a very small number of your summon options. And you can eventually increase the duration with summon guardian spirit, but that only works for one specific creature and isn't PFS legal. Those two options can play well together though, as you can choose your guardian spirit to fulfill your sacred summons requirements.
I strongly recommend getting that charisma up with the occultist. Past very low levels, their pool gets used up very fast and you will need to consume X often to keep it topped up. It’s probably not a good idea to mix that archetype with save based spells either. If you want to do that, you’d be better served to go with spell specialist and not worry about the summoning overhead.
Herald Caller is good, but a really slow starter. You probably won’t even summon anything in the first few levels.
I guess this kind of thing should be in the third party forum.
It’s pretty easy to do multiple attacks of the same type. You just use the iteratives section and adjust the attack penalties to 0.
But I don’t think there’s an easy way to do it all with one attack button. It’d be a macro that’d need to reference the other attacks on your sheet.
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