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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.
Intellect is still required for bonus spells, so if you pump CON at the complete expense of INT, you are losing out on quite a few spells per day that a normal witch would get.
I'd say that it's the materials that are designed to be broken. Every demonstration of brick/concrete/wood breaking is done by relying on the weak tensile strength of the item in question. Everything is also done in one motion. The participant doesn't chip away at the block until it breaks. Failing to break the block in one motion also does significant damage to the appendage (proportional to the brittleness of the block).
For example when walking into E5 with the bebilith, there is no mention of a alternate light source to cancel the darkness spell (obviously the party would have one by now and would be using it). But for the purposes of these creatures existing within here on a day to day basis im at a loss for a few parts of this dungeons ecology.
I am unaware what the problem is here. All the creatures in the crone dungeon aside from the PCs have darkvision, which still works in the darkness effect.
Technically, adding more encounters in a day doesn't force a party to rest sooner: that would be the equivalent of, well, reducing the number of encounters in a day. Adding more difficult encounters will force a party to rest sooner as the wizard is required to spend his higher level spells more readily, likely leaving him dry for the Lich he knows is around the corner.
On the other hand, adding more encounters in a day generally means reducing the CR of some/many of those encounters. This allows the wizard to save his higher spell slots for those encounters that they actually find difficult, while relying on his lower level spell slots to get him through the easier ones. The fighter also goes longer since his HP are less likely to be affected due to having AC high enough to mitigate a large number of attacks / saving throws that have a higher probability of working due to lowered DCs.
It's a careful balancing act, that I haven't quite figured out yet, where the CR (and enemy distribution) of an encounter isn't so easy that the party can get through without spending any resources, but isn't hard enough that they have to spend too significant a number of their resources to get through the number of encounters you want them to in a day.
Sorry for my tangent. I just had to cock my head when you stated that adding more encounters in a day would force the party to rest sooner ... after encountering fewer of those encounters you had set for them.
Killer Power wrote:
But what does that mean? As far as I understand Demiplanes they are part of another plane, therefore the PC's (and any other non-native Creatures with them) are "outsiders" in the hut and can therefore be disnissed or banished?
Demiplanes are as much of their own plane as any other 'major' plane. They just reside within the Ethereal or Astral planes. All forms of planar travel work as with other planes.
That's just for interest's sake. Zhangar's got all the right information.
Karui Kage wrote:
I find your delineated search results to be quite useful. I would hate for them to go away.
Also, in Pathfinder these dragons are much more likely to be drakes and not dragons. Much easier foes and more believable for a low fantasy world.
Granted, that makes it even less likely that the characters are high level, given that the dragons are such terrible foes to essentially everyone in the world.
GoT S05E10 spoilers:
Or perhaps there was something like 20 feet of snow beneath them.
Indeed. Remember that ice doesn't have any hardness either, yet I don't imagine anyone thinks that one can use a normal sword to cut through a two foot thick block of ice as if it were made of butter.
I don't know, two of those sound suitably fun for a level 5 party :).
As a point of interest, Cataclysm probably had the most interesting and synergistic affliction spec among all of the expansions. I have no idea why Blizzard decided to change it so much with Mists (although the Destro and Demo got quite a bit better with that expansion).
Yeah, for skeletal champion, +1 CR of the base creature would probably have broken a great deal fewer creatures.
What about advanced and giant?
This still only removes the root, not the entangle.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed.
Perhaps? Maybe even foreign ships carrying goods from Sargava. Both of these would technically be loopholes in the idea that they no longer raid Sargavan shipping, but this hurts Sargava long-term anyway.
Ah well, it's not like Sargava has a choice. It's either put up with the pirates' blackmail, or become a Chelish colony again.
Fair enough, although I imagine, being a fairly loose conglomeration of individual ships, not everyone is going to follow along those lines.
Whose shipping lanes are they raiding, then? There's pretty much nothing else down there except for Bloodcove (I believe most of the other colonies are on the southeast side).