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Cheapy wrote:
If you are an Eidolon, you use what the Evolution says, not what the Universal monster rules say.

Is that an oversight in the RAW? Or did they really mean to give the eidolon that ability? (smacks lips and thinks about next gaming session...)


joeyfixit wrote:

Thinking about a one-level dip into Summoner for a (small) Paladin, just to get a flying mount.

What are the chances that Boon Companion works on an Eidelon?

If it doesn't (and it probably doesn't), what other options does one have for toughening up a dip-summoner Eidelon? Besides like, Toughness.

BC doesn't work for eidolons.

However, you could talk to your GM to ask if he'd make an exception/houserule to allow you to do so. We were running through an AP with a 3 man team, and the BC-ed eidolon based on a 1-level summoner dip has really increased the survivability of the party.


blackbloodtroll wrote:
Dervish Dancer feat, and the Agile weapon property.

I believe the feat is called Dervish Dance (from the Inner Sea guide). Dervish Dancer is a bard archetype from UC.

Dervish Dance is limiting in terms of weapon choice.

+1 to Agile weapons - they are great (expensive at lower levels though).


bananahell wrote:

I have three players playing Jade Regent. Two are reliable, one is a floater for the game. The reliable players are playing a Cad Fighter and a Bow Fighter. The floater is a Street Performer Bard.

So the Bard missed one game in the first book, which happened to be the game where the attack the castle. So far the two Fighters have cleared out almost everything on the ground and upper levels of the castle and we ended the session with them doing the Kikonu-Zaiobe fight. They are currently level four. They still have the dungeon to go through, and with only the two of them gaining experience, I'm moderately concerned that they'll upset the balance for the rest of the game's books.

Now, I could totally bump up the difficulty for the coming fights, or even cap them at level four, although I'm sure the latter will cause a bit of unrest with the players, but they're a fairly understanding lot. I've currently only read part-way through book two, and my question is pretty much: At the rate they're progressing, will they upset the balance of the game? They'll probably hit level 5 by the end of book one, so how badly will the game be upset, and are there any suggestions on how to fix this?

The APs are generally designed for a minimum of 4 players. So having them level up faster is not really an issue. Also remember - you can always make combat harder without upping the CR by improving your NPC/monster tacticals. The other thing that you could do is slow down the experience level progression - if you're using Fast, go Fast-Medium (slower than fast, faster than medium) instead.


Tsukishijin wrote:

I heard someone mention that the Magus seems entirely melee based. And certainly, a number of aspects deal with melee, or at least heavily suggest it. But I think there is room for a bow focus, especially if used as a gateway to Arcane Archer.

Any thoughts? I do have some leeway with my DM about rule of cool and custom items, and I would see if I could make spell strike similar to charging the bow with a touch attack and delivering it either as a ranged touch or delivering it with the arrow.

The Magus is meant to be a melee focused class. Spell Combat requires one hand free (even for a spell without somatic components). By RAW, I don't think a bow would qualify, although using a crossbow one-handed might. Spell Strike could work with a ranged touch attack, but you would not be able to use it in concert with Spell Combat.

Stepping out of the RAW box, I think this could be a fun class to play with a bow focus - just come up with sort of reasonable explanation to how the Spell Combat ability works with bows. Maybe even get your DM to help you with it.


DeivonDrago wrote:
Starglim wrote:
DeivonDrago wrote:
Starglim wrote:


4. Allowing an eidolon to take objects with it when it goes away for any reason would be open to exploitation. Like other summoned creatures, it doesn't take anything with it when dispelled except the equipment it brought from its own plane when summoned. The summoner has to refit it with any equipment he wants to give it as part of his one-minute summoning ritual. Yes, this can be annoying and have implications for encumbrance.
I was thinking, as a homebrew development, about a method to transport items to the eidolon's plane for it to use, probably as a longer ritual - eight hours or as part of gaining a summoner level seems right. They would then appear as summoned copies and disappear when it was dismissed, certain PFS scenarios notwithstanding.
James Jacobs has a different view regarding this issue.

This is a very interesting description of the eidolon as an amalgam of many extraplanar creatures with the summoner's own essence. I'm not sure it goes any further towards explaining why such a creature deals differently with material objects.

Let's examine some of the consequences of this view.

1. Can a dismissed eidolon take with it the party wizard's spellbook, the party fighter's selection of special weapons, the illegal or destructive items that the party wants to smuggle in to a city or a royal palace, or the party's treasure? If so, how much can it carry? Does anything prevent the party immediately retrieving and using these items when the summoner re-summons the eidolon?

2. Can the eidolon carry off the body of a slain opponent? If so, can that creature be returned to life by true resurrection?

3. If the eidolon can take these items, can it leave any of them on its own plane?

I suppose that to really find good answers consistent with the post I linked to - you'd have to ask JJ himself. He...

Your questions are quite insightful.

The reason I liked JJ's explanation is that it was consistent with this line from the Bestiary that reads: "An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. "

Which is really hard to interpret in game, but seems to be in line with JJ's comments.


Starglim wrote:
DeivonDrago wrote:
Starglim wrote:


4. Allowing an eidolon to take objects with it when it goes away for any reason would be open to exploitation. Like other summoned creatures, it doesn't take anything with it when dispelled except the equipment it brought from its own plane when summoned. The summoner has to refit it with any equipment he wants to give it as part of his one-minute summoning ritual. Yes, this can be annoying and have implications for encumbrance.
I was thinking, as a homebrew development, about a method to transport items to the eidolon's plane for it to use, probably as a longer ritual - eight hours or as part of gaining a summoner level seems right. They would then appear as summoned copies and disappear when it was dismissed, certain PFS scenarios notwithstanding.
James Jacobs has a different view regarding this issue.

This is a very interesting description of the eidolon as an amalgam of many extraplanar creatures with the summoner's own essence. I'm not sure it goes any further towards explaining why such a creature deals differently with material objects.

Let's examine some of the consequences of this view.

1. Can a dismissed eidolon take with it the party wizard's spellbook, the party fighter's selection of special weapons, the illegal or destructive items that the party wants to smuggle in to a city or a royal palace, or the party's treasure? If so, how much can it carry? Does anything prevent the party immediately retrieving and using these items when the summoner re-summons the eidolon?

2. Can the eidolon carry off the body of a slain opponent? If so, can that creature be returned to life by true resurrection?

3. If the eidolon can take these items, can it leave any of them on its own plane?

I suppose that to really find good answers consistent with the post I linked to - you'd have to ask JJ himself. He usually gets back to you on the same day if you post on the Ask JJ thread.


Starglim wrote:


4. Allowing an eidolon to take objects with it when it goes away for any reason would be open to exploitation. Like other summoned creatures, it doesn't take anything with it when dispelled except the equipment it brought from its own plane when summoned. The summoner has to refit it with any equipment he wants to give it as part of his one-minute summoning ritual. Yes, this can be annoying and have implications for encumbrance.
I was thinking, as a homebrew development, about a method to transport items to the eidolon's plane for it to use, probably as a longer ritual - eight hours or as part of gaining a summoner level seems right. They would then appear as summoned copies and disappear when it was dismissed, certain PFS scenarios notwithstanding.

James Jacobs has a different view regarding this issue.


Evil Lincoln wrote:

The game's design generally frowns on the idea of items granting feat slots, and to a lesser extent specific feats (although a handful of items do).

I think that's fine, but forget that for the present discussion.

Let's say I wanted players to be able to pay GP to acquire feats. You can think about them as feat-granting items, or maybe that they're paying for the training, whatever.

What would be a fair price? I think the answer is probably: "depends on the feat"... but what kind of heuristics would you use to make this a fair process?

I suppose the answer to this question is sorta contingent upon the amount of treasure/loot that the players will have access to over the course of the campaign.

You could price feat slots based on the level that the PC was at. Maybe a multiplier similar to the pricing for scrolls/wands. Or even better, tie it to the Character Wealth By Level table in the CRB. Something along the lines of a % of the wealth figure for a feat slot.

So if your % factor is say 20%, then for a 4th level feat slot, you'd charge 20% of 6000GP (from the CWBL table) = 1200GP.

Also, if the core issue here is feat slot scarcity, then you could just give people feats for free. Lots of GMS give away free feats such as the Vital Strike feat chain (at the appropriate levels), Weapon Finesse, Point Blank Shot etc.


Dosgamer wrote:
(DC 15 heal check or healing him of damage).

Or the Stabilize spell (if for some reason the party is tapped out on healing spells/channels but have loaded the orison).


cranewings wrote:

Delvon, my players aren't fast at math. On top of that, they like to describe, in detail, what each strike is. So while that is fine, it compounds the problem of rolling a bunch of dice.

Yes, using the vital strike damage would be fair.

I'm actually just impatient.

Hey - role playing combat is fun. Once your players get real comfortable with things - try this too!


cranewings wrote:

Do you think vital strike is a fair trade for full attack when only damage is considered?

I think it is pretty comparable. Enemies fall in a similar number of hits.

My only big hang up right now is for characters wanting to do combat maneuvers and strike at level six.

I probably won't house rule any of this, but it would be nice of there was a clean / fair answer.

Probably not - but the real point of my suggestion was to not have it be a flat bonus but rather a bonus based on the weapon damage die. Ideally you would throw in part of the strength bonus as well.

In reality, rolling iterative attacks shouldn't take that long, particularly if you are rolling against the same target (or targets with the same AC). Just roll the attack rolls all at once. Then total up the damage and add it all up. For example, that's what I do when running a rogue - otherwise between iterative attacks, TWF as well as regular and sneak attack damage dice - it would get out of hand.


DeivonDrago wrote:
cranewings wrote:

Rarely I play to a high enough level that pcs get extra attacks. I don't like extra attacks because it increases the length of each persons turn.

I was thinking of awarding a damage bonus of 2d6 on a full attack at BaB +6 and disallow the extra attack.

Assume I think methods of speeding up turns aren't good and just wouldn't play to level 6 without a way of getting rid of the iterative attack.

Or you could simply say that the Vital Strike damage rules come into play - just to let the damage be proportionate to the type of weapon.

Otherwise a dagger would deal out the same amount of extra damage as a greatsword penalizing the martial types.


cranewings wrote:

Rarely I play to a high enough level that pcs get extra attacks. I don't like extra attacks because it increases the length of each persons turn.

I was thinking of awarding a damage bonus of 2d6 on a full attack at BaB +6 and disallow the extra attack.

Assume I think methods of speeding up turns aren't good and just wouldn't play to level 6 without a way of getting rid of the iterative attack.

Or you could simply say that the Vital Strike damage rules come into play - just to let the damage be proportionate to the type of weapon.


DeivonDrago wrote:
cranewings wrote:
If a fighter with a melee attack of +7/+2 makes a trip attack with his second attack, does he get his full CMB or CMB -5?

Your numbers are right. However, you shouldn't really regard it as CMB - 5. Rather, the CMB itself is based on your BAB which is lower after the first attack in a sequence of iterative attacks. So you have a different CMB - exactly the same way you have different attack roll modifiers.

More specifically, what I wanted to say was that - it's not really a penalty as much as it's a lower bonus.


cranewings wrote:
If a fighter with a melee attack of +7/+2 makes a trip attack with his second attack, does he get his full CMB or CMB -5?

Your numbers are right. However, you shouldn't really regard it as CMB - 5. Rather, the CMB itself is based on your BAB which is lower after the first attack in a sequence of iterative attacks. So you have a different CMB - exactly the same way you have different attack roll modifiers.


pipedreamsam wrote:

Litany of vengeance

This one probably needed to be play-tested a bit more and worded more carefully. There should be a requisite alignment indicator in the spell (like with the litany of righteousness), I am not really sure what the duration of instantaneous entails, and I am not sure why it is allowing all attacks against the target a bonus. Once again it allows SR and gives up a swift action, but I agree that this one needs some work.

This is really not a problem. It's just a wording issue in the detailed text of the spell. But if you look up the spell in the index - the summary text clearly states that " Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round."

+5 to damage rolls for 1 round? At that caster level? Have at it, I say.


RuyanVe wrote:

Searching the boards yields:

Familiar abilities and CL for HD

SKR wrote:

Technically, that should scale with HD, so as written, a wiz20's silvanshee improved familiar would have 7 uses of 10d6 LOH per day. Which is, of course, way too good. We're probably going to errata the silvanshee so the damage still scales up with HD but it remains capped at 1/day.

Ruyan.

I hear the cries across the forums: you're gonna neuter my silvanshee? Really!? Yeah well, roll for init!


Iced2k wrote:

The Diavrat Prestige class gains a Zhyen familiar at level 7 as an Improved Familiar.

In general all familiars grant a 'Special ability' to it's master.

For example a Toad gives it's master +3hp.

It seems to me they have left this out when writing up the prestige class?

Does anyone know what bonus a Zhyen would bestow on it's master to keep it in line with other Familiars.

Secondly, if not, what would people suggest?

Improved familiar creatures (beyond becoming familiars who gain HD along with their masters and other abilities as listed in the familiar progression table) do not grant additional benefits like regular familiars to their masters, except for +2 to their Coolness ability score.


Azten wrote:

Because the Agathion subtype says it has Lay on Hands as paladin of level equal to it's Hit Dice?

Agathion Subtype.

I agree. Under normal conditions the 2HD creature would have the LOH ability of an L2 paladin. But the process of converting it to a familiar would trump that.


Also, if you search for the word "stack" on the Combat page of the CRB in the online, you'll find all sorts of relevant mentions.


Oh great Dinosaur with a seemingly excellent dental plan,

1) Why aren't homunculi more common - to the extent that they almost become a purchasable standard accessory at a higher level? What's not to love about having a 2050 GP loyal, flying spy/messenger/scout with darkvision who can telepathically communicate everything it sees/hears to you, and doesn't eat, sleep or breathe? Am I missing something here?

2) If a summoner and his eidolon "share a mental link that allows for communication across any distance", and a summoner's homunculus "knows what its master knows and can convey to him or her everything it sees and hears", can the eidolon and homunculus potentially talk to each other using the summoner's mind as a sort of common resource?

thanks!


Laiho Vanallo wrote:


I started playing this new home brew campaign with friend a few month back,

Are you really sure about that?


cmastah wrote:

Here's the thing, I'm going to be playing in a PF campaign soon and am eager to start my own. The problem is that if the players don't see a straight line to a goal, they'll never think to find their way to it (nor would they try and find flavor on their own). For example:

If someone went on and on about how the region has gone through such and such, they'd never consider a knowledge history check (even if a racial made such a check a class skill and trained in it, such as one of the dwarven racial archetypes) to see what they can find out, they'd just take the info straight from the guy talking to them.

They find some loot and just accept whatever value a treasure generator states it is worth or whatever the guy they want to sell it to says, no consideration to an appraise check.

If I put in an NPC, they'd most likely assume he's an ally, quest giver, enemy, objective (of a quest) or completely unimportant (pretty much they'd sit there thinking 'is there a point to him talking to us?'). They'd listen to see if the NPC complains of something they can deal with, if they don't get that, then they assume the NPC is a potential enemy and sense motive/bluff/perception him like crazy.

These are guys who'd probably only ever use perception, sense motive, diplomacy, bluff and maybe intimidate. They have no initiative to use any of the other skills and I was wondering if maybe I should prompt/tip them to make use of some of these skills to make more of the lore and flavor come to them. I was thinking something along the lines of 'you think you may know more about this' (and if that doesn't help, flat out tell the guy to roll a check), or 'something catches your eye' (then they'd ALL reach for their d20's).

One way to deal with Knowledge checks is for the GM to know the Knowledge areas (with modifiers) that all PCs have ranks in. Then when a Knowledge check is required, you ask everyone (or specific PCs) to roll a d20. You then calculate if an appropriate Knowledge check was successfully made.

Then you tell the successful player that their PC just happened to remember (typically based on prior experience, knowledge, something they overheard, read somewhere etc) the appropriate Knowledge detail in question.

I think this lets you weave the Knowledge check into the overall narrative better than reducing the check to DCs, die rolls and modifiers.

This works especially well for monster identification checks. Asking for a Knowledge (Dungeoneering) check gives away the fact the monster is either an aberration or an ooze. But you can conceal that bit of info if required as part of your reveal if you don't identify the specific Knowledge area that triggered the reveal.


donato wrote:

My top picks are:

1. Curse of the Crimson Throne
2. Legacy of Fire
3. Rise of the Runelords.

Those are all 3.5 paths, though. However, I do recommend Carrion Crown and Kingmaker AP as well.

+1 for both LoF and RotR. They are both great.


Kthulhu wrote:
DeivonDrago wrote:
A GM who does not grant maximum HP on the first level for a PC class is violating RAW.
A GM doesn't violate RAW. He impliments house rules.

I'm not saying the GM can't houserule it. I'm merely saying that the rules are very clear about this. If that was not clear from my post, my bad.


LazarX wrote:

Technically it's up to the DM, most give maximum hit points at first level, a few might require rolling. Either way apply consitituion and feat modifiers if any after that's done.

Has to how that's what the hit dice are about, that's what you would roll if rolling was required.

A GM who does not grant maximum HP on the first level for a PC class is violating RAW.


Ashenfall wrote:

At first, I figured they would. Then, a buddy announced that he wants to run a summoner on a campaign I'm going to be running, and asked me the subject question.

Now I'm not sure. I searched the forum, and only found one thread where this was discussed, with answers saying yes, and other answers saying no.

Do any of you guys know for sure, if there's any reason why augment summoning wouldn't benefit an eidolon, since the summoner's description says that they're treated as summoned creatures?

The text of the feat is fairly clear that the monster must be summoned using a summon spell, and that the duration of the enhancement is based on the duration of the spell.

An eidolon is not normally summoned using a summon spell (unless, of course, you use the summon eidolon spell).

This is critical for game balance as most summoned monsters exist for a short period of time before being dismissed. An eidolon, under normal conditions, is summoned for very large lengths of time.

So if Augment Summoning were to work for eidolons, this would effectively be similar to the eidolon possessing a +4 Belt of Physical Might (a major wondrous item worth 40000 GP) for the price of a feat that only has Spell Focus (conjuration) as a prereq. So you could even gain it at 1st level.


Carrion wrote:

Two questions everyone:

For bipedal Eidolons do they arrive naked when summoned or are they assumed to be clothed, do they get a free outfit like standard characters? Or is this not needed since the rules state the Eidolon's physical appearance is up to the summoner?

What is Druma Affinity that is needed for the Profits of Kalistrade feat? I cannot find reference to this anywhere.

Thank you everyone!

Perhaps this post by James Jacobs might be enlightening?


richard develyn wrote:

In other words, can a 7th level character who only has 3 levels in an arcane caster with both Boon Companion and Improved Familiar choose a familiar with a minimum arcane caster level of 7?

Richard

I don't think so. BC improves your familiar's abilities once you've obtained it. But by RAW, nothing in the text of the feat lets you sidestep the CL pre-requisites for obtaining such a familiar.

Of course, f your GM is willing to let you do so, I don't think it would deviate that far from RAI.

Sandeep


Have you looked at the 4E skill list?


RTM wrote:

Are there any changes you would make to Pathfinder's skill system? Are there any situations that frequently come up that don't really have a set skill that governs it? How would you work to remove redundancy?

I ask because I am designing a system where skills are handled a little differently. There are groups of skills and (most) skills fall under one of these groups. For example, Speech governs Bluff, Diplomacy, Intimidate, etc. You can invest in the skills individually or, if you want to make a diplomancer-type character, you can invest in the entire Speech tree for slightly cheaper (the system is built around a point system).

So, in short, what would your ideal list of skills be? Thanks

+

I've always been dissatisfied with how skills are dependent on just a single ability score, and have always felt that in reality, certain skills would involve the use of multiple faculties as opposed to just one.

So I've thought about modifying the mechanic so that skills are dependent on two ability scores: a primary ability and a secondary ability.

The total ability related modifier would be the sum of half of the primary ability score (rounded up) and the secondary ability score (rounded down)

For example, if Intimidate is dependent on Cha and Str - with +3 modifiers for Cha and Str each, the net ability score modifier for Intimidate would be the sum of (+3 divided by 2 rounded up = ) +2 and (+3 divided by 2 rounded down = ) +1 = +3.

I think with the halves rounded up/down - the resulting numbers would be fairly compatible numerically with normal skill modifiers. This is especially important when dealing with NPC/monster skill ranks - so as to avoid restatting if you don't have the time to do so.

I've outlined a possible set of ability score dependencies below (listed as Primary/Secondary ability scores):

Acrobatics - Dex/Str
Appraise - Int/Wis
Bluff - Cha/Int
Climb - Str/Dex
Craft - Int/Wis
Displomacy - Cha/Wis
Disable Device - Dex/Int
Disguise - Cha/Int
Escape Artist - Dex/Str
Fly - Dex/Str
Handle Animal - Cha/Wis
Heal - Wis/Cha
Intimidate - Cha/Str
Knowledge - Int/Wis
Linguistics - Int/Wis
Perception - Wis/Int
Perform - Cha/Int
Profession - Wis/Int
Ride - Dex/Str
Sense Motive - Wis/Int
Sleight of Hand - Dex/Int
Spellcraft - Int/Wis
Stealth - Dex/Int
Survival - Wis/Con
Swim - Str/Dex
Use Magic Device - Cha/Int


+5sword wrote:

I'm writing a one-shot adventure and am looking for an intelligent monster for the big baddy. She must be able to drain the life source from someone and in turn receive youth from that life source. Is there any Pathfinder monster like that? I have been unable to locate one. (I'm kinda new to this, if you couldn't tell!) Level is open at this point.

Thanks for your help.

Dan

I'm not aware of a monster that can "receive youth" - but wraiths can be pretty lethal with their ability drain capabilities. And should be pretty straight-forward to run mechanics-wise.


Morris Chan wrote:

Thinking of making a summoner level 4

Level 4 Eidolon
Biped

i have 4 attacks so thats
2x claw with improved damage so 1d6 damage each
1x slam with improved damage so 1d10 damage

what 4th attack do I get with biped form?

So far with these evolutions its 3 points from the pool.

For the Slam evolution it says you can replace your claw attacks with slam does that mean you get 3 total slam attacks?

A cheap way to get 4 attacks is to add claws to the legs and drop the slam.

Then you can improve all 4 claws as a whole. Depending on how your GM interprets the "one natural attack form" term in the Improved Damage evolution, you can improve the damage for all 4 claws as a whole. You can stack the Improved Natural attack feat on top of this damage to further move the damage die one size category higher. So you can get up to a d8 damage die for each claw. You can also take Weapon Focus (claws) - that will improve your attack roll on all 4 attacks.

The great thing, of course, it gives you 4 attacks with minimal evolution point costs.

And if you are so inclined, you can add additional arms + claws as you level up. (Yes your eidolon will look weird). And all the improvements you've made so far will apply to the claw attacks as well.


LazarX wrote:
HappyDaze wrote:
Eidolons (and those mounts paladins use) can move back to their extraplanar homes taking whatever they are wearing/carrying with them. OK, but now a problem. If I kill an Eidolon that happens to have some nice magic items on it and it goes away taking those items with it, right? So my loot disappears and I get nothing?
I think whatever it carries drops to the ground unless it is bound with it. In that case, yes you get nada, zilch, zero.

It doesn't have to be that way. See here for some thoughts on this by James Jacobs.

So if the items are on the eidolon - you get nothing.


Krisam wrote:

My question is: with the goblins wiped out, what would Nualia & Co.'s response be? Surely she wouldn't just keep on researching as though nothing had happened?

Between the hounds, Orik, Lyrie, the bugbear and Nualia - they could mount a pretty good defense if they put their minds to it. (Has Tsuto been neutralized yet?) If you can manage the CRs, why not add some more goblins to the mix. Perhaps they were not present during the first run through (out harrassing random animals, maybe). They could even be goblin commandos. Now they rally back under Gogmurt's leadership. Don't forget his animal companion.

Even if you don't use the goblins, you still have quite a bit of fire power.

Krisam wrote:


How would they set up a defense of the fort without the goblins if they have a day or more to prepare?

Where would they set up to cause the most grief to trespassers? Any specific tactics they might use would be welcome.

Thistletop can be defended easily with a skeleton crew. Securing the rope bridge is key. Make sure an assault from the water side is not possible. Ranged attacks from the watch towers can be deadly. Use Gogmurt's and Nualia's magic + magic items appropriately. The yeth hounds' Bay ability can be very effective.

Krisam wrote:


If it helps, the party has just hit 3rd level. One of them is a paladin of Sarenrae who used to know Nualia. I imagine a chance for her to redeem Nualia if she plays her cards right.

Of course this is completely up to how you want to play it out. That said, I'm skeptical that Nualia can be redeemed. Her background makes her a good candidate for redemption. But in her mind, she has much more to gain by winning Lamashtu's favor and becoming a demon than going back to the light. And what would she go back to - a lifetime of regret without friends or family and a demon arm? I think she's too far gone already. Besides, Lamashtu probably holds some sway over her as well.


James Jacobs wrote:


Nah... Batman doesn't neeed a "new class." He's just a rogue who's player somehow convinced the GM to let him build the character's stats with a 120 point buy.

Dear Lord! JJ - you trying to start something here?!

Soooooo, now that you've set the stage for this, the rule addendum covering the integration of 120 point buy PCs into Golarion will soon be forthcoming?

Ooo ooh, passing the Test of the Starstone becomes a feat?

(writing up Minor Deity prestige class now....).


JJ,

1) What is your position on meta-gaming?

2) Is meta gaming inevitable to a certain extent? In any case, do you see it as detrimental to the overall role-playing process or is it just a quirk that you live with in RPGs?

3) As a player, do you find yourself meta-gaming occasionally or do you actively try to not do that?

4) As a GM, do you slap down players for meta-gaming, or do you let it fly as long as it doesn't get out of hand?


2 people marked this as a favorite.

I think that the fighter is great class to play when there's going to be a lot of opportunity to do what the fighter does best - combat.

If you are in a campaign with a heavy emphasis on role playing with a lot of skill use, and a *lowered* emphasis on combat, the fighter-playing PC might find himself a little bored.

But it doesn't need to be that way. The problem comes in when your fighter is a programmatically min-maxed, template-based, standard feat-tree based character. So don't do that.

Experiment!

1) If you are not into multi-classing there are a lot of archetypes in the APG and UC to choose from that could make your character more interesting.

2) If you are into multi-classing, a dip into spell-casting can liven things up, or a larger investment can lead to a PrC-based build. Just plan ahead with your stats. A fighter wizard with an 8 for INT is silly.

3) If you haven't dumped your Dex, think about a dip into rogue for the skill ranks and the (albeit small) sneak attack bonus. Melee fighters get a lot of flanking opportunities. It can also make your backstory and party contribution more varied.

4) Build a background for your fighter that truly makes him part of the world you're playing in. Give him color. Tie your physical attributes, feats and equipment choices into your backstory.

4) Do something different each time you play a fighter. Throw away that cookie cutter.

Experiment!


FAQ!


You can definitely attack incorporeal creatures with the Magic Attack evolution. It's a great 1-point evolution.

You still deal only half damage.


In general, the only way to get in more than one natural attack in is to take a full round action. So if you're going to attack as part of a charge, more than one attack would require a pounce. A normal charge only allows a single attack.


James Jacobs wrote:

As for eidolons... my preference is to believe that they're not "reflections" of single creatures, but composites cobbled together from many different creatures. The summoner essentially custom-builds his eidolon from partial reflections from numerous different source creatures and then binds that specific combination together with metaphysical "glue" harvested form his own life energies (hence the shared magic rune between summoner and eidolon).

with it, vanishing into some inaccessible void...

Wowzers - that is a pretty awesome reply. Just so you know - your vision of how this works is really cool!


JJ,

I believe there are several (inconclusive) threads on this topic on the messageboards. So I was wondering if you could clarify something on the subject of summoning and how it works in Golarion:

1)If summoning an eidolon only summons an "aspect" of a creature, does this mean that the actual creature remains behind on its home plane?

2) Do items carried/worn by the creature representing the eidolon come over with it when it's summoned?

3) What about items that the eidolon is carrying when it's dismissed (or dies) and is sent back to its home plane?

4) If the answer to 3 is that they are left behind, does this mean the eidolon has to be re(equipped) every time it's summoned?

5) Do the answers to 1 through 4 above apply to summoned monsters as well?

6) And finally, are the answers to all the above questions Golarion-specific, or would they apply to the Pathfinder mechanic in general?

Thanks in advance!


1) We have a 3 person group (a ranger, a rogue and a cleric) who are playing Rise of the Runelords. Since the AP was written for a group larger than 3, what's the likelihood that they'll make it through to the end? What would you recommend to increase their chances of success? (no spoilers please!)

2) What strategies (for GMs and players) would you recommend in general for under-sized groups running through the APs?


I've always been dissatisfied with how skills are dependent on just a single ability score, and have always felt that in reality, certain skills would involve the use of multiple faculties as opposed to just one.

So I've modified the mechanic so that skills are dependent on two ability scores: a primary ability and a secondary ability.

Let me know what you folks think about this modification? I think it rounds things out reasonably well.

The total ability related modifier would be the sum of half of the primary ability score (rounded up) and the secondary ability score (rounded down)

For example, if Intimidate is dependent on Cha and Str - with +3 modifiers for Cha and Str each, the net ability score modifier for Intimidate would be the sum of (+3 divided by 2 rounded up = ) +2 and (+3 divided by 2 rounded down = ) +1 = +3.

I think with the halves rounded up/down - the resulting numbers would be fairly compatible numerically with normal skill modifiers. This is especially important when dealing with NPC/monster skill ranks - so as to avoid restatting if you don't have the time to do so.

I've outlined a possible set of ability score dependencies below (listed as Primary/Secondary ability scores):

Acrobatics - Dex/Str
Appraise - Int/Wis
Bluff - Cha/Int
Climb - Str/Dex
Craft - Int/Wis
Displomacy - Cha/Wis
Disable Device - Dex/Int
Disguise - Cha/Int
Escape Artist - Dex/Str
Fly - Dex/Str
Handle Animal - Cha/Wis
Heal - Wis/Cha
Intimidate - Cha/Str
Knowledge - Int/Wis
Linguistics - Int/Wis
Perception - Wis/Int
Perform - Cha/Int
Profession - Wis/Int
Ride - Dex/Str
Sense Motive - Wis/Int
Sleight of Hand - Dex/Int
Spellcraft - Int/Wis
Stealth - Dex/Int
Survival - Wis/Con
Swim - Str/Dex
Use Magic Device - Cha/Int