Seltyiel

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Our 2nd level party was attacked by an Ubashki swarm. Three party members were all huddled up and the swarm covered them all. That particular swarm has an attack bonus listed for its swarm attack so we figured the damage wasn't automatic. The shaman has a familiar with the Protector archetype, and has it secured in a Familiar Satchel. He used its Loyal Bodyguard ability to gain an AC bonus against the swarm attack, then said that since it has total concealment inside its satchel the swarm couldn't attack it. My issue comes from using that ability while essentially encased in a sealed box. I think he was completely off about the total concealment having any effect on the swarms attack but that's a separate issue. I'm more concerned about gaining what is essentially a semi permanent +2 AC from a bodyguard trapped in an enclosed space. Am I trying to apply too much real world logic to this since it is a fantasy game?

I don't like restricting or hindering the survivability of the party but if we're trying to adhere to a set of rules I want to make sure they're understood and applied correctly.


For Improved Snap Shot from Ultimate Combat the summary says "You threaten an additional 10 feet with Snap Shot." When Going to the full feat writeup it says "You threaten an additional 5 feet with Snap Shot." The book has 10 feet in both places.


My only problem with Life Link, unless I'm reading it wrong, is that it only kicks in when the eidolon is dropped to a negative hp total equal to or greater than its Con score and not when it's just dropped to negative hp. If I am wrong, be pleased to be, it would make Life Link rather useful.

Edited for autocorrect


Thanks for the replies. Sadly the androids weigh 200 lbs on average, way too much for my medium sized eidolon to support, and I'm not fond of spending a round every combat to enlarge it. But for level 8 I will revisit the mount option. Can't believe I overlooked rejuvenate eidolon for spells...

I did consider the synthesist archetype but decided against it for the loss of action economy. As for damage output, I will be the weakest, no doubt about that. We have a bomb throwing alchemist, half-orc melee warpriest, archery ranger, and an investigator. Good thing I have Sparky.

I had completely overlooked the Spirit Summoner based on its name. Losing summon monster hurts a little bit, but it was only going to be a backup if the eidolon falls. I can live with that, hopefully. Wind spirit looks appealing.

I'm considering feats like extra evolution, resilient eidolon, and improved initiative. First level is where I'm mostly concerned about being the squishiest, would another feat be better to start with or should I hope the eidolon and rest of the party run interference for me?


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Hello all, my group is going to start an Iron Gods game soon and I've decided to play an android summoner. I know it's not really an optimized choice and that's fine. There are four other players so I'm not overly concerned at being the best of the best. That being said, I'm looking at making the eidolon a quad, probably start with the single attack at first and add more attacks as I level up. I don't have much more planned mechanically for him otherwise. Cosmetically while I haven't decided on a final look for him, the eidolon will appear to be at least partially mechanical, and unfinished. Patches of skin missing here and there exposing gears or whatnot underneath. As I level up the eidolon will look more and more 'finished'.

As for the summoner himself, I don't plan on taking Cha over 16. I'm thinking Str as secondary then assigning the remaining stats depending on how I roll. Non pfs game in case any were wondering. Looking at using a longspear and after casting my buff spells, unless other magic is called for following up behind my eidolon and attaching from reach. I'm not that familiar with the summoner spell list so I'll take all suggestions I can get.

One last bit of flavor I'm considering, when summoning my eidolon or using the SM SLA they would appear from a small nanite swarm that eminates from me to where they appear, as they Rex into our plane. Not sure if the rules frown upon making up your own special effects.

I'm not looking for an uber optimized build, just something that can be at least somewhat effective and fun.


I've been searching for several days now with no luck. Maybe my search-fu is weak, and if so I apologize. My question is about the hardness of magically treated sails. I'm in a S&S game, and our ship has them. In its description it says that the hardness is doubled. Sails have a hardness of zero. Would magically treating them give them a positive hardness rating or is it still zero? For 45k gold, one of if not the most expensive ship upgrades, I'd be rather upset to discover that I didn't get half of the intended benefit because someone forgot that you can't multiply by nothing.