Headmaster Toff Ornels

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A bit of a necro on me old thread there buddy.

Eidolons don't gain proficiency with weapons unless you spend evo points. You can also beat some DR by an ammy of mighty fists.


Thanks for the help.


I was reading a build thread that someone was working on and noticed that they had taken Quicken SLA for a sorcerer bloodline power (obtained using eldritch heritage. I thought the Quicken SLA feat could only be taken for spell like abilities not any ability. Did I miss something?

Here is the Linky.


Bah, I found it. Page 173, bottom right.


Hey, where in the rule book does it say that fire deals half damage to objects, I was looking for it and couldn't find it.


The weapons would take damage from the fire just like a player would. If I recall (this is 3.5 knowledge talking), items take 1/2 damage from fire, so you would deal half damage to the weapon and then have to apply hardness. This means that you would need to be able to deal more than 20pts of damage to harm any metal weapons, more if it is magical. The sword in the OP would be hardness 11 or 12 (I forget how much hardness magical enhancement adds).


Poke.

Any other Ideas?


PJ wrote:
Thaylen wrote:

Name: Thor Brutemead

Race: Dwarf
Classes/levels: Paladin 2
Adventure: Stolen Lands
Location: Kobold Lair
Catalyst: Backstory of being racist to kobolds (No kidding, I came up with the character concept long before Kingmaker was written, as Thor was a rehash of a second ed character I ran)

The Gory Details: Racist Dwarf in lair full of kobolds. This cannot end well. The party faces are talking with the chieftan. Meanwhile Thor and another dwarf in the party are holding our own private conversation in dwarven. It mainly revolves around the fact that Thor thinks the kobolds should be exterminated. It gets worse, turns out the shaman was really a gnome and happened to speak dwarven. The shaman calls on the kobolds to attack. The party cuts and runs, Thor at first wanting to fight decides to run as well, but is doomed in the end when the party inquisitor decides to help the kobolds kill the dwarf. I might have been able to flee if it was only kobolds, but with a party member I was doomed (Though I may have been doomed the minute I stepped in the cave in the first place).

wow, pc vs pc makes for bad group dynamics. What was his reason? Was it a roleplaying thing?

The inquisitor's player was me wife of all people. Her character didn't feel that my hatred of kobolds was just. She was also worried that I might well have killed the lot of them (my character had pretty good ac for his level). I didn't take it personally. My next character happened to be the Paladin's brother but he and the Inquisitor got along rather well.

Racism as a character flaw on a paladin around kobolds wasn't really a good formula for keeping pally powers at any rate.


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I've only run 2 summoner's in campains (both synthesists/ biped w/o pounce). So limited battle knowledge might be it. Pounce may have less value in a campaign. But keep in mind the purpose of pounce is to garuntee a full attack. On a flying creature the circumstances in which I cannot pounce are limited.

1) Start Turn adjacent to enemy- I full attack instead, I'm inclined to think that punch a bit out of their weight class.

2) 5' Away from enemy. Take 5' Step and full attack.

3) 10' or more from enemy. Allies in between eidolon and the enemy might stop this, but what if the Eidolon fly's. Have it travel 5' above party. It will always have a charge line. Flight also beats most difficult terrain.

Your point does have much merit though, enemies around corners and the like.


David knott 242 wrote:

The weakness of the synthesist is that he loses all of his nifty bonuses as soon as the temporary hit points are gone.

The main way to balance the summoner is for the GM to make a point of targeting the eidolon for death. Prior to 9th level or so, most summoners are fairly weak once their eidolons become unavailable to them.

Fused Link, makes this kinda moot.

A synthesist should love being the main target, They lend themselves so well to the tank role. Having the DM hunt them does half the work for them.

A 15th level character I have puts AC around 50, Saves all at low 30's (paladin dip w/ oath of loyalty to buff saves), 303 combined HP/THP. I run antagonize, Reach (tentacle attack) combat reflexes, bodyguard, in harms way, standstill to control the battlefield and encourage/force enemies to engage me.

A main issue with the summoner is that his eidolon has a competitive AC without any significant investment in evolutions gold. Throw some money at it and the AC hits the stratosphere. With a synthesist the fact that you are splitting resources is no longer relevant.


It's come up in a lot of my home games that the summoner is a rather powerful class. Amongst our group we all run our own games on various days. I've once made a summoner that could shred most CR appropriate encounters at about 8th level and more than a few a few CR above that. The build was a medium/flying/pounce build with a few evo points on nat armor and claws/bite/gore for attacks.

It has gotten to the point (keep in mind this summoner that I've constructed has never actually been played in a campaign). The reaction of most players was to ban the use of summoners in games even when I would wish to use a build that stays away from pounce or grapple/constrict.

What are some of your thoughts on the summoner? Could it use some balance or tweaking?

IMHO- Pounce should have a level requirement, say 8th or 6th at the earliest (mind you barbarians wait til 10th level, 8 druids can get it at 8th). The AC's on the Eidolon can be high, but this isn't so bad since a summoner has to split gear with the eidolon. But what about the synthesist? They could maybe do with or little slower progression of armor/nat armor, or a nerf to shielded meld.


Name: Thor Brutemead
Race: Dwarf
Classes/levels: Paladin 2
Adventure: Stolen Lands
Location: Kobold Lair
Catalyst: Backstory of being racist to kobolds (No kidding, I came up with the character concept long before Kingmaker was written, as Thor was a rehash of a second ed character I ran)

The Gory Details: Racist Dwarf in lair full of kobolds. This cannot end well. The party faces are talking with the chieftan. Meanwhile Thor and another dwarf in the party are holding our own private conversation in dwarven. It mainly revolves around the fact that Thor thinks the kobolds should be exterminated. It gets worse, turns out the shaman was really a gnome and happened to speak dwarven. The shaman calls on the kobolds to attack. The party cuts and runs, Thor at first wanting to fight decides to run as well, but is doomed in the end when the party inquisitor decides to help the kobolds kill the dwarf. I might have been able to flee if it was only kobolds, but with a party member I was doomed (Though I may have been doomed the minute I stepped in the cave in the first place).


Doug OBrien wrote:
Thaylen wrote:
I managed to convince the party to fight on account of me (being a dwarf) being the slowest party member, so if it went horribly wrong I'd be the one they get.

This line of reasoning can easily, and probably will, eventually lead to a TPK if there's any sand to speak of in the sandbox. If the CR encounter is that far off-base a lot of DMs will give you a great chance to run without much of a token effort from the monster(s) in the way of pursuit. That, or they will be favorably inclined to reward thinking outside of (kill)box for resolving the encounter.

It was only that we had things in our favor that I even suggested it. Had I not been a dwarf, and the druid not had entangle, Fighting them would be suicide.


Yeah we are drowning in (+1/2 Mighty) Composite Longbows from the bandits we've killed. I really don't see how the parties equipment really affects the CR. Having the correct tools is part of character design.


So our party is playing the kingmaker adventure and whilst exploring on the first charter. We happen accross 3 trolls (The GM suggested we run), our party stands and fights I managed to convince the party to fight on account of me (being a dwarf) being the slowest party member, so if it went horribly wrong I'd be the one they get.

We fight it out, and after a long battle we emerge victorious over the Trolls. We later found out that the encounter was CR 7 or so (Trolls are CR 5 right?). Good tactics won the day for us. We started about 200' away from the trolls when we noticed each other. Our druid readied entangle, our oracle (dark tapestry) readied murderous command on any troll that didn't get entangled. And the rest of us pulled out alchemist's fires.

Due to the luck on saves the druid stopped 2 of the trolls and the oracle got the third that avoided entangle with the murderous command. At this point it was a matter of focusing ranged attacks on one at a time drop them before they forced their way out of the entangle. One troll is killed to ranged attacks (bowfire from inquisitor and samurai, and alcemist's fire from dwarf artificer) and the mindscrewed troll that the oracle was messing with. Eventually one (further behind his buddies due to low initiative) backs out of entangle and goes around the affect. And is joined by the survivor of the front two to reach the dwarf. With buffs I had gotten my AC up to 29 vs the trolls (Breastplate, Shield spell, 3 dex mod, shield of faith from inquisitor, and dwarven dodgy awesomeness). At this point I was flanking the troll with a summoned fire elemental from the druid. Just as the second troll closes to melee with me one gets dropped (inquisitor had been spamming acid arrow to keep regen turned off while it was stuck in entangle apparently the damage added up and it dropped. The other followed shortly after having fought a dwarf, 1 fire elementals, and 2 stirges (the stirges being summoned 1 at a time with summon nature's ally I by the druid only got one hit each as the troll squished them)

TLDR Good long fight, Druid and oracle out of spells, dwarf only hit once, All trolls dead.

Party comp for this was.

Human Druid 3
Human Inquisitor 3 (Spiked Chain, 3.5 Style)
Halfling Oracle 3 (Dark tapestry/Deaf)
Human Samurai 3(The variant from dragon empire primer I think)
Dwarven Artificer 3 (spell progression modded by DM, uses summoner's spells per day for number of devices so no second level spells)

Do other AP's have random encounters that are that disparate from the party level? Granted we only fought it out because trolls are kinda stupid and we had the right tools for the job (Druid with entangle, dwarf AC monkey to tank when they got out, oracle to lock down trolls, and a fair DM put the encounter at a distance to give us the opportunity to run), but a party without these tools could get destroyed by three trolls.


Me and my wife both made good use of the switch paces feat. I was a cleric with tower shield proficiency, and my wife was a paladin. I would ready actions to go to full cover with a 5' step into her square. The Wife's pally was also packing a reach weapon so she could attack over me while I held the creature back. The tactic was absolutely devastating in small hallways.


To those of you who say summoned is an easy Target, what about the synthesis archetype? You may lose action economy, but you gain rock-solid defense.


1 person marked this as FAQ candidate.

Can you stack intimidate swith itself? I can't find the answer in the rules. Please include a page reference.


Ravingdork wrote:

To those saying fighters do more damage, I must rebut:

That is only true at lower levels. I've created blaster sorcerers that can (several times a day) deal 200+ damage to MULTIPLE targets in a single round.

Not even 20th-level fighter archers can top that.

You mind sharing what build you used to do 200+ damage with an AOE spell? I have a few Ideas but I have yet to run a high level wizard in pathfinder.


I think you are misinterpretating the spell. You get one save when the spell is cast. If you pass that one you are good. No harm, no lost actions. If you fail the first save, then, on your following turns, you then take saves to either deal damage to yourself or do nothing.

This spell Isn't really much more powerful than a sleep spell.


My bad, The charisma is actually a 24

18 (Base) +2 Racial, +4 Headband, 24 total.

For the AC,

2 Natural Armor base from base form,
4 NA from Evolutions
10 NA from level (can be taken as armor or NA but I'd rather have NA)
6 Armor from bracers of armor.
8 from dexterity
2 Deflection from Ring of Protection +2
4 Shield from Shielded Melding
10 base AC +36 in adjustments is 46 AC.


You might want to have a look in the Bestiary at some of the multi-armed weapon wielding monsters. Take the marilith for example. It has 6 arms and can fight with all of them. (getting iterative on the primary, and a single attack apiece on the 5 other arms. The only special abilities that the marilith has in regards to multi-weapon fighting is that they take no penalty at all when doing so.


Have some good points there. Part of the reason I went w/ humanoid was for the Role playing concept (ie. 'Giant' Mecha; at least compared to a gnome).

As for multi-weapon fighting you might want to give that feat another read. It says that it replaces TWF for a creature w/ more than 2 arms. and reduces the attack penalty for ALL of the off hands, not just one of them.

This concept has a way to go. If it were a pure munchkin build I would definitely start off w/ the serpent build as you suggested. I'll work on some refinements for tonight.


Confusion with no save is pretty much the end of the line for any single monster vs party encounter.


This character, as I have mentioned is still a work in progress. But as I have it thus far.

25 pt buy

Race: Gnome (I know half-elf would be better crunch wise but this is a RP choice)

Str 5 Fused Str 26
Dex 7 Fused Dex 26
Con 15 Fused Con 13
Int 16
Wis 16
Cha 18 {22} (2 Stat points will take this to 20, +4 Cloak will take it to 22)

Gear:
Headband of Cha +4
Belt of Str/Dex +4
Bracers of AC +6 (I will probably be dropping this for mage armor spell)
Ring of Protection +2
Goggles of Night
Winged Boots
Cloak of Resistance +4

8x +1 Seeking Blowguns (If Blowguns don't work, 8 +1 returning throwing weapons)

Feats: (Bit of a grey area ruleswise here, would need DM approval to take feats that I only meet prereqs for when merged.)
Point Blank Shot
Precise Shot
Multi-Weapon Fighting
Double Slice
Craft Wonderous Item
Craft Arms/Armor

Spells are as yet undetermined.

Evolutions:
4x arms (1 was free w/ base form)
1x Legs (free)
1x claws (free)
2x Improved Natural armor
2x Improved Dex
4x Energy Resistance (Fire/Ice/Acid/Elec 15)


I took Craft Arms and Armor and Craft Wonderous to fund the expensive gear requirements. I'll Post the full build a little later tonight.


The 46 AC is with bracers of armor +6. No actual armor worn. As for the blowguns it was more of an RP thing of wanting them to look kinda gunlike. I could just as easily switch to returning throwing weapons to make the crunch work.


Anyone???


I'm working on a concept build for a ranged weapon Synthesist Summoner. The RP side of the Idea is that he summons a suit of steam punkish battle armor.

I'm creating at level 12 and my plan is to take evolutions (bipedal base form) to get extra arms and wield 8 or so blowguns (or other thrown weapons if they don't/can't use strength to damage)

In fused form the character will have an AC of 46 and can attack about 8 times with +16 to hit. My questions are thus... Is AC 46 good at 12th level, and can I expect to hit anything with a +16 to hit (this question is more geared towards PVP)?


I'm pretty sure they are referring to the Tome of Secrets Artificer. I am playing a dwarven shotgun wielding artificer as a matter of fact. My DM just has me basing all DC's off of INT.

They don't get may High DC abilities but they can create some pretty powerful effects (Burninator: Produce Flame+Scorching Ray+Fireball= 10d6+5 damage at level 5 while only allowing a save for half on 5 of the d6's). But you quickly cut into your versatility by creating combo effects and also hamper your ability to gain extra uses from high UMD checks.

Buff's are a good way to go. At 4th level I ran Shield of Faith+Magic Weapon+bark skin. It did fairly well for turning me into a combat monster. Or I could just spend time launching the Inquisitor in our party's Judgment boosted AC into the stratosphere.

As was mentioned by the OP, The DC's tend to drop off since you stop at 4th level spells. At that point it is best to rely on DC-less spells like scorching ray, or use buffs to good effect.

A really good question is whether a artificer can stack multiple instances of the same spell in an Item but that might get downright ridiculous.


Add enemy clerics to encounters. I just ran a lvl 5 game where the enemy mercenary group had a single 3rd level cleric w/ selective channelling. The fact that an intelligent party will attempt to deal with the cleric before the BBEG will add at least 1 or 2 rounds to the combat.

If the party decides to ignore the cleric. Then the BBEG will recieve plenty of healing in the meantime.


Smilo, I liked your Class progression.

TriOmega, That feat system is pretty good as well.

I wanted to use a marshal for an NPC in one of my games. That should do nicely. I might even try to see If I can run one next time I need a character in one of my games.

Thanks for the help guys.


What it says on the tin.

I thought the marshal class from 3.5 was an OK class, but it lacked in any offensive power. I figure w/ the increase in general power of other pathfinder classes, a decent conversion is due. Anyone want to help me scrape something together?


Thanks for the help guys.

-Thaylen


I've recently started changing over from 3.5 to pathfinder for most of my gaming pleasure. I'm playing a 4th Level Dwarven artificer right now.

I was cruising through the bestiary and I noticed that races like the drow no longer have LA and I didn't see a LA for the Half Templates (Half- Dragon, Celestial, Fiend, ect...)

So I was wondering, is LA now a thing of the past? Or did I miss something? Any help would be greatly appreciated.

-Thaylen