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Organized Play Member. 8 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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hey, I'm running this one friday,and I am looking for some paper minis to use for this one (quite short on large physical minis). Any suggestions of which paper mini set would work?


I wish they would do something like add +Wis mod additional times per day to wild shape uses. That would at least make “utility forms” less punishing without requiring a drastic re-write.

At the least, they could add that as a feat maybe.


Unless you have eschew materials, getting the spell components to turn into a great old one might be difficult


I'm just digging the idea of 6 attacks/ round; 1 at 2d6, and 4 at 1d8 on my level 5 metamorph. It seems to make the archetype quite good... once you hit level 5.

As far as poison, I thought you don't get it either way until MP III. Also, the description for the metamorph's shape change seems ambiguous when it comes to setting poison save DCs since it's not a spell or sla. How do I figure out what it would be?


Deathsnatcher in B6 looks to be the new go-to for monstrous physique I and II. 6 attacks, big damage dice, flight and pounce (for MPII) are clear winners. Other than lack of dark vision, is there anything I'm missing?


This came up in a game recently, and I'm pretty sure my reading of the ability is right, but a clarification or ruling would help greatly.

When affecting a mind-effecting immune creature with hypnotic stare, allowed by the psychic inception bold stare ability, do I need to roll 50% chance every turn to determine if the target is eligible to be affected by the painful stare damage?

My reading of it is that the painful stare damage itself is not a mind effecting affect, and while the hypnotic stare is, the psychic inception ability overrides the immunity. Therefore, an otherwise immune target affected by by hypnotic stare will be damaged by painful stare if you have psychic inception.

The Hangup here is the language in the second part of psychic inception that says that an otherwise mind-affecting effect immune creature rolls every turn to see if it can be affected by the mind affecting effect that turn, and the GM interpretation was that painful stare was such an ability, so I had to roll every turn to see if my target was eligible for the painful stare damage that turn.


I kinda think you undervalued the naturalist summoner. Sure, going from SM to a trimmer SNA hurts, but if you are more eidolon-focused, the animal focus ability is actually pretty strong. At the very least it's +2 str/dex effectively permanently. But more than that, it gives a very flexible set of buffs that can be applied on the fly as a swift action. You can bump a number of skills, grant scent, evasion, increased speed or buff AoO to-hit as needed for the situation. It's like unlimited free swift-action evo-surge for certain abilities as-needed.

Even better, since the archetype actually gives the animal focus class ability, you can take the planar focus feat from the monster summoner handbook. This adds abilities like scaling bonus fire damage on melee attacks, permanent feather-fall, dealing free cold damage to attackers, natural armor bump+burrow speed, swim-speed+underwater breathing and a few more skill bumps.

Couple this with evo surge, you could have a jack-of-all trades eidolon that doesn't sacrifice combat ability. In fact, it gains some extra because you can always stick it with bull or tiger aspect for bonus stats.

I'm planning on making an aasimar summoner to take advantage of the DR/evil fcb, which is crazy awesome at lower levels. Since the archetype loses aspect, if I really want wings, I can feat into it later.

I noticed you didn't make an AoO-focused build in the guide. What about something with power Attack, combat reflexes, flying blade exotic weapon proficiency and lunge? Coupled with the large evolution (eventually), long-arm and enlarge, this could give a massive covered area. And with the flying blade bonus and the snake aspect you'd get +4 on attacks. You could also take the slam evo to cover enemies too close (maybe add push to the slam?).


Look at the paragraph after the one about creating homunculi with the special abilities:

"The crafter can also add new abilities to an existing homunculus by performing a brief surgical procedure. To do so, the crafter must purchase the necessary reagents and make a successful heal check (DC equal to the DC of the craft check necessary to create such a homunculus from scratch)."

While the alchemist may not have the feat, they are the "crafter," and can perform heal checks.