Meager Rolmug's page

Organized Play Member. 256 posts. No reviews. No lists. No wishlists. 9 Organized Play characters.



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RealAlchemy wrote:
I know! Can I really hate casters and buy a full lot of 50 dispelling arrows?

Dispelling is only listed under melee weapon special abilities, so only a melee weapon can be dispelling.


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graystone wrote:
Meager Rolmug wrote:
graystone wrote:
Meager Rolmug, replace wizard in your argument with druid. A base core caster type. Is the summoner's edilon going to easily kill the druid + pet? or hunter + pet? Try comparing like to like once. Do that and they seem pretty normal instead of "quite overpowered".
The summoner beats the pants off both...unless you ignore the huge disadvantage of your spells being locked in. When was the last time even 70% of a prepared caster's spells were all useful before he needed to renew them? If it is often, in the games you play, i would say your GM is letting you rest up, more often and easier than the module was intended to allow. Or is clueing his players in way more than was intended by the writer of the adventure path intended. These both happen ALOT, so it doesn't surprise me many think spontaneous casters don't have a big advantage. But if played as intended it IS a BIG advantage.
YOU seem to ignore wildshaping. And hunters not being prepared casters. Also recall the it was "The summoner's edilon could EASILY kill a wizard" part I was adding druid or hunter in. How does a summoners casting affect a combat it isn't in? Even if we did add it in, I'm not seeing the summoner side being very far ahead in pet buffing.

A druid would be a bit harder for the edilon to kill..but not much. Honestly have you played with players that know how to optimize a summoner and his edilon? They often have three attacks at first level! They usually add pounce or super grapple with reach before mid levels are even reached. The summoner himself can be a pretty good caster and his edilon is often a better fighter than a full blown fighter of the same level...that IS broken and better than a druid whose animal companion will NEVER be nearly as good the edilon and doesn't just dissappear when killed. The druid might have some extra flexibilty with shapechange and generally better personal defenses, but a summoner can pretty much do all his best stuff while invisible behind a wall of martials...a near insurmountable defense. And his edilon is nearly a match for the druid by himself.

I think the majority of players/GMs with extensive experience with both classes would agree that the summoner is more powerful than ANY of the original classes. Maybe you are just trying to justify wanting to play a summoner yourself perhaps? Go ahead...maybe you donot know how to optimize the class as well as the druids you have played, they probably had alot more experience with those well established classes than you do with your summoner. But given the same experience and resources the player playing a summoner will more often than not dominate battles playing with any group of classic classes.


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Magda Luckbender wrote:
Why is this PC always as close to the enemy as possible? Do you mean this Bard willingly moves within Full Attack range of monsters? If so, why?

Guess you'd have to read more than just the last comment to know the answer. But to summarize

1)Most times on the PFS tables I play on there aren't any true meatshields...everyone seems to max out their offense leaving them with lousy AC and/or saves and/or hitpoints. Almost all the martials use 2 handed weapons, all the casters have a very average con score, etc.

2)Bards do NOT have to be squishy!! This is a common misconception. Only two maybe 3 times has another PC in the party had a higher AC + hitpoints. As bards have 2 good saves and is a Halfling he usually has the best saves also. I can cast vanish while threatened(auto-succeed on concentration check) and run away if i have to. I can cast mirror image too...but haven't even needed it yet. My feats are toughness, additional traits(including the one that boosts Concentration), combat casting.

3)I will be taking Halfling only feats that boost my fighting defensively and total defense actions by 2 and then later allow me to add to adjacent allies AC 1/2 my total dodge bonus from those actions from monsters that threaten both of us. I will also be casting spells that can force monsters to attack me instead of ny allies. These spells are lower spell level than other save or suck spells. This has 2 advantages for my PC...he can auto succeed on the concentration check and save his higher level spells for party buffs and such.

So basically the WHOLE build is about being nigh invulnerable and wasting an enemy's actions attacking the weak Halfing up front. I may cause zero damage in a battle but by keeping other PC's up and buffing them may actually be responsible for causing the most damage...just not personally.


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Hmmm, sounds like someone in your party needs to able to cast "treasure stitching".

http://paizo.com/pathfinderRPG/prd/advanced/spells/treasureStitching.html#t reasure-stitching-


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long story short...not tracking gives an unfair advantage to a PC.


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absolutely they can..if they follow the rules...it is not a free action if it is strapped on(which is what a backpack is), that would be a sack..and would take up a hand...and that would have its own implications. And they would need to track where they dropped it...in case they couldn't retrieve it later or the GM might want a enemy thief to grab it as it looks like a bag a loot(and actually is a bag a loot!!). And there is no "I always drop it"...if you want to drop it you have to say when and where and know exactly whats in it..in case you don't get it back..and to prove it held enough weight to keep the PC unemcumbared...all of which does not mean tracking the rest of the weight the PC is carrying is not necessary.


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Like most abilities it is highly situational, YOUNG BLACK DRAGON can full attack 5 times in one round...Melee bite +13 (1d8+6), 2 claws +12 (1d6+4), 2 wings +7 (1d4+2)...on average those attacks do about 7 points of damage..the bite is more likely to hit so more like 8 points. That means a full 1/8 of the damage is being blocked...if nothing else it saves on healing costs over the long term. My PC's have survived MANY battles by only a point or two and a bararian is gonna be up front..pretty much all the time....


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So to you it is more likely the spell has 3-5 screwed up parts in it, than it is the writer just wanted it easy to use?? AND is also way too easy to overcome to boot. Thats a huge reach.


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Where the heck are you guys getting this "catch yourself climb check if you fail the save" from? Your not climbing when this spell is cast...that would be the same as saying a PC gets to use a sleight of hand check to keep a held item targeted by a spell an extra save after failing the reflex save to keep it from being burned!! The spell doesn't say "make a climb check if on the slope" it says "any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it." End of story. period. thats it.