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Disbelieve everything? Sure, I'd let that fly.
Thing is, how I think you're coming into this is "and if my save doesn't make them go away they're real and I work with that" and that I wouldn't let fly.
Metagaming aside, the fact aside that you'd be, according to yourself, existing in a void, if you truly were convinced nothing is true you couldn't defend yourself. That goblin there? Totally not real. Then it pokes you with a spear. Totally not real. It repeats 'till you die. It totally wasn't real...
Even so you still wouldn't get saves just like that, you'd have to interact things.

Now, how you could do this in a reasonable and actually working way is, take it down a step.
Don't disbelieve everything, be suspicious and sceptical.
Think that person looks weird? Go touch them. That wall over there stick out? Go poke it.


Soe wrote:

Would Levitate (6) + vestigial wings = fly ability or at least gliding?

what would be the calculations for that?

Is see in Darkness that much of an improvement on Darkvision that tieflings already have?

Not as it is written. Levitation only lets you go straight up and down, while the Vestigial Wings only give you a +4 to fly skill, and the skill does nothing on it's own. You need an actual means of flight to utilize it.


Its a serpentine form. And I really don't need more things to track, especially things a fireball can drop accidentally.

I did find the hostelling armor property. That could work (Manifesters don't have spell failure from armor)


If you have an eidolon, cant you just dismiss it? Is it actually a physical native creature who had eidolon like abilities?
I don't know, but its a minute to summon it even if I could.

Are you a spell caster?
I'm a Wilder/Psion Uncarnate 6/4

What kind of spells do you have access to?
Psionic Powers up to 4th level on the Psion/Wilder list and up to 3rd on other lists.

How slow is this thing that it can be useful in encounters or other difficult situations (and thus you want it to come along) but moves too slowly to travel?
20 ft. Its also about having to move its token all the time. And its not really that useful in dangerous situations, its our walking multitool.


So, I have this what effectively is a combination of cohort and Eidolon. But thats not the point.
The point is, I want some way of storing them away for when its not needed (main reason being because its slow and I cannot yet afford to significantly up its speed)
I found this
http://www.d20pfsrd.com/magic-items/rings/ring-of-ectoplasmic-invigoration
but it needs a summoner specific ability, and while I have the eidolon, I'm not a Summoner nor do I have access to Summoner abilities (what I do have is a very cool GM).
So, tips, ideas? 3rd party and older edition stuff is ok too.


I asked this also on Dreamscarred Press's own forum. There is now errata for this, available here.

http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/p=32440.html#324 40

And it indeed is supposed to say charisma modifier.


Quote:

Uncarnate (Ex)

At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. The character becomes permanently uncarnate, gains an additional +1 bonus to all save DCs of powers he manifests, counts his key ability score as 4 points higher for the purpose of bonus power points, gains a deflection bonus to his AC equal to his Charisma (minimum +1) and can instead use his Shed Body class ability to become material.

Quote from d20pfsrd.com, bolding mine.

Is this an oversight, typo or whatever, or is this truly meant to give the Uncarnate their total charisma in def ac?


A construct or two will utterly ruin his day if needed.


Gifted Blade, Focused Offense, Focused Defense.
Wis based manifesting, wis to attack and damage, use combat expertise and you get wis to AC too.
Enjoy!


It would no longer be whatever action it was to normally spread the caltrops, it would take longer.
I might see the first working, but not the second, that would imo just turn the sheet invisible.


I believe there are no rules for the sort of thing, I doubt any god would actually come down to stop a random person who prayed to them even if they were of the opposing alingment.


In a game I was DMming (it died down rather soon because IRL timing issues), I arranged every character their own share of gear of about equal value.
This worked well until one of them (a paladin of all things!) went and claimed pretty much everything of the 1st "boss loot".

In a game I'm playing in, we get the same amount of GP each, and the occasional loot and/or reward. Which has so far been as follows:
Guns. Special magical bullets. Guns. The ability to craft special magical bullets(Gunslinger). The ability to craft special magical bullets(The magic item crafting Wizard who has no use for a gun or bullets). A spellbook with a whole of one 3rd level spell. Guns. Special magical bullets. Special magical bullets. A rifle. Special magical bullets.
Well, at least the gunslinger is happy. Although I'm not sure if the GM has yet noticed that they've yet to use more than a handful of the mountain of magical bullets... When they do, its going to be grand.

E: Almost forgot, we did get a couple of "item of choice, up to x gp value" somewhere between the guns and bullets.


Hmm. How about striking a relatively small deal... And then the PCs coincidentially fail in keeping their side of the agreement (ideally not due to their own fault, but strange "coincidences")


You're worrying about DR for rangers? Stop it. Worry about these instead.
http://www.d20pfsrd.com/magic/all-spells/f/fickle-winds
http://www.d20pfsrd.com/magic/all-spells/w/wind-wall


Personally I would say, anything a person could reasonably climb up with non-magical equipment (not necessarily your character, but someone with decent climb modifier).
Perhaps not counting rope (with no additional surfaces available), but I'd let you try to grab a rope to stop your fall entirely, safe fall or no.


I wouldn't allow two familiars for one player. I might reconsider if I knew the player could handle playing 3 different characters in combat without making others wait, but in that case for simplicity's sake, I'd have them take the 3rd party Feat that lets you get a second familiar at - 2 levels. Additional Familiar or something like that?


By RAW it seems like it works.
It is only said you can have one use of the Summon Monster SLA active, and that you cannot use the Summon Monster SLA when your Eidolon is out. (Master Summoners are a bit different though, but lets not go there just yet).
However, as a DM I would rule that that isn't how it is intended to work, and I'd have the Summon Monster end when the Eidolon comes out. I would let them stay during the one minute ritual however.


For the more calculative types let it be said that we'll be getting the free leadership feat at level 10.


http://www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal -gear#TOC-Barding

Quote:

*snip*

Flying mounts can't fly in medium or heavy barding.

*snip*

While this specifically seems to refer to flying mounts instead of flying animals in general, it seems to imply armor makes natural flight impossible or at least very difficult (at the very least it would take ACP on flight checks)


And as a specialist, one or more of your 2 free spells per wizard level has to be from your specialization school (that is, the "general" school, not the sub one)


My Sorcerers (and other Arcane Casters, wether they need them or not) tend to carry a Component Pouch and a Spellbook, both for RP and misleading purposes.
"My enemies have taken my component pouch and spellbook in order to make me harmless. Little do they know..."
Not that such a situation has ever come up, but atleast I'm prepared.


I see three possibilities.

Quote:
If the glove’s effect is suppressed or dispelled, the stored item appears instantly.

Similarly, the old object would be pushed out (if you had enough free hands I'd let you "pick it up" as an immediate/free action).

Option two. The two items are swapped.

Option three. The glove "refuses" to store more items, as it is already full.


Wizard Familiars at least have half the HP of the Wizard, so unless the Witch gets some significant boosts to their Familiar, way too squishy.


Yes, True Magus helps some with that, there's a Trait for giving one class +2 CL (up to your HD), and since we get 3.5 material, Practiced Spellcaster Feat for +4 CL (up to your HD) for one class.

And ofc I went with the Sage Bloodline, to use INT instead of CHA for Sorcerer stuff.


Thank you, thats great news.
I currently happen to be the only Arcane Caster (only Spellcaster if you don't count the Ranger) so versatility is a big bonus to me. Which is why I'm willing to sacrifice some of my Wizard spell progression for the added versatility.


So we're playing a campaign with quite a few freedoms given, such as 3.5 prestige classes.

So, I decided to go Wizard/Sorcerer/Ultimate Magus and therefore the question.

Do Wizard's Opposition School disadvantages apply to spellcasting from other classes?

That is, if I had say Enchantment as an Opposition School, would casting Charm Person from my Sorcerer spellcasting cost me two "charges" or what's the ruling on this?


Firstly, I'm just going by the rules as they're written and how I would intepret them, I have no idea how these would work in say PFS or in someone else's game, but I figured any answer would be better than none.

2) Probably not ruled anywhere specifically, but in my games I'd say within natural reach of the Summoner.

3) Depends on your GM for the most part I guess. As for the spell, it's all well and good with the SLA, but if you had a regular Summon Monster spell active, it would overlap with that afaik.

5) No, the Bloodline Power says "buy one (or more) get one free!" while Superior Summoning says "buy more than one, get one free!". If you got it for free, you didn't buy it.
Both would apply if you were to summon more than one creature of the correct type to begin with.

6) It seems to say that, but keep in mind the Bloodlines are made for Sorcerers specifically. The Feat to gain a Bloodline I view more as a backdoor.


Javaed wrote:

Have you thought about building a melee character with your Eidolon as a team-mate?

With a Half-Elf, you could pick up a melee weapon and wade into combat. You'd use buffing spells to protect yourself and boost your damage output. You could use your Eidolon either as a mount to take you into combat or you could build it as a team-mate with both of you using teamwork feats.

Either way, you'll be doing a large amount of damage each round.

I was aware of the possibility, but I've only lately come to realize that might actually be a reasonable option.

Hmm, actually, with a reach weapon I should even be able to strike from behind my Eidolon... If only Whips didn't take so many feats to effectively use, that'd be awesome (if not effective).


New stat set looks like this

STR 10
DEX 16
CON 14
INT 14
WIS 10
CHA 16.

I do feel like I went overboard with the DEX, but not sure. Anyway, the more I think on it the more I feel like I've picked up some strange Ranger Archetype that sacrifices half the class's abilities to improve their companion. Oh well.

I do have a couple of questions regarding the eidolon, its attacks rather. Say if I have trip and constrict on its bite attack, whenever it manages to grab, do I have to pick one or the other, or do I get both free combat maneuvers?

As for taking feats for ranged combat, I hate spending permanent resources on something that I'll only be using temporarily.
Hand crossbows don't seem half bad, and slings do have a fair bit of special ammo...
Actually, would I need a proficiency to use, say, spongestones with a sling?


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I can beat that, at least you gain something for losing an ability.

Summoner - Master Summoner Archetype

Quote:

Lesser Eidolon

A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal.

This ability replaces the summoner’s normal eidolon ability.

So essentially, your main class ability gains power at half the usual rate, nothing given back.

Of course the Master Summoner Archetype more than breaks even with what they're given to replace, but this thread is for single abilities after all, not to argue which Archetype is the worst in total.


Actually, in Pathfinder/Golarion, Elves do sleep, 8 hours a day, just like everyone else.


Thanks for the advice, lets see now...

Regular Summoner is an option and on a new look at things, splitting my Eidolon in atleast two might not work...

Master Summoner doesn't really fit into what I had in mind for concept and backstory and Synthesist totally doesn't.
Nor do I like the idea of "sacrificing" my main class ability.

I really do love the idea of a serpentine eidolon though, I was planning on heavily investing in it's bite attack (stuff like grab and conscript), plus the game is pretty much set in a very large dungeon so the climb speed could actually be useful and all (we're not exactly an adventuring party, more like we're denizens in the dungeon, though we are looking for our own corner of the cave).

A quadruped would be superior in combat (let alone a biped), but still.

As for the CHA, good point. I'm not too happy with bows and crossbows, but I could give bolas and other thrown weapons some consideration.


I tend to prefer playing more casual characters, but I expect this campaign to require at least a little bit of optimization so I thought I'd ask for opinions/tips.

Basically, we're starting 3rd level, 25 pt point buy and starting wealth of 3500 gold.

So far there are two confirmed players (Anti-Paladin and a Necromancer) plus two interested (one is planning a Sorcerer) plus me.

Now, some things I have decided for good, no point suggesting I change these, these are: Class: Summoner, Race: Half-Elf.

Now then, to what I'd like advice on.

For stats, I'm currently looking at.

STR 10
DEX 10
CON 14
INT 14
WIS 10
CHA 19 (17+2 racial)

Skills and traits are still open, I'm trying to see what roles get filled before specializing in anything.

Feats: Spell Focus (Conjuration), Augmented Summoning.

I'm thinking of taking the Broodmaster Archetype and having my Eidolons be of the Serpentine type. One I'd heavily gear for combat while the other would be a radar and have plenty of skills at decent level.
Might not work out that great... Well, suggestions taken as I said, but either normal Summoner or Broodmaster would be preferred.

Lastly, gear. This is the first time I'm actually equipping a character that isn't starting at nothing, so I'd especially appreciate advice on that.

On a related note to that, I still need something to do in combat after buffing everything friendly that moves (and when buffing isn't needed), but guns, bows and crossbows don't really work with these stats, nor my character concept.
I was looking at whips, but they'd take a whole bunch of feats to do anything (and again, given my stats...)


Tirq wrote:
Hopea wrote:

Consider the Summoner. If you are allowed traits you can get stealth as class skill, plus they eventually get invisibility as spell and all that.

In addition, you can easily make the Eidolon into a Horror-from-Beyond that is crazy good at sneaking (and looks scary).
Not the optimal choice, but don't overlook the Summoner just because he's a caster.
In fact, he doesn't even need to use Stealth. At 4th or 5th level, he can grab the Summon Eidolon spell, that allows him to summon your "Terror from the Void" as a Standard action instead of a whole minute

This works, but requires that you indeed sneak up on the enemy. The Eidolon ends up getting more skillpoints (plus has neat evolutions such as Skilled) than you, unless you invest in INT.


Consider the Summoner. If you are allowed traits you can get stealth as class skill, plus they eventually get invisibility as spell and all that.
In addition, you can easily make the Eidolon into a Horror-from-Beyond that is crazy good at sneaking (and looks scary).
Not the optimal choice, but don't overlook the Summoner just because he's a caster.


The main good points of Familiars have been said with the exception of it being nice for RP. Having an intelligent pet/companion is always nice.
Also if you do happen to lose the bonded item somehow... Sucks. Bad. Losing the Familiar sucks too, but far less than the bonded item.
Still it falls down to your personal preference and campaign type, in a campaign with very few magical items the bonded item can be a great aid.


Quote:
using the same costs, pages, and time requirements.

Look at that, it was even specifically stated for the Alchemist, can't believe I overlooked that.

Thanks, just wanted a second opinion just in case for a campaign I'm about to run.
For a Wizard it's specifically stated several times all over that they do have these costs, but the others only have mentions of Spellbooks, Formula Books or Familiars.
Well, I've never actually had more than a brief glance on the Witch, but I have all the other three participating in the game.


I'd like to know for certain if other prepared arcane casters (Magus, Alchemist, Witch) follow the same rules and costs of scribing spells on their spellbooks as wizards do, taking a page per spell level and paying the same cost in gold etc etc.

I've assumed that to be the case, but I cannot find it explicitly stated anywhere.