Looking for either a pre-existing archetype that replaces the summon monster spell-like ability of the summoner (other than the half-orc one), or ideas for doing so. At the moment, I honestly have no ideas for doing so, but really have no interest in actually summoning outside of the eidolon. (Frankly, I'd probably play a conjurer if I did...)
I've tried a boat load of times to figure out from a game balance perspective as to why in the hell a summoner can't equip its eidolon separately like every other class with a companion, and cannot come up with anything for the life of me. So I'm wondering how many people have ignored this rule, and is there were any balance problems associated with it?
Any suggestions for a good iPad character sheet?
I've been using one called DnD Sheets that does have Pathfinder rules built in, and I rather like it, but it has some shortcomings. The biggest being that there is no way to print it or export it. My only other major complaint is in regards to the Features/Feats page in it. Unfortunately, each line is treated as a single line in an entry. Meaning if you try to type out an entire ability in the same line with the assumption that it will simply break at the end of the space and start a new line, you would find otherwise. I have to watch how much I've typed so I know when to stop and start on the next line, as though inserting a new ability, because all it does it shrink the text. It also has this problem with the languages entry on the General page. The other minor one being that there is no option for pulling the Arcane/Divine/Psionic Pages out when playing a non-caster.
Frankly, I like using my iPad, but my DM would like to have a copy of my character sheet, so it'd be nice to have the ability to print it out (or at least e-mail, since I can e-mail my printer).
First, I apologize in advance if this is in the wrong forum.
Anywho, gonna get to the point, as I accidentally clicked refresh and erased my initial post. As a DM, I am not fond of the arcane bond or the school power of the arcane bloodline for sorcerers. It does not need to be wizard-lite (and there should be clarification how sorcerers and bonded items interact). So I'm looking for alternative ideas for those abilities (because I like the bloodline's concept, and it works well for some backstories).
I had a thought for a UMD boosting ability (perhaps granting the Take 10 ability at 15th), but it doesn't feel like it fits with the way the rest of the 1st level bloodline powers work (then, neither do the familiar or bonded item). Beyond that, I'm broke on ideas, so I'm looking for some help here.
First, let me say that I really like the new Alchemist for the most part. My biggest issue at the moment is Mutagens. I like the fix, don't get me wrong. They're no longer a bad idea. My problem is they remain boring. There's simply not enough discoveries for mutagens. I want to see something that ups my size, or grants wings, things like that. Yes, I know I can do that with extracts, but when I've gone all Hyde on the baddies, drinking extracts doesn't make any sense to me. I should be in the middle of melee, messing them up. Certainly, some of these effects would be upper level discoveries (10+), but I think it'd be cool, and I know I'd spend the discoveries on them. Even if it's as simple as allowing them to create mutagens that also have effects of formulae (much like they can already combine multiple formulae into extracts).
I'd also like to see some lower level mutagen discoveries. Right now, I can only take 2 before 12th level, and one of them costs me extra GP and deals Intelligence damage. Not exactly a lot of options going here. Perhaps the above mentioned discoveries for combining with extracts could be split up, requiring you to take one for 1st and 2nd level formulae, one for 3rd and 4th, and MAYBE one for 5th and 6th (though I'm leaning away from that.)
Also, I think alchemists should gain the ability to make potions above 3rd level, either automatically as they level, or through discoveries. I think they should be much better at this than anyone else. It would certainly make Brew Potion seem much more interesting.
OK, I don't think I've seen anything regarding this yet. What are the thoughts on the changes to how magic items in regards to the eidolon? I'm really not fond of the mechanics at all. If you're equipping both of them, you're splitting gold anyway, just like if you equip any other companions. I see no reason to cut off magic item slots.
And before anyone pulls the 'Not all slots are open on other companions' argument, just start using your imagination. Companions may not wear things in the exact same manner, but the slots will be open. (Not to mention the gorilla, which actually does have all the human slots without thinking about it.)
The eidolon is already short on HD, and it's d10 doesn't boost it's HP enough to account for that compared to a d8 (1 point/HD, yay), and shutting down magic items like that seems unfair.
(Yes, this will be the first rule I throw out the window if it sticks.)
Can anyone see any balance issues in moving the aspect down a few levels (and by a few, I mean down to 2 or 4, so a lot)? It's a really neat, flavorful ability, and I feel like the only reason it was put that far into the progression was to avoid a dead space in the table (in which case, you can stick an Improved Aspect that lets you transfer more evolution points to yourself, but at the normal 1 for 1 cost, with Greater Aspect remaining as is).
I'm really not looking for a power boost out of this (and since it takes from the Eidolon, I don't think it would be anyway). I just want to be able to use the ability earlier. (I may actually playtest it getting that ability at 2nd level and getting an Improved Aspect ability if possible this weekend.)
I apologize in advance if this is in the wrong forum, since I have created nothing yet.
I recently watched Avatar, and ended up considering how awesome the Na'Vi would be as a D&D race (though as Medium creatures, for reasons of accessibility to PCs). That said, races are NOT my forte, and I have never ever created a monster (which I'd like to do for their mounts). I have some basic ideas, which I'm just going to C/P from a Word Doc I started, but that's about it. I'd also like to come up with a different name, even if the inspiration will be fairly obvious one way or the other.
OK, apologies in advance if this ends up a mess...I'm not sure how to post a table in here, and I'm fairly certain I'll miss some formatting that's needed since word formatting doesn't carry over in a C/P to this.
Apologies for the title, but it seemed appropriate with the other thread running around.
Alchemy (Ex): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning potion-like extracts, drinks which mimic the effects of various spells. Alchemists keep a limited number of extracts at one time. The chemicals involved have the potential to be exceedingly volatile, and any alchemist is intelligent enough to not carry more than what may be useful, as to avoid accidents. More skilled alchemists will carry more, as they learn to create somewhat less volatile mixtures and find better ways to store them. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level to the Craft (alchemy) check.
Research Journal: All alchemists keep a research journal containing notes of the formulae used for their extracts. An alchemist must study his research journal each day to prepare his extracts. He cannot prepare any formulae not recorded in his research journal.
Bomb (Ex): In addition to extracts, alchemists are adept at swiftly mixing various volatile chemicals to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons. This bonus damage is already included in the bomb class feature.
Mutagen (Ex): At 2nd level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move-equivalent action.
Brew Potion (Ex): At 3rd level, the alchemist gains Brew Potion as a bonus feat. In addition, the alchemist only adds 3 to the DC of the required skill checks for not meeting the spell prerequisites for creating an item. If he has a formulae that mimics a required spell, he qualifies as having the prerequisite spell. This only applies for creating potions, even if the alchemist gains the ability to create other magic items (such as through the benefits of the Master Craftsman feat). He may also use this ability to create elixirs that would normally require Craft Wondrous Item.
Discovery (Ex): At 3th level, and then again every 3 levels thereafter, an alchemist makes an incredible alchemical discovery. An alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Swift Poisoning: At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.
Persistent Mutagen (Ex): At 14th level, the effects of a mutagen last for 1 hour per level.
Instant Alchemy (Ex): At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.
Grand Discovery (Ex): At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the list below.
I crunched a few numbers and realized that the removal of armor from the eidolon doesn't fix the AC issue, and the best AC comes from a small eidolon.
Huge: +5 NA, but -2 Dex mod and -2 size for gain of +1.
Start with a serpentine form for 16 Dex. Small makes that 18. HD increase makes that 22. Automatic level increases make it 30. Evolutions put it up to 38, for a +14 modifier.
Natural armor starts at 2, and goes up to 18 by leveling. Evolutions kick that to 26, since that evolution is only once per five levels. Eidolon has 9 feats, all of which can be Improved Natural Armor, pushing just the NA to 35.
Dex mod, nat armor, and size bonus total to an AC of 60, with a respectable touch AC of 25.
Wearing armor isn't the problem, and should be allowed with a clause that says it overrides the Natural Armor.
The problem is the natural armor. The inherent leveling bonus is far too high, and the evolution is too cheap.
Is this an extreme example? Undoubtedly. But since we seem to be nerfing things based on those types of examples, I felt it was appropriate nonetheless.
I do not deny that the AC can be pushed far too high, but I think changes, however temporary were knee-jerk reactions and missed the real problem.
I was thinking about how some of us (myself included) would like to see some evolutions that don't make Large and Huge must-haves. What about a Small/Medium only evolution that granted a +2 to all scores at the same cost/level as Large, with a stackable version of the same thing at the same cost/level as Huge? Also, I would like to see a 2-point powerful build evolution for the same sizes, with the add-on that quadruped and serpentine base forms qualify as one size larger for serving as mounts also.
Anyone else with some suggestions for keeping smaller eidolons competitive?
I can't find it at the moment, but I read a post mentioning that there should be a way to get better Int, Wis, & Cha stats. I agree with this.
On top of that, I've discovered that the current stats setup means I can't design what I want, because it is impossible to qualify for the feats I want.
My example being this: I wanted to stat out a four-armed angelic eidolon (needless to say, utilizing Multi-Weapon Fighting and wing buffets for attacks). This concept is definitely based off the biped format. However, at 1st level, my eidolon does not qualify for ANY of the feats I actually want to use for him. His Dex isn't high enough to qualify for Two-Weapon Fighting (even with the Ability Increase evolution), he can't take Improved Natural Attack b/c it would be for the wing buffets the eidolon can't have yet and his BAB isn't high enough, and Two-Weapon Defense requires TWF (and the Dex my eidolon doesn't qualify for).
The quadruped form could theoretically take TWF, even if it couldn't use it. But I can't change the base form, which means the rest of my plan gets shot out the window. I know someone's going to come up and say I was just trying to min-max and that's that, but I just want to be able to make this eidolon.
At the moment, my only suggestion would be to say that the base stats for both Dex and Str were 14, and you could drop 2 points from 1 to put them in the other as you saw fit, no matter your base form.
On a vaguely related side note, I'd like to see some sort of powerful build evolution (I was hoping for all long swords, but 1Hed weapons hurt for multi-weapon fighting, and I don't have the feats for Oversized Two-Weapon Fighting), probably costing 3 or 4 points. That or a 2-point evolution that allows the Eidolon to choose an additional feat.
I was scanning through traits for monster types earlier and realized something. Eidolons are outsiders, who gain normal outsider traits as far as I can tell. That means they are already proficient with all simple and martial weapons (just like aasimar and teiflings, as those traits apply unless otherwise stated).
I'm sure eidolons aren't supposed to have that trait, but as written, they do, unless I missed something that overrides it somewhere. If they are, then some evolutions are rather useless.