Tom Saksa's page

Goblin Squad Member. Organized Play Member. 1,273 posts. 1 review. No lists. No wishlists. 2 Organized Play characters. 1 alias.



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+1 full plate is 1500 base armor, +150 MW, +1000 Magic+1...so total of 2650gp is the base line for the armor... For the beast first they need to figure out that they have it and second way to keep it in check. I would offer a hoard or treasure value equal to CR of the monster.


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Bandw2 wrote:
make a trap that teleports people to the top of a room, instantly the moment they touch the floor. so quickly this will happen a few times in a round, however, when they reach terminal velocity they'll go slightly faster than the trap can reset for that particular person, making them take 20d6 damage every 2-3 rounds or so.

If want to do that then just have planet sun explode and say game over and let some else GM.


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Blasting Boulder
The boulders you hurl explode upon impact, laying waste
to nearby creatures.
Prerequisites: Smoking Boulder, base attack bonus +13,
heat rock special attack.
Benefit: You can infuse rocks thrown as part of an
attack action with volatile fire energies, adding one of
the following effects to a thrown rock affected by your
Smoking Boulder feat.
Choking Smoke: All creatures in the affected 10-footradius
spread are nauseated for 1 round.
Concussive Blast: Creatures in a 10-foot-radius burst are
deafened and staggered for 1d4 rounds (Fortitude negates).
Incendiary Explosion: The creature struck by this rock takes
4d6 points of fire damage, other creatures within a 10-footradius
burst take 2d6 points of damage, and all affected
creatures catch on fire. A successful Reflex save halves the
fire damage taken and negates catching on fire.

What Stat do you use to set the DC?


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The Sisters Market; or, making the succubus more trouble

Douglas Muir 406
What makes the succubus different? No, no, besides the obvious.

I'd say it's this: succubi are, by their vary nature, social creatures. Other demons are solitary top predators, or slithering connivers, or rampaging monsters of pure destruction. But succubi need a social context to work.

So: succubi have a network. You could almost say an organization. Oh, it's a very chaotic organization, full of lies, jealousy, plots and treachery. Succubi don't actually *like* each other. But they have a lot in common, and as noted above they're social creatures, and also they can find mutual profit in working together.

How? Why, through the Sisters Market.

The Market is an informal network of succubi. It reaches all across the Abyss, and well beyond. Think of it as a Craigslist for demons. Though the current incarnation of the Market is fairly recent, something like it has existed for millenia. Because demons are demons, the network regularly gets crashed by cheating and abuse; but because it's so damn useful, it keeps getting recreated.

Succubi trade some physical stuff -- magic items and the like, and of course dominated slaves -- but mostly they trade information, roles, and hooks. Roles are identities that they've taken over. A "hook" is a Suggestion or Domination that a succubus has placed on a victim. (Yeah, it turns out that these things can be traded between two willing demons.)

So, say Candi has infiltrated a small mortal kingdom, dominating the queen and planting suggestions in the King's mind, and is driving the kingdom towards war and utter ruin. But suddenly she has to to away. Maybe she has a better job offer somewhere else; maybe she's suddenly become bored (this is the eighth kingdom she's ruined, frankly she'd like to try something different now); maybe she just got the news that the Shining Crusade is about to come to town and the palace will be crawling with good clerics and paladins. Whatever the reason, she contacts the Sisters Market and offers her role and her hooks -- the suggestions on the King, the domination on the Queen -- for sale. Tanya, who's been hanging around the Abyss torturing the same damned souls over and over, jumps at the chance; she offers an interesting magic item and, oh, the true name of a minor devil. An agreement is reached and, boom.

(Context: my PCs recently defeated a succubus; she got a Suggestion into one of them but then flew off because they were obviously too powerful. She's now traded the suggestion-hook to a more powerful demoness, who has just joined the party undercover.)

The Sisters Market also trades information. Much as they dislike each other, succubi tend to be gossips, and they love nothing better than a good, juicy secret. And they trade tactical information: I serve this demon lord, but I've noticed a weakness in his defenses. I'll trade it for information about the powerful good party that's rumored to be preparing an expedition to my plane of the Abyss. From a PC's point of view, this means that once you've encountered a single succubus, any subsequent one you meet may suddenly know much, much more about you. (This is especially true for characters who have embarked on a career of fiend-hunting, demon-binding, or anything else that seems likely to bring them into conflict with the sisters more than once. Demons are chaotic, but intelligent; they're not going to sit in rooms waiting for you to show up and kill them.)

The Sisters Market isn't only for succubi. Other fiends, and even high-level characters, can occasionally try buying or selling something. Just making contact would be a minor challenge in and of itself, and then of course you're dealing with a bunch of millenia-old chaotic evil outsiders with high Wis, very high Int, and very high Cha indeed. Good luck negotiating with the gal who can read thoughts, cast suggestions all day long, and -- oh, you have Protection From Evil up? -- talk rings around you anyway, because she has +27 Bluff.

Anyway, the Sisters Market. Thoughts?

Doug M.

Not my Idea but I used twice since I read this post. Make the Succubi part of this cabal of demon whores.

Again Big thumds up to Doug M.


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Headfirst wrote:
Anyone have any other ideas on how to fix the summoner?

Paper shredder would be the first idea that come to my mind.

Second would be take away the huge flex abilty of the eidolon and make more like the animal companion of the druid ie you get snake, horse,wolf ect that got better. You have hell hound, small element, small dragon, ect stuff that was CR 1-3 set of advancemet for each individual pet one not one massive customizable list for all.

They did that way to save page space and make it easy to update ie make new evoalution write small paragraph instead of same of same paragraph and list what monster that cold take it. Book keep nightmare.

Speaking of "Book keep nightmare" that is why do not want to keep track of EXP. It makes my life easyer and It get more play time in a night. We would loss anywhere form 20-40 minutes per night traking exp then some one would level and rest us would have to wait while thay leveled or play with out them which mean miss some of the game. It also made it easyer to GM because I would know what level everyone was and therefor what abiltys they had. So I could set fight to challenge them acrodingly. Instead of Bob just level so now this fight of x is now useless because PC has abilty y. PC know a week in advanced to bring level PC with them because they level after the first fight ect. It let me GM and PCs do book keeping at home and not in game time. I mean look at all thing you have to track is now HP, Spell use, Spell duration, Spell effects, Channel, Ki, Arcana, Smites, Lay on of Hands, School abitly, Domain abilty, bloodline abilty, bombs per day, wild shape, rage rounds, bard song, Bane, ect... and list gose on and on. As it now I have sheet with all my dayly abilty that keep what have use or not use. If it was all computerised that track it all for me fine. But I want more game time not more book keeping time.


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I hate saying it but yes.

When pathfinder took heavy armor away from most class it set this AC race in most games I saw. With the fall out being the folk high AC never getting attacked becuase the GM can never hit them. So then the GM gets bored and attack the low AC guy and smoke them. The AC gap as party should never to large form high to low. You want AC high but not to high that become unhitable. Because you still want the bad guys to swing at you not the rest of your team.

example
Fighter level 1 with Chain Mail, Tower Shield, DEX 13, Dodge AC of 22

Rouge Chain shirt & DEX 18= AC 18

Cleric Chain Mail, Heavy shiled, DEX 10= AC 18

Wizard Mage Armor & DEX 14= AC 16

Do see the gap of 4 and 6? What the first thing the Fighter want to do put on better armor so they get hit less often. Ok I see the point there. It makes sence of the surface but what happens. The fighter buys full plate after about 2nd level then fighter AC then JUMPS to AC of 25. This now make a 7 and 9 point gap between the fighter and rest of the party. That is to much so the fighter get ignored by the GM and the rest of the party becomes the targets and get hit whole sale. So the fighter build great AC build spending STAT points, Feats, and gold to get there AC up to the clouds but the GM never attack them. So it a waste or broken build. (not Broken that it to good but broken that it dose not work) You should look at the party not as individuals but as a group do not raise the top AC but raise the bottom to keep the gap small. So it dose become no brainer go attack the lightly armored AC guy.

And in any 3.0 or later era game squares of movement is huge giving up 2 squares for most folks is huge. It make the difference of move and attack vs Charge & Attack and loss 2 AC.

Also unless you multi class or spend feat most class do not have heavy armor proficienty only: Fighter, Paladian and Cavalier. This lead to more folk wearing lighter armor.

Truely the best defender I see at the gaming table is the Barbarian. It sound dum but real is it good. The Bardarian dose not have to charge as much due to it fast movement so it saves 2 AC. It has Acrobatics as a skill so it can turle up if it needs to. And it sucker GM in to swinging at them by giving them -2 AC while raging but also raising their HP by +4 per level. Also they have D12 hit dice vs D10's. And they only have Mediuma armor and most like do not use a shield so ther AC closer to the rest of the party so he gets swung at more offent there fore protecting the rest of the party more.

Hopefully with all the new base class coming out more of them will have heavy armor proficienty.

They have done good job on the light and medium balence with 7 class having light and 6 class having medium. Although the Magus who start out light rasie to heavy over it career. Right now you 4 class with no armor proficienty and 3 with heavy armor proficienty. So if you thow out the Magus as odd ball you are only out of balenced with no armor and the heavy armor by 1 class.


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If you want to teach combat tatics to folks that are new to pathfinder then do it. Do not tell them, show them. Run the fight so they learn as players.

Attack them with Skeletons and Zombies to show the different types of DR.

Attack them with wolf to show flanking and tripping.

Attack them with Minotaurs to show Bull rush.

Attack then with a Swarm of wasps to show they need boom power.

Attack them a Manticore to show the power of 3D and flying shooter.

Attack them with a Shadow to show the power of incorporeal

Attack them with elementals to show them DR - and whirlwind power

Attack them a hellhound to show breath weapon.

Attack them with the ghouls' pack attacks and paralysis (hell add 2 levels of rogue and make it CR 3 and see how nasty it is with with 2 plain ghoul friends)

Attack with a Troll to show the power of regeneration and rend.

Note all example are core monster with CR of 5 or less so they should be fine for APL 2.

Hell add 2 or 3 trap and that should be enough exp to get party of 4 or 5 players form level 2 to 3. It may be littel undead heavey but it would be fun night or two.

Again the whole list is classic monster to fight that I have fought over and over again.


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What Point buy for PC and NPC?
What Wealth for PC and NPC?

NPC normaly have smaller build points.

The game Assumes 15 point buy, 4 person table and standar wealth.

In this case I would call both PC and NPC a PC.
I Would give 25 point builds and Max wealth for level 1 class
I would would not run any CR that is more that PC level +2.

As far EXP I add up total EXP form all mosters and dived by # of PCs.

Then use what ever EXP table you want. The Exp table is realy how fast you want to run your game. Your game as it will run fast because you are get 1/2 exp vs 1/4. So I would run med or slow just have some time learn your PC skill and tricks.

I would also look at class the give pets help out lose of action ecomany. I would all so stay away from mass buff types like bard and rouges that need flanks.

Truely eaziest way would be make 4 PC and play all 4 of them. It may not be the best for role play but it will make the Combat, exp and wealth normal.


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Sean K Reynolds wrote:
Tom S 820 wrote:

A????ok you lost me but I will ask clear smoke OR hazy a littel... Name one spell that you make a attack roll with that is not a weapon like spell.

clenched fist (and related spells)

produce flame
rope trick
any spell that requires you to make a melee touch attack against an opponent

clenched fist has attack roll and damage sounds weapon like to me...

produce flame has attack roll and damage sound weapon like to me...

rope trick has no attack at all?????? Realy lost me on that one...

Can you Score with Critical with those spell?

I search my core book and found no "weapon like spell" term.
I search SRD nothing that fit either.


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If a monster has resistance and vulnerability to the
same kind of damage (such as fire), which effect is applied
first? And when does the saving throw come in?
Always roll a saving throw before applying any effects that
would increase or reduce the damage dealt. For example, if a
frost giant is struck by a fireball that would deal 35 points of
damage, it would roll its Reflex save, then apply its
vulnerability to fire after determining how much damage the
fireball would normally deal. If the save failed, the frost giant
would take 52 points of damage: 35 + one-half of 35 (17.5,
rounded down to 17). A successful save would mean the frost
giant suffered only 25 points of damage: one-half of 35
rounded down (17), plus one-half of 17 rounded down (8).
If the creature has both resistance and vulnerability to the
same kind of damage, apply the resistance (which reduces the
damage dealt by the effect) before applying the vulnerability
(which increases the damage taken by the creature). For
example, imagine our frost giant wore a ring of minor fire
resistance (granting resistance to fire 10). If the save failed, the
frost giant would take 37 points of fire damage: 35 (fireball) –
10 (resistance to fire 10) = 25, plus one-half of 25 (12.5,
rounded down to 12). If the save succeeded, the frost giant
would take only 10 points of damage: 17 (half damage from the
fireball, rounded down) – 10 (resistance to fire 10) = 7, plus
one-half of 7 (3.5, rounded down to 3).
As a general guideline, whenever the rules don’t stipulate
an order of operations for special effects (such as spells or
special abilities), you should apply them in the order that’s
most beneficial to the creature. In the case of damage, this
typically means applying any damage-reducing effects first,
before applying any effects that would increase damage.

It was this way in 3.5, 3.0, 2ed and 1st ed


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Try Cross Bloodline type Dragon/Shadow bloodine or use Eldritch Heritage chian.


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Well this mix of all that you said

Druid (Lion) 3 (Animal Domain)/ Witch (Hedge) Healing Patron 4 MT10 then take Druid to 4 and Witch 6

Trait Magical Knack (druid), Boarded in the Mwangi Expanse

Druid stuff

Orson & Spell
Nature Bond animal Domain Animal Companion -3
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Totem Transformation

Witch Stuff
Alertness (Free)
Cantrips Spell
Monkey familiar +3 Acrobatics Deliver touch spells (Buff & Healing)
Hex 1 Fortune
Hex 2 Cauldron

Human Skill Focus Nature level 1, 8th Skill Focus Perception, 16 Skill Focus Acrobatics

1 Extra Hex Healing
3 Eldritch Heritage Fey Bloodline (Sylvan) Animal Companion -5
5 Boon Companion +4
7 Craft Wondrous Item
9 Adept Channel
11 Improved Eldritch Heritage (Greater invisibility)
13 Arcane Blast
15 Extra Channel
17 Greater Eldritch Heritage (Fey Wings)/ or selcetive channel
19 Spell Penetration

This guy jack of all trades. You may want to go with scribe scroll at level 1 instead of extra Hex. All your spell pull double duty and at level 13 triple duty. Your Pet (AC) it just meant to block and flank.

Then take Druid to 4 and Witch 6

Your Animal Companion ends up
+ 2 Druid animal Domain
+15 Eldritch Heritage
+4 Boon Companion

So it end up level 21 at level 20

Spell Druid 6th and Witch 8th

Resist nature's lure,Wild shape (1/day)

2 more Hexs Tounges, flight

With both druid and witchs spell list you cover most every thing


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Party level +3 for a single monster is all I ever do as GM (any thing more has the abilty to one shot PC). But I add tons of minions, use terrian, per buff extra. If montser did not scream Desecrate I do not know what dose.


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So it +2 damage per damage dice... for being 1 level behind in spell casting as a wizard. In the best case it +20 or +10 if they save. I have hard time buy that for beeing a level behind the spell curve.

"So at level 7, Burning Hands would do 10D4+23 damage (for the human build) or 10D4+20 (for the gnome build) as a 1st level spell"

I think your math is wrong at level 7 you will be a level 6 wizard l Sorcerer. So your caster level is 6 as wizard and 1 as sorcerer with +1 caster level with evocation spell. So 7 wizard and 2 socerer so if you cast Burning hands it 7d4+14 as wizard or 2d4+4 as a sorcerer. With another +3 to damage form wizards Intense Spells abitly. It would not do that damage till level 10... which it would do 10d4+20+5 or 10d4+25 looking at now for a while it max damage is 65 aveger is 45 min is 35 and save for half is 32 , 22, 17....I buy paerls of pwer 1 till can not findthem any more.


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human and get 3 Skill Focus at 1,8,14
Know History(1)
haunted oracle with the ancertor mystery
Take Eldritch Heirage Chain Arcane Blood line
Get Faimlier any you want Get +3 Skill to a skill you want ,and Alertness
The rest of the chain for more spells. Wizard Spell of you list know+1 kool
Then take Adetp channel ORC Race Book 2 channel 2 time per day and extar Channel

This give good Spell list, Blood line powers, Revelation Powers, Burts and Skills
1 main Stat CHA

OR Dark myster Oracle and Shadow/Snake/Undead/Aberrant blood line via Eldritch Heirage chain

Do not forget about extra Revelations feat

And Varisian Tatoo feat and extra Trait to do with your back ground stuff.
Take the extra Spell know as you level up instead of HP/skill point.

With School Focus 2 time and Blood line abilty of Arcane you you DC of spell could be spell level +4 +CHA mod that Nasty good.


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Ring of Force Shield 8.5k GP
Ring of Feather Fall 2.2k GP

Pear of Power 1,2 maybe 3 1k, 4k, 9k GP

Long Bow Set for his STR Master Work and mighty
20 Arrows each Silver, Adamantine, & Cold Iron
10 Bane elemantal Arrows Stuff you can not smite
10 Bane Constructs Arows Stuff you can not smite
Long Spear for reach
5 Pilum For Sword and board folks
2-3 Javilns of lighening For fun 1.5k GP
Efficient quiver to hold all this junk 1.8k GP
Handy haversack 2k GP again to hold all this junk

Mornig Star Cold Iron Master work to over come DR this weapon can 3 or if it magic.

Silver smite bracelet 16k GP
Phylactery of Positive Channeling 11k GP
Circlet of persuasion 4.5k GP

Wand of cure lght 750 GP
Wand of bless 750 GP
Wand of Shield other 4.5k GP*
This last one is huge it realy hard to deal with since burst abilty is out due fact it halve your damage then doulbles your healing. MUST HAVE!!!

5 Scroll of Magic weapon
2 Scrolls of Versatile Weapon
for other weapons and so do not have to waste a smite

2 Scrolls of remove fear
2 Scrolls of Suppress Charms and Compulsions
2 Scrolls of Remove Paralysis
1 Scroll of Break Enchantment
2 Scrolls of Dispell magic
2 Scrolls of Protection from Evil
most of this stuff is use this and action to keep you budy in the fight with you not out for several round.

Celestial armor 22.4k GP A) it just kool and B) the FLy abilty
Celestial Plate Armor 28.65k GP
Pathfinder #11: Skeletons of Scarwell pg. 29
agia same thing just better armor.
Celestial Shield 13,170 gp Ultimate equipment guide if drop 2 hand weapon route. feather fall and turn fly into overland flight.

Champion +1 Bonus
CLANGOROUS +1 Bonus
Righteous +27k gp
Glamered +2.7k gp it good role play and help get you in places
EXPEDITIOUS +4k armor

Hat of disguise is great role play or to be sketch artist "did he look like this?" 1.8k GP

Boots of striding and springing 5.5k GP

Scarab, Golembane 2.5k GP
SWARMBANE CLASP 3k GP Ultimate equipment guide

Robes of Arcane Heritage 16k gp


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Ring of Force Shield 8.5k GP
Ring of Feather Fall 2.2k GP

Pear of Power 1,2 maybe 3 1k, 4k, 9k GP

Long Bow Set for his STR Master Work and mighty
20 Arrows each Silver, Adamantine, & Cold Iron
10 Bane elemantal Arrows Stuff you can not smite
10 Bane Constructs Arows Stuff you can not smite
Long Spear for reach
5 Pilum For Sword and board folks
2-3 Javilns of lighening For fun 1.5k GP
Efficient quiver to hold all this junk 1.8k GP
Handy haversack 2k GP again to hold all this junk

Mornig Star Cold Iron Master work to over come DR this weapon can 3 or if it magic.

Silver smite bracelet 16k GP
Phylactery of Positive Channeling 11k GP
Circlet of persuasion 4.5k GP

Wand of cure lght 750 GP
Wand of bless 750 GP
Wand of Shield other 4.5k GP*
This last one is huge it realy hard to deal with since burst abilty is out due fact it halve your damage then doulbles your healing. MUST HAVE!!!

5 Scroll of Magic weapon
2 Scrolls of Versatile Weapon
for other weapons and so do not have to waste a smite

2 Scrolls of remove fear
2 Scrolls of Suppress Charms and Compulsions
2 Scrolls of Remove Paralysis
1 Scroll of Break Enchantment
2 Scrolls of Dispell magic
2 Scrolls of Protection from Evil
most of this stuff is use this and action to keep you budy in the fight with you not out for several round.

Celestial armor 22.4k GP A) it just kool and B) the FLy abilty
Celestial Plate Armor 28.65k GP
Pathfinder #11: Skeletons of Scarwell pg. 29
agia same thing just better armor.
Celestial Shield 13,170 gp Ultimate equipment guide if drop 2 hand weapon route. feather fall and turn fly into overland flight.

Champion +1 Bonus
CLANGOROUS +1 Bonus
Righteous +27k gp
Glamered +2.7k gp it good role play and help get you in places
EXPEDITIOUS +4k armor

Hat of disguise is great role play or to be sketch artist "did he look like this?" 1.8k GP

Boots of striding and springing 5.5k GP

Scarab, Golembane 2.5k GP
SWARMBANE CLASP 3k GP Ultimate equipment guide


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I would not make new feat to do to this I would make it apart of quick draw feat. If you realy want a name try Rapid Retrieval.


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Check monster/ NPC vs table 1-1 in Beasairy 1 Page 291. And deside for yourself.


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How many time can you critical with Scorching Ray 1, 2, or 3? What ever your answer is to that is the same amout of time that you can snaek attack.


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If want to teach comabt tatics to folk that new to pathfinder then do it. Do not tell them show them run the fight so they learn as players.

Attack them with Skeliton and Zombie to show the diffent typs of DR.

Attack them with wolf to show flanks and trips,

Attack them with Minaors to show Bull rush.

Attack then with Swap of wasp to show they need boom power.

Attack them Manticore to show power of 3D and flying shooter.

Attack them with Shadow to show the power of incorporeal

Attack them with elemental to show them DR - and whirlwind power

Attack them hellhound to show breath weapon.

Attack them ghouls pack attacks and paralysis(hell add 2 level of rouge and Make it CR 3 and see how nasty it is with with 2 plain ghoul friends)

Troll to show power of regeneration and rend.

Note all example are core monster with CR of 5 or less so they should be fine for APL 2.


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Shark Great White
N Huge animal (aquatic)
Init +6; Senses blindsense 30 ft., keen scent; Perception +14
Defense
AC 19, touch 10, flat-footed 19 (+2 Dex, +9 natural, –2 size)
hp 57 (6d8+30)
Fort +10, Ref +7, Will +4
Offense
Speed swim 60 ft.
Melee bite +10 (2d6+10 grab)
Special Attacks swallow whole (1d8+10 damage, AC 14, 5 hp)
Space 15 ft.; Reach 10 ft.
Statistics
Str 25, Dex 14, Con 21, Int 1, Wis 16, Cha 6
Base Atk +4; CMB +13; CMD +25
Feats Improved Initiative, Swim-by, Weapon Focus Bite
Skills Perception +11, Swim +19
Ecology
Environment any ocean
Organization solitary, pair, school (3–6),
or pack (7–13)
Treasure none
Special Abilities
Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. The shark is a relentless eating machine, a creature evolved over the course of eons to do one job perfectly—hunting. Sharks have achieved a special place in the lore of most seafaring races, who view them as devils, monsters, and the wrath of the gods.


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Soto Voice
Enhanced Dipolamncy
Guidence
Liberating Command* Best spell for CHA type caster
Shield Other
Grace
Admonishing Ray
Dispel Magic
Prayer
Air Walk
Blessing of Fervor
Freedom of Movement
Righteous Might
Summon Monster V
Breath of Life
Cleanse
Heal
Energy Drain
Divine Vessel
Waves of Ecstasy
Dispel Magic, Greater

The Remove type spells I say if you can cast it you should own a scroll of it.

Any type of spell you can spam is your storng point. That is generaly usefull ie usefull in 3 out of 5 time.


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To sum up this whole thing... Let talk pizza put what ever 4 topping on you pizza you want it still $8.95. But calorically that may not all be the same. One may blow your diet more than the other. You have to decide double cheese, double bacon on your pizza is worth eth extra 20 minutes on the tread mill or should you get mushroom, green pepper, tomato, and onion. And only do 10 minutes. On that note I am going to eat lunch.


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thejeff wrote:
Cheapy wrote:
The storm giant example is not the best, as suddenly it has the AC and high damage of a CR 15 encounter, two above its listed one. Not to mention good luck finding someone willing to buy a Huge sized magical greatsword =/

+2 AC, +1 to hit and d6+1 extra damage is that big a deal?

The cheesy part of that is the gear being useless.

It dose not matter if the gear useful to the party. It only matter how useful it is to monster. If you give a Ork an 100k deed to some ocean front property in Arizona it does not change his CR one bit.


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What is the point of this thread?

Cause to me it sounds like folk do not know how to advance or give loot to monster.

After you add all the template, class, loot ect you should still check your new madeup advanced monster vs chart 1-1 and 1-2 on page 291 in Bestary 1 to see if it falls in line or if it to storng or to weak. Then adjust the CR as needed.

Also if do not give monster the treaser you put in some other room you weeken it. ie lower the CR. If you put loot on the monster and it make it better the advance the CR. or ie see chart 1-1 on pager 291 in Beastary.

Bottom line is read the whole book not just the stat blocks.


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Frost Giant to Climb out is DC 20 they have climb skill of +13 need to roll 7 not to hard. Not stronger than Hold Monster. If realy that feed up with give bad guys poitions of fly.


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Devilkiller wrote:

I am the one who "suckered" the OP into this mess! Honestly I didn't think MT would be too bad compared to the other viable option, which was playing a healer (Cleric or Oracle). The OP had just played a Cleric last campaign, so playing one again might have been pretty dull. He was thinking of playing an Evoker with Versatile Evocation, so...

Anyhow, there's little need for him to take Craft Wondrous Items since I plan on taking it next level. We aren't finding many magic items for sale, so I figure that maybe we can make some of our own. We have no easy way to buy wands, so crafting wands of Cure Light Wounds might end up being our best option for healing up between combats. The MT's 2d6 channels certainly won't cut it. Later on the Summoners can call in the Azatas, but that will be a while (especially since we're multiclassed).

Wich party member are you? Cause no one in the listed party could be as good crafter as MT just be to spell seletion. Also 2d6 Channel can cut it I player all of 3rd ed with out it and did just fine. Just have to play smart. Lastly as sone as you hit book 2 of the AP the Kingdom rules kick so you will be albe to buy stuff realy soon. We are in book 4 and in are main town we 12,000 gp limt wich mean if 1t under that amout it there. Pluss we generate about 50+ items a month as whole contry. Lasty this kingmake AP take about 15 years game time to finsh. So that like 65700 day to craft that a ton.

Regarding scrolls vs wands, the latter are significantly cheaper, and more importantly they can be crafted 50 times faster (literally). I doubt we'll have unlimited downtime in this campaign, so that's a big consideration. There's also the fact that the faerie dragon familiar will be able to use all sor/wiz wands without making a UMD check since it casts spells as a 3rd level Sorcerer. Scrolls above CL4 would require a check as well as requiring a move action to pull out.

Wand are faster but cost the same 50 scrolls cost the same as wand with came caster level. Also do realy need 50 of the same spell?

Having a wand jockey who can effectively double your output of spells per round seems pretty useful to me. Granted, they'll be low level spells, but those can be really useful. Against stuff without SR a CL3 wand of Scorching Ray could be like doubling your offensive output. Even just some quick low level buffs might be pretty nice.

The wand jockey? LOL(never herd it called that.. that funny) K back on point. If that is the case take wand but I still like wonderous item. more impoart stuff than spell spamming. I still like stat items and pearls. All though I see your point of spell jockey:) lol. to funny. But he will not be able to take the Dragon till level 9 so Craft Wonderous at level 5 and wand at level 7 then improved familair at 9t


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First off do your homework. Take 20 min to copy and past your entire Summon Nature ally spell monster list then update them with feat Augment Summoning. Then print them and put in slip sheet. Or spend .99 cent and get the app. done easy

Second D&D/ Pathfinder is team social game. Which mean everyone wants turn and chance to shine. Share the stage /gaming table with the whole group. Use the pet and summon to help you and the other PC not to show them up. Do not flood the board with your stuff, use them to bock attack route to soft target (Ie sorcerer) and to set up flanks and add other (DC15) if your beater get + 4 to hit there going to be happy. Your pet and summon did there job by help your team win the fight.

Last if you decide to change I would do this….

Keep the druid level 4 with pet that is level 1 then go ranger (urban)
to get trapfinding witch you party dose not have(for at lest 4 levels). Use the summon to look for your traps for you. Favored enemies Giants, Fey, Human, monstrous humanoid. Then I would go back forth Druid Ranger till it 10/10. This let you keep the feel of guy you and tone down the summoning but dose not nef it to not playable.
Hey look at what you end up with.
BaB 17, Fort +14, Reflex +10, Will +10, Druid caster level 10 with 5 level spells, Ranger caster Level 10 with 3rd level spells, Wild shape 5 time per day, Nature bond, nature sense, orisons, wild empathy (witch should stack),Woodland stride, Resist nature's lure, Venom immunity, 3 favored enemy, track, 3 Combat style feat, Trapfinding, Favored Community 2, Push Through, Swift tracker, Evasion and pet level 14. Pet level 18. If you take this feat.

As of right now you are level 4 with a level 1 pet. (-3 animal Sub Domain Feather)
I would take level as Ranger 1 and take Boon companion feat.

Boon Companion
Source Seekers of Secrets 16
Your bond with your animal companion or familiar is unusually close.

Prerequisites: Animal companion or familiar class ability.

Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.

Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

With this feat at level 5 Full level at 5th level. Your pet you would not get better till 8th when become level 6th and from that point it stay 2 level lower than you so much weaker.
Not game breaking strong. But you are good beater or shooter. Skill monkey, medic, and good self buffer. Also you get double work off your wisdom score.

Littel weeker on BaB than Straight Ranger but way beter caster 5th level spell and more spell per day.


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EATERoftheDEAD wrote:
I have not had the opportunity to include Summoners in a game yet because I am just now setting up my first Pathfinder game. However, I thought they seemed really cool. I'm a stickler for balance and avoiding that 3.5 power creep, so I'm curious what is overpowering about them?

lol Pathfinder is waaaaaaaaaaaaaaaaaay more powerful than 3.5. The power Creep is way bigger in pathfinder.


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Dotted


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saved


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EWHM wrote:
BigNorseWolf wrote:

There 2 big points here player knowledge vs PC knowledge. All most evey one on this board and that plays has " ranks in spellcraft" so they know what your talking about. Now go find non gamer and ask them what the 3 rd level fire spell on wizard list that has 20 ft radius is

Right, but at the opposite end of the spectrum.

Cronk: We need do this quietly. Lamentations of their women wake the guards. Cronk not happy to hear. You make guards go sleepy with.. ahh uhmm...

Pointy hat: My sleep spell.

Cronk: Right, that. THEN we get girl, THEN blow up the camp with the... ah uhm.. the ball of fire?

Pointy hat- Fire. Ball.

Cronk: Pointy hat man go to school for this?

Most military folks go several months of school to learn how call in firer support mission. So your military point is moot at best.

Precisely, if something can be explained to someone of average intelligence in an afternoon or less...it is NOT a skill point expenditure. People often have +4 or less in their life's work. To go back to my modern military example, someone in the infantry may have no bloody idea how to load a heavy artillery piece, but they most assuredly know what artillery does and when and where they want it to land. Average casters, even at mid to high levels usually do at least 80% of their casting in less than 20 different spells. Memorizing that small of an amount of information is hardly something that comes to the expenditure of even a single skill point. Hell, a lot of card and dice games don't compress down to that little information, but nobody expects that to be honored with a skill point expenditure.

If your real issue is that you consider such in combat advising rude, or you don't like the fighter assuming the role of 'quarterback'---which in my view fighters generally SHOULD, since their training actually includes things like strategy, tactics, and logistics, then just say that. It's perfectly ok to ask someone to stop doing something simply because it annoys you or a significant fraction of your players. Don't try to drag 'metagaming' or some cosmic principle of...


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I hate this rule. Also the that can not do fire and cold at the same time.


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Low Templar Is Great Class Idea but horibable Huge Dum Feat to get in Monted Combat. Cause on thing in the clas has any thing to do with Riding a mount. It does not give a mount. or Any kind Mounted Bonus to ride or to attack while mounted or AC or saves.

The Class it self is super cool but the feat of Mounted Combat to get in is lame. Almos as bad as true belever in 3.5 for Pious Templer.