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Kargstaad

nate lange's page

RPG Superstar 2012 Top 32. RPG Superstar 2013 Star Voter. 1,730 posts (2,179 including aliases). No reviews. No lists. No wishlists. 5 aliases.




We have a full party very early in Rise of the Runelords (haven't even gotten to the first combat yet). Our GM had no history on the boards but he put together a good party of committed players. The introductions were going really well and then he just vanished from the forums without a word (abandoned our game and another he had started as a player).

Here is the gameplay thread, so you can get a feel for the party (and players).

We're all really excited about our characters and this AP. We're looking for a GM who can post 1/day (or more), hopefully. And, we'd prefer someone with some history on the boards so there's no fear of another disappearing act.

RPG Superstar 2012 Top 32

we all know rogues usually aren't the greatest in combat. i myself have pointed out on more than one occasion the benefits of instead playing a ninja or vivisectionist, but is it possible that there is at least one decent combat build for rogues?

i have one possible idea, but i'm not sure how well it would really work out. it hinges on the gang-up feat. gang up makes you count as flanking regardless of your positioning (as long as two allies threaten the enemy)... flanking gives you +2 to hit on melee attacks, which is where things start to go down hill for the rogue, but what if you sacrifice that +2? if you attack at range the feat still (RAW, as far as i can tell) makes you count as flanking, so you miss out on the +2 to hit with melee attacks but astronomically increase your chance to be able to full attack with sneak attack damage! archery is (obviously) feat intensive but if you took the swashbuckler archetype you could add longbow proficiency and be able to take 'combat trick' twice (plus weapon training) to help with some of that.

the issue here is that you're still not able to address the rogue's attack bonus problems but if you're in a party where you can get a couple buffs fairly reliably it seems like it might be a pretty functional build, maybe? is there something i'm missing or would this possibly be a decent combat rogue build?

RPG Superstar 2012 Top 32

so, i've never played with a GM who makes a big deal about the class 'tiers' before but earlier this evening i was talking to a friend about a potential campaign with no full casters (no 9:9 classes but 6:9 are ok, i think that means tier 3 or lower?). like the title says, this might be crazy, but do you think there's a viable MT build in a campaign like this?

here's what i was thinking:
musetouched aasimar
bard 2 -> inquisitor 1 (fate inquisition) -> MT 2 -> evangelist (Nethys)

i know there is debate about applying aligned class to MT (or at least how many total effective MT levels you can have), but (since this is just theorycraft at this point anyway) assume the GM approves. obviously this is much weaker than a double 9:9 MT but in a campaign with no 9:9 casters would that work? how could you fix/improve it?

RPG Superstar 2012 Top 32

at this point, this is just theorycraft but i've been on a big dwarf kick lately and i'm wondering if/how you would put together an effective party of 5 dwarves... i don't have anything specific in mind for them (so you could make them at any level, though obviously builds that are viable every level are better), but if we come up with a solid party i might use them as the pregens for a future one-shot, or recurring npcs in the next campaign i run.

my initial thoughts are:
- fighter[2 weapon warrior] (starting 14/16/16/10/12/8). all the 2WF feats, power attack... start with an urgrosh and upgrade to 2 waraxes at 11th level when improved balance comes online. solid melee guy.
- ranger[guide] 2/inquisitor. Str build; take dorn dergar master feat, invest in quickdraw shield, 'switch hit' between 2 handing the chain-flail (for extra damage) or 2WF with it and the shield. decent melee guy, skill monkey, secondary divine caster.
- monk[sensei] 4/cavalier[musketeer] 1/battle herald (keep Cha 10+). use a pistol, take amateur gunslinger (quick clear for deed), take rapid reload and plan to invest in alchemical cartridges so you can iterate; wear a breastplate until/unless wisdom is +6 or more (already gave up pretty much everything that you lose for wearing armor). decent ranged attacker, party buffer, leader/face.
- cleric[forgemaster] (no need to worry about Cha, but throw a few points in Int). worship your ancestors or a philosophy/minor god pertaining to dwarven armaments and readiness for battle (whatever you end up with, take artifice for domain and longhammer for favored weapon). standard reach cleric build. full divine caster, decent melee support.
- monk[sohei] 1/sorcerer[wildblooded- empyreal] 6/eldritch knight (Wis>Str=Dex>Con, dump Int and Cha). doesn't get 9th level spells til 20th, unfortunately, but has better defense than most casters, take combat reflexes and fight like reach cleric with a longaxe (or longhammer, or dorn dergar...) and flurry against opponents that get adjacent. arcane caster, fair melee support.

assuming a 20 pt buy and all paizo books (no 3rd party), how would you build/change/replace these guys?

RPG Superstar 2012 Top 32

with it being the holiday season i thought it might be fun/interesting to think about how to build a special festive NPC or character o<):-{>

so, which holiday figure would you build and how? i'm not familiar with any applicable figures from Hanukkah or Kwanzaa, but there are definitely some differences between Santa Claus, Saint Nicholas, Kris Kringle, and Father Christmas...

i suspect that to really recreate any of these figures you'd need a high level gestalt build with mythic tiers, but what would you like to see/use that was sort of in line with the typical power level of the games you play/run but with some holiday flavor?

the one that immediately springs to mind for me would be a Father-Christmas-inspired dwarven ranger: reindeer animal companion, craft[brewing], joyful/generous- spreads cheer by passing around mugs of his own festive ales and rich spiced meats from recent hunts.

others?

RPG Superstar 2012 Top 32

i realize that it's probably hubris to make suggestions to the professionals, but i figured that perhaps a new perspective might somehow aid in your arrival at the exceptional final product we all know you will release...

so here are my (apparently not so humble) suggestions for addressing a few of the issues raised in the class discussions. if i understand the terms of service of the forums these are now your intellectual property just because i posted them, but if that's not the case i waive my right to them and donate them to you to use as you see fight. they'll likely come to you complete with community feedback (which i suspect might not all be positive, lol)

Arcanist:
- remove the bloodline bonus spells from the spellbooks section

- replace blood focus with:

Eldritch Power (Su): An arcanist can tap into the power of her blood to create magical effects beyond her normal abilities. She has a pool of Eldritch Power she can use equal to her Cha modifier +1/2 her level. Whenever the arcanist casts a spell of the school associated with her focus, using one of her arcanist spell slots, she can expend one use of her eldritch power as a free action to bolster the spell. This adds 1 to the spell’s caster level and DC. The arcanist cannot expend more than one use of blood focus on a given casting of a spell. Once per day she can use this power to cast a spell from her spellbook which she didn’t prepare; this must be a spell she is capable of casting normally. Casting a spell this way is a full round action and costs 1 point of eldritch power per spell level; the spell cannot be modified by any metamagic feat and cannot benefit from any other use of eldritch power. The arcanist gains additional uses for this pool based on her arcane focus.

Arcane Focus: In the course of her studies, the arcanist has discovered that the power in her blood gives her a natural gift for a particular type of magic. In some cases the source of this power may be clear but, unlike a sorcerer, an arcanist is often too far removed from this source and her abilities to general to identify its origin. An arcanist must pick one arcane focus upon taking her first level of arcanist. Once made, this choice cannot be changed.

Blasting- bursts, blasts, and explosions have always come naturally to you.
Associated School: Evocation
1st level: Elemental Ray (Sp)- The arcanist can use this ability as the sorcerer power of the elemental bloodline. Each use of this ability costs 1 point of eldritch power and the arcanist can choose to deal acid, cold, electrical, or fire damage with each use.
8th level: Eldritch Blast (Su)- When casting a spell that deals elemental damage, the arcanist can, as a swift action, spend 1 point of eldritch power to convert half of the spell’s damage to untyped arcane energy.

Dark Arts- you have a knack for magic relating to negative energy and death.
Associated School: Necromancy
1st level: Grave Touch (Sp)- The arcanist can use this ability as the sorcerer power of the undead bloodline. Each use of this ability costs 1 point of eldritch power.
8th level: Bolster Undead (Su)- Any time the arcanist uses a spell to create undead she can spend 2 points of eldritch power to grant the created undead +2 Str and Dex and +2 Channel Resistance.

Deception- you have an innate understanding of magic that fools the senses.
Associated School: Illusion
1st level: Enduring Illusion (Su)- When casting an illusion spell the arcanist can, as a swift action, spend 1 point of eldritch power to extend the spell's duration by a number of rounds equal to 1/2 her level.
8th level: Shifting Illusions (Su)- At any time during the duration of an illusion spell that she cast the arcanist can, as a move action, spend 1 point of eldritch power to change the effect of the illusion; the new effect is bound by the standard rules of the original spell. Alternatively, if she successfully recognizes an illusion cast by another she can, as a full round action, spend 3 points of eldritch power to change the illusion as if it were her own; doing so requires that she succeed at a caster level check (DC = 11 + the spell's caster level).

Influence- you have a gift for magic that exerts your will on others.
Associated School: Enchantment
1st level: Laughing Touch (Sp)- The arcanist can use this ability as the sorcerer power of the fey bloodline. Each use of this ability costs 1 point of eldritch power.
8th level: Broad Influence (Su)- When casting a mind-affecting spell, the arcanist can, as a swift action, spend 2 points of eldritch power to allow that spell to affect a creature normally immune to mind-affecting effects; the creature must possess an Intelligence score and be of a type normally affected by the spell.

Protection- you excel at spells that protect yourself and others.
Associated School: Abjuration
1st level: Arcane Defense (Sp)- As an immediate action the arcanist can spend 1 point of eldritch power to gain a +1 insight bonus to AC until the end of her next turn. This bonus increase by 1 at 5th level and every 5 levels thereafter.
8th level: Arcane Resiliency (Sp)- As an immediate action the arcanist can spend 1 point of eldritch power to gain Energy Resistance 5 against acid, cold, electricity, or fire until the end of her next turn. The type of resistance is chosen when the power is used. At 14th level this resistance increase to 10.

Seeing- you see things as they are, and easily master magic to do so.
Associated School: Divination
1st level: Danger Sense (Sp)- The arcanist can spend 1 point of eldritch power to act during a surprise round as if she had succeeded on her perception check to do so.
8th level: All Seeing (Su)- When one of the arcanist’s divination spells fails due to spell resistance or a successful saving throw she can spend 2 points of eldritch power to reroll or level check or force her opponent to reroll its saving throw.

Shifting- the form of things has always seemed somewhat fluid to you.
Associated School: Transmutation
1st level: Durable Transformation (Su)- When casting a transmutation spell on a living target the arcanist can, as a swift action, spend 1 point of eldritch power to increase that creature’s natural armor bonus by +1. This bonus increases by another +1 at 5th level and every 5 levels thereafter but cannot exceed the spell level of affected spell.
8th level: Flexible Form (Su)- At any time during the duration of a polymorph spell that she cast on herself, the arcanist can, as a standard action, spend 1 point of eldritch power to change to a different form allowed by the standard rules of the original spell.

Summoning- you have an innate understanding of magic that draws things to you.
Associated School: Conjuration
1st level: Rapid Summoning (Su)- When casting a Summon Monster spell the arcanist can spend 1 point of eldritch power to reduce the casting time to a full round action.
8th level: Lasting Conjuration (Su)- When casting a conjuration spell the arcanist can, as a swift action, spend 1 point of eldritch power to add her Charisma modifier to her level for the purpose of determining the spell's duration and setting the DC to dispel the effect.

Bloodrager:
- in order to further distinguish between this and the standard Barb (and possibly bring a little more balance), replace damage reduction with:

Mental Fortitude (Su): The bloodrager’s arcane heritage grants her resistance to mental effects. At 7th level she gains a +1 morale bonus on all Will saves. This bonus increase by +1 at 10th level and every 3 levels thereafter.

Brawler:
- replace martial maneuvers with:

Martial Stance (Ex): At 1st level, a brawler can spend a standard action to enter a martial stance for 1 minute. While in this stance the brawler gains the benefits of one or more feats she does not possess. This ability can be used 1/day at first level plus one additional time at 5th level and every 5 levels thereafter. If the brawer activates this ability again before the duration of a a previous use has expired the first stance immediately ends before the new stance takes effect.
Each time you use this ability choose one stance from the list below. Unless otherwise stated, the brawler does not need to meet the prerequisites for any of the feats she gains.

Agile Stance- The brawler gains the use of the Dodge feat. At 6th level she also gain use of Lightning Reflexes. At 10th level she adds Sidestep to these.

Critical Stance- When initiating this stance you must choose unarmed strikes or a single weapon with the Monk property, all of the bonus feats you gain from this stance only apply to that weapon. At 8th level, the brawler gains the use of Improved Critical. At 10th level she also gains use of Critical Focus. At 14th level she also selects any one Critical feat to gain, she must meet all the requirements of this third feat (but counts the other bonus feats granted by this stance for the purpose of meeting those requirements). You must be at least 8th level to initiate this stance.

Defensive Stance- The brawler gains the use of Combat Expertise. She also gains the use of Deflect Arrows, beginning at 6th level. At 10th level she gains the Iron Hide feat. If she already has this feat she instead gains the Improved Natural Armor feat.

Enduring Stance- At 1st level you gain the use of the Diehard feat. At 6th level you gain Toughness; at the end of your stance the hit points gained from this feat are lost (similar to a barbarian ending her rage). At 10th level you gain the use of Deathless Initiate.

Flurrying Stance- The brawler gains use of the Quick Draw feat. She also gains the use of Two-Weapon Defense at 6th level and Two-Weapon Rend at 11th level, but these two feats can only be used when combined with Brawler’s Flurry.

Maneuvering Stance- Choose one combat maneuver; the brawler gains the use of the Improved feat associated with that feat (e.g. Improved Bull Rush, Improved Trip, etc.). At 6th level she gains the Greater feat as well. At 10th level she also gains the associated Strike feat (e.g. Repositioning Strike, Sundering Strike, etc.); if the chosen maneuver does not have an associated Strike feat she can instead choose another maneuver and gain its Improved feat as well.

Mobile Stance- The brawler gains the use of Nimble Moves. At 6th level she gains the use of Spring Attack. At 10th level she gains the use of Wind Stance.

Punishing Stance- You gain use of the Power Attack feat. You also gain the use of Vital Strike at 6th level and Devastating Strike at 10th level.

Shielded Stance- For the duration of her stance, the brawler gains proficiency with shields (but not tower shields). At 6th level she gains the use of the Missile Shield feat, and at 10th level the Ray Shield feat.

Sightless Stance- At 5th level, the brawler gains use of the Blind-Fighting feat. At 10th level she gains Improved Blind-Fighting, and at 15th level she gains Greater Blind-Fighting. You must be at least 5th level to initiate this stance.

Style Stance- The brawler gains the use a single Style feat; she must meet all the requirements for this feat. At 6th level she also gains the use of the second feat in that style’s tree, and at 10th she gains the final feat. She does not need to meet the requirements for the second and third feats.

Weapon Master Stance- When initiating this stance you must choose unarmed strikes or a single weapon with the Monk property, all of the bonus feats you gain are related to that weapon. At 1st level you gain Weapon Focus. At 6th level you gain Weapon Specialization. At 10th level you gain Greater Weapon Focus.

- replace awesome blow with:

Perfect Stance: At 20th level the brawler has become a true master of martial stances. She can initiate a stance as a swift action. She gains a +4 competence bonus to a single physical attribute of her choice for the duration of her stance. If this bonus is applied to Constitution the brawler gains +2 hp/hit die but the hit points are lost when she stops receiving this bonus (just like a barbarian coming out of rage). The brawler also gains the ability to switch which stance she is using without initiating a new stance. At any time during the 1 minute duration of her stance she can spend a swift action to change to a different stance and to reassign her attribute bonus if she wishes; doing so has no effect on the duration of that use of her ability and does not cost an additional use.

what say you fellow forum goers?

RPG Superstar 2012 Top 32

i've seen (and participated in) a number of discussions on the boards about the best combination of different classes for a 5 person party... it got me wondering- what would be the best class for a 5 person party where everyone had to play the same class? and what builds would you use for the 5?

i personally think that summoners are broken (a 5 person party would really be 10 characters, plus any improved familiars anyone wants to pick up)- so i'd prefer to avoid them, but i'd be interested in seeing an unusual party even of them.

it seems like utility classes (ones with a variety of abilities) like bard or inquisitor would be obvious thoughts... what do you think?

RPG Superstar 2012 Top 32

1 person marked this as FAQ candidate.

Recent rulings on half-elves and half-orcs counting fully as both human and elves or orcs (respectively) for all effects based on race has (thankfully, IMO) brought 'PC races' more in line with the type/sub-type system which governs all other creatures; this seems to beg a new question though:

Does a creature with the Human subtype who takes Racial Heritage for Elf or Orc count as a Half-Elf or Half-Orc for all effects normally affected by that feat?

They would possess both the Human and Elf, or Human and Orc, subtypes just like a member of the base race... If the answer is "yes," it would be nice to have that officially stated somewhere; if the answer is "no," it would be nice to here from one of the developers why it doesn't work that way.

RPG Superstar 2012 Top 32

has there been any official announcement yet on when the playtest for Advanced Classes Guide is going to run (besides 'this fall')?

in the past when i've playtested paizo products i tend to find out halfway through the window and then don't get to post much feedback.... is there somewhere we can sign up ahead of time or request notification? or even just a specific spot where i can periodically check to see if its up?

thanks for any info/guidance anyone can provide!

RPG Superstar 2012 Top 32

two questions: is this combo PFS legal, and will it be as effective as it looks?

Plumekith Aasimar [Scion of Humanity]
Martial Artist 5/Urban Barbarian 2
Feats:
1- Wpn Finesse
3- Dervish Dance
5- Martial Versatility [Dervish Dance]
7- Arcane Strike
(plus Monk feats, obviously)

could start with 20 dex and rage up to 24 (with no fatigue for dropping), plus potentially get item/buff on top. Martial Versatility would let you use Dervish Dance with a Temple Sword, which means you can flurry with it!

thoughts?

RPG Superstar 2012 Top 32

well, this isn't actually an advice request... but, is anybody else unreasonably fascinated with the dice rolling function on the forums? i just want to find any opportunity to use it, lol.

i'm gonna start making a random character, just to roll. feel free to jump in :)

str: 3d6 ⇒ (3, 2, 5) = 10
dex: 3d6 ⇒ (3, 3, 1) = 7
con: 3d6 ⇒ (5, 4, 4) = 13
int: 3d6 ⇒ (3, 2, 4) = 9
wis: 3d6 ⇒ (3, 6, 4) = 13
cha: 3d6 ⇒ (4, 2, 5) = 11

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

right now i'm playing in a fun (and sort of over the top) gestalt campaign. my current character is pretty optimized (a sorcerer/oracle), and i'm enjoying him, but he's a glass cannon so i've been thinking about a backup character... i think i'd like to try making a guy that instead of being great at one thing is good at everything (thus the subject line question). there are plenty of ways to get full BAB, all good saves, and decent skills (both quality and quantity), but what's the best all around build? Paladin/Ninja seems like a real contender (divine grace on top of all good saves, good Cha synergy, and great skills)... thoughts?

additional info: 30 point buy (so a little MAD isn't too bad), most of the characters are Aasimar or Tieflings, and there's no evil guys in the party (though it currently favors chaos)

RPG Superstar 2012 Top 32 , Star Voter 2013 aka nate lange

SKR posted the official critique my item thread a few days ago and said it would be unlocked on friday... has there been any word on what time they'll unlock it?

RPG Superstar 2012 Top 32

this may have been asked before but i tried several forum searches without any luck...
if you have all of the appropriate skills and class abilities (at the right level), can you take an archetype that is listed for another class?

i'm honestly not even sure how many cases there are where this would even be an option but, for example, a Tengu Archaeologist has disguise and knowledge (dungeoneering) and the trapsense ability, could he take the Swordmaster racial rogue archetype?

RPG Superstar 2012 Top 32 , Star Voter 2013 aka nate lange

the "Vote for Neither" button does not vote against both items- all it does it put them back into the line so that someone else has to vote on them. it seems like a lot of people are using that button when they don't like either option and we're all seeing a lot more of the weak entries as a result.

you're not picking a winner by voting for one (nor are you gonna eliminate a good item by voting for the other option), you're only saying i like this one at least a tiny little bit more than that one. that's all. so please just pick the one that's not as bad as the other one and vote so that we can all see more of the good items!

edit: it has been pointed out that this comes across as rude. i'm sorry. please read post #6 for further apologizing/explanation.

RPG Superstar 2012 Top 32

i just finished reading the ARG. i think it was worth the $10 for the pdf. i think the race builder section was a good idea, and i'll likely use it to offer racial variants when i GM. i do wish that they'd been a bit more specific about some of the abilities though. it seems like some of the qualities and traits don't take into account the relative usefulness of different spell-like abilities, stats, etc.

for example: the Aasimar. With a bunch of resists and a spell-like ability they are, in some ways, bringing more to the table than the base races- but 15RP?!? that's nearly double a half-orc and 66% more than a human! my real beef is not that some arbitrary number is higher, its what else you could do with those same 15 points...

Hound Archon variant:
an Aasimar with a clear Hound Archon heritage would be well justified to switch out: +2 Wis and Cha for +2 Str and Con; celestial resistances for Electricty Resist 10 (though thats really a lateral step); +2 diplomacy and perception for +2 stealth and survival; and, Daylight for Magic Circle Against Evil.
which isn't outrageous but is definitely more powerful. or...
Trumpet Archon variant:
trade: "Flexible" (+2 Wis/Cha) and a skill training for "Advanced" (+2 Str/Dex/Con; -2 Int; +4 Cha); celestial resistance for greater spell resistance; and, Daylight and the other skill training for 1/day- Dimension Door and Protection From Evil
which is even more powerful, the same RP cost, and actually still sort of recognizable as an Aasimar. and these are thematic rather than maximized...

i know that they're trying to provide maximum flexibility, but maybe a couple of extra qualities/traits could have helped balance it even more. or at least a note somewhere about adjusting the RP value up or down based on your (or your GM's) estimation of overall usefulness... possibly with/on the Aasimar example in ch5 (they make a similar note in the magic item creation section of the CRB...).

well, that was my impression- anyone with me (or think i'm way off)?

RPG Superstar 2012 Top 32 , Star Voter 2013 aka nate lange

Children of Carnage
Alignment: CE
Headquarters: Brimstone Haruspex
Leader: Aergoreth the Ascending
Structure: Religious cult
Scope: Regional
Resources: A broad network of fanatical devotees

Wherever there is war, wherever there is disaster, wherever there is ruin there are those who delight in the carnage. The zealots of the Children of Carnage are such people. Begun less than a decade ago, the cult is a very young organization but it is quickly gaining notoriety due to its brutality and depraved machinations.
Structure and Leadership
Aergoreth, a Chelish half-fiend, is both the leader of this dangerous cult and the object of its reverence. His terrifying charisma, overwhelming strength, and oracular acumen are all attested to by the willingness of the orcish oracles of Brimstone Haruspex to allow him to live and prophecy there. His otherworldly heritage and long exposure to the volcano’s fumes have granted him horrible visions believed to be messages from Rovagug himself. He is served by 13 lieutenants, called Dark Evangelists, who recruit new members throughout the Inner Sea region and deliver prophecies and assignments from their master to the faithful.
Goals
Members of the cult revel in wanton destruction, but simple devastation is not their ultimate aim. Their true aspirations are twofold. First, they seek to see their lord ascend to his rightful place among the gods, as the Herald of Rovagug. To this end, many are preparing themselves in the hope that they will be called to accompany him to the Test of the Starstone. Their second, and even more insidious, goal is to loose the Rough Beast from his prison. None seem to know how this will be accomplished, but all believe that a new cataclysm will rend open the Worldwound to allow his escape and that Aergoreth will be, or has been, shown how to bring this about.
Public Perception
Most people consider the Children of Carnage to be no more than murderers and deviants, people to be feared and avoided but no more dangerous as an organization than as individuals. As their influence spreads and their goals become more widely known, however, they are beginning to attract serious attention from organizations at odds with their ideology, especially the churches of Asmodeus and Sarenrae.

RPG Superstar 2012 Top 32 , Star Voter 2013 aka nate lange

Sunblossom
Aura strong abjuration, conjuration, and evocation; CL 12th
Slot —; Price 35,000 gp; Weight

DESCRIPTION
Worshippers of Sarenrae treasure these delicate orange glass rose blossoms. A sunblossom grants any creature carrying it a +2 sacred bonus to saving throws against fire spells or effects and a bonus to any magical healing effects received equal to +1 per die. If the possessor has the flame of the dawnflower trait, it also grants +1 fire damage to attacks made with a scimitar. It grants these bonuses even when stored in a pocket or bag, but not if in an extradimensional space.

A sunblossom grants additional powers while held in hand. Spells with the [light] descriptor, when first cast, deal 1 point of fire damage per spell level to evil creatures within the area they illuminate. Any spell cast with the [fire] descriptor raises the light level throughout its area of effect by one step, to a maximum of bright light, for a number of rounds equal to the spell’s level (targeted spells illuminate the spaces occupied by their targets at the time of casting). Once per day as a free action it can be activated to have such a spell deal half its damage as divine power rather than fire (like the flame strike spell) and leave behind the effect of a daylight spell throughout its area for 1 minute per spell level.

A sunblossom has hardness 1 and 2 hit points. If destroyed, through damage or by the wielder as a standard action, it immediately releases a flame strike centered on itself (12d6; DC 17). It is irrevocably destroyed but consecrates the area as a hallow spell (the cleric version) with daylight fixed to it.

CONSTRUCTION
Requirements Craft Wondrous Item, cure light wounds, daylight, flame strike, hallow; Cost 17,500 gp

RPG Superstar 2012 Top 32

the first one i offered was:

Transformation (4 points)- A small or medium eidolon gains the ability to grow to Large size as a standard action which does not provoke AoO. While in this form the eidolon gains [exact bonuses and penalties of 'large' evolution, not reprinted for space]. This ability can be used 3/day and lasts for a number of rounds equal to the eidolon's improved constitution modifier, when this duration ends the eidolon loses all hit points gained from the constitution bonus (as per barbarian rage). The summoner must be at least 6th level before choosing this evolution.
Beginning at 11th level, a summoner may select this evolution for a Large eidolon, causing it to grow to Huge size and gain the bonuses and penalties listed above (those bonuses/penalties, when stacked with already being large are identical to standard 'huge' evol. bonuses except nat. armor is +4 instead of +5) and reach 10' if it did not already possess it. Alternatively, a summoner may spend an additional 4 evolution points to grant a Medium eidolon the option of growing to Huge size when it transforms. It must decide when it transforms if it will grow to Large or Huge, if it chooses Huge it gains [large bonus/penalty x2]. All of these effects are polymorph effects and donot stack with other polymorph effects.

in keeping with how polymorph effects work i intentionally didn't give small eidolons an extra +2str/-2dex when taking large form (a gnome doesn't get it if he uses Giant Form 1). i offered this to a 7th level summoner who opted to just take "Large" because he thought the inconvenience of a large eidolon was better than "wasting an action to transform" and risking losing HP in the middle of combat; and also to a 13th level summoner who chose to keep his eidolon medium and take the 8 point version- with 8 points tied up in this evolution (and his build favoring combat while huge) the eidolon wasn't hugely effective in the combat he fought medium but in the others (when huge) he was very effective (even when he had to use an action to transform, even more so if he could transform round before combat/surprise round). overall, for us at least, it seemed helpful and not at all unbalanced.

RPG Superstar 2012 Top 32

Summoners need to be fixed-

their summon monster ability is VERY potent: nearly every summoner (with a racial +2 cha) will be able to use it 7+ times per day, far more than any other caster, and with its extended duration it allows for a lot of summoned help, even if you can only have one at a time (and starting @4th level, the summoner can use Invisibilty and remain invisible while summoning them).

Eidolons are much worse!
for example: make a biped; give it Weapon Proficiency-Greatsword for its 1st level feat; put every stat increase point in strength and buy the evolutions listed (plus whatever else you want with the leftover)-

level | evolutions | str | greatsword (hit;dmg)
1 | +2 str | 18 | +5;2d6+6
5 | ... | 21 | +9;2d6+7
6 | large, +2 str(x2)| 31 | +14;3d6+15
7 | ... | 32 | +16/11;3d6+16
10 | ... | 34 | +19/14;3d6+18
11 | huge | 42 | +23/18;4d6+24
12 | +2 str (x3) | 45 | +24/19;4d6+25
14 | ... | 45 | +26/21/16;4d6+25
15 | ... | 47 | +28/23/18;4d6+27
17 | ... | 48 | +30/25/20;4d6+28
18 | +2 str (x4) | 50 | +32/27/22;4d6+30*

if those numbers don't convince you imagine adding feats (Weapon Focus, Power Attack, Improved Critical, etc.), a magic weapon and a couple buff spells (summoners can learn Bull's Strength, Haste, Rage, etc; none of which end Invisibility)- then watch your party Fighter or Barbarian throw away their character sheet in disgust and start looking for a 4th edition game to join...

Paizo, please fix this class!

(* sorry, i r n00b and cant figure out how to format this chart; if you try you should be able to decipher it- if someone wants to tell me how to fix it i will...)


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