Seltyiel

Kristov1's page

Organized Play Member. 16 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Did I miss any new rules releases by chance? I thought we were getting a new set of playtest rules sometime in January but I have been unable to find them around here.


Its possible that type of additional flavor will be added in later or at least in the final book much like how sorcerers have some additional flavoring/ideas perhaps as to where they obtained their powers.

At the same time, I notice in the more recent editions of D&D including Pathfinder there can be a lack of background information for the uninitated. In fact I had this conversation with my group specifically about how some of the books appear to be written as if you already have 20 years of playing under your belt (which we all do) - a good example of this is a lack of ecology information in the Monster Manuals.

I remember fondly reading all that and being amazed - especially the nice long ecology articles in Dragon magazine. Point being now days these books are often written with the assumption you can fill in the holes for yourself and don't need it all spelled out for you.

If that is a good thing or bad thing I suppose is up the individual to figure out for themselves. I actually would like to see more detailed background examples for people but I can see how paying for "examples" for the past 20 years may irk some people.


I thought the summoner lacked any out of combat abilities - his spell list is terrible for utility/out of combat spells and his skill selection sucks as well.

Should at least get bluff (lied to make a pact) or diplomacy (made a pact) themewise and would give him some skills to focus in out of combat.


Does Arcane Strike stack with magic weapons? I didn't take it because I assumed it did not stack on top of an actual magic weapon which I am hoping to get eventually.

Also, I was considering using my next ediolon evolution for increased skill in perception (gives it +8 racial bonus) because my perception is terrible.

My group doesn't have a real thief so I figured I would try and give him some skills to help us out.

One of the few things I dislike about the summoner is the awesome lack of skill points and useful skills - the guy basically has no stat bonuses for any skills that would help the group (no INT for knowledge, no WIS for perception). Basically the only useful CHA skills he doesn't even get as class skills.


Ok, for my Eidolon I went with a rogue type guy with 4 arms from the outside realm (Far Realm):

Basically im using this mini to represent him:

http://www.wizards.com/dnd/images/leg_evil_gallery/foulspawn_mangler.jpg

I think I made him correctly stat wise using many of the suggestions you guys gave me:

Summoned Creature: Eidolon
CN Medium Biped Eidolon Outsider
Init +2; Senses: dark vision 60 ft.; Perception +4

DEFENSES
AC 18, touch 12, flat-footed 16 (+1 Dex, +4 natural, +2 improved armor, +1 Dodge feat)
hp 35 (4d10+4)
Fort +5, Ref +2, Will +4

OFFENSE
Speed 30ft.
Melee 4 claws +10 (1d6+5)

STATISTICS
Str 20, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +9; CMD 20
Feats: Dodge, Weapon Focus (Claw)
Skills: Disguise +4 (4 ranks), Disable Device+5 (4 ranks), Perception +4 (4 ranks), Stealth +5 (4 ranks)

SPECIAL ABILITIES
Dark vision, Link, Share Spells, Evasion, Ability Score Increase (used for STR +1), +1 STR/DEX bonus from levels

Free Evolutions: Claws, Limbs (arms), Limbs (legs)

Evolution Pool: (7 points) – Improved Armor +2 (1), Improved Damage +1 die size (1), Limbs (arms) (2), Claws (1), Ability Increase +2 STR (2)

For my half-orc summoner I went with these starting stats (we are now level 4):

Str 18, Dex 14, Con 10, Int 10, Wis 10, Cha 14
Feats: Dodge, Weapon Focus (Great Axe)
Traits: We are playing a Pathfinder Adventure Path so I have 2 traits that give me additional skills those being Bluff & Diplomacy for obvious reasons.

Weapons: going to carry a Great Axe and a Long Spear for when I can use each to most effect.
Armor: Chain shirt since summoners can still wear this - im guessing the guy building this has a definite picture in his mind of the summoner as a melee-ish guy since they can wear light armor for some reason.

Thoughts and any more suggestions?


I felt the summoning ability was powerful enough to merit having augment summoning.

You summon up free flankers/attackers and potential targets for your enemies in every battle. Each has +10% chance to hit, +2 dmg, and more HP. To me it seemed like a good deal for a melee guy who wades into combat with his melee army.

I do like a lot of the suggestions you guys are giving me by the way so I do appreciate it. I plan on making modifications to my character today for the game I play in tomorrow.


I guess the reason I did not go reach is because of lack of easy access to the skill to use them.

One of the reasons I went half-orc was the free high dmg weapons they get as a racial and I didn't want to spend a feat now (or later?) for a weapon skill. It might be a good idea, but that was my thinking is what im explaining about it.


I went the direct I did because I wanted to maximize offense. I felt having the increased 5% chance to hit as well as 1.5 extra damage on each swing was worth giving up 1 or 2 points of AC since I did not plan on being a front line tank but more of a front line offensive monster.

I put his CHA at 16 because that is the key summoner stat and a 16 is all you would ever need to cast all summoner spells. I suppose I could lower it to like a 14 for now and use my final 2 stat points of his career to reach the minimum cap needed to cast all summoner spells but I was being lazy.

Oh and I chose my feats based on just wanting the augment summoning. Basically my standard combat style was to cast summon monster and then next round wade into battle.

This gave the other fighters in the group including my edilon time to run forward and become the "tanks" if you will. Then I wade in to battle with a freshly summoned pet probably in a flanking position.


default wrote:

your axe would actually do 1d12+6 (1&1/2 STR for 2-handed)

for a second slam you need to purchase a second pair of limbs. (Unless there's something i missed) The slam should deal 2d6 damage (as per the chart on increasing weapon damage by size)

So a SLAM is considered a 2-fisted attack?

Whats the best way to build him - do I stick with 2 claw attack with upgraded damage? or is it best to go upgraded dmg/slam = 1 big attack?

Is there some other good way to make his attacks more impressive using the 5 evolution points I have?


Ok, I am trying to build a somewhat maximized half-orc melee summoner.

I want to get advice on where I could have optimized him a little further than what I did.

3rd Level Half-Orc (20 point build)
STR 19 DEX 11 CON 10 INT 10 WIS 7 CHA 16
AC 14 (chain shirt)
Feats: Conjuration/Augment Summoning
Wielding: Great Axe (plan on taking weapon focus great axe next feat) this gives me +7 to hit with 1d12 + 4 dmg on a hit

Medium Biped Eidolon
STR 18 DEX 13 CON 13 INT 7 WIS 10 CHA 11
Evo Pool (5 points): Improved Armor, Improved Damage, Reach, Slam, Magic Attacks
AC 17, Attk: 2 slams (+8 hit) for 1d10+4 dmg each hit.

On both I am using stat point to raise STR generally to max out that.

So questions I have:

1) for the half orc summoner - should I go falchion or stick with great axe? does any other race work as well for a melee summoner standing in the front with his eidolon?

2) what summon monster works best at this point - I have generally just used my summon monster II ability to summon 1d3 riding dogs since they seem to be the most powerful unit at this time (free trip attacks). the summon monster II creatures did not impress me very much so I just pull out more of the 1st level version... good plan?

3) could the eidolon be built any better? im no expert at this but I wanted my guy to be big and strong and fight next to my big and strong soul-mate. I am also wondering if I did it correctly because I have seen other peoples builds that seem to do 2d8 dmg instead of 1d10 which is what I have on mine.

4) any other advice?


Honestly, in my literally 20-some-odd years of playing Dungeons and Dragons on and off we have never been to max level for any significant amount of time.

All of the games I have really ever played in start at level 1 and hopefully make it to 15-18 before we move on to a new game.

That being said, my concerns are how powerful I am levels 1-10ish since that is a reasonable expectation.

I dont want to suck for like 6 months (actual play time) under the idea that if the campaign lasted a year or two id actually be awesome.

Im still confused about the above Conjuration monster summoning I mentioned earlier as someone mentioned it showing up the next round which isnt what the spell says and someone else mentioned it only stays around for the round i summoned it in (which are contradicting posts?)


Ok another question concerning level 1 wizard spell Summon Monster:

Ok - I normally never use Summon Monster spells, but for 1st level - Summon Monster 1:

Lasts 1 round
Appears on casters turn and acts immediately

Does this mean it appears, attacks and gets to attack again on my next round? Or does it just last the single round in which I cast it and then it disappears.

Basically, very specifically, how will this spell work for my level 1 wizard.

Thanks for all the help!


You say it was removed from Pathfinder - where can I find this list of things "removed" from Pathfinder?

I thought Pathfinders big claim to fame was that you could still use all your old books or some such.


Is the archmage no longer a good prestiege class? I thought it was the big choice for wizards?

Also, does Eldritch Knight get any ability to wear "armor" without arcane spell failure percentages or is it just a guy who gives up spells to be better wielding a sword?


We are starting up a new Pathfinder campaign and I believe I have decided to play a Wizard. I understand they are quite effective at least later in life.

What advice can you offer that would help me make him "effective" during his early career.

Originally I was considering Evocation because really who does not like to blow things up.

I did read another thread that mentions Conjuration as being quite fun and powerful as well.

So - whats the game plan to make me uber-wiz.

Max INT? What secondary stat? Dex for AC or Con for HP?

If I play an elf I can wield a sword and bow - should I be swinging/shooting stuff? Maybe with that high dex...

Any familiar worth taking or are the bonded items the obvious way to go?


Quick question - whats the best use of the level 1 conjuration Summon Monster spell?