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I tried Thalia.de. As expected they don't have the Monster Codex Box anymore, they just didn't update their online shop.
Since apparently the chances for a reprint aren't looking too good and the few remaining pawn collections area bit expensive...
(Although anyone willing to pay that much might as well add the map set.)
Ok, you can still find the pawns somewhat cheaper, by which I mean a low 3 digits number...
Nevertheless I was wondering: Has anybody tried to check which other pawn sets could be used to emulate the RotRl pawns? I mean if you can easily buy 4+ other pawn sets cheaper than the RotRl pawns, isn't there a set of AP pawn sets that would contain all or at least most RotRl monster pawns? Of course you would still be missing the NPCs. But how close can one get?

John Lynch 106 wrote: Tarik Blackhands wrote: Wings of air requires level 6 to take (wild talents require their level x 2 to buy because intuitiveness is for squares I guess). That does explain why "3" is a pre-requisite despite the fact you get no utility powers at level 3.
As said by Tarik: you need to be (character) level 6 to take level 3 wild talents. The levels of the talents are corresponding to spell levels. A kineticist needs to be level 4/6/8/10/12/14/16/18 to learn level 2/3/4/5/6/7/8/9 talents, just like a sorcerer would for spells.
Kane Kybor wrote: Taja the Barbarian wrote:
With infusions in play, the 'maximized every other round' vs. 'normal attack every round' argument shifts slightly: If he is over 30' away from his initial target, he can't chain every round (Extended Range Infusion costs another 1 Burn, and Chaining uses up his entire Infusion Specialization bonus at 13th level. I'm guessing the math is:- +2 Burn - Composite Blast
- +2 Burn - Maximize
- +3 Burn - Chain Infusion
- +1 Burn - Extended Range Infusion
- -3 Burn - Infusion Specialization
- -3 Burn - One Full
You have it exactly Taja. Chain Infusion, get burn back as a Move action State of Impossibility etc but zero burn with the archetype, maximized etc. Yes the class is a one trick pony and if facing ranged creatures can be at the mercy of concentration but when the attack is released the damage is huge. A wizard would get this perhaps once and done per day. This could be every round for 10 rounds while in a State of Impossibility unless I am missing something?? I admit I am No expert and I am having to learn this class in a crash course.
Your group is doing something fundamentally wrong ruleswise, and I have a suspicion what it is (or at least what one mistake is):
You are using the Elemental Purist archetype wrong. Elemental Impossibility allows him (for accepting 1 unavoidable burn) to use an infusion that is normaly not compatible with the blast for 10 rounds. It does not negate the burn cost of that infusion. Elemental Purist is actually considered a rather weak archetype.
That said, even with the free 3 burn per blast this is still nowhere near the output of a specialized blaster wizard. A level 13 wizard can easily throw 22w6+7 fireballs a dozen times a day if he wants to. That is without Crossblooded Sorcerer dip cheese. Than it would be more something like 21w6+49 ~10 times a day...
1) A
2)
I think the general consensus is that if you pull of an all-nighter (keeping your eidolon-armor active for 24h) you qualify for pre-reqs, similar to other buffs.
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Considering that your DC already isn't particulary low (imo 17-19 is the typical range for your level), you always failing, even when using Evil Eye, seems... suspicious...
I had once a GM which had monsters always make every save against anything not direct damage, because he "didn't like debuffs". Maybe carefully explore wether something similar is going on in this case.

Honorable mention: the playtest version of the medium
E.g.:
Quote: Triune Vessel (Su) : At 11th level, a medium has gained
the ability to channel three spirits into himself at once. The
tertiary spirit must match the alignment or ability score of
at least one of his first two spirits.
If the tertiary spirit does not match the ability score of
either of the first two spirits, the medium gains its spirit
bonus but not its spirit powers.
If the tertiary spirit matches the ability score of the
medium’s primary spirit, the medium gains its lesser spirit
power but not its spirit bonus. At 19th level, he gains the
third spirit’s intermediate spirit power.
If the tertiary spirit matches the ability score of the
secondary spirit, the medium chooses one of the secondary
and tertiary spirits to grant its spirit powers; the other
grants its spirit bonus.
And this was not static. Some of the 18 spirits had abilities that changed things on the fly:
Quote: Hand-to-Hand (Lesser, Su) : You gain Weapon Finesse as
a bonus feat. When using Weapon Finesse to make a melee
attack and adding your Strength bonus to damage, the Rabbit
Prince counts as a Strength spirit in addition to a Dexterity
spirit. This may cause other spirits to grant you their spirit
powers instead of their spirit bonus.
I was writing from memory. MPII it is. There is nothing that prevents you from choosing mythic creatures. Being able to choose mythic creatures also gives no advantage per se, since nothing mythic translates. You have more options, but (in theory) not more powerful ones.
Of course Grendel should clearly be unique and , as I said, no GM should allow this. So unless you want to troll PFS GMs I would advice against using him.
I you like the smell of Gorgonzola, a very strong option not for Wildshape but for Monstrous Physique I is Grendel. Grendel isn't unique (in my Bestiary 4 or the PRD) so he is a legal choice for MPI. Of course that is almost guaranteed to be an oversight and no sane GM would allow it. But 2xClaws 3d10 and 1xBite 4d8 is pretty good at level 5.
Occultist because he would fit thematically (although that might admittedly be even more true for the necroccultist) and because I like him mechanically and haven't had a chance to try one until now.
Command undead because it is one of the most efficient things you can do against undead from relatively early levels onwards (in my experience) and it seems undead will be a common occurence throughout all levels. And the other strong anti-undead stuff like channeling isn't exactly easier to get.
Dipping would afaik require at least 3 levels of wizard, which would hurt the occultist spell casting as well as melee capability. And dipping for other anti-undead measures doesn't seem to work better as far as I can see.
I'm contemplating on building a necroccultist. Literally the only reason I'm considering a necroccultist instead of a normal occultist (or, more likely, a tome eater) is to get the command undead spell from the wizard spell list. Regarding everything else I consider the necroccultist a rather bad deal.
Therefore my question: are there other reasonable ways to get the spell?
Reliquarian with the inevitable domain would be an option, but (unless there is an errata I missed that makes his spell casting also use wisdom like his mental focus) isn't really a better deal.
Wands are meh due to the low caster level.
Anything else?
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GabrielBreen wrote:
One of my biggest concerns with the bad guys is our Antipaladin. He´s also our youngest player (somewhere in his early twenties while the rest of us is over 30) and while the group knows each other quite well (we are playing pathfinder for 5 years at least now) he seems a little eager to wreak havoc. Also he is unbeliveable tough (we are talking 300+ Hp, Ac 40 and saving throws above +16). All the other characters are either lawful or neutral evil which is way easier to handle than chaotic evil in my opinion.
While AC40 and Saves +16 are reachable, 300+ HP is a lot, even with Thoughness and a high CHA.
Pro forma: You are aware that, due to a recent FAQ (that I personally dislike) his +CHA on saves from being undead and from being an Antipaladin don't stack?

From
http://paizo.com/threads/rzs2t7fc&page=1?What-happens-to-my-action-if-i t-becomes
5 foot step wrote: You can take a 5-foot step before, during, or after your other actions in the round. 1)
This allows 5-foot steps before, during or after a readied action and therefore outside of ones own turn. Is this intenional?
2)
If I have an action interrupted by another characters readied action (or AoO), and my action is no longer valid as a result, can I choose to take a different action in place of the one that triggered the readied action?
Example:
A readies an action to attack his attacker when he gets attacked. He doesn't move during his turn so he still can make a 5-foot step. B moves up to A and tries to attack him. The readied action of A is triggered, he attacks and 5-foot steps away from B. What happens to Bs attack?
3)
What exactly is meant by "during" an other action?
a) Can you 5-foots step between the attacks of a full attack?
b) Can you 5-foot step during a full attack but before the first attack of the full attack or after the last attack of the full attack? (This can have different results from using the 5-foot step before or after the action in the context of readied actions and AOOs.)
c) Can Can you even 5-foot step during one of the attacks? And what are the consequences regarding threatened squares, AOOs, etc.?
Example:
A readies an action to attack his attacker when he gets attacked. He doesn't move during his turn so he still can make a 5-foot step. B is adjacent to A and starts a full attack. The readied action of A is triggered, he attacks and 5-foot steps away from B. Can B 5-foot step to A before his first attack and make all attacks against A? Or does he lose his first attack, but can 5-foot step to a and make all his remaining attacks?
4)
B readies an action to move adjacent to A as soon as A casts a spell. A starts to cast a spell on his turn. The readied action of B triggers, B moves to A. Does he get an AOO against A for his spellcasting? Can a 5-foot step away from B between the readied action and the AOO?
In the aforementioned thread no clear consensus on any of these questions was reached, except for 3)a)-Yes (which is only included for completeness.) Although there was a significant majority for 1)-Yes, 2)-Action lost.
If you take CHA and the Cleric spell list the closest comparison is to the Oracle.
Lineage Domain + Divine Traits are about equal to Mystery + Curse
So you have 1/2BAB, smaller HD, significantly worse saves and no armor proficiency in exchange for no concentration checks, dispel resistance and the ascendencies.
Worse BAB,HD and armor easily balances the immunity to concentration checks and dispel protection. Saves are very important so if you don't take the most broken ascendencies (Dual Casting and Immortal Invocation) everything should be fine.
Darksol the Painbringer wrote:
5 foot step wrote: You can take a 5-foot step before, during, or after your other actions in the round. The argument we're making is that, if the Archer did not move, and committed to a Full Attack Action against a readied action to move adjacent to the Archer, that Archer can still 5-foot step out of the enemy's reach and fire off a Full Attack without any repercussions before rolling the dice (which simulates the attack, and that causes the provocation).
The argument could be made, that both the readied action and the AOO happen on the same trigger. So the fighter moves up to the archer and whacks him. Then the archer may use his 5-foot step and full attack (if he still has a bow in hand since the AOO was meant to be a disarm).
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Third Mind wrote:
If you intend to stick with kingmaker, then figure out what CR your party is (assuming 4 players at 5th level they'd be CR 20) and then hike up the challenge numbers a bit. CR10 is an average encounter from what I understand, so toss them a CR 12 and see how they fair.
...I'm sorry, but you don't know how CRs work.
Please don't send a 5th level party a CR12 encounter.
At 3rd level the potion would be ~25% of your character wealth. For a one-shot item. (Except for PFS)

Fromper wrote: Caineach wrote: Fromper wrote: RainyDayNinja wrote: Fromper wrote: Again, fly checks are nearly irrelevant. The fighter in heavy armor and no ranks in fly can easily spiral upwards at an angle of 45 degrees without any sharp turns, and never need to make a fly check. Done! Spiral upward with a fly speed of 20? Hope you brought a Snickers... Fly spell gives 60 fly speed, slowed to 40 in armor or medium load. So you can move up to 80 if you double move. That should get you near the enemies relatively quickly, if they don't start too far away. And the enemies, who presumably don't want to be near you because they can hurt you from range, are moving 60 and will practically auto-succeed their fly checks, so they can just kite you. So by flying up there, my melee guy caused the enemy to move away and take only one attack, instead of full attacking? Mission accomplished! The melee guy just helped the party fight the flyer. That's a pretty effective debuff right there. Now, let's hope the wizard and archer can do enough damage to kill him while the melee fighter continues debuffing this way. Only this "debuff" is almost worthless until later. You made me go through Bestiary1-4 (on the prd). Here are all CR4-CR8 creatures with flying and notable ranged offensive abilities (except for Good-aligned outsiders):
Animate Dream CR8 3xDeep Slumber,1xFear,1xConfusion,1xPhantasmal Killer
Axiomite CR8 3xLightning Bolt, 3xHold Monster, 1xSummon
Baku CR8 3xDeep Slumber
Brain Ooze CR7 Charm Monster, Dominate Person
Chimera CR7 Breath Weapon
Cloaker CR5 Moan
Comozant Wyrd CR4 Single Attack(Lightning Lash)
Hydrodaemon CR8 Single Attack(Sleep Spittle), Summon Monster V, Acid Arrow
Demon Incubus CR6 Charm Person
Demon Nabasu CR8 3xEnervation, 3xSilence, 1xRegenerate, 1xMass Hold Person, 1xSummon, Death-Stealing Gaze
Shadow Demon CR7 Fear, 1xSummon
Demon Succubus CR7 Charm Monster, 1xDominate Person, 1xSummon
Derhii CR5 Single Attack(Javelin)
Drowning Devil CR8 Drown
Erinyes CR8 3Attacks, Fear, 1xSummon
Host Devil CR6 Noxious Breath, 1xSummon
Div Pairaka CR7 Charm Monster, 1xInsect Plague, 1xSummon
Dracolisk CR7 Breath Weapon, Gaze
Many, many Dragons...
Dragonne CR7 Roar
Fire Drake CR5 Fireball Breath
Forest Drake CR4 Acidic Cloud
Frost Drake CR7 Freezing Mist Breath
Mist Drake CR5 Fogburst
Spire Drake CR7 Accursed Breath
Sea Drake CR6 Ball Lightning Breath
Gaki CR7 Fear Cone
Efreeti CR8 Scorching Ray
Janni CR4 2xAttacks
Ghost CR* Corrupting Gaze, Frightful Moan
Gloomwing CR4 Pheromones, Confusion
Blood Hag CR8 Scorching Ray(?), 1xDetonate
Harpy CR4 Captivating Song
Kirin CR7 4xLightning Bolt, 7xScorching Ray, Breath Weapon
Lunarma CR6 Breath Weapon
Lurker in Light CR5 3xBlindness
Manananggal CR7 3xDeep Slumber, 3xFear
Manticore CR5 Spikes(1x4)
Mothman CR6 3xPhantasmal Killer, Agent of Fate, Mind-warping Gaze
Neh-Thalggu CR8 5xLightning Bolt/Hold Person, 7xAcid Arrow, 7xMagic Missile/Ray of Enfeeblement
Nightmare Creature CR* Fear Aura
Oni Ogre Magi CR8 1xCharm Monster, 1xCone of Cold, 1xDeep Slumber, Singel Attack(Longbow)
Oni Kuwa CR4 Single Attack(Longbow), 1xDeep Slumber
Owb CR6 Single Attack(Burning Cold)
Penanggalen CR5 1xStinking Cloud, 1xGlitterdust, 1xHold Person, 1xCharm Person, Hexes
Pixie CR4 Single Attack(Longbow)
Psychopomp Vanth CR7 3xBestow Curse, Fear Aura
Rast CR5 Paralyzing Gaze
Sabosan CR5 Fell Shriek
Sceaduinar CR7 1xSlay Living, 1xHarm, 3xEnervation
Siren CR5 Siren's Song
Hieracosphinx CR5 Shriek
Stymphalidies CR8 2Attacks(Wing Razors), Glare
Swan Maiden CR6 Single Attack(Longbow), 1xConfusion, 1xDeep Slumber, 1xEntangle, 1xGlitterdust
Thirae Soldier CR4 Single Attack(Longbow) or 2xAttack(Rapid Shot)
Yuki-Onna CR8 Fascinating Gaze, 3xCone of Cold, 3xEyebite, 3xIcestorm
From this whole list only the Erinyies and the Stymphalidies are weakened by using move+standard instead of a full attack.
Fromper wrote: Pick up a sling or composite bow at low level, and potions of Fly by around level 5 or 6. Simple. Why is this a debate?
Level 5/6 is too early in my opinion. Too expensive compared to the bow for too little use. Imho: Sling at level 1. Composite bow at level 4. At level 8 (maybe 7) you can grab a few Fly Potions and a couple of levels later a more permanent means of flight.

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Bob Bob Bob wrote: So you have a few issues with the concept.
Present-day humans would see the meteor coming. This gives them time to flee to space, go deep underground, or go deep underwater. Those humans would have a significant chance of survival.
Even without the warning, the meteor itself wouldn't do all that much damage. At the point of impact there would be immense destruction, immediately after impact the metal in the meteor would spray up into the atmosphere and come back down molten and start fires in a large radius. But those are the only immediate effects, and immediate effects are the only ones that matter.
...
Then we have stuff like the Seed Vault that's designed to survive even world extinction events. Probably NORAD and a few other Cold War era anti-nuclear bunkers would be the same. Many of these would be secretive, but some are designed to be super obvious so aliens can find them after we're gone.
...
I'm not really sure how to fix the extinction event thing, you can handwave it away but unless there's like, only one dino city, some are going to survive. You could have easily wiped out, say, the Mayans with a single meteor. If you want to wipe out all humans, you're shattering the planet.
Wrong. Ok, present day humans would very likely be able to survive an equivalent of the Cretaceous–Paleogene extinction event. (But definitely not by fleeing to space...) But you can easily go bigger to exterminate all of humanity and still be far, far below what is needed to eradicate all live and even farther below shattering the earth.
Since it was mentioned that the original eidolon is vastly better than an druid animal companion, I compared an eidolon to cat AC at level 8:
Evolutions:
LLV(1), Pounce(1), Scent(1), Grab(2), Rake(2), Large(4), Claws(1)
12 evolution points needed. So the summoner must be an half-elf with FCB.
The eidolon has
+1 NA but -2 DEX
10HD but -1HD and -2CON
+1BAB but -2STR
-1 feat
+ Darkvision
So they are pretty close. At higher levels the eidolon gets somewhat better,but their main advantage is versatility not power.
(This comparison was without any magic items. But magic equipment would help the AC more than the eidolon.)
Rhedyn wrote:
Other campaign, a level 7 master summoner solo'd a cr 15 encounter.
Ok, I'll bite. Which CR15 creature was he fighting and how? (Considering his summoned monsters would likely have a hit chance of 5%.)

Redjack_rose wrote:
Do I need to prove my point by eliminating the 4 points gained from half-elf, Evolution surge takes care of it. Is there more I could eliminate, definitely.
I wouldn't really count Evolution Surge. Unless your advice for someone who wants to play a giant PC is to play a human and cast enlarge person on himself.
In my opinion the change to the pounce evolution, to the number of attacks, moving haste (and slow) up one spell level and perhaps removing 2-3 spells (dominate monster) would have been enough changes if the goal was balancing. Of course that wouldn't have been enough for a "unchained" class.
The subtypes was a good idea, but badly executed. Alignment restrictions, Agathions unable to be mounts, but Devils (that can only be bipeds) can be mounts, missing subtypes... (although the last point might change with time)
And the new spell list is a joke. Lets compare to the classical 6 level caster:
Exclusive Spells for 0/1/2/3/4/5/6
Bard: 1/7/5/9/6/6/6
Unsummoner: 0/2/3/4/3/2/0
Early access spells*:
6
Bard 12, 4 x 7th , 8 x 8th
Unsummoner 13, 11 x 7th , 2 x 8th ...looks ok
5
Bard 19, 14 x 6th , 5 x 7th
Unsummoner 6, 6 x 6th ...ouch
4
Bard 20, 18 x 5th , 2 x 6th
Unsummoner 11, 10 x 5th , 1 x 6th ...well, at least better than
the previous comparison
3
Bard 21, 18 x 4th , 3 x 5th
Unsummoner 6, 6 x 4th ...not good
2
Bard 24, 24 x 3th
Unsummoner 5, 4 x 3th , 1 x 4th ...
1
Bard 8, 8 x 2th
Unsummoner 3, 3 x 2th
And the comparison would have been much sadder for the Unsummoner if not for the recently released Psych which cannibalize quite a bit of the Bards spell list.
*Early access: Gained at a lower level than every full caster.
Rerednaw wrote:
I mean a 6th level fire Kineticist trying to roast foes in an area is
** spoiler omitted **
Average 16.5 before save. 10 foot radius.
Compare to a Wizard 5(Evoker)/Sorc 1(cross blooded Orc/Drac)
Traits to Reduce Metamagic Cost
Spell Spec (+2 CL)
Empower Spell
7d6+16(bloodline)+2(intense spells)
7d6+18x1.5(free Empower) Reflex half damage in 20 foot radius.
Average 54.75 before save. 20 foot radius.
really like the class concept, at it is a conversion of the 3.5 warlock.
To be fair, at 6th level is a very big milestone for the traditional blaster. At 5th level for example the difference ist much smaller (without the Sorcerer-dip). Still the Wizard will do a lot more damage throughout his carreer. But part of that is because he had a lot more time to get additional options/resources published. A CRB Wizard (without Wayang Spell Hunter, Magical Lineage, Orc Bloodline) would probably do only marginally more damage than a Kineticist.
I can only comment on the playtest so far, but I didn't consider the Kineticist terribly complex. Definitely a lot simpler than the Medium.

Lemmy wrote: Burn... The problem with Burn...
4- It makes no sense. The Kineticist never gets better at reducing the cost of burn.
5- You're sacrificing Con for the ability to sue your class features, or, doing the inverse, and sacrificing the ability to use your class features for high Con. Essentially, FtB basically means you got a 5~10 points lower point buy just for the "privilege" of using your class features.
7- No other class features makes you weaker than you were before using them. Burn is akin to a Wizard losing health to cast spells and taking a penalty to skill points because he's able to focus on Int... Or Fighters suffering a penalty to Str to "compensate" for Weapon Training.
4: Well, he kind of gets better at avoid Burn through Infusion Specialization, etc.
5: But the points in Con you "sacrificed" (Actually you still get all other benefits of the Con except for the HP. Granted that is the most import aspect, but "sacrificing" Con is still an exaggeration.) give you most benefits from the equivalent points in a damage stat (in addition to the actual effects of the Burn usage). And the benefits you don't get are easily canceled out by the benefits of Con you still get.
7: Rage makes you weaker than you were before using it. Alchemist Cognatogens too. I'm certain there are quit a few more.
Rynjin wrote:
This class' main mechanic infuriates me to use, since I'm not like this vocal minority of people who have a probem with using resources.
I'm happy with the mechanics of Burn and FtB , since I'm not like this vocal minority of people who have a psychological problem with sacrificing anything for a by comparison larger benefit.
Sorry, but I really, really hate it when someone uses "vocal minority" or "silent majority" without really good backing up for why he thinks that is the case.
In my personal opinion the main things a Kineticist needs (in increasing order of importance) are:
1)Probably 2 more skill points and perhaps a few more skills.
2)An "Amulet of Kinetic Power" or something similar for their blasts.
3)More utility Wild Talents along with the combining of some existing Talents into scaling Talents. (Earth Climb and Earth Glide, Flame Jet and Greater Flame Jet, etc.)
4)Reducing Composite Blast Burn to 1.
5)2 Blasts per Element, both from the start.
Of those only 5) is really important in order to be able to avoid a complete shutdown through DR/Elemental Resistance during early levels. 4) can easily be replaced with some other damage buff for the mid-level-range. 1,2,3 (or functional equivalences) would be nice to have, but are not essential.
I haven't played 1Ed., but if saving throws worked in 1Ed. the same way they worked in ADD 2Ed. then that was an awful implementation.
A level 1 wizard scrub with an intelligence of 11 casts a Burning Hands at you? Save for half damage. A famous level 20 wizard casts Delayed Blast Fireball at you? Save for half damage ...with the exact same chance of success as against the level 1 scrub casting a first level spell...
Ok, th high-level campaign book introduced some optional rule which took the level difference between caster and target into account. But even then it was something like a 4 point difference.
Spell Resistance was equally awful designed. Doesn't matter what spell or who cast it, just a flat percentage chance.
I don't think upgrading from greataxes to scythes is necessary or worth the hassle. More important is having a cleric with the destruction domain. Cyclopses + Destructive Aura is really nasty.

AppleFresh wrote: Thank you all. I am working on a sorcerer build that combines a few of the aforementioned paths.
I did end up building my own plant race that ended up being 51 RP but hey they said anything !
I think you should either stick to existing races or ,if you abuse the race builder, abuse it thoroughly. The only cap is max. 5 traits per category for monstrous so, for example:
Qualities:
Construct
Tiny
Normal Speed
Advanced (Physical+2,INT+4,WIS or CHA -2)
Linguist
Attribute Traits:
5x Advanced INT
Defensive Traits:
Cat's Luck
Defensive Training, Greater
Lucky, Greater
Fast Healing (?)
DR 10/Magic
Feats & Skills:
Flexible Bonus Feat
Skilled
Sneaky Rider
Static Bonus Feat
Quick Reactions
Magic:
Arcane Focus
Deep Magic
Spell-Like Ability, At Will, 5 Spells
[Trait 4]
[Trait 5]
Movement:
Fleet-Fooded
4x Flight (Perfect,60F)
Offensive:
Frightful Gaze
Magehunter
Skysentinel
[Trait 4]
[Trait 5]
Senses:
Blindsense 30F
All-Around Vision
See in Darkness
Scent
Other:
Multi-Armed
Light&Dark
Heroic (?)
Then, take either an Arcanist-School Savant(Divination-Forsight) or a Wizard-Diviner(Forsight). Archmage 10 in both cases.
Probably the most useful Mythic Spells are Mythic Contingency and (against non-mythic opponents) Mythic Globe of Invulnerability. Mythic Feats that you should definetly consider are Mythic Improved Initiative and the usual spell Feats (Spell Focus, Spell Penetration, etc.).
Alternatively you could be a Synthesist (CHA replaces INT in that case of course). It may not be optimal but a Construct race Synthesist with 5x Energy immunity on top is immune to pretty much everything except physical damage and a quit small number of spells.
Or Witch for the Mythic Hex against non-mythic opponents.
Nevertheless no build can compete with Reductio Ad Pun-Pun if your friends are building him.
GM DarkLightHitomi wrote: Ah, but unless Im mistaken (good chance as Im not a munchkin) doesn't sorcerer have an archtype that changes from cha to int? Then you could still gain those spells. The Sage Wildbooded Bloodline does this. But that doesn't help if you want to dip Crossblooded Orc/Dragon.
These guides might be helpful:
MONSTERS AT YOUR KNEES - Orthodox Banjoist’s Guide to the Summoner
https://docs.google.com/document/d/1JkQkD-6ArqhAMaAj_CtTeZ0OpCHxsjE33pRcDIK w4PQ/edit#heading=h.iu7ghhwwaw9r
Tark’s Guide To building Tag Team Champions: A summoner guide.
https://docs.google.com/document/d/1BVWY_NR5kJZAeGNYyvD5ljRs6whzFPDBCvOAryq 2qcE/edit
I would be careful about trading away Summon Monster. While you will be able to use your aquatic Eidolon a lot during S&S, there will also be a few longer passages on dry land. Without Summon Monster as a fallback you might struggle to pull your weight during these.
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