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One of my players has a Wild Caller Unchained Summoner with an agathion type eidolon. During one of our encounters (at level 5), I pointed out that life link helps the eidolon stay alive at the expense of summoner hit points, not the other way around, which changed how he was playing his summoner/eidolon duo during encounters quite a bit.
After the session finished, he commented that there wasn't much point even having his eidolon out when he could just summon d3 (or soon d3+1) augmented earth elementals etc with a much better attack routine. I pointed out that the eidolon is potentially more survivable, but he correctly responded that survivability doesn't matter when he can just use another of his 3+CHA uses and even place the new set of summons in a new position as needed.
This is somewhat disheartening since his eidolon is an interesting character to have around, and I believe he would rather have it out as well.
Has anyone with an unchained summoner found this situation to change later on not have an issue with this at all?
[/quote=Getting Started: Intelligence]
A player brought up two points that support the notion that Int modifier increases also give extra languages: that "start of the game" doesn't necessarily begin at level 1, and that skill points gained from Int modifier increases happen retroactively (I can't find where it says this, but we know it to be true), so the same should apply to languages.
What are your thoughts?
How many times per day can a coven use the gained spell=like abilities? There doesn't seem to be any wording that limits it, but, for example, Witchfire covens add blight 3/day to the list that already contains a (seemingly) unlimited blight at the same DC.
On a semi-related note, has it ever been established anywhere that the witchfire's witchflame bolt is supposed to be ranged touch or not?
Regarding F2, I decided to switch Marcian's Wisdom and Charisma scores to give him a Will save of +5, while only reducing his Feint bonus to +11 (succeeds on a 3 or 4 for most non-Wisdom based opponents), and still made good use of his Bluff outside of combat. This ended up proving invaluable as he managed to save against two glitterdusts in a row before falling to hideous laughter by rolling two consecutive 1s. In that time he managed to deal massive damage, so the party was right in making sure he stayed disabled.
It was a fun encounter overall. The ogre who answered their knock tried to slam the door in the party's faces but the oracle stuck his arm in the door to try to force it open. One opposed Strength test later, the oracle has a bruised arm, but at least the door isn't fully closed! The wizard then cast oppressive boredom, and the oracle, summoner+eidolon and Nadya rush in while the wizard, sorcerer and Tacey stay outside. Inside the two guards bolt upright from their game of cards and call for Marcian while the other two ogres groggily wake up under protest from the sunlight streaming in from the (crudely enlarged) entrance. A conversation between Marcian who is annoyed that some strangers would question his official business. When they told him that his thugs who were beating up the fishermen are no longer conscious, he became outraged that his (did I mention official?) Fishcamp Guards would be molested in such a way. While this is happening, the ogres have encircled the group inside the house. The oracle sees the breakdown in negotiation and draws his sword, starting combat.
After Marcian's group is put down, he quickly becomes charming friends with the wizard, who tells him all about his protection racket!
My party started out this book with both Ten-Penny Tacey (who was a victim of Ten Knotten's hunger and is currently missing an arm) and Nadya, so the journey would definitely have been on the easy side. Even with just Nadya, the fact that the majority of the encounters are once per day means I can easily see where people who said this book was too easy are coming from.
For my part, I have increased the CR of all the encounters by up to part 2 by 1. (In part 2 they will have Ringgeir as well, so I might increase the CR for that even more)
Event 1: added a Raven swarm
A2: added a second mindflayer mold deeper in the cave.
Part 2 changed upcoming!
You are not missing anything. Ellsprin is a standard Irriseni village. Treat it like Waldsby but without the logging. Unfortunately, it's not even on the lake, being just east of the town of Ytterjorna (information of this town is in "Irrisen, Land of Eternal Winter"). Because if all the brush around the house, I ended up making a new type of winteryew-type bush, and tasked these people with gathering it as food for Ytterjorna.
We used to be able to view ALL threads under the Pathfinder RPG forum (including all subforum threads) in one time-organized list. This was achieved just clicking on any link that read Pathfinder RPG. I can't find any link that will take me back to the old method.
It is now separated into sub-forums where we only see up to the 10 most recently updated threads in each subforum. We see fewer threads per screen total, given the enlarged subforum titles, and we see fewer threads from the subforums that just happen to move quicker in a given day than we would normally.
Also, my party (still in Shacked Hut), just about to go into Whitethrone, is already complaining that they are below party wealth, probably because they don't know the value of these strange items. With a poor appraise, they don't know the value of things like the magical beartrap. They are likely to be duped when they try to sell it.
Coming back to this, I've been keeping track of my party's wealth, and having just finished Snows of Summer, the party owns 71900gp worth of gear and sundry. This even takes into account setting items that the party will never use as half value (sale value). Of this, 16200gp is money or trade goods, which could outfit almost 3 completely new level 4 characters. The value of the gear they have is insane!
Indeed. Hampered movement covers difficult terrain, obstacles, and poor visibility, causing 2x movement costs. My question did not ask what to do when fored to move at half speed.
In general, how do you take a 5 foot step if all your movement options cost 10 feet? This is what the hampered movement clause creates.
I think this is a separate case from when you're forced to move at half speed. Half speed still has the surrounding terrain only cost 5 feet of movement, so making a 5 foot step in Grease seems feasible, although the DC 10 Acrobatics check would still trigger.
EDIT: Ah, 5-foot section also states that it's also disabled if your movement is slowed.
Frosty Ace wrote:
Also, if you're able to get Advanced Weapon Training and you don't care for Armor Training, I Highly recommend Weapon Master archetype. Steel Soul + Armed Bravery = lol saves. You lose some damage, but its place you get saves, skill points and even a shield bonus with AWT. The only downside is too many goodies.
You're advocating Weapon Master for early weapon training, I guess? Too bad it replaces Bravery, so you can't take Armed Bravery.
I recall that some NPCs had spells prepared at the wrong levels (I forget which onces though).
I'd like to note that I've gone through the majority of NPCs in my own preparations, and this is not true, from what I can tell. The most glaring "errors" seem to be witches who end up getting early access on several spells from their patrons.
My group is having fun so far, but they haven't gone through book three yet, though. I am likely going to have to spend a lot of time changing the dungeon around. I do not like book 4 at all, so I might switch it out entirely. Regardless, I don't think the AP is a good "first time GM" adventure.
Your party has infiltrated deep into hostile territory via a magical portal. Your current objective is located in a fort hosting a garrison which is used to control and terrorize the local village and area. You have already defeated the garrison, but a majority of them have miraculously staved off death and are instead scattered throughout the fort unconscious. Achieving your current objective will close the portal you came here through, and your next objective is several days away deeper into hostile territory. Reinforcements from other forts are likely on their way.
What does your mostly good party do with the surviving garrison?
This is an absolutely wonderful idea.
Flynn Greywalker wrote:
1. Assuming the two NPCs are 2nd level with PC wealth or 3rd with NPC wealth, then you've got a party of effective APL 4 (8 characters add 2 to the APL). Your average encounter should be CR 4, and can go up to CR 7 as an epic encounter. However, this doesn't mean that you should be finding monsters that are CR 7 for use in your encounters. Really, you should be just increasing the numbers of enemy combatants.
2. If you mean set the ambush in Waldsby, well:
3. Tying in with the answer to #2, I think it's unlikely he'll call in for help unless his position is untenable. Radosek is tasked with keeping his mistress' domain under control, and having to call in for help will make Nazhena look weak in front of the other Baronesses. On the other hand, losing the portal will make her look even weaker and incompetent, so better the lesser of two evils. I don't think he'll be pushed to this point until they mop up the second floor and/or rest for the night inside the tower. Even then, reinforcmenets from other Baronesses are going to take days, even assuming there are other logging villages along the forest's edge. It's more likely timely help will come from other patrols returning from searching for the Black Rider (who he can contact when they check in with attentive mirrors). Armed forces from other baronies would come after the Tower has already fallen into PC hands, and you can use them as a way to push the PCs on towards Whitethrone.
4. As long as your adventure's not going completely off the rails, I say you'll be fine letting the geas not kick in.
Every herbivore in Irrisen either eats winteryew bark or plants that survive in the rivers & lake.
Something else you'll need to figure out if you want to keep verisimilitude is where all the snow goes.
If there's no snow melt, then the frequent Irriseni snows will create massive snow drifts that will bury towns. Even if everyone shovels it out, towns that aren't next to a river/lake (like Waldsby) will be in a valley that grows every year. Unfortunately, this isn't something that's covered in any of the source material other than "it's magic".
My solution was to decide that winteryew roots actually produce enough heat that the bottom layer of snow can melt into the ground, and eventually find its way to the rivers. This also allows for the winteryew to actually absorb water and minerals, and therefore not be in a state of permanent hibernation (which would kill the trees as their reserves eventually deplete).
A moderately concealable wall opener. An Adamantine dagger probably won't create a passage-sized hole through a wall in reasonable combat time, but it'll still cut through stone like a knife through butter.
Does a sword cut through a 5 foot thick wall of ice like a knife through butter?
This is exactly the kind of problem I see when I look at the evolution list and their costs. All the cool stuff just costs so much that the player is disincentivized from taking them. You can't even evolution surge a lot of it because of prerequisites.
Unfortunately, I'm too inexperienced to reprice everything.
Still, if it's more of a supporter with a cool pet you're looking for, a quick and dirty alternative might be to build a variant summoner that's essentially a sorcerer but instead of bloodlines you get summoner class features, maybe with a stunted evolution pool (say 1/2 the normal pool) to make up for the fact that you can share-spells with your eidolon so you have to get a lot of your meatshield's oomph from expending your now improved spells.
I've spent a bit of time trying to homebrew the summoner into a 9-level caster, which has been giving him a sorcerer chassis, and then converting summoner spell levels into sor/wiz spell levels (or effective, as needed). I've added a bunch of spells (up to UC) to fill out his selection, namely at higher levels:1st: Obscuring Mist
2nd: Fog Cloud
3rd: Arcane Sight, Stinking Cloud, Summon Monster III
4th: Solid Fog
5th: Cloudkilll, Prying Eyes, Acid Fog
6th: Blade Barrier, Summon Monster VI
7th: Arcane Sight, Greater, Rampart
8th: Blood Mist, Iron Body, Prying Eyes, Greater, Wall of Lava
9th: Astral Projection, Create Demiplane, Greater, Elemental Swarm, Etherealness, Gate, Heroic Invocation, Summon Monster IX, Winds of Vengeance, Wooden Phalanx
Do you figure I'm missing anything? I don't know if I should give him the Summon Monster SLA or just have him rely on his Summon Monster spells (which are received as bonus spells at the appropriate level).
I agree with you that reducing the evolution points was a poor answer. If you really needed to nerf the eidolon, I'd rather have seen it more restricted in terms of what kinds of evolutions you could give them based on level, or just tweaking the costs vs rewards of some of the evolutions. More options with a lower ceiling would be my preferred way to go about it (and it makes it harder to accidentally screw up if you're a newbie)
Do you have any suggestions about how to easily go about this? (while encouraging preference on combat/general utility over combat evolutions)?
A pretty big chunk of XP for Book 2 comes from the random encounters on the way to Whitethrone - it's a 2 week trip with a chance for an encounter every 6 hours, IIRC.
Actually, for the standard 4 man party, you don't need to have any random encounters to keep pace with the expectation in the advancement track (assuming the PCs get the majority of the story XP).
Even if you aren't splitting XP 5 ways all the time, every time someone misses a session (or part of one), he misses out on the XP of that session. The XP is still being spread out among 5 characters, just not necessarily immediately.
I think I missed this, but paralysis states that only winged creatures who are paralyzed fall to the ground. Explicitly stating what happens to winged creatures means something differently happens to those flying without wings. What is that? They can't stay in the same place; that's something only a DC 15 Fly check can do.
I've read a couple of your posts about your issues with the Summoner. Have you looked at the Unchained version? If so, could you share your opinions on it? Essentially all its spells with wonky levels have been changed to be in line with the other classes, and the eidolons became much more restricted in what they could buy.
I'm running a campaign where one player has a Wild Caller Summoner, and is planning on acting fully in a caster capacity (ie, could switch her to a 1/2 BAB, d6, with no armor, and he could probably care less, aside from wishing for more spells per day). We're still low level yet, but I've suggested he switch her over to unchained to ease potential headaches on my end (as I'm still a novice GM).
He is, however, worried that he won't be able to fulfill his goal as a conjuration-based battlefield control / buffing specialist, especially since he would then have the only character who isn't a full-caster.
On my end, my main issue with the class when I was making it was that all of the cool utility abilities cost so much that making anything that didn't maximize its combat potential gave up too much. With Unchained, this is even worse, since the reduction of available evolution points encourage one to focus the few points left on combat (and the freebies given out by the subtypes are all defensive in nature), especially since cost of the utility evolutions didn't get rebalanced with the combat options.
I don't yet have experience with high level spell-casting and related shenanigans, so I don't know how much he's going to feel left out as all the other players come into their own with new spell levels while he's stuck on a stunted progression compared to what he could have been.
el cuervo wrote:
So a paralyzed character gets to hover without requiring a Fly check?
By the way, I liked your idea about emotion/fear descriptors forcing some sort of concentration check over complete shut-down.
Yeah, going unconscious while invisible is one of the worst things that can happen to you. Your party members don't know you went unconscious (unless they can see through invisibility), so they have no idea you even need help, much less be able to find you. Meanwhile you're bleeding out and only a successful constitution check will save you.
Just a Guess wrote:
The fact that the errata didn't fix actual mistakes in writing frustrates me.
First of all, have you read the free Reign of Winter Player's Guide? That should give you a bunch of options. From my experience there's nothing that stands out in meshing better with this campaign than anything else, just a few cases where they mesh less well:
- Characters who plan on having a majority of their contribution be through dealing cold damage will not do well.
Note that the campaign assumes that the PCs are unaware of what is happening in Irrisen, especially with the default starting location being so far away (so as to provide a stark contrast when moving between the two areas). I find it strained verisimilitude to have the majority of PCs coming from LotLK/Irrisen/RotML.
Why does the alignment of alter summon monster need to match the alignment of the creature you are changing? This line just states that if you convert the target into an angel, it is a spell with the [good] descriptor.
It was banned from PFS. Most likely because it was considered too OP. We'll find out if PFS suddenly allows the new SWD.
They didn't single out Scarred Witch Doctor as being banned. They removed the entire orc section, along with a bunch of the other featured races. It's unlikely these races will become legal due to this errata.