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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?
About RoombaRoomba
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Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier [1] (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier [1] (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. [Max Points = 1] Swashbuckler Finesse (Ex) A swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. Nimble (Ex) A swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes the swashbuckler to lose this dodge bonus. Charmed Life (Ex) The swashbuckler gains a knack for getting out of trouble. 3 times per day as an immediate action before attempting a saving throw, she can add 1 to the result of the save. She must choose to do this before the roll is made. Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to 3 times. Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Kip-Up (Ex) At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point. Precise Strike (Ex) At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding +3 damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to deal 6 additional damage instead. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat). Swashbuckler Initiative (Ex) At 3rd level, as long as the swashbuckler has at least 1 panache point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any light or one-handed piercing weapon that is not hidden, she can draw that weapon as part of the initiative check. Wall Run (Ex) The courser can run horizontally across vertical surfaces for 1 round by spending 1 panache point. She can perform this deed only while wearing light armor or no armor, and she must end her movement for the round on solid ground or else fall prone. The courser can use this deed to run straight up vertical surfaces as well, but every 5 feet up counts as 10 feet of movement. Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Emotionless Androids can never gain morale bonuses and are immune to fear effects and emotion effects. They have problems processing emotions properly, and thus take a -4 penalty on Sense Motive checks. Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks. Languages Androids begin play speaking Common. Androids with high Intelligence can choose any language as a bonus language (except secret languages, such as Druidic). Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Mathematical Prodigy (Knowledge (Engineering)) Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (Engineering) checks, and Knowledge (Engineering) is always a class skill for you. Medium Androids are Medium creatures and receive no bonuses or penalties due to their size. Nanite Bloodline Your conception was marked by the alien influence of Numeria. Either you were born from one of the forgewombs scattered throughout the wastelands, or you were infected by nanites, which now course through your blood. Nanite Strike (Ex) As a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison--injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save). You can use this ability for 4 rounds per day; these rounds need not be consecutive. Nanite Surge (Ex) An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting her a +6 bonus on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch for 1 round. Nimble Toes (Ex) The AC bonus gained from the nimble class feature increases by 1 as long as the courser moves at least 20 feet during her turn, though it is reduced by 1 if she does not move at least 10 feet on her turn. These modifiers last until the beginning of the courser's next turn. Normal Speed Androids have a base speed of 30 feet. Panache Precise Strike (Light) Precise Strike (One-Handed) Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Repairing Nanites (Ex) The first time each day the android takes an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. Swift Target (Ex) The courser gains Dodge as a bonus feat even if she does not meet the prerequisites. As long as she has at least 1 panache point and is wearing light armor or no armor, her base speed increases by 5 feet. Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. |