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Your rating of prescient consumable should be blue. You rated it merely green due to restricting your view to only potion. Consumables includes scrolls. Given that general feats are lacking, trick magic item stands out. Combined with prescient consumable you can have a staggeringly large array of non-combat spells at the ready. Here is a sheet of spells that would be useful for this: https://docs.google.com/spreadsheets/d/1A5RptcITraMlJ7db_wilQVqSF_UNJZhxcLN M-vvSUYg/edit?usp=drivesdk ![]()
KPR King Candidates
Intro
What is KPR? What is DPR?
Average Damage on a hit
Damage on a hit = (number of dice rolled) * (die max + 1)/2 + static damage bonuses DPR
DPR accounts for one's chance to hit. Below we've picked out the HP and AC from the above monster creation guidelines. But if we wanted to calculate DPR for another level w/o looking it up we could use KAC=1.24*level + 12.5, EAC=1.24*level + 10.5
DPR = (chance to hit) * (average damage on a hit)
Accounting for crits
KPR
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So what is a good KPR value? A party of 4 facing 4 leveled monsters will typically last 4-5 rounds, so the average party member is contributing enough to effectivly kill 1 monster over 4 rounds, so dealing 25% of his HP per round on average, ie. 0.25 KPR. Now not every member is dishing out this much damage. The Envoy is relying on you to pack a big punch, so treat 0.25 as the baseline with a goal of 0.3 or 0.4 KPR. Your nova round you may be dealing 1.5 KPR, which is fine. Hitting 0.8 KPR every encounter and the DM may find it difficult to challenge you w/o one-shotting your team mates. Starfinder should be designed to limit this. The builds you'll see below may challenge that design goal.Guidelines
Submitting a build
Sample Build
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Glossary and Cheese Below you'll find common terms and names of exploit sets commonly used. If there is a particular valid interpretation of the rules that enough people say wouldn't fly at their table I'll likely tag your build with the name of that cheesey exploit so others know it relies on something questionable and to check with their DM before building around it.========================================================================
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I guess I had been used to the raven having the ability to speak and thus qualified for casting. I see that the language(x) is effectivly required. One more question on that line: Can the fairy dragon cast from a wand with 3rd level spells? I know the rule is that the spell needs to be on your spell list, but do you need to be of the right spell level? It would seem broken that a 1st level wizard could cast SM 9 if he somehow got a wand of it. I would have thought that this would have been exploited more commonly if it was possible. If not then that restricts the dragon familiar to autocasting 1,2 level sorcerer spells, and UMD all other wands. ![]()
I'm having a hard time finding a guide that explains the ins and outs and best options. I've read the wizard guides and they don't touch on the mechanics much.
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Notice that I take this feat at level 3.
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LibraryRPGamer wrote:
It seems that occultist is the winner here. Because it's my thread I'm fine with allowing the conversation to transition into what you'd do with evolved familiar. It seems quite a bit of a feat investment. The benefits are great, but can you help me or direct me to guides that explain why.I'd guess that skilled(UMD) is why you'd take evolved familiar. is that because you'd get a higher chance of casting from better wands, or does the familiar gain your ability to cast wizard wands w/o rolls due to the spells being on your spell list? Is this the recommended way of shoring up the cost of consuming your lower level spell slots for summon monster SLA, namely paying for the lower level buffs you were going to cast but ate instead, and getting a familiar to cast them for you as they are always helpful? ![]()
I haven't even joined a group. I'm mostly just theorycrafting. I wanted some good-ole wisdom from the masses if my ponderings were biased towards standard action SM, 9th level spells, and such. I think that the "in this way" conditional takes the choice down to just master summoner for low level and times when the team needs more front-line meat, and arcanist for higher level play and if no need for lots of meat. ![]()
Ah, I misread the conditional
Quote: An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. This does seem to allow the arcanist to do full round casting for the cases when he needs to call upon some other spell/feature of his summons while his tanks don't go pop. The arcanist does seem to have enough lower level prepared spells. ![]()
I'm torn between 4 options of building a summoner-like character The things I want are BC, damage, batman style versatility, and redirecting damage to expendable pawns. The 4 builds to accomplish this are as follows
master:
1. Eldritch heritage (arcane) 2. augment summoning(free) 3. superior summoning 5. Evolved summoning 7. Summon good monster Rings of summoning affinity (TBD) There is a rules question about whether the evolutions level requirements are affected by the master summoner archetype. If they are then the eidolon becomes either a flying wand wielder. And the master becomes a thin wrapper around lots of castings of the highest SM X. If they aren't then there's a good argument to be made that even a 1/2 kali(quadraped + pounce + rest of points into limbs) eidolon is still stronger than a stock fighter. Consider using EXP(Aklys) and multi-weapon fighting or monks robes + amulet of mighty fists for damage. Trip and large evolution for attack bonus. To overcome DR simply stock up on masterwork silvered, cold-iron weapons/gauntlets, use lesser evolution (magic attacks). Then using fiendish, celestial,resolute, and entropic on Summons.
2. Stock summoner (stock) stock:
I'd go with a full on kali build with EWP(aklys) + multi-weapon fighting. Pounce(1) + limbs(2) ad nauseum. See this for DPR analysis of eidolon Sadly the eidolon is so much stronger than the summons and the easist way I can get a summon out for versatility is by being reckless with the eidolon and killing him, he really loses out on the batman aspect. This is the best option for action economy however. 3. Human Arcanist (occulstist) arcanist:
This build focuses on batman versatility of quick study and evolved summoning, while maintaining the batman wizard feel of his parent class. Based on my calculations if I were willing to eat 1 of my highest level spell slots, 1 of my second highest level spell slots, 1/2 of my 3rd highest spell slots, and all but one of the rest. I should be able to get about 4 SM [max] / day but I can only have one active at a time. At 7th level this increases at +1 casting / day. I overtake the summoner at level 12 in the number of castings / day. This encourages using only 1 / encounter and casting a different SM x to solve emergent problems means burning through more spell slots lowering your spell endurance. I figured it was ok seeing that the lower level spells are rarely used level 9+ Level Feats Exploits
4. Halfling wizard (with the Academae Graduate feat and Alchemical Preserves) wizard:
Why halfling? Low level solution to the fatigue from Academae Graduate is found in Alchemical Preserves (cheap jelly, standard action eliminates completely fatigue). If starting at a higher level then the Cord of Stubborn Resolve and human is the obvious answers I'd go conjurer for the increased duration and obvious slots for Summon monster. This option gives the best batman but must consume spell slots for the spell he wants to spam. Pearls of power work but might be too costly to keep upgraded. On the summoning spectrum we have
on the batman spectrum (read has the widest array of problem solving spells and options in his belt):
One of the big problems that the middle 2 people have are that they can only have 1 summon spell out at a time. stock summoner rarely would use his summons and becomes a thin wrapper around his eidolon, and occultist trying to be batman can easily cast SM [max] as standard on round 1 of every combat, but then his entire SM utility list is locked down to that choice he made. The master and wizard don't suffer the same but pay different prices. Master pays with having the summoners spell list and a pocket eidolon. Wizard pays with needing to consume spell slots for SM (he may be the least hurt due to the sheer number of slots he can prepare). A DM's decisions could make one option clearly worse than others. Like banning Leadership, ruling that master summoner's eidolon's evolutions' class level requirements are affected by the archetype, Academae Graduate is banned or my body no longer reacts to the jelly, or that a kali build is too powerful, or that I would be overshadowing the front-line fighters, or that master summoner is simply banned. What are your thoughts between these 4 builds? Mostly I'm looking at reducing this list down to just 2 builds that hinge on how much I'm willing to sacrafice batmaning for raw damage |