Devourer

hatenull's page

Goblin Squad Member. Organized Play Member. 12 posts. No reviews. No lists. No wishlists.


RSS


After seeing the various issues you've had I'd walk from the group. Plain and simple. Too much stress and drama for game time.


I just wanted to say that I quite like what you guys are doing and to keep it up!


3 people marked this as a favorite.
Spanky the Leprechaun wrote:
They're making a 5e? When did this happen?

The day after 4th Ed came out.


This is my first summoner build. He is PFS, and I've tried to compile advice found around the boards for a good build. Did I miss anything glaring with him?

PAVIN LOR CR 1/2
Male Human Summoner (Master Summoner) 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 13, touch 12, flat-footed 11. . (+1 armor, +2 Dex)
hp 9 (1d8+1)
Fort +2, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Shortspear -1 (1d6-1/20/x2) and
. . Unarmed Strike -1 (1d3-1/20/x2)
Ranged Sling +2 (1d4-1/20/x2)
Spell-Like Abilities Summoning Mastery I (9/day)
Summoner (Master Summoner) Spells Known (CL 1, -1 melee touch, +2 ranged touch):
1 (2/day) Grease (DC 16), Shield (DC 15)
0 (at will) Acid Splash, Resistance (DC 14), Detect Magic, Mending
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats Augment Summoning, Spell Focus: Conjuration
Traits Adopted, Resilient, World Traveler: Diplomacy
Skills Diplomacy +9, Handle Animal +8, Knowledge (Arcana) +6, Linguistics +6, Spellcraft +6, Use Magic Device +8
Languages Auran, Celestial, Common, Terran
SQ Eidolon Link (Ex), Lesser Eidolon, Life Link (Su), Share Spells with Eidolon (Ex)
Combat Gear Bullets, Sling (10), Shortspear, Silken ceremonial armor, Sling;
--------------------
SPECIAL ABILITIES
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.

The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoning Mastery I (9/day) (Sp) Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster
EIDOLON CR 1
Male Biped (Claws)
CG Medium Outsider
Init +1; Senses Darkvision (60 feet); Perception +4
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. . (+1 Dex, +4 natural)
hp 9 (+4)
Fort +3, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Claw x2 (Claws) +4 x2 (1d6+3/20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2)
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Toughness +3
Skills Disable Device +2, Perception +4, Stealth +5, Use Magic Device +1
Languages Common

--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

For first level I plan to use the Eidolon for protection, as time goes on it will be used as a skill monkey/ UMD help. Obviously it won't stand up to combat past the first few levels, by then my summons will be on par to handle most of that though.


He can use the safe word while ball gagged by a typical whips and leather drow female. That is pretty special.


I've had this happen before. I convinced them to start a different campaign with new characters to try out new ideas I had. After a few sessions they were getting to know their new characters and once we went back to the old game, were not overly attached to the old characters to the point where I had to worry about replacing them.


You lose the benefit if there is overlap, outside of the obvious benefit of the increased unarmed damage afforded by the Monk.


Re-flavor an Alchemist to use little devices to achieve his effects instead of extracts and mutagens. He could have a gun in addition to the bombs and his little clockwork contraptions that create wondrous effects.

You could even explain that he's experimented on himself to some visible extent that makes these unique creations work on him they way they do.


For one, Dark Sun is completely cut off from planar cosmology. Two, that allows the dragon kings into your prime material, probably a very bad development.

The plane of Shadow is supposed to be a transitional plane, while Athas is supposed to be isolated and unconnected, this creates a slight thematic problem.

It would also change the dynamic of Athas entirely. Metal would be easy to get a hold of, as would other resources that are so precious there. It would also reopen connections to the gods, which are sundered from that world as well.


John Templeton wrote:
At will I think is a bad idea (and should still be detailed as what kind of action) and I believe has no precisident in pathfinder for a PC class for an offensive power.

Are you referring to the Eldritch blast? It is defined as a standard action.

You're right there is little precedent for a class with this ability, unless I just give him the arcane blast feat for free at first level, then it still scales about the same and works the exact same way.


This is my first attempt at a Warlock archetype. I think I have found a balance in power, while getting the basic abilities of the warlock. I will post the invocations as I get them together. Things like DR and other Warlock abilities that were part of the class will be represented by new invocations.

Warlock – Witch Archetype
Warlocks are channelers of strange and arcane energies beyond even their Witch counterparts. They sacrifice the ability to cast spells for raw power, the ability to fire bolts of pure energy at will and for additional hexes, called invocations, that can modify their energy bolts or enhance the Warlock himself.

Eldritch Bolt (SU): The Warlock creates a bolt of pure arcane energy that may be fired as a standard action. The bolt requires a ranged touch attack and does 1d6 damage at first level, and an additional 1d6 damage every two levels afterwards.

Reduced Spellcasting: The Warlock loses 2 spells per day vice the vanilla Witch. At first level they receive no first level spells. At second level they receive 0 1st level spells, able to cast only if they receive bonus spells from high Intelligence. At any level they would normally gain 1 new spell of a level they don’t advance to that spell level. At any level they would receive 2 spells of that level, they instead receive 0; able to cast bonus spells for that level. A Warlock never has more than 2 spells per day of any level from class progression.

Invocations: Invocations replace normal Witch hexes, gained at the same rate. This ability replaces hexes and patron bonuses.

Feedback is appreciated.


Mokuren wrote:

It's going to be hard to scrounge up some players to do a nice playtest, but I'll try my best. Anyways...

I'm wondering how multiclassing is supposed to work in regard to the skill training system. If I am trained in a skill I'm supposed to add Level+3 to my check if it's a class skill, or 1/2Level+3 if it's a cross-class skill.

... What happens if I have 4 levels in a class and 4 in another and am trained in a skill that is cross-class for one of the two? Do I have a total bonus of +9 to the check?

Also, if all classes get more abilities and features each level, but all such features are based on class level, won't this make multiclassing without PrCs even lamer than before?

On skills. All class skills from all classes are class skills as it stands now. Therefore, if I'm a 2/1 rogue/wizard, I have all rogue and wizard skills as class skills at the Lvl+3. If I took Know Arcana at first level as a cross class for rogue, it becomes a class skill for me as soon as I take a level of wizard.

Many of the class skills are ambiguous right now on if they are character or class level based. Read each one for clarification. And yes some of those are weaker for being based on class level, but that is the trade-off of multiclassing.