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Having some issues regarding ego and pricing of intelligent items. Wanting to create a +1 cloak of resistance, that gives fire resistance 5, and casts burning hands 3/day. mental stats are
Int: 6
Wis: 10
Cha: 6
telepathy, sense 60ft, and darkvision.
Im using 5kgp as the price for the fire resistance, any help is appreciated.
Having some issues regarding ego and pricing of intelligent items. Wanting to create a +1 cloak of resistance, that gives fire resistance 5, and casts burning hands 3/day. mental stats are
Int: 6
Wis: 10
Cha: 6
telepathy, sense 60ft, and darkvision.
Im using 5kgp as the price for the fire resistance, any help is appreciated.
VoodistMonk wrote: I was mistaken. The Grasping Tail feat and Prehensile Tail racial feature both just say small items, and exclude weapons. I thought it mentioned a weight limit, but it does not. My B. Np, thanks for the info!
VoodistMonk wrote: The tiefling tail has a weight limit, but vestigial arm should work fine. What is the exact weight limit of the tail, and where is that info listed? The rod in question we're estimating at 3lbs
As a metamagic rod only needs to be held, could you do this with a third arm or prehensile tail to keep both hands free?
As the snakeskin tunic provides a +1 armor bonus, could it be further enchanted with enhancement bonuses and/or magic armor abilities?
Currently finishing my first draft of this spell. hopefully it will help clear up my idea and shed some light on my thinking
GM Rednal wrote: The best way to make a spell is to start by comparing the most-similar spells.
...
And, uh, what you're asking for sounds like it's better than Polymorph Any Object, which is an 8th level spell. You're asking for a lot of benefits - special materials to overcome DR, gain magical properties, last a very long time, gain sensory powers... I don't think it can be done within existing power limits.
To be fair, polymorph any object has a nigh infinite different ways of being utilized, both in combat and out. Not to mention after casting PaO, the caster is still fighting and free to cast other spells. Also, in weapon form, the caster would have no means of movement or attack outside of someone wielding him. Even if it turned him into a +1 flaming silver short sword, at lvl 11 that hardly adds any power to pc's that they couldn't vastly out do with one spell or one of their already more powerful magic items. Or the fact that the caster turned weapon could have just lobbed several 10d6 fireballs that combat instead. I was honestly thinking it was more like major creation. It could even last different amounts of time based on the metal like that as well.
Your thoughts?
I have an 11th lvl tiefling arcanist who's basically a trickster/thief. I want to make a spell that would allow him to change his shape into a weapon, while retaining his mental faculties. Perhaps the spell could have improvements as you level, such as being able to become special materials or act as a magic weapon or add the flaming property. Ideally, I'd like this spell to last 1 hour per lvl, and I'd like to be able to still sense my surroundings and speak/use telepathy with my wielder. Sound possible? Any ideas on lvl or other restrictions? I'm all ears (or eyes as the case may be). Thanks in advance!
I have an 11th lvl tiefling arcanist who's basically a trickster/thief. I want to make a spell that would allow him to change his shape into a weapon, while retaining his mental faculties. Perhaps the spell could have improvements as you level, such as being able to become special materials or act as a magic weapon or add the flaming property. Ideally, I'd like this spell to last 1 hour per lvl, and I'd like to be able to still sense my surroundings and speak/use telepathy with my wielder. Sound possible? Any ideas on lvl or other restrictions? I'm all ears (or eyes as the case may be). Thanks in advance!
Podok wrote: shamless self bump #2 and #3
Before we get into more builds/combos, can anyone give me their thoughts on balance? If i'd rather be the eidolon 9 times out of 10 as compared to a fighter of the summoners equal level not counting the buffs of the summoner, shouldn't something change? I ask becuase i love the concept of the summoner and would like to continue playing one, but as it stands, i cant justify the power of the eidolon.
shrodingerscat wrote: Podok wrote: Bump It takes two arms to slam. Your beastie would only have two slam attacks, not four.
Slam (Ex)
An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.
notice how it says "replace the claws(plural)...with this slam attack(singular)"
RAW, you swap two for one. Fair enough, so swapping slam for claws lowers the damage a lil, goes from 3d6 to 2d6. losin half str from the bite makes it 2d8+16 instead of +24. So i'll spend the 2 points I just got back on rend, adding a possible 2d6+15, meaning it does even more damage than i thought it did before lol. still seem slike insane damage potential for the lvl.
Ok, incoming wall of text. Note that we now know some of this is wrong. I'll post the build and you point out what we've messed up. Biped base. Lvl 12 summoner. Total of 19 evo points (three from feats). Limbs-arms for free, limbs-legs for free, Claws for free. stats ended up as follows
str:30 ac: 25 (10 base, -1 size, +2 dex, +14 natural)
dex:15
con:18
int:7
wis:10
cha:11
one evo point was spent turning claws into slam.
two evo points spent on limbs-arms (four total now).
One on slam for the new arms.
One on improved damage-slam.
two purchasing bite twice, once for the attack, once for 1.5str
one on improved damage bite.
four for the increase to large
four for spell resistance
three for dr 5/lawful
one ability increase went to con, the other to str.
feats are as follows: improved natural attack bite. improved natural attack slam. Power attack. improved bullrush. awesome blow.
we came up with (factoring in power attack) Bite +16 2d8+24 and Four Slams at +16 3d8+16. this, (if even close to right) added with reach, and some magic items just dwarfed our fighter. made him look like a peasant with a magic bastard sword. I'm sure some of our build is wrong, so point it out if you would be so kind. ty
Artanthos wrote: Podok wrote:
I'm hoping for some clarification as well, I hope i'm just reading something wrong, because if i'm not, the summoner seems broken. At 12th lvl (our current party) My eidolon gets 5 attacks. All at +16. 1 Bite that does 2d8+24, and four slams that do 3d6+16. I can list feats and evolutions, but if i'm right, our party's fighter PALES in comparison. And my eidolon has reach. This is with no magic items. Just seems like they get to many attacks for their lvl with no penalties. (btw power attack is used in the above numbers) plz help me out here.
A dual weilding fighter will be receiving 6 attacks per round at this point.
While having a lower chance to hit on some attacks, he will potentially have a 15+ crit range as opposed to the 20 an eidolon will have.
I also suspect there are problems with the eidolon build.
1. Natural attacks only do 1.5 strength if the creatures has only a single attack (as per Natural Attack rules)
2. Slam is only 1 per set of limbs, he would need a huge evolution point investment for 4 slams.
If you could post his build, I am sure people will point out problems.
Well for starters, The one slam per two arms things is helpful, because we have that wrong.
I really think that the eidolon is better than a fighter of it's summoner's equal lvl. Wouldn't that be a problem with balance?
Ad0ntis wrote: If an Eidolon has multiple 'primary' attacks (IE Bite and 2 claws) can it make all three attacks as a full round action? I've read the rules on natural attacks and I'm still fairly confused. Anyone know exactly how multiple natural attacks that are all 'primary' attacks work that can fill me in? If you could point to the section of the rules that cover it I would love you forever.
Thanks.
I'm hoping for some clarification as well, I hope i'm just reading something wrong, because if i'm not, the summoner seems broken. At 12th lvl (our current party) My eidolon gets 5 attacks. All at +16. 1 Bite that does 2d8+24, and four slams that do 3d6+16. I can list feats and evolutions, but if i'm right, our party's fighter PALES in comparison. And my eidolon has reach. This is with no magic items. Just seems like they get to many attacks for their lvl with no penalties. (btw power attack is used in the above numbers) plz help me out here.
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