My players are struggling with the last bit of RotRL and the issues of the altitude (except for the guy with a Necklace of Adaption).
Elixir of the Peaks is great, but a bit pricey and only last 8 hours.
Are there any spells that can counter this effect? I don't want to drag this out too much. I do like the realism that reminds them they are in dangerous place just due to the altitude, but I would have thought that they could use some spell resources to cover this.
However, I want to make sure what I am thinking is correct with the Archetype in this combo.
Here is what I am seeing.
The ranged attack is neat. Does the discharge mean the damage will be equal to the Unarmed attack of my monk level?
I can add cool features to my unarmed strikes with the Enhanced Strikes feature.
The Empowered Strikes wont increase my damage as the Monk starts with d6. (aside from Psychic Strike) But being able to bypass magic will be nice.
Anything I'm missing or have wrong above?
And players had best be ready for what is good for them will be good for the gander...this just leads to silly escalation.
Wow, that's extra cheese, and the DM may want to not allow that, as that just ratchets up Wizards/Clerics even more.
If the baddie can hit me with Eidolon Suit + Shield + Mage Armor, wouldn't you think the baddie can whack me a bit easier when it is just Dex 10 + Mage Armor + Shield?
Fly is nice, but you wont always have it up, and the power of the Synth is melee, not ranged, so fly is not all that great in combat aside being able to get around. And if you are based when the 'suit' goes bye bye, your best bet it withdraw...and start summoning...and until you get up there in levels (Summon IV), Summon Monster is not all that hot.
Also, yo don't get Fly till 7th.
Now if you are talking evolutions...yeah cool, but does you no good when yer 'suit' it gone.
But that kind of dump can get you killed, I did 10's for my STR, DEX, and CON, and almost didn't make it to 2nd level. The 11-15 hp your Eidolon has can go FAST, leaving you a crippled spellcaster that is most likely based by something mean.
I'm playing a synth in Skull and Shackles...and while I ROCK against the lower level thugs, I am not an autowin-button.
The action economy vs a regular summoner hurts big time. Also, even with a 28 AC (Mage Armor and Shield) at 5th level, I still get tagged with some hits from enemy BBEGs and as my synth is only getting 8 hp per level + con (which is more than I'm supposed to get)they go fast. Just wrapped up a random encounter and the enemy captain went toe to toe with me and my Eidolon went from 55 HP to 4 in 3-4 rounds...some bad luck sure, but yeesh, in a regular to small group, the synth looks really good on paper, but once your Eidolon goes down, you could be screwed...especially if YOU are the tank of the party.
I do think that we will be rocking the action economy against the baddies.
Healing will be the interesting part. The druid and the pally will take care of themselves I'm sure. I will be able to heal every one once/day with a hex, and I will be making a ton of scrolls...the rest will come down to wands...and avoiding damage to begin with. (Hmmm...baddie has to roll twice, take the lowest and is -2 to -4 on top of that...tee hee)
So, our DM has generously given us a 20 pt buy and here is the party break down so far.
Halfling Cavalier (Emissary)
DM suggested as I'm a witch and ranger is taking Witchguard that we ran from Irresen.
So my back story is that I'm a renegade Jadwiga, and as neither of us had the temperament for the brutality expected of us, we ran with some assistance with the more 'liberal' stilyagi. Thus, I'm starting off with more defensive hexes, Ward and Healing, Scribe Scroll (CLW, Hex Ward will be crafted right away) and my character's intent WAS to be a peacenik, but by L2 will pull out Evil Eye and will Extra Hex it at level 3 and 5 to get REALLY into rebuffing mode so I can squeeze in Cackle, Misfortune, and Flight by level 5.
I will be taking the Agility Patron (hello Haste at 6th my party of melee dudes).
How doomed are we?
The best dragon combat I have run was from Dragon Mountain…and that one WAS very memorable, with 2nd place being the Blue Dragon at the Moathouse in Return to the Temple of Elemental Evil…
Other than that, my dragon encounters have been…blah.
In order to give dragons more flexibility and staying power, I was thinking of the following changes to help my apparent blind side in dragon tactics, make the battles more memorable, and to help them stick it out in combat, and rattle my players expectations on what dragons can do…what would ya’ll say should be the increase in CR?
DR: X/Magic? Blech…by the time you are fighting dragons…that is not an issue…I would make that DR X/-
Breath Weapon: Just having one type of effect (line, cone) is BORING, and with Knowledge Scores being easy to reach…then they are also predictable by the party. I would give the dragon the following choices when using its breath weapon.
Line: 5 to 10 feet wide (up to 15’ for colossal) and how long depends upon size or age as well , and I would hash that out later (maybe 20’ per age category)
Cone: 5 wide base but would increase based upon size above and would be much shorter than the line (5’ long per age category?)
Burst: Medium range (100’ + 10’ per age category) with a radius based upon age or size category, like 5’ then 10’, then 15’, then 20’ for the Ancient Wyrm for example…
Cloud: Dragon breaths on itself, causing a cloud area of effect around (and on) itself . The area around could start off at 5’ then get bigger per every few age categories, eventually going to as far as 15 to 20’
So, rough ball park on CR bump?
Exactly, when making up new characters as a group, we pick each other's brain to from a team to kill the DM's baddies :). BUT we don't dictate to each other either.
Based upon the OP's info provided. He was TOLD to make a cleric (gives me the ickies) but use any Pathfinder stuff from Paizo.
Then he did. And the DM didn't like it. It does not sound like the rest of the players had any issues. Just the DM.
To some, the Summoner might just be too complicated to play or in the mood for. Fighters on the other hand offer some cool versatility, and do not require the same level of paperwork at all.
Eidolons are great but they begin to lose ground compared to the Fighter as they are tied to the Summoner's progression. They get full BAB, but as they don't level every time the Summoner does, it's really 3/4. Evolutions make up for this, but then there is the lack of gear as it has to share with the Summoner.
Also, if I was playing a fighter and had a summoner in the group, I would LOVE it. Something that scary will pull the attacks in it's direction, yay for me!
Mage Armor on your eidolon makes him that much more of a badass. Allows you to get to L2.
Glitterdust is better than Slow for a Summoner, very true, forgot about the Conj part on that one.
My main point still stands, the Summoner has very few slots to access their very good spell list. They are not uber casters (they are really good casters though)
Pinky's Brain wrote:
How is that relevant?
Characters are disposable, but I wouldn't make one a pure throw away either no matter the level.
All above is true Ragnarok Aeon, but:
Since you are getting the spells at lower level, when you get them means the duration is shorter.
Haste, get at 4th level, means 4 rounds of haste and you can only cast it 2 or 3 times a day. Granted, at 5th you have the same duration as a Wizard (5 rounds) who just got it, but the Wizard may not be so inclined to memorize the spell since you can 'spam' it.
Some of these faster access spells can be a trap in that you really can run out of spells fast.
Also, item creation feats? Not many would take them as a Summoner when they may look at those pretty Summoner Feats (Extra Evolution, Extra Summons, Vigilant Eidolon, etc...)
My response was to the Wiz that is dumping STR, WIS and CHR to 7, and saying they are not having any issues. (See above posts)
A 1st level Wizard with a 7 Wiz has a +0 Will Save.
While it has been pointed out that a 1st level fighter would have the same, great, then you BOTH failed the save vs Fear (along with the sneaky dude most likely), leaving the cleric to figure out how to take on the Thing that made everyone panic. (Most likely run away too)
Or worse, as those gimpy stats tend not to be improved upon, a DM may just decide to send level appropriate ability damaging critters. 3 7's in a stat array make you extra vulnerable to MORE of those monsters...and now the cleric has to suck up more restoration spells. Or Dispels when you get charmed (that he was saving for the fighter). Or when the enemy notes that carrying your staff appears to be causing you to breath hard, nails you with a Ray of Enfeeblement, or worse yet...Cloudkill and rolls an 8 for Con Damage.
This is draining the party's resources due to gimping yourself so you can uber high DC's. That's not teamwork, that's selfish.
So far, all of the AP's we have run have been 25 pt buy except Skull and Shackles, which was 15 but we played a mini game before the AP started to get and extra bump to our prime stat and a random stat bump...which brought us to around 20-22 pt buy.
We have a gang of 5 players, all who are experienced and 2 who are VERY experienced.
My 5 players are CRUSHING RotRL and they are 1 level behind in XP (due to their being 5). And I rate how they are doing that as:
1. Very Cooperative Players. (They play as well as a freaking SWAT team)
Points 2 and 3 are interchangeable...as we have just played with 4 when one was out a couple of times.
25 point buy is a bump in power, plain and simple, to say otherwise just seems odd. You can create a good character with NO dump stats, or a AWESOME focused character with a dump or two...
WRT to Summoners in general. Same response as said before in other threads:
If the pet is crushing the martial classes, then make sure the build is legal. This has been the source of a lot of angst.
An experienced player who likes building things...is going to ROCK with this class, but is still not on par with the Wizard. (A close 2nd or 3rd maybe, but unless the game is NOT based upon the 15 min adventuring day...the Summoner runs out of spells fast)
All other things being equal, which group is more powerful? A party of 15pt buys or 25 pt buys?
I'm not trying to be confrontational, but just throwing out the Weak DM vs Good DM comments, please realize that super tailoring AP's for some DM's is not an option. We have full time jobs, kids, and other stuff to do.
Unless the the easier target is not as much of a threat as the invisible wizard summoning MORE adversaries OR (using Greater Invisibility)spamming you with attack spells.
And invisibility is only a 2nd level spell, its NOT a perfect defense. That's why there is an ever so small chance you can pick up on cues to where invis-o-man is. Greater Invisibility, while a 4th level spell, only allows the user to stay invisible while attacking and does not improve the quality of the defense (same stealth bonus/perception penalty).
Perception is the most used skill for a reason. And really, should a 10 level monk with 18 Wis with a 17 Perception score be totally shut down by a 2nd level spell?
With a good roll and exercising caution a 3rd wizard still has a chance of evading the monk with a mere 2nd level spell.
Now I have to ask...why is it not legal in PFS?
Per the Inner Sea Bestiary they are 16 RP, but I am not coming up with that many spent.
Humanoid/Constructed: 2 (Love this by the way)
I'm coming up with a total of 9. What am I missing?