Dinosaur

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Just a heads up to those DM's an players trying out the Summoner before the APG comes out:

After plenty of gameplay and some number crunching, it came to my DM's and parties conclusion that the Large evolution for Eidolon's was over the top.

+8 strength is just a little too much of a boost. The compromise for balance thought up by my DM was to replace the bonuses from the Large Evolution with the Giant rebuild rules.

It really came to a head when my character's Eidolon was hypnotized (Rolled a 1 >.<) and ended up almost one-shotting my character -- and that was after the nerf!

So just a heads up for DM's to closely scrutinize Eidolon power balance -- it can get out of hand very quickly.


I had noticed this back in Beta and had assumed that it just hadn't been added in yet, but I was wondering if I could get a comment as to why Synergies had been removed. Was it another matter of space, or were they considered rules bloat? Are other people planning on house ruling them back in?


If the normal progression of a soul when it dies is from the material plane to the astral plane, then to their appointed plane of existence, what happens to the Souls of worshipers of The Great Dreamer, if the God's realm is back on the material plane? Do they have to make the return journey, or do they just go to Elysium? If they do go back to Desna's realm, how do outsiders react with being in a divine realm on the material plane?

Oddly enough, this actually came up in a game.


Specifically, the following things:

How did you have your players discover the properties of noqual? Knowledge check, or have a character describe it?

How much did the characters sell noqual for?

BONUS QUESTION: Did your players kill the wraith and free the ghost of Virashi?

I think that's all I have for now.


One of my friends recently got The Great Beyond and I was excited so see if there was anymore info on Desna's realm in the multiverse, but instead found that it's a material plane location.

I couldn't find any other info except that Desna resides in Cynosure at the North star. Seeing as TGB didn't have any info and Desna's writeup didn't have anything on it, is there anywhere else where such info could be found? Either in something already published, or something to be published?


Loremaster is an great class with an interesting flavor, but could do with a few changes:

The prerequisites as written are very strict. When the PRC's were first released I and a friend of mine decided to take them up in our Golarion game. He took Dragon Disciple, and I wanted to go Loremaster(we were both playing sorcerer's). As it stands, there's not a lot of reason for a sorcerer not to take DD, because it's easy to get into and has a lot of bonuses. But I would have to rebuild my character to get into Loremaster.

The 'on track' path to the class gets you in at 7th level. Any non-human would have to perfectly select their feats to qualify for Loremaster at 7. There is no deviation. I would suggest lowering the feat requirement to Skill focus and 2 item/metamagic feats to give characters some leeway to get into the class more easily.

Secrets:
Secret Health should be the same as the new Toughness, 3 + hit die in health.

Thats all I can think of right now.


I searched beforehand, and didn't see any posts referring to the Destined Bloodline, and felt it needed some attention. I'm playing a Bard 1/Sorcerer 5 in a Golarion game and wanted to give my insights.

Summary: The Fated 3rd level Destine Bloodline Power is weak compared to the others and could use a boost. Bonus to saves in Suprise Rounds is weak. As well, the It Was Meant To Be power should have a capstone use at level 20 like other Bloodline powers with similar progressions.

Overall I feel the Bloodline works great and has a good flavor of "I'm going to be awesome, and something is making sure I don't die because, really, I'm going to be awesome."

The only significant concern about the class is the 3rd level Bloodline Power, and how it is balanced to the other bloodline powers.

For reference:

Spoiler:
Fated (Su): Starting at 3rd level, you gain a +1 luck bonus
on all of your saving throws during surprise rounds or if
you are otherwise unaware of the attack. At 7th level and
every four levels thereafter, this bonus increases by +1, to a
maximum +5 at 19th level.

On my character, I've never used this power. I can't recall many saves during a surprise round coming up that often in any campaign really, its just not something that comes up often. Compared to the rest of the bloodline powers at this level, this is a very, very weak power. While it does progress better than any of the others (a +4 bonus at 15th level), compared to the +4 natural armor and resist 10 of the draconic bloodline at 15th, or the 20 resist total of Celestial and Elemental bloodlines it seems very weak.

I recommend this power gets a boost, or gets changed entirely. Here's a few simple alternatives:

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus
on all of your saving throws and AC during surprise rounds or if
you are otherwise unaware of the attack. At 7th level and
every four levels thereafter, this bonus increases by +1, to a
maximum +5 at 19th level.

or

Fated (Su): Starting at 3rd level, you gain a +1 deflection bonus
on your AC. At 8th level and every five levels thereafter, this bonus increases by +1, to a maximum of +4 at 18th level.
*The AC bonus could remain luck, and the progression could change a bit on this one, but otherwise it'd be far, far more noticeable than the surprise round bonus. I understand that it doesn't really fit with the flavor of the other powers, but this power needs some help.

Also, I haven't played to the level yet, but I found what I think is an omission in the It Was Meant To Be Power:

Reference:

Spoiler:
It Was Meant To Be (Su): At 9th level, you may reroll
any one attack roll, critical hit confirmation roll, or
level check made to overcome spell resistance. You must
decide to use this ability after the first roll is made but
before the results are revealed. You must take the second
result, even if it is worse. At 9th level, you can use this
ability once per day. At 17th level, you can use this ability
twice per day.
(Bolded the part in discussion)

Every other bloodline with a 9/17 level progression (Draconic, Elemental, Infernal, Undead) gives a third use at 20th, and every bloodline that offers a progression except Aberrant gives three levels of progression. Destined should be given a capstone use at 20th, though ideally the 9/17/20 progression of the 9th level bloodline powers for Draconic, Elemental, Infernal, Undead wouldn't include an 8 level gap and would be a more even progression.