mplindustries wrote:
Plus by the time you hit level 15, damage tends to be the least of your worries once monsters/PCs start being able to throw Save or Die/Lose/Suck spells every combat.
My opinion on what defensive abilities for each element should look like(as I mentioned last time I posted, haven't actually playtested this class yet, going by feel here). Water: YOU MUST FLOW LIKE A RIVER, BOB AND WEAVE, all that jazz. Earth: I AM AS THE UNMOVEABLE MOUNTAIN, I SHALL OUTLAST YOUR STRIKES Air: WHOOP WHOOP, CAN'T HIT BECAUSE IM OVER HERE, NOW IM OVER HERE, AND NOW IM HERE. IM NOT MAKING YOU FRUSTRATED AM I? Fire: DEFENSE IS FOR SCRUBS, IM A GLASS CANNON BUT MY BURNING FURY WILL DESTROY YOU BEFORE YOU CAN DESTROY ME, some joke about being different because it's a chemical reaction and not an element Aether: SOMETHING...Aethery. I'll admit I've never been clear on what Aether is, so I'll leave it at that.
So I'll admit I haven't looked at the class itself too much, so I won't comment on it(beyond that taking CON damage to use my class features doesn't really sit right with me mechanic-wise). However, I've seen the word balance being thrown a lot here, so I just want to say this to the guy designing the class. Being worried about the class being overpowered is a reasonable thing to be worried about...is what I'd like to say, but this is Pathfinder. The Wizard, Arcanist, and other 9th level spellcasters exist. Honestly, the Kineticist being overpowered is the absolute last thing you should be worried about as long as they don't have access to 9th level spells.
First, the relevant quote from the ability. "At 5th level, a totemic skald gains the ability to wild shape into the form of a Small or Medium version of his totem animal, as the druid class feature. His effective druid level for this ability is equal to his skald level – 1. He can use this ability twice per day at 11th level, and three times per day at 17th level. This doesn't allow the skald to assume other forms, such as elementals, plants, or other kinds of animals." I'm having trouble telling from the way it's worded, is the Totemic Skald only able to Wild Shape into Small/Medium animals with his Wild Shape forever, or does scaling "as the Druid class feature" mean it increases up to Tiny/Large and onwards at the appropriate level a Druid of his level(minus 1) would?
I need to know, is there any weapon properties, magic or otherwise, I can put on my weapon that would increase my Caster Level for a class? (Bard in this case). If not, is there a workaround I can do for it? I'm getting a custom homebrewed weapon soon and boosting my Bard CL is part of it's property.
Morgen wrote: Yes, someone using illusion spells knows that they don't produce real effects (unless they are very deluded) and would be able to see through the translucent outline. Now that'd be a fun character concept. An Illusionist who's deluded into thinking he's a conjurationist and believes he's actually summoning creatures, when instead he's just creating illusions. Maybe not incredibly effective, but eh.
(a lot of rambling here, feel free to skip to questions if you don't feel like reading it, questions start below +-+-+ line) I will pre-note, I have not yet played any game of Pathfinder, and what I do know is from hearsay and some browsing of the Pathfinder SRD. I started with D&D 4e about 3 years ago, and 4e is currently my only TTRPG experience, and I'm starting to look into related games and heard a lot about this one. After browsing the SRD, the Summoner is admittedly the first class that really jumped out at me as a "Holy censored, I HAVE to play this class!", partially from my love of summoning classes and from being really intrigued by the Eidolon mechanics, the evolution stuff in general. +-+-+ I did do some reading on the SRD, however, there are a number of things I don't quite get. Some might be better suited for Rules Questions, though I'd prefer to have to check as few topics as possible. 1. On the Merge Forms power, it says "All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire)." This means for anything that lasts...say 3 rounds, if I stayed merged with the Eidolon for 3 rounds, the status has zero effect and still wears off three rounds later? 2. On the Twin Eidolon feature, when I assume my Eidolon's STR, DEX, and more importantly CON stats, do my maximum hit points go up to adjust to my new CON score? This question also applies to when thr Synthesist "summons" his own Eidolon "armor" and the Synthesist gets it's CON.
3. My main draw to the Summoner was the Synthesist archetype. However, I noticed it's banned from organized play according to the SRD. I'm curious on the reason behind this. 4. When I use Evolution Surge spells to add evolutions to my Eidolon, can I use multiple ES spells to add multiple evolutions, or do they not stack?
5. While not a good idea, am I allowed to leave Evolution points unspent to take with the Aspect feature? 6. I noticed the Eidolon gets the multi-attack feat for free when he reaches 3 Natural Attacks. The claw is listed as having "+x/+x" on it's attack bonus. Does this mean it counts for 2 natural attacks for the purpose of the free multi-attack feat, or just one? 7. And finally, on the subject of Natural Attacks, I read on the Summoner Class guide that Primary attacks should always be taken over Secondary attacks unless I'm making a weapon-using Eidolon. Why is that? Thank you for taking the time to read this, and I appreciate any answers given. I apologize if some seem obvious or are on the SRD, but as I said, I have zero non-D&D4e experience and only did some SRD reading.
I've always personally had the opinion there should be a baseline class, called either Paladin or Champion that by default, doesn't have any alignment requirements, and has alignment-generic abilities(Smite Enemy, Detect Threat, etc), then have alignment-restricted archetypes that replace them with more alignment-focused powers(Smite Enemy is replaced with Smite/Detect Evil for Good Paladins Smite/Detect Good for Evil Paladins, and..idk, Detect Coconuts and Smite Fish for Chaotic Stupid Paladins I guess). But then again, I've never been a fan of alignment restrictions by default, so take my opinion on the matter with a grain of salt. |