There is a third party suppliment (open design) that focusses on summoner feats. It's called The Summoners Circle; collected into the Complete Advanced Feats.
It has things like Vampiric Summons (drain your summons for healing)
If you want to use the real world, it's because of testosterone levels. Or they lack the gene.
Otherwise you don't need a reason, they are a different race and have different things (like pointy ears).
Side question - what other races have beards. I'm not sure, but I don't think I have ever seen an illustration of halflings, gnomes, or orcs with beards. Although catfolk do have whiskers.
Under Investigator, p20, Inspirational Expertise (Ex)
"An investigator successfully uses a Knowlege check to identify a monster's special powers or vulnerbilities he can expend one use of inspiration pool as swift action to grant allies that can hear him and are within 30 feet of him +4 insight bonus on attack rolls against that monster or type of monster for 1 round."
"WHEN an investigator succssfully identifies a monster's special powers or vulnerbilities using a Knowledge check he can expend one use of HIS inspiration pool as A swift action to grant allies within 30 feet, who can hear him, A +4 insight bonus on attack rolls against that monster or type of monster for 1 round."
I added some words (in caps)and reworded to be more active voice.
First, determine the distance they would spot a normal sized enemey. Now double that distance for large, triple it for huge, etc.
When they first spot it say "It's a large ship with two masts." You have have x rounds to prepare.
After x rounds tell them "It's actually much bigger than you thought, now you think its x rounds away.
People have a tendency to assume that things are "normal" until proven otherwise. So a faraway ship will be assumed to be human sized until other details make themselves known.***
*** as an aside, I think that sentence is the future-perfect-present tense. Which is a lot less awkward than I thought it would be.
I had an idea and was wondering what people thought of it.
First everybody gains 1 feat at every level. (plus bonus feats for classes that get them).
However, spellcasters must buy thier next spell level with a feat.
For example, consider the cleric.
the feats would be;
Cleric Spells I (prerequiste cleric level 1) - grants access to first level cleric spells.
Cleric Spells II (prerequiste cleric level 3, Cleric Spells I) - grants access to 2nd level cleric spells.
As you can see, you can't skip spell levels you have to take them in order.
I thought of this because A) learning spells is supposed to be hard and B) to address the LFQW issue a bit.
Scott Sharplin wrote:
QUICK half formed idea before I go to work, use 13th ages escalation die. during combat, whenever something that the PCs (or bad guys) don't like, they can spend their chrono resource and undo the event. don't replay, its just undone. then add +1 to the escalation die.
First, answer the question: Why do we want time travel?
For instance, in Doctor Who - a show which features a time machine every episode - very little time travel shenanigans are done. Time Travel is just a way of saying 'this week the setting is this'.
In Star Trek episodes are often about exploring the questions that often pop up in time travel. What if we get stuck in a time loop? what if we accidently change history and make it right? did it really happen that way at all? what if we destroy some required element of my/our present existence?
In the RPG Feng Shui time travel can occure between 4 zones and changing history (indeed physics) in that zone is a way of keeping score for the various factions.
Can you have the predestination paradox? this is where A cannot exist without B, which cannot exist without A . . .
Do you want PCs trying that?
Do you want PCs redoing the dungeon/adventure? How about NPCs?
Is the big bad really dead if he can plan contingencies to go back in time and do it all over. You could make it a feat.
I really look forward to seeing more on this.
Nathanael Love wrote:
You should also check manifester level in the glossory. It specifically states that they do not stack.
I really like the idea in general.
I, too, worry about the deflection bonus. Eidolons really can get high ACs already. More thematically, I think using the higher of the summoner's or the eidolon's might work better. Or a 20% miss chance as one provides interference for the other.
Either drop the semi-incorporeal nature or embrace it fully. As is it makes no sense even in a magic fueled fantasy game. It should either be there or not.
As for trading out spells . . . what you offer doesn't even begin to make up for loss of spells like haste, black tentacles, and others. Not even if you offered all of them.
As a final note: consider offering the summoner something. Without the eidolon he currently has neither SLAs nor spells. Even the rogue will look down and pity him.
Ice tomb is a major hex, and reading the major hexes in the APG I see that a lot of them are 60'. So I would make it 60'.
Regarding the rest, I am going to ignore the fluff and just look at the mechanics.
It does 3d8 damage (fort half). If you fail your save you are also paralyzed.
Ok, hold person paralyzes for 1 round per level and is a 2nd level spell. Searing light does 2,3,4, or 5d8 (at 10th level and is a 3rd level spell.
Combining these two gives us this major hex first available at 10th level (a level after 5th level spells are gained).
A fifth level spell that did just what hold person and Searing light do seems kind of weak.
This is where the fluff comes in. The paralyze part doesn't have a duration, so it becomes however long the ice lasts. To keep it from becoming a death sentence the bit about not eating or breathing was added. I would also add not needing to drink. It seems nonsensical to keep someone alive without breathing and then ignore drinking.
The hit points of the ice determines how long the effect actually lasts. Below freezing? forever! Above freezing? it depends. Rules on this don't exist. You could whip out some calculus to figure out something 'realistic'.
Above freezing ice melts at 1 hp per hour. For every 10 degrees above freezing add 1 hp cumulative per hour.
So this gives for ice tomb.
32-40 ---- 20/1 = 20 hours
this works for me. :)
The way I see it, this is your free time.
Your valuable free time.
And you get to spend it as you see fit.
In my group I sometimes have players falling asleep, or checking email, or playing some sort of online game.
I don't have a problem with any of these.
When I need them to respond, they do so and otherwise know what's going on.
I would rather they be full on engaged with the wonderful, wonderful world that I have developed (because that's how I spend my free time)but as long as they meet the minimums of involvement they are free to spend their free time as they see fit.
Diego Rossi wrote:
I did a google search and it gave me nothing useful. At least not in English.
So, I am guessing:
RTMIR means "Read the Message in Reverse"
or "Re Type Messages in Russian"
Seriously, I have no idea. The tone of the post suggests the don't be a jerk rule.
although, retyping posts in Russian might be a good way to calm down before posting. ;)
Kydeem de'Morcaine wrote:
I played a summoner who did that for a while.
The good: summoning skeletons was awesome. Especially with supieor summons.
The bad: spell focus necromnacy as a prerequiste. Not a great feat.
The ugly: on the surface, the skeleton template looks cool, in reality it actually makes many summons weaker.
Wow, a 5 year thread necro.
In Tucson we have two PFS events every month from Chapterhouse Baja.
On the second Saturday of the month, At Amazing Discoveries (on Broadway, East of Campbell) there are two PFS adventures from about noon to 8 or 9.
On the Sunday of the full third weekend* the same happens at Hat's Games (on 29th and Alvernon). But an hour later.
Both places are good spots to find a new group. My current home group found me there.
Also, on Oct 4-6, there will be a convention, RinCon, that will have a bunch of PFS play. Many brought to you by the same SAGA folks from the first post.
Hope to see you there!
*Typcially this means the third Sunday in the month, but sometimes it bocomes the fourth Sunday when there are five Sundays in the month. Holidays can also influence the schedule.
Has it been two months since the last go round already?
I love these threads. Partially because I like and agree with a lot of the ideas and partially because I can start including them now.
Plus I want Paizo to see what people are thinking/talking about.
After some thinking, something that I want (really, really want) is a guide to 1 page maps.
Something similar to the map packs but sized for regular paper instead of half paper (like the map packs). A sweet spot between the (in my option) too small and too big.
Stuff suitable for inns, random encounters, city streets. They don't have to be fancy, just look nice when you print them out.
So, I guess, call SGG Presents One Page Action Locations (or OPAL for short).
With the Spiritual line of spells, the actual weapon is a special effect. The actual weapon doesn't matter except for crit ranges.
So this means:
1) you get two attacks
2) spiritual weapons do not have ranges. the weapon must be adjacent in order to attack
3) see number two.
Remember, they are spells, not actual weapons.
I haven't read the whole thread here, but from what I did read, I think the issue here is that this paticular set of actions is:
1) Evil for some and not evil for others, depending a lot upon cultural and personal context.
2) Makes other people really uncomfortabel.
If I met a person like this in real life, I wouldn't want to be around this person (the character not the player) because I wouldn't know what he was going to do to me.
So the other PCs might be thinking "If I fall in combat, will he rip of my hands and paint his face with my blood as an offering to Pharasma? What if I get raised? Will anybody remember to put my hands back before casting the spell?
and so on.
As far as the player goes: let him know your concerns and ask him if wants to play CE (and then roleplay that out) or someone who wants to be good but has to fight dark impulses (and then roleplay that out).
Wow. Just skimmed it. I like a lot of the things that you have done. Especially with the druid aspects. And domains. And Favored Terrains...
I like how many of these actually let you do something, instead of just giving you a plus.
I also like how you organized the feats/slills/magic items into thematic tables.
I have been wanting to do something like this myself. What I came up with is this:
Every weapon, in addition to a crit range, has a manuever range. It starts at 20 and increases for every +1 the weapon has. If the natural roll on the die is high enough the player may take advantage of a free manuever effect based on the size of the weapon.
Two handed weapons may use bull rush or sunder
One handed weapons may use disarm or reposition
Light weapons may use dirty trick or overrun (to get into flanking and what not).
If a weapon has a listed manuever effect (like many polearms) the user has the option of using that as well.
I haven't playtested it, so I don't know about any pitfalls.