| Menan Variel |
Regarind P's will save it looks like she has a pretty good chance. Grabbed this:
3rd level not yet able to use
Wrathful Mantle Subject gets +1/four levels on all saves.
Prayer Allies get +1 bonus on most rolls, enemies –1 penalty.
Channel Vigor +6 will saves
2nd
Visualization of The Mind Wisdom: When you fail a Will save, you can immediately attempt that saving throw again, gaining a +4 bonus on the new saving throw to resist the effect.
Stave Off Corruption M Protect against a corruption’s progression. (if applicable)
owl's wisdom
Heroic Fortune M The target gains 1 temporary hero point. Use that for a +8
1st
Swallow Your Fear + 1 will
Moment of Greatness Doubles a morale bonus.
0th
resistance
guidance
Need to check for stacks and if applicable.
| Foxy Quickpaw |
Looking into it I wonder where you got them from and if there are such preconditions connected to this option.
Alternative Summoning Options
Many adventure paths include custom summoning options for characters who follow certain gods, or must meet other special requirements (such as only being available to members of certain races).
Like any other optional rules, players should always consult their GM to see if they are approved for use. The Source column indicates which Adventure Path or specific book included that creature as an alternative summoning option.
| Foxy Quickpaw |
Ok, found it.
CUSTOMIZED SUMMON LIST
Besmara’s priests can use summon monster and summon
nature’s ally spells to summon the following creatures in
addition to the normal creatures listed in the spells.
Summon Monster II
Reefclaw* (Bestiary 2 234) (CN)
Summon Monster/Nature’s Ally V
Saltwater merrow (Bestiary 2 189) (NE)
Summon Monster/Nature’s Ally VI
Tylosaurus (Bestiary 2 91) (N)
| Foxy Quickpaw |
I also never really dug into it. It's just that a reefclaw is very specific and as you stated the land speed, I checked what the beast has, and how it is to understand.
And that made it pretty clear (two attacks + poison + death frenzy) that it has to be from some special book. First I thought a player's handbook as they are known for such stuff. But with the hint about the AP in the explanation I finally remembered where I had seen it. It's from the Skull's and Shackles AP.
Thanks for the trigger to level up my summon monster knowledge.
| Foxy Quickpaw |
hyena smite evil
[dice=bite] d20+5
[dice=damage] d6+5 plus trip
[dice=cmb] d20+17
Looks like we're going to have a lot of fun weeding through the rules of the summoning. Your hyena has an attack modifier of +3 and also Damage mod +3. The +5 of the summoned creature stats is in [brackets] if you have the augmented summons feat.
Smite evil would help with the damage, if an otyugh was evil. But it isn't.
| Menan Variel |
Made an assumption on the evil without even looking. I knew about the augmented stats way back and made another assumption those were the smite stats. Moving too quickly but these summoning basics are a good thing to refresh on.
| Arawyn Variel |
I tend to move too quickly and make a lesser decision than if I had taken a breath and thought it through. I do not doubt your abilities at anything after your take downs of the black dragon and the super nymph in one round each. Whew. And I found my mythic level 10 guys fighting a lesser jabberwock and it was all they could do even after true name and true name greater were invoked. I never thought it out, just went in and was nearly served up on a platter.
| Foxy Quickpaw |
These are two totally different things in my opinion. Both were single enemy fights.
What I fail to do, not because I can't but because I don't consider it, is this battle field control stuff if you have a lot of enemies. Usually I try to be first with my blaster caster to soften them up, or outright kill half the enemies before the fight starts and then simply wearing them down. And then I end up swarmed and win the fight with three hit points left.
But this fight showed nicely how to cut off half of the threat for later. It always seemed not really feasible to me. Either because of a lack of detail in the battlefield. Or because it was badly done, like a pit in the passage that cut off all enemies and then no one having proper ranged attacks to make use of the separation. Which ended by waiting for the spell to run out to be able to end the fight properly. Or someone placing a fog, disabling our archer. I just hadn't seen someone doing it in a clever way and therefore discarded the idea.
| Menan Variel |
In case you missed it, Menan is waiting for Gorm's response to:
"Very good. Please excuse my ignorance. I am new to town. Is the elder Marinelli, Carlos, still the owner? Is his son. Andrea, now running the show? I will be there at 4:00"
How old is Andrea?
| Faerveren "Rapscallion" Deverin |
I've heard of feint builds but looking into it right now it seems pretty expensive. I'd need two feats to make it worthwhile and would need to fill my bluff skill to the max.
Have you played feint builds?
| Arawyn Variel |
I have used that build with just me and maptool. Pretty effective imo. Improved feint is a move action, so you are dangerous just with that. Adding sneak attack is critical when you have it in my book and without feint it is a rare opportunity. This would be the perfect place to try it out if you are interested. And how many npcs load up on sense motive?
| Faerveren "Rapscallion" Deverin |
Improved Feint has Combat Expertise as a precondition. And it ruins the full attack. So I'm not sure about it. Of course on high levels it would allow for a lot of dice to be rolled. I need to look deeper into that.
| Arawyn Variel |
Forgot about combat expertise. Dodge stacks. Two weapon fighter gets a plus to AC with a full round of two weapon attacks at some point. It is not fighting defensively, just a regular full round attack gives it.
| Arawyn Variel |
At 3rd level, when a two-weapon warrior makes a full-attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
I think a two weapon warrior starts to really shine around Level 11.
| Menan Variel |
Do you have any insight into a good conjurer build? I am exploring augmented and superior summoning which requires spell focus conjuration. Those feats could be used for metamagic feats or anything really. Jafar is going to try battlefield control, buffs, debuffs, and half priced scrolls and wands. So, this is not specific to Jafar as he will try to develop based on party needs. Just interested in your thoughts on a good conjurer build.
| Foxy Quickpaw |
The most important thing about a good conjurer build if you talk summon monster is that you know your summons. Well, it has nothing to do with your build, but a summoner who doesn't know the stats of his summons sucks. Especially at the table. But even on the boards it's annoying if you summon something that doesn't work properly.
We had a bard that always summoned hordes of ponies or other s@!@ just to spam the enemies. And then the GM had to search for DR and whatnot of those summons and in the end summoning was all but banned.
There are guides that suggest stuff and augmented summons is a must. It's a massive bonus on your summons. Another very important thing is to make summoning a standard action. Because if you take a full round, your summoning will be disrupted.
Problem is, that this is hard to get. It's easy for a cleric (sacred summons). I don't know how to get the aura class feature for a wizard, besides a dip in cleric. There is always the meta-magic rod of swift casting though.