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nidho wrote:
Oil of align weapon does work though for bypassing DR at least. Morningstar is a good choice for a backup weapon. B+P damage and you can hold it in two hands for the damage boost if need be. Are you planning on any of the critical tree feats? The keen property might be redundant if you are. PS I too enjoy playing half orcs. My first 3.0 character was a half orc barbarian. Killed his first badguy with a keg of ale (bowling). I'm a player and we're about 80% of the way through this adventure too (unravelling the Knot right now). We all had a blast for the whole session it took us to get through the rehearsals week, and didn't have a single combat encounter! That's pretty incredible IMO. Really refreshing to have skill challenges that mean something and to take a step away from the dungeon crawl. We did a read through of the play (nobody memorized the lines, but we still did dramatic reading and hammed it up) while the DM through the various trials our way (mage armour is useful when getting whipped BTW). Thankfully, our Larazod had a great acting skill and made all of the important connections, so our results were really good. Dentris (me) did okay (flubbed most of his lines, summoned celestial riding dogs against the troll skellie -crit and a trip, then the other took it apart). Our half-orc barbarian made a great torturer, but I think he enjoyed flogging us too much (Targar finds this very theraputic). The Paladin was played by our halfling rogue, who really hammed up the bufoonery (wet himself in fear at one point -the character, not the player :) ) to the delight of the players and audience alike. Spoiler:
My only minor complaints are about the Rune Curse and the Asmodean Knot. A curse that can't be detected by traps or magic, or saved against, nor is it mentioned in the player's guide as something to beware of. Seems a little cheesy to me to spring something like this on a character out of the blue.
Also, getting a little tired of pocked dimensions since just about every other AP has had one. So, yeah OTT, thanks from another happy player. Good times! Jason Bulmahn wrote:
Dropping in a simple like like "The alchemist counts as a spontaneious arcane spellcaster for the purpose of qualifying for feats and prestige classes." would fix that without giving away free feats. So, am I correct in guessing that the Alchemist does not count as an arcane spellcaster, nor a spontaneous caster for the purpose of qualifying for feats and prestigue classes? An alchemist dragon disciple seems to be a pretty natural (or unnatural) extension of mutagenic experiments. Sadly, under the existing rules, it cannot be so. :( Sean K Reynolds wrote:
I thought this is why the vital strike feat tree was introduced. But, yeah. AC does seem to plateau eventually. I noticed in SCAP that my 15th level AC 40 Dervish was still getting pelted by the prize fighter baddies and the best way to counter this was not DR or fast recovery methods, but concealment (blink to be specific). The benefit of high AC, though, is that you can shrug off the goons' attacks 19 times in 20 and concentrate on facing down the BBEG. "You must be this tall to fight me." Jeremy Mac Donald wrote:
The better way to prevent this from happening ever again is to casually reach over to the DM's pile and scoop up a handfull of his dice. Do this for a few sessions and he'll get the point. :) Maeloke wrote:
I would play something along those lines. Very nice! I think adding some alignment channeling might be good too. You could either heal your summoned creatures when you summon outsiders or harm someone else's. Maybe as a bonus having it apply to creatures with the celestial/fiendish template later down the level progression? The 8th Dwarf wrote:
I have heard good things about those. They sound like a treat, especially roasted on the fire. Any dipping sauces involved? In Southern Ontario, Canada we don't have much that you would consider to be "local food", except Maple Syrup and Ice Wine. We likes our sugar and booze! :) While I don't like the players who talk about their WoW game at the table, my #1 pet peeve is THE SLEEPER This is the gamer that for some reason, be it exhaustion or boredom, cannot seem to stay awake at the gaming table. They doze off midway through the session and only respond when poked with a pointed stick in the eye. I find it disrespectful to the other players, and even moreso to the DM who puts in the lion's share of the work to run a game. If you're tired before a game, then caffienate yourself or catch a power nap before you show up! Better yet, just email your character and let someone else play it, since that's what will likely end up happening anyways. I like the idea of the split progression, and agree that they should be mutually exclusive branches of the same class. Either you put all your eggs in one basket with a super pet and back it up with your spellcasting, or you become a master of summoning and back it up with other spells too. Some things the summoner side might have to replace Eidolon related powers:
4 -Morvius will glower at any mention of a relationship between Gellius and and Calsenica. By the end of the evening, he will have become completely dissilusioned with the young actress and will only maintain an arm's length relationship with her. He will also suggest that she enjoy the final course to get her out of the way for our later endeavours. 6 -I'll make sure that he gets to his quarters safely and whatever attendants he has are alerted to his condition. Seems like my efforts are largely wasted then... For ease of use, CoT may be the way to go since it's already in the PRPG rules system and you don't need to convert anything. Both are great AP's from what I can gather. I played the first bit of RotRL and was blown away by it, and CoT is engaging and exciting too (we're just about through module 2). First impression rolls to make a good impression. Used Elixer to make the first impression roll, then I'll speak to the general in that same hour.
[edit] I think the dice roller is broken. It only counts to 9! PDK,
Knowledge Nobility to have some juicy rumours to trade: 1d20 + 14 ⇒ (9) + 14 = 23
Cheers! EDit: STupid crappy dice roller! :P
Full BAB and martial weapons make up for a lot of shortcomings IMO. I have seen many occasions where a melee fighter cannot use his mega sword of death (also mega axe, polearm, wooden spoon of death etc), so he takes out his backup ranged attack (MW Comp Longbow with as much STR bonus as they can swing plus maybe special materials arrows) and does very well. Not as well as the Point Blank/Precise Shot ranged specialist rogue or the wizard with Fireball, but very respectible. That full BAB makes for a lot of combat versatility. Purple Dragon Knight wrote: That was a magnificent gaming moment. The two celestial dogs flanked the gigantic troll skeletons, one of them tripped it, then each of them firmly clamped their jaws on opposing skeletal forearm radius bones... then the yanking began! within a mere 3 seconds the entire troll skeleton was PULLED APART, the two halves thrashing briefly before the animating magic left the carcass. It was good for a hoot, that's for sure. The audience loved it too. :) LazarX wrote:
IMO the boxer is the PC. The trainer is the plot device NPC. :) Summon is great, but you need to keep it in line with the encounters you expect to face, much like other attack spells. Summon Monster II is unlikely to be much use in a CR 10 battle (except for the odd flank or lucky natural 20). Bragging Rights: This past friday, my group was acting out the final performance of the Six Trials of Larazod. The Trial by Combat came around and my Conjuror (SpF Conj., Acadamae Graduate and Varisian Tatoo) summoned 1d3 celestial riding dogs (I got 2) with Summon Monster II. They literally ripped one of the monsters to bits (nat 20, confirmed, smite evil and a high die roll plus a successful trip, then the second one did it in). I don't think acid arrow could accomplish that with one casting at that level, plus I still had another 5 rounds to do that again if the rest of the party hadn't decided to be full of win too. :) First off, I just wanna say thanks to eveyone who posted. You may not all agree with my position, but you've been very civil about your rebuttals. Thanks! xlapus wrote:
This would be an interesting way to go, but the name Summoner wouldn't be accurate anymore. Transmogrifier might though. :) John Falter wrote: I think a more PC oriented summoner would have class abilities that do not hinge on the Eidolon. For instance, something like channel energy for outsiders. This allows the summoner to play a unique role within the party without their Eidolon. Channel to harm unfriendlies and bolster your own. I like it! Dark_Mistress wrote:
D0 may also be good because they can fight the big bad wolf to get the medicine and save grandma, plus it's a lot shorter. Disclaimer:* I know the ideas I'm about to present may not be well received by the community. I think these may be viable alternatives to the eidolon-centered Summoner. They are in no way intended as an attempt to devalue or disrespect Jason's or any other member of the Paizo team's work; they're just options to consider.* I can't say that I'm totally in love with the idea of a PC playing second fiddle to his NPC buddy. While it may be fun to play a monster for a while, I have read a few posts expressing concern about the power levels of the critter -i.e. being close to equal to another complete PC, plus you get another slightly underpowered (maybe) PC as backup. I'm also concerned about the RP consequences of having an alien being the dominant force of the duo in a humanocentric game world. To this end, I propose two alternatives to the Summoner class as is; the first adjusts the eidolon power level downwards, and turns it into a capable helper for the PC, but does not overshadow it. The second alternative would be to eliminate the eidolon altogether and retool the Summoner into a true master of the Conjuration [summoning] list. Option 1:
The only other thing I would do is reduce the number of Evolution points (that name still annoys me) to 3/4 of what they get over the 20 Summoner levels. I think that those two changes would reduce the power level of the eidolon sufficiently that the PC would become the dominant element of the duo (or at least an equal partner) without reducing it to the point of no longer being an asset for the party. Option 2:
Level 1: Summoner adds his CHA bonus (or half of level, minimum 1) to the number of rounds a summoned monster lasts for (spell or SLA).
I don't have much beyond that, but people much brighter than I could certainly fill in the blanks and recajigger the powers to fit. That's it. They're just suggestions, but maybe they can help make a great concept into an excellent, playable class. Cheers!
Very interesting. The class rolls certainly sort themselves out, don't they? I did notice that most of the encounters were against only a handful of enemies and they were usualy monsters. It'd be interesting to see how Dwight & Co. would do against a large number of low CR foes, or creatures with class levels. A throng of orcs or kobolds with a boss, or an advenuring party. @ A Man In Black: I really enjoyed your report. Thanks for making it interesting to read! @ Kolokotroni: The issue with a conjurer is that his summons does not last as long (1/10 the duration plus half level in rounds), so you don't have access to the same amount of complicated strategy or number of rounds of combat as the summoner can get out of his minions. Sean K Reynolds wrote:
I think that this is the nut that needs to be cracked. It's a very solid concept, it just needs to be tested by the nutcracker of playtesting, and the gooey gaming nougat scooped out with the little picky metal tines of revision. PS I sing the Doom Song when my bard uses his Dirge of Doom ability. :) Sebastian wrote:
I agree here. The lowly wand of CLW is underestimated in its utilty. Just having the spell on your list makes you a healer. Doesn't matter where on the list it is. wraithstrike wrote:
Yes, and vulnerable to nothing...except an asbestos lunchbox. ;)
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