Actually you can't use an antimagic field to dispel a fused Eidolon. It specifically states that the Summoner counts as BOTH itself and its Eidolon for the purpose of anti magic, dispel, etcetera, and that the Eidolon can't be targeted separately from the Summoner. Also, because the Eidolon's stats are not temporary, the 24 hours thing is irrelevant. Its not a buff, its a REPLACEMENT. The stats never count as temporary in the first place. So yes, you CAN qualify for feats using the Eidolon. That said, I completely agree that its overpowered, and I would force players into a 10-point buy with this archetype. Hopefully its one of the things that gets tweaked in the Pathfinder revamp next year.
As the subject says, I ordered the six Second Darkness books, and today when I went to get the PDF I realized I don't have access to it. I have PDF access for all the other books I purchased, so not sure what happened in this instance, but I really need that PDF. Also, the books are 5 dollars each, and the PDF is a whopping 14 dollars. There's clearly a mistake when your digital copy is nearly 3 times the cost of the physical book, there's no way 14 dollars for a PDF is right, anyway just wanted to let you know about that part. Thanks.
I had a GM who, after two of my characters died or were moved from active play, ruled that when rolling a character after level 1, you only got half the level appropriate gold. I made an Oracle with craft wondrous item, and came back with a beastly build and items so he had a hissy fit about it and changed the rules around. This meant that my character was sorely behind the others and the encounters we were facing, and This was common. Basically any time he didn't like something, the rules changed without him so much as consulting the group. He then changed the item creation rules so that it cost full price, thus negating the point of the feat entirely. He was like a toddler throwing a tantrum, it was hilarious because I kept thwarting him even after he changed the rules. I'm a GM now, and while I do make adjustments sometimes, I always talk it out with my players and get their feedback.
@Orich Starkhart - Can you explain "margin of success bonus"? @Vamptastic - None of my players use sunder or anything like that right now, and I was actually hoping to encourage them to do so. We're playing Kingmaker, and so they're going to have to start learning tactics sooner or later. @Eridan - Giving out free feats isn't going to balance anything. The issue here is most of them are already too strong. We have a Werebear in the group, and he's level 3 wandering around with natural 10 DR/Cold Iron
So recently I decided to try and use the variant rules of armor as DR and the wounds and vigor rules. The wounds and vigor was interesting, and went smoother once I myself understood it better... but the armor as DR proved to be polarizing for my players. Some of my group loved it, since it meant it was easier to hit the intended targets, but some of them, despite hitting the target, couldn't do enough damage to overcome the creature's DR and thus were more than a little upset about the whole thing. At the same time, this was a CR 3 encounter, and the creature had 7 natural armor, thus giving it DR 7. For such a low level, that does seem to be inordinately high. I'm not sure if I'm doing the math wrong, somehow, or what... but he also struggled to damage a much lower DR creature as well. He's a ranged paladin (I know, I know) and so he doesn't really do much damage in the first place. He's mostly dex based, and his bow does 1d8+2, so minimum damage is 3, and max is 10. Now, with the default system, his high dex helps him hit, but with the armor as DR it seems that you need less dex to be effective. If I do decide to switch to this system, I'm wondering if I should allow him to reallocate his ability score points... Thoughts? Advice? My other players seemed to really love the changes, and since two of them have natural DR in the default system, I thought it might level the playing field for my poor creatures. As it is, the group tends to shred everything I send at them unless I hit them with something that can nearly TPK everyone but the one character.
Xaratherus wrote:
It states "Drawing the components of, creating, and throwing a bomb" all happens in a single turn. Holy hell that's insane. He can MAKE a bomb, light it, and throw it, in 6 seconds? That just sounds off to me. MiniGM wrote:
Unfortunately you can't always keep enemies apart, OR, they're too stupid to use tactics. At level 5, it just feels like a LOT of damage. Then again, he's squish as hell. N. Jolly wrote:
They shred CR appropriate encounters. Its literally just free exp. I'm not trying to kill them every fight, mind you, but I'd like it to be a little more hair raising than "You are ambushed by 8 undead skeletons!" Two rounds later, "And they're all dead..." SCPRedMage wrote:
For the first part, please read up. I still feel that 6 seconds is an unrealistic time to get components, make, and throw a bomb. It isn't even the damage that bothers me as much as the fact that he NEVER has to worry about hitting allies. It takes away from the tactical side of things when he can just throw bombs wildly. Also the random encounters were based on the module, so they're not MY encounters, per say. I did feel a lot better later on when they ran in to fire elementals and the alchemist was useless, but at the same time it sucks when your character can't do ANYTHING in a fight. (Been there.) I'm trying to understand, and work things out, so that everyone is having fun. Doggan wrote:
They're steamrolling through sheer damage. They have no tank, and can't take a hit. So either my monsters don't live long enough to get close, or THEY don't survive the fight at all. And its a LOT of undead, who aren't smart enough to use tactics. They're mindless with no int score. I play them that way, as its only fair. They target the nearest enemy and hit it til one side dies. Again, its probably more the module being shittily written than anything. I've been hearing from other DM friends that it's pretty bad. FLite wrote:
Yeah everyone forgot about the miss rules. And when I read them again, and used them, the whole party had a shit fit about it. It was a long discussion explaining how they worked. But, it was nice to actually have a consequence. Bobson wrote:
4 players, 15 point buy, level 5 and 6. They are the appropriate sized group, and level, for the module. Luckily, the module is over, AND we're going to start Kingmaker. Woo! mplindustries wrote:
No, I want it to not be like walking through tissue paper. I hate handing over exp for nothing. The whole point is to earn it. FLite wrote: I think you should go take a look at what other classes are doing at the same level. I think you will find that he is pretty average. (It sounds like he is level 5, so about this point the wizard is getting his fireballs.) He's out damaging the Barbarian, who is pretty peeved about it. Lmao. Rushley son of Halum wrote:
Yeah I didn't know he had so many bombs per day. That was a relief. I also found out he hadn't been tracking them, so I came down on that. Dorian 'Grey' wrote: You are actually really lucky he IS using bombs and he didn't go Vivisectionist melee on you! He had just played, and gotten killed, as a rogue. I think he specifically wanted range, and he thinks the bombs are fun.
Absolutely. Darkness and deeper darkness can create an area of darkness even in direct sunlight. http://paizo.com/pathfinderRPG/prd/additionalRules.html#vision-and-light That might also help. :) However, illusions will not. The illusions only fool a creature's vision, it doesn't stop the light from hitting the caster in the first place.
One of my players has rolled up a Grenadier archetype for Alchemist and I'm rather annoyed. Between the free precise bomb and the sheer damage output he's dealing, even with the level appropriate CR encounters, he and the barbarian are ending my encounters in a few rounds if I'm lucky with almost no consequences to the party. After looking in to the bombs feature here: http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Bomb-Su- I noticed something that got me confused. It says, "Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity." and RIGHT after that it says, "Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack." Now, Throw Splash Weapon rules state that it is a full round action JUST to prep the thrown weapon. This makes MUCH more sense to me, as being able to do 3d6 a round without hitting allies or move anywhere near combat seems completely broken. Every OTHER round makes more sense, and seems to fit, but my player is adamantly arguing that the Throw Splash Weapon rules do NOT apply. Help? |