Shoanti Tribeswoman

Hadassah's page

87 posts. Alias of Akinra.


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same here, I keep checking daily, but until something happens, I am not sure what to do but wait.


"We found this bottle," says Hadassah, handing the vial to Virgil and Gill, "with the dead woman's gear, if you recall." On the label it reads, "Roots and Remedies". "I suggest we start there."


"I think we should head to the alchemist's shop. It is the only hint we have at the moment."
was any information contained in the journal?


I will be in and out over this weekend, and the next, but I will still have time to post, just might be slightly delayed.


Whee! Let the games begin.

Hadassah drops a torch onto a bonfire, watching the flames erupt into the sky as moving music swells in the background...


woot 3 of 4 back, just need CaptMadJaq


I noticed that you had me as missing a patron on the completed list, so I though I should let you know Patron will be Deception.


woot


No biggie, not to encourage meta gaming, but...

Figure BBEG has wis of 14, class skill, 2 ranks... you are now at 2+3+2=7 This means they have to roll an 8+, 40% chance failure, 60% chance success.

Real life people know things like, "don't whisper about the guy behind you in church... he can hear you... " I am just trying to point out how unlikely it is that a whispered secret will remain, well, secret. Even in camp, through a tent wall, with the listener 100 feet away, there is good chance you will be overheard.


Arizhel fumbles with something small in her hands, as if nervous as the others ask questions. Once they are finished she asks, "Does this mean anything in particular to you?" showing the burned remains of the card that had stuck to her to Almah and Garavel.

"It kind of stuck to me as it blew out of the wagon . . . during the fire. . "

"Oh, and has anyone disappeared or failed to show up recently?"

Diplomacy: No Ranks, 19 Cha = +4: 1d20 + 4 ⇒ (16) + 4 = 20


No Hadassah is not the character I would play.

I would play Ezra.

I have 85% built, need mundane items (tent, rope, etc.) and some lesser items, (potions of CLW). This should give you a good idea.

Background:

Ezra learned at an early age that people don't go out of their way to help a starving tiefling. She attempted a life of simple crime, stealing what she needed, but quickly learned that theft led to jail. While inside the Coldbrook jail, she had an epiphany. It was as if her infernal heritage reached out and shook her. It isn't stealing if they give it to you. She simply had to find a way to convince others to give her what she needed.

While staring out her barred window, a simple question came to her. How much would they pay to be rid of this plague?

All that remained was to figure out how to put the pieces together. Soon she was out in the world with her wagon full of snake oil, visiting village after village, cursing the residents, then selling them the 'cure' to those afflicted. . .

Crunch:

Ezra
Female Tiefling Witch 5
NE Small Outsider (native)
Init +9; Senses Darkvision; Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 33 (5d6+10)
Fort +4, Ref +5, Will +6
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks Evil Eye (DC 18), Misfortune (DC 18), Slumber (DC 18)
Spell-Like Abilities Feather Fall (At will), Fly (5 minutes/day), Levitate (1/day)
Witch Spells Prepared (CL 5, 2 melee touch, 6 ranged touch):
3 (2/day) Summon Monster III (x2)
2 (4/day) Invisibility, Glitterdust (x2)
1 (5/day) Beguiling Gift (x2) (DC 17), Mage Armor (x2) (DC 17), Cure Light Wounds (DC 17)
0 (at will) Read Magic, Detect Magic, Mending, Guidance
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 21/23, Wis 12, Cha 12
Base Atk +2; CMB +0; CMD 13
Feats Extra Hex, Extra Hex, Improved Initiative
Traits Reactionary
Skills Fly +17, Intimidate +8, Knowledge (history) +12, Knowledge (nature) +12, Knowledge (planes) +12, Linguistics +8, Perception +6, Spellcraft +14, Stealth +7, Swim +3, Use Magic Device +9
Languages Abyssal, Auran, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Infernal, Sylvan
SQ +4 to Initiative checks, Cackle, Deliver Touch Spells Through Familiar, Empathic Link with Familiar, Hero Points, Metamagic Rod, Extend, Lesser, Prehensile Tail, Share Spells with Familiar, Speak With Familiar
Other Gear Cloak of Resistance, +1, Handy Haversack (empty), Headband of Vast Intelligence, +2 (Perception), Metamagic Rod, Extend, Lesser
--------------------
TRACKED RESOURCES
--------------------
Fly (5 minutes/day) (Sp) - 0/5
Levitate (1/day) (Sp) - 0/1
Metamagic Rod, Extend, Lesser - 0/3
--------------------
Special Abilities
--------------------
+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Cackle Extend the duration of other hexes.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (9 round(s)) (DC 18) (Su) Inflict penalties with a glance.
Feather Fall (At will) (Sp) Feather Fall at will.
Fly (5 minutes/day) (Sp) Fly for 0 minutes/day.
Levitate (1/day) (Sp) Levitate 1/day
Metamagic Rod, Extend, Lesser Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.

Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 3,000 gp.
Misfortune (1 round(s)) (DC 18) (Su) Target must take the lower of 2d20 for rolls.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Slumber (5 rounds) (DC 18) (Su) Target falls asleep.
Speak With Familiar (Ex) You can communicate verbally with your familiar.


1d100 ⇒ 18
1d100 ⇒ 35
1d100 ⇒ 44

If Tiefling Fiendish heritage is allowed:

18 You gain DR 2/bludgeoning.
35 You possess long limbs and a powerful grip, features that grant you a +2 racial bonus on all Climb checks.
44 You are unusually short, granting you all the traits of a Small creature.

I would take Small Size

Fiendish Heritage


Well, I think we are all in agreement that we are headed to Falcon's Hollow, so I suppose we are at rest until you (CaptMadJaq) get back to us with any surprise encounters or with our arrival in town!


Halflings don't have darkvision, but Eidolons do. Either watch is fine with me, but I think three watches of three hours each should be good. Everyone will get 6-7 hours sleep. Unfortunately that makes for 10 hours rest time (9 hours sleep, 1 hour spell prep for casters).


LazarX wrote:
If you check the text on Additional Resources the random trait table is not allowed. You can make use of the variant heritages though.

Yay and Doh! Rakasha Spawn Ranger here I come!

1d100 ⇒ 86 ==> Your anatomy is slightly unusual, giving you a 15% chance to ignore any critical hit.
1d100 ⇒ 17 ==> You possess claws that are treated as natural weapons and deal 1d4 damage.
1d100 ⇒ 53 ==> You possess the scent special ability.

OOh, that would have been nice


So now that the Tiefling is a race allowable for PFS, I ran out an bought Blood of Fiends. (GREAT resource by the way...)

My question is this:

In the middle of the book, there is a list of 100 different variant tiefling traits, and 10 variant heritages. Can you roll one of these for PFS Organized Play? If so, how do I roll my alternate trait?

Also:

Fiendish Heritage rollable?


Doh, I missed it. More than a day late though!

I have a Tiefling Witch (1) in case you need a replacement.

http://paizo.com/people/HadassahLokrienSavet


As promised...

background:

So, you will not be in town today?” the elderly Halfling woman refilled her guest’s cup with hot tea.

“No, I don’t think I can bare to watch, besides; I will know when the deed is done, as will you I am sure,” the angel answered, her wings wrapped tightly about her body.
“Any regrets?” the old woman asked.

“Many, but probably not what you would expect.”

“You fell for him, and he betrayed you!”

“I fell because I believed in his cause. I still do. I don’t believe in what he did, but if I had not been there, he would have done much, much worse”

“But, he tricked you!”

“He summoned and bound me to his will, that is true. For years, however; I acted on my own accord. We lost. Now, I have to pay for my sins”

“You know what that means, right?”

“Yes, I am a fallen angel now, an Erinyes. I am bound for the Abyss. As soon as his magic fades, I will be banished there for eternity.”

“And your daughter?”

The angel paused, running her hand over her swollen belly “She is half human, so she will remain. That is why I am here. I need you to take her.“

“Me?”

“Yes, you were with us in the beginning, you know what she will become, and I need you to help her, teach her she can be more than what she appears. I know how hard it is for tiefling’s here. Please help her.” There were no sobs, but a trail of tears were streaming down the angel’s face, dripping slowly from her chin into her tea.

“What if I can’t?”

“You know full well what happens to her kind here. She will be shunned, become an outsider, and her resentment will grow. If you don’t help, I am afraid she will follow in her father’s footsteps.”

“How do you know she is tiefling? She could be Aasimar. You are an angel after all are you not?”

“Aye, I was. I fell as soon as I began helping Galen of my own accord though, and although the ritual that holds me here keeps me locked in this form, I am Erinyes, I have been for years now.”

“Why me then? How will I know what to do?”

“You will know because you are good. All I ask is that you do what you can.”

“I don’t know if I can though, I failed Galen.”

The angels beautiful white wings began to blacken, her features growing ashen “Ah, it is the end. Galen is no more. I am no longer bound to this plane. I will soon be gone. I am sorry. You must know that you did not fail Galen, he failed you, as did I. I am so sorr. . . “

The Erinyes was gone an infant lie on the rough wooden bench where she had been.

“Come little one, lets get you cleaned up, ” Miranda smiled down at the infant. “I will call you Hadassah, after your mother.”

Hadassah Lokrien Savet was raised alone on a small, secluded farm on the outskirts of Absolom. Her mother trained taught her that good means going what is right, not simply following law. Often drilling Hadassah with seemingly ridiculous hypotheticals to illustrate her points.

“I have not murdered anyone today, does that make me a good person?“ she would ask.

“Simple obedience to the law makes you a sheep, not a good person.” Hadassah would answer.

She missed her mother, more than anything. She missed learning what it meant to be good, never questioning why it was so important. When Miranda passed away, Hadassah decided it was time to set out on her own to apply all her mother had instilled in her.


I know you have a group already, but in case anyone drops, or otherwise cannot play.

Spoiler:
So, you will not be in town today?” the elderly Halfling woman refilled her guest’s cup with hot tea.

“No, I don’t think I can bare to watch, besides; I will know when the deed is done, as will you I am sure,” the angel answered, her wings wrapped tightly about her body.
“Any regrets?” the old woman asked.

“Many, but probably not what you would expect.”

“You fell for him, and he betrayed you!”

“I fell because I believed in his cause. I still do. I don’t believe in what he did, but if I had not been there, he would have done much, much worse”

“But, he tricked you!”

“He summoned and bound me to his will, that is true. For years, however; I acted on my own accord. We lost. Now, I have to pay for my sins”

“You know what that means, right?”

“Yes, I am a fallen angel now, an Erinyes. I am bound for the Abyss. As soon as his magic fades, I will be banished there for eternity.”

“And your daughter?”

The angel paused, running her hand over her swollen belly “She is half human, so she will remain. That is why I am here. I need you to take her.“

“Me?”

“Yes, you were with us in the beginning, you know what she will become, and I need you to help her, teach her she can be more than what she appears. I know how hard it is for tiefling’s here. Please help her.” There were no sobs, but a trail of tears were streaming down the angel’s face, dripping slowly from her chin into her tea.

“What if I can’t?”

“You know full well what happens to her kind here. She will be shunned, become an outsider, and her resentment will grow. If you don’t help, I am afraid she will follow in her father’s footsteps.”

“How do you know she is tiefling? She could be Aasimar. You are an angel after all are you not?”

“Aye, I was. I fell as soon as I began helping Galen of my own accord though, and although the ritual that holds me here keeps me locked in this form, I am Erinyes, I have been for years now.”

“Why me then? How will I know what to do?”

“You will know because you are good. All I ask is that you do what you can.”

“I don’t know if I can though, I failed Galen.”

The angels beautiful white wings began to blacken, her features growing ashen “Ah, it is the end. Galen is no more. I am no longer bound to this plane. I will soon be gone. I am sorry. You must know that you did not fail Galen, he failed you, as did I. I am so sorr. . . “

The Erinyes was gone an infant lie on the rough wooden bench where she had been.

“Come little one, lets get you cleaned up, ” Miranda smiled down at the infant. “I will call you Hadassah, after your mother.”

Hadassah Lokrien Savet was raised alone on a small, secluded farm on the outskirts of Absolom. Her mother trained taught her that good means going what is right, not simply following law. Often drilling Hadassah with seemingly ridiculous hypotheticals to illustrate her points.

“I have not murdered anyone today, does that make me a good person?“ she would ask.

“Simple obedience to the law makes you a sheep, not a good person.” Hadassah would answer.

She missed her mother, more than anything. She missed learning what it meant to be good, never questioning why it was so important. When Miranda passed away, Hadassah decided it was time to set out on her own to apply all her mother had instilled in her.


Mas'ud wrote:
"Fionn, you have a magical touch with food. Please, allow me to clean up. We should all do our share, right?"

"Indeed. Let me help you Mas'ud. It is rude to allow the cook to both cook and clean."


Same here. Just killing time this weekend. .


"I have never even heard of the pits before, and I was never . . . no one ever tried to use me like that. I have this crossbow, but aside from knowing the pointy end of the stick points towards what I want to hurt, I have no idea how to use weapons. . . I have never been bought, nor have I ever been sold. I am starting to understand why my parents wanted me to come along though. I never realized how bad being a slave really was."


Also wondering if any PFS GM/DMs would be willing to look over sheet and make sure ever thing is kosher. I double checked, but often players (especially me) miss things...


I am not posting frequently at the moment, though I am reading all the posts.. Arizhel is a coward at heart and she is just starting to realize it. She is afraid, and now pondering what kind of omen the card was. As the adventure progresses and she (hopefully) survives, she will become more outgoing and more confident. At the moment, she is the only person here who doesn't seem to know her way around any weapon beyond simple weapons. Not a heartening experience.

Yesterday I had 4 children at the eye doctor, and today 5 children and a spouse at the dentist. This weekend we are camping, but I have an iphone with mobile hotspot, a laptop, and my car has a 110v outlet. So I hope to have limited access.

If not, see you all Monday evening!


"I am sorry, I found this . . ."
Hadassah hands Virgil a satchel containing some shirts and 900 gold coins.
"There was also a journal, I want to read it over and see if it gives us any hints. At any rate, I think we had better break camp soon and head to Falcon's Hollow. I think they may need help.
I will spend the remainder of the night studying the journal. In the morning, I hope we can strike camp and make for Falcon's Hollow


I am interested, I think I posted here before, but apparently I am wrong, because I cant find any of my posts. I have a Tiefling witch (I had had a halfling master summoner, but I never got to play her, and now master summoner's are no longer legal).


I plan on building along which ever lines seem most appropriate given the circumstances. If I am weak in combat, I will take combat oriented feats, otherwise, I plan on building towards RP ideas, like the Childlike and well-prepared feats.... So until I see how the campaign is unfolding, I will have no idea what I will do with my character. For now, I just assume that having a fiery miasma of doom plant a harrowing card on one's chest is not a good sign...


PFS Witch - 29917-1
Female Tiefling Witch 1
NG Medium Outsider (native)

Spoiler:

Init +4; Senses Darkvision; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger -2 (1d4-2/19-20/x2)
Special Attacks Evil Eye (DC 15)
Spell-Like Abilities Darkness (1/day)
Witch Spells Prepared (CL 1, -2 melee touch, +2 ranged touch):
1 (3/day) Cure Light Wounds (x2) (DC 16), Ray of Sickening (DC 16)
0 (at will) Light, Mending, Guidance
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 13, Int 20, Wis 10, Cha 10
Base Atk +0; CMB -2; CMD 10
Feats Extra Hex
Traits Reactionary, Storyteller (+8) (1/adventure)
Skills Craft (books) +9, Fly +10, Heal +4, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (planes) +9, Spellcraft +9
Languages Abyssal, Common, Draconic, Elven, Gnome, Halfling, Tien
SQ +4 bonus on initiative checks, Cackle, Empathic Link with Familiar, Prehensile Tail, Share Spells with Familiar
Combat Gear Dagger;
Other Gear
Waterskin; {b]Backpack[/b] (Contents: 5 sheets of Rice Paper; 3 pieces of Chalk; 2 Fishhooks; 1 pound Soap; Flint and steel; Heatstone; 50 ft. Silk Rope; Sack (empty); String (50'); Belt Pouch (Contents: Spell component pouch; Signal Whistle; Coins);
Carried by Pony Bit and bridle; Military Saddle; Saddle Bags (Contents: Artisan's tools (Craft [books]); Bedroll; Winter Blanket; Trail Rations (per day) (5); Small Tent)
--------------------
Special Abilities
--------------------
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Cackle Extend the duration of other hexes.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 round(s)) (DC 15) (Su) Inflict penalties with a glance.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Storyteller (+8) (1/adventure) 1/scenario, make a knowledge skill, even untrained at +8

--------------------
Arcane Familiar
--------------------
Scorpion, Greensting
NN Tiny Magical Beast ((vermin))
Init +3; Senses Darkvision; Perception +4
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 3 (1d8)
Fort +2, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sting (Scorpion, Greensting) +5 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int -, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (15 vs. Trip)
Feats Weapon Finesse
Skills Climb +7, Fly +8, Heal +1, Perception +4, Spellcraft +1, Stealth +15, Swim +3
Languages
SQ Improved Evasion, Poison
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

--------------------
Combat Pony
--------------------
Horse, Pony
NN Medium Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee Hooves x2 (Horse, Pony) +2 x2 (1d3+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Perception +5
Languages
SQ Combat Riding [Trick]
Other Gear Artisan's tools (Craft [books]), Bedroll, Bit and bridle, Blanket, winter, Rations, trail (per day) (5), Saddle (Military), Saddlebags (8 @ 18 lbs), Tent, Small
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Background is a work in progress, and should be complete by this weekend.


Dragonamedrake wrote:
Hadassah wrote:

I stand corrected. However, I consider the neigh infinite summons per combat to be the defining characteristic of MS. Gimping the ability to spam 3-5 SM N spells each summoning 1d3+1+1 creatures per round is removing the key abuse, if not feature, of the current Master Summoner.

And yet it is still better then a normal summoner in every way. When creating a archetype you should balance it vs the original class.

Your Archetype is better in every way. Loss of Bonded Senses and a marginal chance of loosing your summoning ability for a day. Its just not balanced. And yes. Infinite Summons is powerful. But so is giving a Summoner his cake (Full Eidolon) and letting him eat it too (use his summons ability).

There is no reason to NOT take this over a regular Summoner.

What other abilities would you remove, and why?


Roberta Yang wrote:

Really, "the Summoner sucks after Eidolon dies" seems like a bad idea for a mechanic in general. The weakness of a traditional (non-Synthesist) Summoner's Eidolon is the Summoner herself, who can't inherently use Life Link to leech health from the Eidolon and who is probably much squishier than the giant combat monster. Making the Eidolon - the massive powerhouse that can borrow the Summoner's HP at any time - the Summoner's weakness just doesn't make sense.

Plus, the whole idea behind the Master Summoner archetype is that the Summoner is better with normal summons but doesn't have as good a special pet - favoring the SLA over the Eidolon. Attempting to "fix" it by making the Summoner extra-super-bonded to the Eidolon misses the point of the original archetype entirely, running completely opposite to the original's intent. This isn't a fix for the Master Summoner, this is an unrelated archetype that you gave the same name as the Master Summoner.

Actually, running the master summoner in the eidolon direction not the SLA direction makes more sense than making a master summoner a SLA beast.

Summoner = Eidolon. That is the purpose of a Summoner. Therefore Master Summoner should imply Eidolon, not a swarm of 50 some odd Lantern Archons.. At least that is what makes sense to me.


Dragonamedrake wrote:


Im sorry but your wrong.
----------------------------------------------------------------------
From the SRD:
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends.
----------------------------------------------------------------------
A normal summoner can only have ONE summons out at a time.

I stand corrected. However, I consider the neigh infinite summons per combat to be the defining characteristic of MS. Gimping the ability to spam 3-5 SM N spells each summoning 1d3+1+1 creatures per round is removing the key abuse, if not feature, of the current Master Summoner.


Dragonamedrake wrote:
These changes are completely overpowered. Im sorry but there is little to no balance here. Compare it to a base summoner.

You are incorrect. See end for more details. But on every point you are incorrect...

Dragonamedrake wrote:
1. Your Master Summoner can use his summons and use his Eidolon at the same time. A normal summoner can only have one(1) summons up at a time or have is Eidolon. Not both.

A Base Summoner can have have either eidolon OR as many summons as they want. . The base summoner can NOT have her Eidolon and summons at the same time. Current Master Summoner can have Eidolon and ONE summon ability active, OR as many summons as they are capable of using.

Dragonamedrake wrote:
2. He has 2 more uses of his Summoning power.

OR she has the EXACT SAME number available as current Master Summoner....

Dragonamedrake wrote:
3. He has an Eidolon that is never dismissed and is just as powerful as a standard Summoners.

The Eidolon is not dismissed when sleeping or unconscious, but if it is killed, banished, or otherwise dismissed, the Summoner is down to 1 move action or standard action, and all those actions are at -2 until the Summoner re-summons his Eidolon. Quite a drawback.

Dragonamedrake wrote:
And what do you give up for that? You give up Bonded Senses? This isn't a fix (nerf). This is a big big buff. There is already a Toned down Master Summoner for PFS. Its called a Normal Summoner.

What you give up is summoning power and flexibility . . . and the potential to gain the shaken and staggered conditions, that can not be removed, except by re-summoning the eidolon. Per normal eidolon rules, if the eidolon is killed, can not be re-summoned for 24 hours. so a completely gimped character for 24 hours... I think that is a drawback.

To continue however, lets compare the two in a combat scenario.

Compare the two in this sample encounter:
Round 1:
Current Master Summoner:
Sends Eidolon in to attack, does 1 bite at 1d6, 2 claws at 1d4.
summon Celestial Eagle as flanking buddy for X, possibly for Eidolon if no other party members present.
Celestial eagle attacks 3 times, claw, claw, bite each at +3 to hit base, +2 for flanking = +5 to hit. doing 1d4 per hit.
Sends Eidolon in to attack, does 1 bite at 1d6, 2 claws at 1d4.

Proposed Master Summoner: Same.

Round 1, both versions equal.

Round 2:

Current Master Summoner: (rolls 6 attacks this round)
Summon Celestial Eagle (2) as flanking buddy for Eagle (1), or other party member, Eidolon dismissed, more than one summons active.
Celestial Eagle (1) 2 attacks 3 times, claw, claw, bite each at +3 to hit base, +2 for flanking = +5 to hit. doing 1d4 per hit.
Celestial Eagle (2) attacks 3 times, claw, claw, bite each at +3 to hit base, +2 for flanking = +5 to hit. doing 1d4 per hit.

Proposed Master Summoner: (rolls 6 attacks, has one move/standard action to use. Perhaps attacks with crossbow or casts mage armor at her Eidolon).

Round 3:

Current Master Summoner: (rolls 9 attacks this round)
summon Celestial Eagle (3) as flanking buddy for Eagle (1), or other party member, Eidolon dismissed, more than one summons active.
Celestial Eagle (2) 2 attacks 3 times, claw, claw, bite each at +3 to hit base, +2 for flanking = +5 to hit. doing 1d4 per hit.
Celestial Eagle (1) attacks 3 times, claw, claw, bite each at +3 to hit base, +2 for flanking = +5 to hit. doing 1d4 per hit.

Proposed Master Summoner: (rolls 6 attacks, has one move/standard action to use. . .

Round 4:

Current Master Summoner: (rolls 12 attacks this round)
summon Celestial Eagle (4) as flanking buddy for Eagle (1), or other party member, Eidolon dismissed, more than one summons active.
Celestial Eagle (3) 2 attacks 3 times, claw, claw, bite each at +3 to hit base, +2 for flanking = +5 to hit. doing 1d4 per hit.
Celestial Eagle (2) attacks 3 times, claw, claw, bite each at +3 to hit base, +2 for flanking = +5 to hit. doing 1d4 per hit.
Celestial Eagle (1) attacks 3 times, claw, claw, bite each at +3 to hit base, +2 for flanking = +5 to hit. doing 1d4 per hit.

Proposed Master Summoner: (still at 6 attacks, If Eidolon is being attacked, has one move/standard action to use. . .)

.... I am sure you see the pattern ...

The Proposed Master summoner can no longer spam this kind of power.

When the SLA's start to come in to play (Summon Monster III) This pattern just gets more powerful when comparing MS Current to MS Proposed.

When Summoning Die based Summons (e.g. rolling for how many Celestial Eagles you get for summoning Celestial Eagles with Monster Summon II, the Current Master Summoner outpaces the Proposed even faster.

I refuse to believe that the proposed is a buff of the current. it is no where near. It is a RADICAL reduction in power.

The Pathfinder model is 4-5 round combats, so a Master Summoner (Current) can use this tactic 2.5 times per day.

In a hard, long fight, the Current Master Summoner has the potential (Assuming lasts 10+ rounds) to be rolling 60 attacks, provide flanking bonuses to up to 10 creatures...


The standard summoner's eidolon is around for as long as the summoner is awake and conscious. For all purposes, it is a constant addition to the party. The Summoner also gets a feat to allow the Eidolon to remain for short periods of unconsciousness/sleep. (Here).

Essentially granted them a larger feat for a way larger than average debuff.

Also, they still have an action (Move or Standard) per round that they can cast most of their spells in. Including all the goodies Summoners get early, like Haste, Slow, etc. Sure they are disadvantaged on the rest of the day, but it only nukes ONE spell (well spell like ability).


[spoiler=@CaptMadJaq]

I have not read the module. Hadassah is just a coward... and of all the things to be afraid of from a historical perspective, a plague rates as number 1.

"Persephone, you can't get sick can you? Go, check that woman, and see if there is anything useful in the satchel. I hope she isn't the children's mother..."

Once Hadassah has had a chance to realize that the kids and potentially others will need help, she will head back to camp, with anything of use in hand. However, she is not going to be keen on hanging out with the plague bearers ... err.... children


Oh, and remove Summon Monster N from Master Summoner's spell book.


I am sad to see the Master Summoner gone from organized pathfinder society play. So, I perused the forums and found out what people thought.

To summarize, the major complaints were:
1) Skill Monkey Eidolons: The Eidolon is supposed to be something the Summoner likes, and summoners send them down halls to set off traps, make them open dangerous chests, or use them as scouts when it would be too dangerous to send in the party scout. You shouldn't suicide a friend.

From the MS side, the Eidolon loses all capacity for much else other than Mount/Skill Monkey because it is so weak at 1/2 level.

2) Swarms of summons everywhere! Gah! Summon a couple dozen Hound Archons, tell them to open doors and kill evil, then the party takes a nap for 10 minutes. Repeat.

MS side: Curiously lacking any rebuttal.

Conclusions: (1) The Eidolon for the MS needs more power. (2) The Summoning ability of the MS needs to be toned DOWN. (3) Removing the Summoning makes Summoner kind of a misnomer.

My proposed redo of the Master Summoner:

Master Eidolon

The master summoner forms a closer bond to her eidolon than most. A master summoner's eidolon is not banished if the summoner is unconscious or asleep. If the master summoner is killed, her eidolon is banished immediately. A master summoner may only summon her eidolon in a ritual that takes 1 minute to perform. If the eidolon is dismissed, slain, or banished, the master summoner gains both the shaken and staggered conditions until her eidolon is re-summoned. If the eidolon is sent back to its home plane due to its death, it cannot be summoned again until the following day. The eidolon otherwise functions as normal.

This ability replaces the summoner’s normal eidolon ability.

Summoning Mastery (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 + her Charisma modifier. The master summoner can use this ability only while her eidolon is summoned. The master summoner can only have one summon monster ability active at a time. Using the summon monster ability immediately dismisses all creatures summoned by prior iterations of this ability. This ability otherwise functions as the summoner’s normal summon monster I ability.

This ability replaces the summoner’s normal summon monster I ability.

Augment Summoning

At 2nd level, a master summoner gains Augment Summoning as a bonus feat. He does not have to meet any requirements for this feat.

This ability replaces bond senses.

Achieves:
1) The Eidolon is a key Archetype feature.
2) The Eidolon receives a boost over the standard Summoner's, e.g. not auto banished on sleep etc. However, the power comes with one hell of a cost if the Eidolon is lost.
3) The Master Summoner gets a huge number of summons per day, and can instantly replenish those lost in combat, but can no longer flood the map with creatures.
4) Master summoner retains the ability to summon while Eidolon is out.

===========================================================
Pre-Errata:

Master Eidolon may NOT be summoned by ANY means other than the ritual. Yes, this does mean that the Master Eidolon MAY NOT be summoned via a spell.

There are NO circumstances at all that would allow the Master Summoner to have more than one active Summon Monster N ability active at any given time.


"I always thought a knoll was a kind of hill?"
Well, I bet that made me look quite the fool...
"Surely, they can not us to be a match for a creature that can kill three trained men and a ... whatever your friend was?"
Arizhel looks around the group for a while, then wanders to the back of the caraven.
I wonder if mom and dad would have been so keen on me earning my freedom if they knew it was a suicide mission..


CaptMadJaq:
] Hadassah and Persephone are going to try and hunt up something to feed the kids. It also keeps Persephone and Hadassah out of camp, which is a good thing because Persephone seems to scare children. We will not be over 100 yards apart, and not venturing more than a quarter mile away from camp. We are not good at survival, so will be relying on perception to find our way back. I figure we need some kind of line of sight to smoke, or to the sounds of camp, or whatever. We will be back in less than two hours.

Persephone Stealth: 1d20 + 12 ⇒ (20) + 12 = 32
Persephone Survival: 1d20 + 1 ⇒ (8) + 1 = 9 (+1 aid another from Hadassah)

Hadassah Stealth: 1d20 + 14 ⇒ (8) + 14 = 22
Hadassah is not making a survival roll, she is assisting Persephone.

Via Message Spell to both Gill and Virgil
I am heading out with Persephone to try and find some food for the kids, I only have breakfast and lunch left for rations, and I think they could do well to be away from Persephone, atleast for now. If I am not back soon, please come looking. I have a signal whistle I will blow if I come across trouble."
DC 25 Perception for children to overhear, per the spell, found [HERE].


@CaptMadJaq

Spoiler:
I assume it is common knowledge not to hang out with sick people, and that coughing up blood and what not is a bad sign.


"Tolus? How long does your venom stay on those darts, I noticed you ... doing something to them in the bar..."


"Here, let's get started n the shelter, I don't think we should stay in the same place they sleep.. They were coughing up blood. I think we need to get them dry, warm, and fed and then to a healer as fast as possible."

Casting Guidance on Gill for attempt to fix the shelter, once the children on their way in, I will be keeping watch with Persephone in the woods, after all I am a coward at heart.


I know some curses, and a couple blessings, but that is all...


Hadassah perception: 1d20 + 2 ⇒ (16) + 2 = 18

Hadassah whispers to Virgil, "Careful, they may have the plague..."

Persephone Perception (DC 20): 1d20 + 15 ⇒ (8) + 15 = 23


Hadassah turn to Virgil, "Please, keep the baby warm with this, I am going to help Gill fix the shelter I broke, and heat up the remains of my rations, they look hungry."

As she leaves, Hadassah pauses to whisper to Virgil, "I think they like you, they actually speak to you..."

With that, Hadassah heads up the hill, Persephone, would you help me please?

Hadassah and begins to gather up the bits of shelter knocked over by Persephone, "Not that I don't have faith in your ability, but I think Gill is much better than us when it comes to this, perhaps we should work under his guidance?"

"Gill, do you mind if we help?", Hadassah whispers something to Persephone.

Perception 15:

Hear the details of a whispered conversation, DC 15
"You know I love you dear, but the children find you horrifying. So would you mind gathering some firewood for a while, and we will see if they calm down enough? Else I will hide out in the woods with you while Gill and Virgil straighten them out."


Spoiler:

If Gill is agreeable, I will cast guidance on him, but I do not cast spells on people without permission unless it is something to help save their life in combat or the like.


Virgil:
I apologize, because I think I was unclear. I am not likening a paladin to the police in the in character world (you are not the police force of Falcon's Hollow) more likening the word Paladin as an in character concept to the word police in a Mayberry-esque society of the 1950s. It is an idealized good, not local militia. I think the title Paladin confers a concept of "this is an honest, trustworthy person who will help me" much as the title of police officer should, in a perfect world.


"I believe our time of relaxation and calm is about to come to an end, so if you will excuse me . . . " Arizhel and Zerika head back to the rooms.

Seems like a good lot, I hope they can help keep us alive. I would hate to die on such a nice day.

As she exits the main hall, Arizhel hesitates a moment, then calls over her shoulder, "Innkeeper, two hot baths please, I doubt such a luxury will present itself for quite some time."


I was trying to say that way back in Unearthed Arcana, when druids were introduced, they were a secret society type organization. Although the secrecy has dissolved in recent evolutions of the Druid, they still maintain some level of secrecy as indicated by the fact they maintain a secret language. As such, although I think the average person would understand what was meant by Druid, I do not think a druid would identify themselves as such.


So I tried this once before. I dropped my internet connection and lost it all, so I will try again. This is why I should write in notepad and then copy and paste to post. So now you get the cliff's note version!

On Virgil's question about what to call himself as far as class, my local group (back when I had free time) used to follow the simple rule of "What would the commoner in the inn call you?" approach.

So chances are Clerics, Paladins, Monks, Bards, and Wizards (kinda) are known class names. Barbarian could easilly be a recognized descriptor, but it probably would evoke thoughts of "Eeek he is here to pillage!" rather than "he is a specialized fighter" So you would probably avoid walking into a bar and saying "Hey, I am a barbarian". Same with Inquisitors, because people avoid speaking to someone who might torture and kill them as heretics at any moment. Same with rogues, especially thief types.

However, Wizards, Sorcerers, Witches, Summoners and possibly Oracles are all Wizards by the following logic -> they cast spells, and they are not clerics, therefore wizards.

Fighters, Rangers, Cavaliers, Inquisitors, Barbarians,Non-kung-ku-monks etc. are probably what they do, as in Guide, Archer, Mercenary, Soldier, or Hunter.

Druids are a semi-secretish seeming organization, they even have their own secret language, so they probably don't go around proselytizing.

Rogues don't like being in jail. To avoid the headman's block, they probably don't announce themselves as thieves in the local tavern. However, bravado is amusing so they would probably call themselves fun things like "a wealth redistribution and reallocation specialist" or other fun title. . . Or they might simply lie and call themselves something like a locksmith.

I think it is safe to assume that when dealing with a group of PFS adventurers, (I think our party is likely not such a group) that the members would know what the classes were, and probably know some basic distinguishing factor of each. Beyond that, I think that the above guidelines are kinda easy.

Thoughts?


nom nom nom 24th! Yay!


@Virgi:
I always think of Paladins as police, so I think even if Paladin is the wrong word, it works to communicate the concept of what you are trying for. It is akin to saying cleric. People in general know that you mean a say cleric you mean you are the representative of some church, though some people might say pastor, priest, or whatever, people will understand. I think it is only bad to use a class name when you are something like a rogue (what is the last time someone walked in to a bar and said "Hi, I'm a car thief. I am likely to steal anything that isn't nailed down, nice to meet you!"), or like me, a magic user... In which case, I usually use super generic names, like Wizard, I know it as a class, but the world knows it as someone who casts spells... I think that made sense.