That's something, though, it doesn't really make the class much stronger than base Summoner. Weaker spell list, 11 less Evolution points on the Eidolon, less Evolutions to choose from, the subtype restrictions on which Evolutions can be chosen for the Eidolon, and the alignment of the Eidolon not shifting with the Summoner's all make the UC Summoner weaker. I will agree the UC Eidolons are more fun to use and more thematic, but they're weaker for the lack of choice.
Darksol the Painbringer wrote:
stuff in regard to pathfinder and golarion
He's talking D&D 1E, A1, and A2. stuff was super stringent back then, like; Barbarians had to destroy a lot magic items they found until they were super high level and realized, "oh hey this makes me hit even harder;" Paladins had to kill most evil and/or chaos on sight, tithe (pay 10% of all wealth earned to the church), had a hard limit on how many magic items they could have based on the kind they were, and they couldn't do anything non-good/non-lawful or risk/lose paladinhood (which was gone forever); Cavaliers had to be haughty dicks, goody two-shoes, and total bros all at once without stopping being any of the others or lose knighthood, their horse, and all but the weapon abilities of their class; and all three of the aforementioned classes seemed stupider than retarded newborns that had been dropped on their heads, cause they had to, HAD TO, HAD TO!!! charge head long into any fight they saw happening, even if they didn't know who the other combatants were, why it was happening, or if they had the capacity to take a hit or let alone if their party was near enough to or even knew this was happening... except for the fact that Paladins can detect evil (which also, in how it worked in the Complete book of paladins, detected chaos or non-lawful good-ness overall), they'd fight whoever was less good/lawful first and then the other, unless they were both lawful good.
And yes those are all class features from AD&D 1E, if you were wondering. Be glad that at worst the Paladin has an actual conscience now. Ooooooo, Scary... We have to make a choice whether or not to kill those baby goblins, orcs, kobolds, gnolls, etc. or whether or not to allow a chaotic good person to ally with you.
The Str you get by 20th level is +16 due to the +8 from Mighty Bloodrage, the +6 from Abyssal Bloodrage, and the +2 size bonus from Demonic Bulk. And the DR gets up to 5/-.
Uuuuuuuh... Rysky's right though.
Inspired Rage wrote:
If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward).
I made an Alchemist Archetype inspired by the Synthesist Summoner. As you'll easily find in it, I used the Mutagen an Unchained Eidolon as the bases for the Archetype.If you have any suggestions or find any balance issues, please leave them in the thread, I will take all of them into consideration, and may modify the Archetype to fit more in line with the standards set by you, the community, and my personal ideas for this Archetype. In a word: Playtest.
The Evolutionist is made to bring out some of the innate versatility of the Alchemist and mix it with the ever expanding versatility of the Unchained Summoner's Eidolon. With it's use of the Evogen (a modified Mutagen) to enhance its utility in and out of combat, the Evolutionist Alchemist Archetype is set to be a strong addition to your party.
Here is the Archetype as described: The Evolutionist Alchemist Archtype
The Iomedaen Enforcer Archetype is what you're looking for. 'Tis the LAWFUL good archetype, makes you highly enabled to combat CHAOS rather than evil. Thus; though the code isn't actually changed, nor is the divine bond; this is the Paladin that would more likely fall due to CHAOS more so than evil. Otherwise, as others have stated the code has some parts that essentially say: "follow the rules or stop being a paladin."
I've role'd pretty much everything possible to both the delight and horror of my fellow players. still can't get over their reactions to my summoner.:P At least I wasn't the "worst" at that point. >.> (looks to former druid buddy[still buddy though]) that was a very poorly executed campaign, wasn't even all that fun... just kinda stupid. 'n'
Kobolds have an alternate racial trait that gives them a bite attack in place of their +1 natural armor. At 1 BAB you can grab Tail Terror. Once you obtain Skill Focus(Fly), 13 STR, 8BAB, and Draconic Glide, you'll be able to grab Powerful Wings, which grants you 2 wing attacks. As for class selection, Alchemists, Barbarians, Bloodragers, Druids, Hunters, Rangers, Skalds, Slayers, Summoners, Vigilantes, and Warpriests all make good choices, though almost any class can grant some form of natural weapon.
So wait... I understood the use of my ranks, but RAW states:
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better.
and it has 1HD & 6INT, so shouldn't it get 1 rank at that point, due to how skill rank/INT rules work normally?
I was looking for a familiar for a character I'm putting together for a friend's campaign, when I found this:
:And it struck me that the scorpion doesn't have skill ranks in any skills normally. Does that mean I get to assign the 1 should've gotten in the first place, or does just not get it at all?
Greensting Scorpion: size:tiny Str:3 dex:16 con:10 int:0(now 6) wis:10 cha:2 skills: +7 climb, +4 perception, +15 stealth
I've played a bit of Gestalt, and my favorite build I've donw so far was a Wyveran Divine Huntsman/Rogue W/ a Deinonychus. They both took precise strike, and on top of that I had the juicy bits from Inq. Oh what a magically horrendous, yet fun time that was.
Is this from Chrono Trigger? If so, Crono, Marle, Lucca, and Frog.EDIT: Is the Ranger Magus?