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
The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
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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.
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.
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
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:
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. |