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So we're starting our campaign tomorrow night, and I'm writing up my character now. I'm going to make a Flowing Monk Archtype (perhaps Martial artist as well) and make a monk that dives into combat and dances about hitting everyone.

For those who don't know capoeria: http://www.youtube.com/watch?v=6H0D8VaIli0

I'll write him up later (in a few hours, going out now) and post what I got. Any suggestions would be appreciated though


Is there a melee equivalent to the feat Clustered Shot? http://www.d20pfsrd.com/feats/combat-feats/clustered-shots-combat

Something like all your attacks can strike the same spot to overcome damage reduction....


I seem to remember that in D&D, if you multi class as a monk, you can not go back and get more monk levels. For example, if you start as a monk, and get to say level 3, then decide to multiclass into a fighter, you can no longer get monk levels.

Is this true in Pathfinder? Or am I completally off.

EDIT: Another question, you get to pick bonus feats at level 1 and 2 as a monk, yet some of those feats have prerequisites. Do you have to meet the prerequisites, or can you just get the feats?


Hey, I'm about to start running my first campaign. The adventurers must travel to the core of each elemental plane (earth, air, fire, water) to retrieve the essence of the plane. Then, they will find out that the negative plane is drawing too much energy, and they have to go there to correct the imbalance.

So, I need information on the planes. I've found a bunch already, I just have a few questions.

What are cool monsters/places on each plane? I've pretty much got the elements covered, just working on the negative plane now. I've got a good base of creatures for the others, but please suggest some cool ones in case I've missed them. Mostly I need stuff for the Negative plane, all I know is that it's full of undead.

Where can I find more information on the planes? Is there a book at all dedicated to them?


I've asked a few questions here before, getting suggestions for feats and such, but here I will share my entire summoner build for your scrutiny. I'd be grateful if you could take a look at it and see if there are any glaring errors or things that I am missing.

Here we go! He is a Master Summoner, Level 5. We used a 20 point buy

Str: 10
Dex: 14
Con: 12
Int: 13
Wis: 10
Cha: 21 (16+2(human)+1(increase)+2(Item))

HP: 34
Fort/Reflex/Will(Cloak of resistance +1): 3/4/5
BAB: 3
Initiative: 6 (dex + Improved init)
AC: 16

Masterwork morning star, +4 to hit, 1d8 damage
Studded leather armor +1
Light crossbow +5 to hit

Skills: Fly 5, Handle Animal 13, Knowledge Arcane/nature/planes 5/5/5, linguistics 7 (3 extra languages), ride 5, spellcraft 9, UMD 8, Bluff 5, Sense motive 4, Diplomacy 9.

Languages: Common, Bendarian, Terran, Aquan, Auran

Items of note: Headband of Charisma +2, Cloak of Resistance +1, and I have 87 platinum and 2133 gold.

Feats: Craft Wonderous item, Augment summoning (Master summoner class), Superior summoning, Improved initiative.

Abilities: Summon Monster III 10 times per day, lasts minutes not rounds, life link, and a half leveled Eidilon.

Spells:
0: Guidance, Detect Magic, Message, Mage Hand, Resistance, Read Magic
1: Mage Armor, Grease, Enlarge, Shield
2: Haste, Invisibility, Create Pit

Eidilon Quadroped (half level):

Str: 15
Dex: 15
Con: 13
Int: 7
Wis: 10
Cha: 11

HP: 23
Fort/Reflex/Will: 5/6/2
BAB: 3
Initiative: 2
AC: 18

Evolutions: Bite, Legs x2, Claws (1), Improved Natural Armor (1), Pounce (1), Climb (1), Magic attack (1)

Skills: Bluff 3, Knowledge Planes 1, Perception 5, Sense motive 3, Stealth 8, Escape Artist 5, Track 5, Climb 7, Intimidate 6.

Feats: Evasion, Combat Reflexes, Stand Still

Abilities: Darkvision 60 ft, Link, Share Spells.

We are a party of 7 (Inquisitor, dual wielding ranger, Cleric, archer rogue, fighter, skill monkey rogue, and me), and so far I have not been building myself super... Damagey. I'm going more of a support/battlefield control role. This guide looked pretty excellent, been taking ideas from this: http://community.wizards.com/go/thread/view/75882/19873034/Treantmonks_guid e_to_Wizards:_Being_a_God

I'm planning on buying some metal magic rods, getting Extend ASAP, as well as a dex item for my eidilon, and upgrade my cloak of resistance.

NOTE ON LANGUAGES: We just had a "planar shift", we switched from the pathfinder world (we were playing Return to the Temple of Elemental Evil) and jumped to our DM's custom world. So we had to learn the new language, and I lost Ignan. So I'm planning on learning Ignan, Celestial, and Infernal in the next few levels.

So far what I've done in combat is summon creatures (mostly earth elementals) and beat the crap out of things. I've heard rumours that "Wall" spells could be used with the summon monster ability, I'm asking my DM about that now. That would give me more ability to control the battle, and use up less spell slots.

The great thing about master summoner is that I can get unlimited summons out at a time, or 1 summon monster spell and my eidilon out. That, along with superior summons, truly means I can spam the battle field. We were ambushed one night by bugbears, so we were all in bed (Eidilon was standing guard, he go killed stealthily), and we woke up with bug bears standing over us. I just lay there, and summoned earth elementals, got 4 of them (Yay superior summoning!), who all proceeded to wreck the bugbears while we were getting out of bed.

My idea for the eidilon is to make him Large, and give him huge reach, then use his Combat Reflexes and Stand Still to be a moving wall around the battle field. I'm going to get an item for him to boost his Dex so he can have more attacks of opportunity. I'm also building him tanky.

Any suggestions?


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

This is more of a clarification, it says in the Master summoner text that "A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal.

This ability replaces the summoner’s normal eidolon ability."

And it says in the "Large" evolution can only be taken at summoner level 8.

Does that mean that a Master Summoner has to be level 16 to get a large eidilon?


I have made a summoner character for a Return to the Temple of Elemental Evil campaign. We are a party of 7 (big, I know) and I have made a Master Summoner (http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---s ummoner-archetypes/master-summoner) and and having great fun in spamming monsters in combat.

As of now, since we have a huge party, I have no need to optimize my character, I just like spamming summoned monsters and want to make them better/be able to summon more. Right now I can summon 9 monsters a day for free (5+4 Cha), have the Augment summoning feat (no Spell Focus (conjuration)), as well as two more feats to pick. I have no idea what to get. All I do in combat is summon a monster (so far, I've had fun with the elementals), and play that monster as well as my eidilon, and my summoner just shots a few crossbow bolts (if I remember xD)

What are good feats to make summons better? Any feats that you would suggest? If all else fails, I could just get point blank and precise shot, so I'd be better at crossbow shooting, but that seems lame. Spamming monsters is much more fun :) DM says I can get any Pathfinder feat as long as I can show him what book it's from.



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