Aranai's page

78 posts. No reviews. No lists. No wishlists.




We ran into a bit of grey area last night. I took the Evolution that grants me Strength x1.5 on a bite attack, and I also have Power Attack. Does Bite benefit from the increased attack penalty/damage bonus ratio as two-handed weapons? Or does it still only benefit from the standard power attack numbers?


Subject topic says it all. What the hell is the rationale there?


So I was idly flipping through UM earlier, and this line gave me a bit of confusion.

Ultimate Magic wrote:
When you finish casting this spell, you may bring yourself and up to seven other creatures to the plane automatically by joining hands in a circle.

Is this only do-able once, requiring plane shift afterward? Or can you shift over to the demiplane whenever you want using the holding-hands-circle method?


I'm currently playing a summoner, and I want to get access to permanency and arcane sight. Best plan I've come up with so far is to commission a staff with the two above (and detect magic so I can actually refill it).

However, I'm not sure how permanency's GP cost interacts with the normal rules for putting a spell with an expensive material component on a staff, since the cost is variable. My interpretation is that there's no additional cost to place it on the staff itself, but the normal material component cost has to be provided on use.

Is this correct?


So I've been tinkering around with this on and off for a few months now, and I think I'm ready to post it. As the title says, I'm basing most of the inspiration off of FFXI's incarnation, and been writing bits here and there for minor faction based mostly in Katapesh and Qadira that the PrC comes from.

However, I don't want to commit to doing a bunch of fluff writing if the mechanics aren't sound enough for play.

The prestige class itself is up in this Google doc, I've gone through Bestiary 1 thus far. I'd like to get some opinions and critique before I move into Bestiary 2 and 3. The PrC is primarily meant for a martial base, it's not actually a spellcasting class (Though I have had someone use Inquisitor as a base in a playtest to good effect).

Comments and suggestions are greatly appreciated, and I'm open to collaboration.

Some mutation entries are as-of-yet undecided. I'm open to suggestion on those. I'm also debating on whether to allow mutations from CR 1/2 outsiders that are familiar-able.

EDIT: Just remembered, there's a few Bestiary 2 entries in there. Those were critters that showed up over a series of modules used for playtesting.


When a DR entry lists multiple null conditions, does an attack need to be both to overcome it? For example, a Thanatotic Titan has DR 15/lawful and epic -- this means that a weapon needs to be both lawful and epic, correct? Or do DR entries use "and" to mean "or"?


One of a Choker's special abilities grants it an additional move action each round. Does this allow it to move and full attack? The bit that's confusing me comes from the description of a full-round action: "[a full-round action] can't be coupled with a standard or a move action".

I'm leaning on the side of yes, but an arguing player says no. Is there an official verdict here?


Introduction
Looking over Synthesist with a couple of friends, we figure it's a bit underpowered due to Summoner's initial balancing being done with double action economy in mind. Beyond that, the Split Forms and Twin Eidolon abilities just don't make much thematic sense for the Synthesist archetype. Therefore, we've built this little patch, as well as two side options, that we're seeking critique on.

Synthesist Archetype Patch

Spoiler:

Bonus Feats The Synthesist receives a bonus feat at 4th, 8th, and 14th level. These bonus feats may be any Combat Feat or Monster Feat that the fused Synthesist/Eidolon would otherwise qualify for.

True Synthesis (Su) The Synthesist can remain in his fused form indefinitely. The Synthesist's eidolon does not dismiss if he falls asleep or otherwise loses consciousness. This ability replaces Split Forms.

Fusion Celerity (Su) The Synthesist can call his eidolon or dismiss it as a full-round action, instead of needing to perform a 1 minute ritual. If the eidolon is killed, the Synthesist must wait a full 24 hours, as normal. This ability replaces Twin Eidolon.

New Feat

Spoiler:
Tenacious Summoning

Your summoned entities are particularly tenacious, and refuse to turn from or leave you in a time of need.

Prerequisites: Ability to utilize a spell of the (Summoning) subschool

Benefit: Any creature you summon gains a +4 bonus to its saving throw to avoid dimissal or domination. This bonus also applies to a Summoner's eidolon.

New Summoner Option

Spoiler:
Prepared Casting

While many Summoners draw arcane magic from the link they have forged with an outsider, there exist other Summoners who followed a different path to the link. Many Summoners began schooled in the arcane arts either by traditional paths, or by study of wizardry. These Summoners gave up much of their arcane potential to forge a bond far stronger than that another wizard's familiar or bonded item--the bond with the eidolon. Such Summoners prepare spells ahead of time and use a spellbook, as other prepared arcane casters. A prepared casting Summoner uses Intelligence as the primary ability for his spells (the Summon Monster class feature remains based on Charisma), and gains access to spell research as any other prepared caster. However, a prepared casting Summoner's spellcasting progression for each slot stops at 4 spells per level, instead of 5.


Comments, critique, and suggestions would be greatly appreciated.


16 people marked this as FAQ candidate. Answered in the FAQ.

A concern that has been baffling me: Can the Fast Healing evolution be used properly on a Synthesist Summoner? Furthermore, is there any method of healing the eidolon, or do you just have to wait until it dies and resummon it 24 hours later?


I've heard that Wizards can get a lot of mileage out of a familiar if they know what they're doing. I've tried to figure it out, and I've done google searches, but I haven't been able to figure out what's so incredibly useful about them. Best use of my familiar (a Voidworm) thus far has been having him squeeze through a keyhole and utilizing Share Senses to figure out what was on the other side.


A few friends and myself have been running a high-powered game recently with a rules hack we devised. It's worked out quite well thus far, and I figure I may as well post the hack out here, in case anyone else would like to use it.

Here's the documentation.

I realize there's probably a very small subset of people who'd like to use it, but I figure if even one person wants to, then it wasn't a waste posting it on the forums here. Have a good day, all.


I noticed that Karzoug in Rise of the Runelords has levels in Archmage, what I assume to be a Prestige Class. I, however, cannot find information on this class anywhere in any of the Runelords books. Is it hiding somewhere else, or is this information just MIA?


So some friends of mine and myself were talking about fun magic items to have Wizards build, and we came up with one we just couldn't solve*. Granted, the entire idea of this is just a joke, but I'd like to know if it would be possible within the rules without a GM fiat.

How would a Wizard build a TARDIS? What component pieces would be necessary? I'm not extremely familiar with Doctor Who, I've only really seen the new series. Barring things that aren't possible without being plot-integral (such as time travel), what would the closest approximation be?

*The issue we couldn't figure out entirely was the time travel issue. I'm pretty sure it relies exclusively on fiat.


I've been hunting over the past few days to see if Witches are allowed to take the Improved Familiar feat, and I cannot find anything to support or negate this. Does anyone know the ruling?


About how long was it between the original release of the Bestiary and its second printing? I really want to get ahold of my own copy, but not before the errata comes out. :/


I had a thought for a Metamagic feat, and I'd like some imput on whether it would be worthwhile or not.

Align Spell has one of two effects--
A) Swaps out the alignment descriptors (EG: A Good or Chaotic version of Dictum)
or
B) Adds an alignment descriptor to the end of a spell (EG: Making Magic Missile into an Evocation [force, evil] effect)

Would this be worthwhile at all? Should I bother working out the kinks and implementing it in my game, or should I just leave it as a weird little idea? Furthermore, how heavily should this modify the spell level, if at all?


I'm having some slight difficulty understanding exactly how Cleave/Great Cleave work. Is the act of using (Great) Cleave a replacement for your normal attack chain, or is it effectively a bonus attack on one or more enemies in range?


Completed


Queued
  • Cleric
  • Paladin
  • Ranger
  • Witch
  • Druid


So I was reading over the playtest version of Summoner, and I really wonder--Was there ever any explaination as to why the Spell-Like Ability evolution doesn't exist in the printed version? Is it supposed to (I couldn't find APG errata)?


Hello hello, created an account to share this.

So I've recently started a Pathfinder game, and I've got someone playing a Wizard. After character creation, writing down spells, what they do, etc. was just such a pain that I never wanted to deal with it again (This same issue was present for the Alchemist, but to a lesser degree).

So I've started constructing printer-friendly lists for PCs and GMs alike to use. Each entry is based on what information is useful for the class. For example, a spell in the Wizard list looks as such:

[ ] (Evo, PF 283) Fireball: 1d6 damage per level, 20-ft. Radius.

And an entry from the Cleric list looks like this:

(PF 263) Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).

Just figured other people could get some use out of these. I'll be posting them to this address as I complete them.