Kitsune

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Organized Play Member. 26 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.



Lantern Lodge

Quote:

New Evolutions

The following evolutions are available to all summoners.

2-Point Evolutions
Shadow Blend (Su): In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.

Shadow Form (Su): The eidolon's body becomes shadowy and more indistinct. This shadow form grants the eidolon constant concealment (20% miss chance), and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The eidolon's melee attacks deal only half damage to corporeal creatures.

I understand that Fetchlings are legal (with a boon) and typically racial benefits are exclusive to their race, however I was understanding that these evolutions, as quote above, are available to ALL summoners.

For PFS games I was attempting to use Shadow Form in order to be more effective against an incorporeal threat and was informed that somewhere on here is a board ruling from somebody important that says that in fact, no, these evolutions are only available to Fetchling summoners (and their eidolons).

Could someone please link me? It was kind-of frustrating to find out that a solid tactic was legal RAW but negated due to a message board conversation that I can't seem to find with all the strength of Google. Obviously the text has yet to be updated.

Lantern Lodge

Hey folks.

I'm creating this thread about a situation that had me scratching my head a few weeks back. I was trying out the Summoner class and things were going nice until it came time for the faction missions (please read: Useless, annoying side-quests that at best devolve into a simple skill roll and at worst cause endless frustration for the GM, friction for players of opposing factions, occasionally completely distract from the actual mission-at-hand, and heavily discourage Pathfinders to follow their third tenet "Explore, Report, COOPERATE" ).

My faction mission was one of the better ones, and by that I meant all I had to do was make a perception check, which I failed yet my Eidolon succeeded. The GM thought that my Eidolon was incapable of helping me to search for books on a shelf ( or a letter on a desk, or WHATEVER, FORGET YOU, YOU'LL DO IT ). I was confused as to why my Eidolon would be incapable of assisting me in these tasks.

The GM's view was that my Eidolon, as a summoned creature, was too stupid to do anything but perform basic tasks, like mauling goblins until they make that crunching sound.

My view centered around the idea that my Eidolon, bearing an INT score of 7 (some of you have characters with INT scores lower than that) and fully capable of speaking any language I speak, is fully capable of a thought process along the lines of "Oh, you're looking for a letter? I'll keep my eyes open".

Discuss! :-)

Lantern Lodge

I've been noticing a trend in the global battle between those of us being attacked by invisible perpetrators and our clever little ways to detect and outwit them.

Of all the times I have had to detect someone under an invisibility effect, only once has it actually been helpful and furthered our progress in the task.

Every single other time it's been a circumstance where our party is fighting an enemy who is scripted to poof and flee upon defeat, but our stubborn party doesn't want to admit the obvious truth as we spend an insane amount of time on needless rounds casting Glitterdust, closing doors, etc. until an hour later we're all blind and crawling through a house wondering if that damned invisible monster got away.

A) Why is it so popular for Paizo writers to make all of their baddies turn and run? How is it that EVERYONE we fight has an invisibility spell? Why does EVERYONE have a guaranteed success at fleeing the party? I understand personnel with important attachments to the plot, but even wild monsters are making this happen in painfully dragged-on scenarios where every agonizing round is spent trying to delay and kill/capture an enemy that will get DM-ruled into escape every time.

B) Fellow Party Members: KNOCK IT OFF. We don't get paid for every bug you squash, I don't see why we should drag on the END of combat just because dead and gone are not fungible for you.

WHEW!

Lantern Lodge

Hey folks, I was trolling through the different threads and didn't seem to find one of these. Feel free to yell at me if I'm being stupid.

I thought I could poll the veterans around here to supply your own advice regarding the general perils of a new player starting up in a new game. I personally have a focus for folks going into Pathfinder Society organized play for the first time, but feel free to provide any general advice.

So again, this is any advice you veterans have for new players (i.e. myself) about to jump in feet first. Advice relating to: Character creation, styles of play, generally polite behavior, and common faux pas to avoid/ rules that are frequently accidentally broken, and how much is generally acceptable to bribe the GM.

Have at it!

Lantern Lodge

After looking across the information for rogues and ninjas it appears to me almost as if rogues are obsolete. The vast majority of their abilities are identical and not only do ninjas have their own Tricks, they can instead take up a rogue Talent.

It seems like the ONLY thing a rogue has that a ninja can't is Trapfinding and the ability to disarm magical traps. Granted, this is an important skill, but it just seems a little slim in determining the difference between the two.

In the long run Ninja just reads like an over-powered archetype than an individual class.

Someone please come tell me that I'm wrong and that I'm an idiot.
And, y'know, tell me why so I can stop being an idiot.