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graystone wrote:
Rysky wrote:
How do they know this?
Big matching glowing symbols on their foreheads maybe? If one class ALWAYS has manifested creatures and they share such a mark, it's not rocket surgery to connect it to a profession/class. They might not know 'matching hp' but they know it's connected/controlled by the summoner. Summoner is one of the easiest classes to identify as no other class has an enforced and highly visible distinctive visual feature. It's literally a big sign saying 'Hi, I'm a summoner". :P

What about simply using a Sigil Cantrip on everyone in your party that matches your Summoner Sigil? At a certain point it might just seem to be more a match to the personal heraldry of the party versus automatically linking the actual summoner and the Eidolon. Their are probably other ways to pull off similar tricks and probably do it better as well of course.


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SaddestPanda wrote:


School aversion: Transmutation honestly doesn't seem that threatening of a school and isn't often used offensively as far as I can remember.

Except for Baleful Polymorph and Disintegrate which might be a bit troublesome at times ;)


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Its probably beyond the scope of the play test/final document but I suspect the Mythic Vampire Template is probably a good base line for Racial Mythic Paths.


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blackbloodtroll wrote:

Introduced in Adventurer's Armory, was a pricing for slaves.

It as follows:
Slave, common 75 gp
Slave, hard labor 100 gp
Slave, household 50 gp
Slave, slip (halfling) 100 gp
Slave, specialized 500 gp

1) How does one determine stats?

2) How does one determine which category a slave falls into?

3)How does race effect price?

4) How do you price non-player race, and non-humanoid slaves?

2) My take on Category classification is as following

Slave Common: A slave judged to have no really distinguishable positive characteristics or is being sold for simple tasks (the equivalent of a modern cash register job). Essentially a slave being sold because someone has need of a warm body for a task but the task itself doesn't require much in the way of training.

Slave, Hard Labor: Typically a slave with above average Strength and probably Constitution (for endurance), though weaker slaves could be used instead if you do not mind the reduced productivity and replacement costs. Hard Labor Slaves can also be used as a way to get rid of or punish undesirable population units. For instance enemy soldiers captured from battle might be sold into Hard Labor as a precaution, as may be political enemies who do not quite warrant death.

Slave Household: Probably at least an average charisma score as this is a slave that you and your family are going to be interacting with frequently. A household slave is going to at least in part be define by their personality. A docile or timid personality is more likely to be selected as a household slave rather than an aggressive slave that hasnt been broken yet. Overall a slave is more likely to be selected as a household slave if it has a professional skill such as cooking, sewing or something similar.

Slave Specialized: Essentially what it says a slave that is not easily replaced. An especially beautiful/Handsome slave for brothels, a slave with low PC levels (I suspect that Bards as entertainment, or Fighters as bodyguards would be popular). Other popular choices would be Experts who could train your children, Adepts who could provide low level healing on demand and the like.


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I am running a 6th level deception patron witch myself so far while I have run into some problems dealing with undead (wraiths and Morghs) as well as a series of bad rolls with my hexes versus bargheests. Overall I have succeeded far more frequently than I have failed when using them and their availability has saved me a lot of saved spell slots.

The healing hex is consistently worth 4-5 cure light wound spells every adventuring day (or 10 charges of a cure light wand) allowing us to milk a cure light wound wand from 1st level to 5th level before we had to finally replace it.

The flight hex saves me at least 3 spell slots per day, Flights duration is long enough to last a typical combat encounter, while levitate is good enough to bypass frequent environmental terrain blocks, while feather fall is simply a nice just in case precaution for a character that plans on frequently flying in a fight. Overall Flights speed and the fact that I can gain altitude has helped out a lot for me in preventing full attack cycles from hitting so far in the campaign.

The Slumber Hex so far has had a very high rate of success and barring some sleep immune encounters so far I have rarely failed. That's going to change over time but with a beginning intelligence of 20 +5 level bumps a +6 IQ item and a base = 10 +half level my hex save D.C.s at 20th level max out at 34 or 37 with a +5 Attribute book a non trivial number and better than what I will get from even 9th level spells.

Overall Hexes have been an excellent substitute for a lack of a bonus specialization/domain spell and have given me useful supernatural abilities to employ that in some encounters have left me casting no spells whatsoever but still taking a meaningful supernatural action each round.

Her spell list does seem to be geared to be better at ruining in a rather permanent way a single targets life than the AOE affects that a Wizard would typically employ. This isn't bad per say as their is frequently a target per adventuring day that you would really not mind softening up heavily before engaging more lethal methods, and of all the character classes the Witch seems to play the "to the pain game" much more frequently and easily than any other class.

They are very bad as damage dealer though worse than even a wizard at putting damage on a target and their more unique damage dealing spells tend to be bleed oriented (damage over time spells) rather than instant damage and their slow rate of damage would seem to allow far more readily available ways to prevent the damage or for the martial class in the party to end the NPCs life before the damage has a meaningful way. Still casters in the current pathfinder environment are rarely called upon to be the Damage dealers for a party. The lack of force damage though has been an issue in our current campaign due to the previously mentioned wraiths.

Her healing list and the addition of two healing hexes have helped me to become the primary healer in the party (which was a very useful supplemental aspect to my characters early hexes when the hit point totals of the party were a bit lower). Over all I would say the class is probably the second best healer in the game and except for heal as 7th level spell she seems to heal as spells just as well as the cleric though she cannot spontaneously choose to do so. This has been fairly well received by my party as our D.M. tends to prefer and prepare "hard" encounters for us and the parties barbarian alone tends to require a 100 or so hit points of healing per night, though the Parties Paladin has been a useful augment to the Witches healing so far.

As far as magic item construction goes the witch is probably on balance as good as a wizard though she lacks most of the bonus feats to do so. Her list is a little odd for enchanting but she is an Intelligence caster which means her spellcraft checks are just as high as a Wizards for enchanting and even if she lacks a number of frequently needed wizard spells to enchant an item with she frequently does have a needed divine spell to enchant a different item instead. Most notably this has come up with wand construction allowing me to potentially crank out the parties own CL wands which has been important due to the scarcity of N.P.C. crafters in the area.