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Hi - was looking at the term "Concealment", and have a character that can be in "Total Concealment" all the time - what then happens when I attack from that? If I was a rogue, would I get sneak damage?


Hey all - thanks for your help! Trying to make a quasi-Thundercat kind of character, not terribly optimized (I like some skill evolutions and flight plus other fun stuff), but I do want to make sure what I have is solid.

My character will ideally be a 1st level Monk (Maneuver Master)/Synth, quadruped form. I start with the Bite and Limbs (Legs) and Limbs (Legs) evolutions for free.

So some questions - I've checked the forums, and still don't have definitive answers - any help appreciated.

1. Assuming no other evolutions, can I make an Unarmed Strike? I would assume that I can make exactly one (with a knee, a foot, an elbow, whatever). I am assuming yes on this one, say Unarmed Strike w/ left knee.

2. If #1 is yes, then can I take a second attack with the opposite limb, say Unarmed Strike w/ right knee, with all the appropriate penalties for multi-weapon fighting?

3. Next add the evolution: Claws (Legs/Paws). Again, can I make an Unarmed Strike? Can I make a second attack as in #2? And, for either, can I make all of my natural attacks (Bite/Claw/Claw, secondary and at -5)? Again, I'm assuming yes, as long as each limb/head only makes one attack, so I'm thinking Unarmed Strike w/ left knee, Unarmed Strike w/ right knee, Bite w/ head, Claw w/ left paw, Claw w/ right paw. (so with penalties and TWF that'd be -2/-2/-5/-5/-5)

3. Can I add the evolution: Limbs (Arms), to a quadruped, and use both hands for off-hand (though with full Strength damage bonuses) Unarmed Strikes? I know I could put a light weapon in each hand and have an attack w/ each hand (at appropriate penalties), and you treat Unarmed Strikes as light weapons, so this seems viable.

4. Can the evolution: Reach be taken with a weapon (for example, Greatsword), and thus you stretch out whenever using that particular attack? If it is taken for an evolution: Claws, would it apply to both claws?

5. Massive tangent - what happens when you, the Synthesist, cast Unfetter on your Eidolon? Does it stay in form, but now it can be effected by regular healing spells, while you can no longer access its temporary hitpoints nor heal it via yours? (I would think this situation.)

Like I said - thanks! I'm not trying to screw the other players or min-max to the extreme, but I really like the concept of the class and want to make sure I'm playing it correctly via the rules of the game.


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

Just wondering on people's opinion if these two 'archetypes' can be incorporated with one character? I'm not sure if "class feature" is supposed to be considered the same as "class's eidolon ability".

Thanks for any replies/help!!

(Wild-caller wording)

This ability alters the normal summoner’s eidolon
class feature, but is otherwise identical to that
class feature.

(Synthesist wording)

This ability replaces
the class’s eidolon ability, bond senses, and life bond.


Hi - quick Eidolon/game rule/questions - thanks in advance for any help.

1. Can an Eidolon commit hara-kiri? ("Spot - I need you gone so I can summon more elementals - take a break!" "K boss - cya!" <gurk>)

(Basically to save you a standard action of dismissing)

2. Seriously - if he kills himself with a knife that he carries, where does the knife go? And when you re-summon him next day, can it be sheathed?

3. Is the assumption of #2 correct - that equipment/items carried by the Eidolon disappear when he is dismissed/killed, and reappear upon its summoning?

4. Could an Eidolon, upon creation, be given Feats that are unknown in the current world (example, gunsmithing)?

5. Can an Eidolon take traits (via the Feat extra-traits)?

(spelling edited :)


Quick question - does Feat: Noble Scion (Thrune) allow a player to then take Feat: Improved Familiar? (relevant text below)

Thanks for any help!

Noble Scion (Local)

You are a member of a proud Chelaxian noble family.

Prerequisites: Cheliax affinity, member of Chelish noble house.

Benefit: You gain benefits based on the noble house to which you belong.

Thrune: You gain Infernal as a bonus language. In addition, at 9th level you may bind to yourself an imp servitor in a ritual that takes 7 days. Your imp servitor grants and possesses all the benefits and abilities of a 1st-level wizard’s familiar.

Improved Familiar

This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below)


Really can't find a definitive answer on this one. Seems like most threads end up on the 'Yes' side, with the obvious RAW limitation of hands being necessary to wield weapons ("Arms that have hands can be used to wield weapons, if the eidolon is proficient.")

If anyone has a ruling or link on this, much appreciated!


Hi and thanks! Was probably just going to end up turning my (1/2 of my level ) Eidolon into a skilldolon like everyone else, but was wondering if there was any way to actually keep it viable and useful during combat?

By this, I don't mean via the UMD skill - something else, either combat melee or missile oriented.

Kinda new to the system, so any suggestions appreciated!


Basically, does Augment Summoning effect other spells that have summon in their spell descriptions?? And if so, how would you rule the "each creature" portion when dealing with a swarm?

Feat = Augment Summoning
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Subschool Description:
Summoning: a summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.

Summon Monster I

School conjuration (summoning) [see text]; Level antipaladin 1, bard 1, cleric/oracle 1, sorcerer/wizard 1, summoner 1, witch 1

Mount

School conjuration (summoning); Level magus 1, sorcerer/wizard 1, summoner 1, witch 1

Summon Swarm

School conjuration (summoning); Level bard 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2


Maybe this has been discussed in another thread, but it seems that movement is such a HUGE factor in the game, and taking a 10ft penalty for -1RP seems nowhere near worth it.

I understand for flavor, but realistically, I don't see this actually being used in the final product, when you're considering running the race "for real".

And maybe others have suggested, but I feel that a -2RP for slow movement is more viable and likely to be used, and also more reflective of the negative that the lack of movement is imparting upon the race.

Thoughts?


Hey all - trust me, I looked through all the history, but still didn't get a definitive answer to this 'combo'. Doesn't seem really broken, but definitely useful and something to consider. I'm starting a new campaign, new to this system, and just one of the questions that I came up with.

So the question is, if I have the Magical Lineage trait, and apply the Meta-magic feat Merciful to a 1st level damaging spell, what exactly happens? Is it now considered a 0-level slot spell, and thus able to be cast unlimited?

On a different note, and since I have the game-masters here, can a quadruped Eidolon use wands/thieves' tools in its 'paws', thus being able to employ the UMD and Disable Device skills? Could it read a scroll? I know I've seen bears use sticks to snag honey, so my thought is yes, but I couldn't find anything definite on the subject.

Also, if an Eidolon jumps into an extra-dimensional-space (let's say a Handy's Haversack), is it then returned to its home plane? Does it take any of the 50%/75% max hp damage?

And finally, is there any way to add a saving throw to a spell that doesn't have one? I'm looking at the Jinxed Spell Meta-magic feat, and would like to add it to certain spells, but many of them don't require saving throws (for example, Magic Missile). Is there any ruling that allows me to 'weaken' a spell and require a saving throw even if previously there wasn't one needed?

Hey - thanks for all your help!! Please use only official sources if you can.