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Rosgakori wrote:
Obviously you've figured out that the 7th level ones are really the only ones worth it. Those are listed as follows:
Now, they all have their own roles and foci, but of them all I feel the Salt Memphit is the most powerful.
Hope that helps! PS: If your DM allows you to get the "special" Imp, that's the most powerful one. ![]()
Issues I see with the Summoner:
Things I feel should be changed:
That's it for now.. I think there is much more work to be done. Keep em coming and I'll try to update this post. ![]()
Lord Snow wrote:
I STRONGLY resent anyone saying that anyone caring for a character and wanting to do what he thinks would make a character more powerful is a "min/maxer". Honestly, if you just make a bleeding Gnome Summoner, you've done quite a bit of optimization all in itself. If you were starting with a Wizard would you start with 14 int? I don't think so. The same with a Summoner. I'd start with 16 Cha, and get +2 Racial and that's 18 already. What have you been playing all these years of 3.5e? Also, any Summoner with a grain of salt in his brain wouldn't go Melee. He'd grab a light crossbow or a Shortbow( For elves) and whack away in range.. Or use his Acid Splash cantrip. ![]()
James Jacobs wrote: Honestly... you should just give it a try! It's a playtest... sometimes things that look overpowered when you read them end up not being overpowered in actual play, and vice versa. True, but when I play it, I will try my best not to do any overpowered stuff. I don't want to make my DM cry, nor do I want other players to feel weak in comparison. THAT is my problem. I can freely say to my DM: No, I won't use Summon Monster x more then once per encounter, or use it while a previous one is active.But this won't stop some of the more rude players, and frankly DM's should be and are weary of such stuff, this is why I fear it to be disallowed by my DM. ![]()
True, the spell list is a huge hit, but at first level, a Summoner is FAR OFF where a Wizard is, in terms of power. He even has Grease(Which btw should be every Summoner's 1st spell selection).. Grease is a encounter finisher at levels higher then 1 too, that's how strong it is. Also he has Mount, which frankly he doesn't need, since any prospectable Gnome Summoner will most likely ride his own Eidolon. :) But Mount places a large chunk of meat somewhere on the map, pure battle-field control. And it lasts 2hours at level 1 :D And you can use it for allies too. Mage Armor sharing with Eidolon is also normal. However, a Summoner should never "know" Mage Armor. Use scrolls, or a wand.(Probably not available from 1st level, but still). ![]()
Hello Paizo and fans! Well, I must say, both the Summoner and the Witch are extremely fun classes, I'd love to play them both. However a problem presents itself with starting level power curves and the Summoner. At first level, you as a Summoner have 6-7 Daily uses of Summon Monster I, 2-3 1st level spells and 4 Cantrips usable At Will. WOW. This is 4 spell slots more then a Focused Specialist Conjurer at level 1(AT THE MINIMUM!).
I've already asked my DM on a PbP game to let me use the Summoner for a soon-to-start game, however I fear he may share my opinion. What can be done to elevate this issue of too much power at lower levels? ![]()
meatrace wrote:
This is an example of a poor build. Why would any Duskblade need any levels in Eldritch knight? you're just loosing on the 13th level spell to full attack ability. Which IMO should be the prime reason you take Duskblade. Outside of that, I thought we were sticking to PFRPG Core only? ![]()
I think the main thing why I dislike playing a Bard as a "gish" type is due to the spells. Sure, bards get some awesome spells. But they don't go beyond lvl 6.. Which is a darn shame. Where a usual Transmuter Wizard 5/Fighter 1/Eldritch Knight 10/Fighter+1/Wizard +3 Has a BaB of 16( 4 attacks) and 9th level spells! That's a HUGE difference to the casual bard who flings 6th level spells.. This is what I'd like to call a proverbial gish.. It won't get much more stereotypical then this.. A total of 5 Combat feats and 1 wizard feat boosts him just enough to be great! You can even go with a Sorcerer focused build, if you wish to.. However there is a catch, you have to sacrifice a 4th att, or 9th lvl spells.. Lets see:
This is a fairly nice build, no 9th level spells however. However, you also sport the awesome Charisma synergy.. And the awesome Smite Evil ability which lets you ignore any DR from the meanie you're using it against. Pretty good build all in all, a bit focused on Melee. Or go Sorcerer 6/Fighter 1/Eldritch Knight 10/Sorcerer +3 Bingo we get a Sorcerer 9th level bloodline power! 9th level spells, and BaB of 15..(Meh) From an optimization point of view, these are all better then a durn Bard 20. And who says you can't spare a skill point to get into perform! :D The only reason bards were used in 3.5e as a base for some gishes was due to the fact that there existed a few tricks to make em powerful(Snowflake Wardance, and more notably the Sublime Chord) ![]()
My fairly low level Gnome Illusionist used Silent Image to create a porn industry for himself... He built a tent, much like a circus one, got a plank and wrote "Whatever woman no matter how fair or noble will dance naked for you inside! Just bring a picture and let your dreams guide you!
And thus he slowly started growing and expanding his "industry". Eventually he got to Major Image and the like.. which involved a whole lot of closed rooms and horny perverts inside them.. :) Not to mention the fee was MUCH bigger. ![]()
The power of the Roman legionnaire didn't come from throwing Pilums, or hiding behind Tower Shields, or being trained or using a Gladius in close combat. The power of the Roman Legion came from the LEGION. There wasn't one soldier trained like that, there were many, and they worked coordinated. Something unheard of back then. Only once before had such a thing happened, and that was Alexander the Great, and he conquered half the world.. Thus, instead of improoving the weapons, give the man some Tactical Feats(Look in the Complete Warrior) that represent the Roman Legion. Also, regarding the Pilum, you could just say that every hit adds weight and ACP, after about two hits it becomes so tough that they'll eventually drop it. ![]()
I think you are underestimating the use of a Lantern Archon as a SM III. The thing is this, it gets Greater Teleport at will! How sexy is that! Imagine this! You just found some sexy statute made of gold. However everyone is quite overencumbred already. Hmm, what to do.. Nobody has a bag of holding yet(not likely). I know, summon monster 3, get a lantern archon, describe your cellar to him, give him the item and whoop, he ports it away to your cellar. He then returns and does the same with all the uneccesary items you carry. Hmm, how about a large chunk of a Dragon's Horde... Lets see how much gold a Lantern Archon from a CL 5 conjurer can carry.. That's 10 rounds of duration. You spend 1-2 rounds to show him a picture of your cellar and show him the map of the location etc.. leaves you with 8 rounds of teleporting, that's 4 carry trips, 4x50=200 lbs of gold. If I recall, 50gp =1 lb, thus 50x200 = 10000gp! You just hijacked 10k gp from a dragon with a 3rd level spell! Oh boy, that's one pissed off dragon! :D NOW IMAGINE THAT WAS PLATINUM! You could rob a bank with this!(LoL, this sounds like a interesting character concept!) :D ![]()
Since you are focusing on Pathfinder, you might want to make a note somewhere of a feat in Curse of the Crimson Throne Player's Guide found here: http://paizo.com/store/downloads/pathfinder/adventurePath/v5748btpy806v
That feat is naturally Acadamae Graduate. Basically you get Rapid Spell for all your summoning spells for free, however with a drawback of making a fortitude save vs Dc: 15+spell level or be fatigued( possibly exhausted after 2 failed saves?). I think it deserves a serious mention in your guide, as it is a amazing feat and with some optimization could become a staple of the summoning focused GOD. ![]()
Ah, but in comparison doesn't every specialist gain abilities that are comparable in power?(to some extent, I agree that the diviner's abilities are truly the best, or close to it.) And to boot, the very first and foremost reason for why to specialize are the bonus spells you gain. However the Diviner suffers greatly in that department since Divination spells are considered vastly sub-par to just about any other school. Shouldn't that warrant a reduction in prohibited schools? ![]()
Hello everyone, I'm kinda new to the Pathfinder boards and I've come here to basically get help in clarifying an issue. Namely this: Why does a Pathfinder Diviner specialist Wizard have to chose two opposed schools? Do you consider a Diviner to be of the same magnitude in power as a specialist from any other school, or was that some kind of error in the SRD? Are there any plans to change that? |