I may be wrong but it appears to me that Psion's build is a 15 point build and not a 20? 16 = 5 = 14 +2 racial
I see 24 available points and only 20 spent. Maybe: 14 + 2 racial = 16 = 5 points
No prob with will power now.
Mittensworth wrote:
Those look like perfect stats for a dervish dance magus.
1. Thank you for both your replies. It is a confirmation of what I suspected. 2. The question coupled with the subject line is not incomprehensible. Holy fire exists in the game in one small corner case. I assumed if you were going to answer the question you were familiar with not only the ability but the specific instances in which it could be used. 3. If I have to quote from the PRD for you to understand the issue, you are not familiar enough with the issue for me to want your input. 4. Why do the pedants always seem to hang out in the advice column? If you can't stand the way people ask a question ignore it and move on. -CP
For the last 30 years I have been adding up total monster xp values and then dividing it among the amount of players at the table. Does Pathfinder do this a little different? I.E. if there is a CR2 encounter, by definition do all players at the table just get flat CR2 XP awards? So sorting this, a goblin is 1/3rd of CR 1. 3 Goblins = a CR 1 encounter and 6 goblins equal a CR 2 encounter. The party knocks off 6 goblins and they get each get the equivalent of a CR 2 encounter? -CP
Folks, I built myself a nice fighter lashing about with a bladed scarf. I see that not one of the weapon groups available to the fighter under weapon training, even in the ultimate fighter guide, have bladed scarf listed. Does this mean I am SOL? Can the weapon training be applied to a single weapon at 5th instead of a group? -CP
Actually my "players" would probably hate me for it since 95 percent of the time I am the GM. I get to play an adventure path (my first time really playing in forever) so I was really jazzed to dig through the books from a player perspective. Mostly I have been reading them from a GM perspective so character optimization isn't really key.
Based on the range issue, you are assuming some sort of long range standoff fight. Most of my adventuring, whether in city or dungeon seems to degenerate into up close brawling with crap flying everywhere unless you can bottleneck the OPFOR or get them tied up with some kind of CC. Oh and a rat makes a nice familiar for the wizzy part as he gives you a +2 to your fort save.
The one other piece that I did not know how it should be taken into account is that according to the book spell like abilities have no V,S or M requirements. So you just think about some mobs showing up and they do. So if you are wearing armor you sure as heck don't look like the caster who is causing all the trouble. Do the guys on the other side target ineffectual looking halfling fighters? And how do they target you if they have mobs on them? You put a stealth ability on this guy since you lose the +2 init and can he go hidden and mentally summon mobs on top of your crew? When he does how do the baddies locate him since he is hidden? Sounds like there might be a few ways to not be a target of opportunity whilst be a total PITA to the OPFOR. That going fisrt thing has to rock.
Ah yeah that is true. I apparently missed all the master summoner threads a while back as I don't really play summoners. The augment summoning does require a prereq. (See middle of the night character building up there) The wizzy addition does seem to be key to me. As such, guaranteeing you go first, that you always act in the surprise round, that you have a monster init to secure the first action in the surprise round and that your summoned crew doesn't have a chance to be preempted seems to be a pretty big thing to me. Ignoring armor seemed to me to be icing if you wanted to roll that way.
Was a late night and after our session ended I was perusing the APG and started picking apart the summoner. About halfway through the section it hit me. Everyone focuses on the Eidelon. The Eidelon is a waste of time and completely hoses your character. Some quick scribbling and an hour later I realized that paizo might have unintentionally broken things a bit. The class ability "summon monster one" is the key. Check my work a bit if you will: Halfling
Begins life as wizard / diviner / foresight (always goes in surprise round) exile and reactionary traits +4 total to init Starting init is +9 Starting feat augmented summoning At second level starts summoner path (he was treading water through level 1)He is now popping out monster summon 1 eight times per day as a standard action and they last minutes not rounds. 3rd level feat inproved init. +4 At 4th level character 1 wizzy/3 summoner can summon his own army and have it attacking the bad guys before they can literally do anything. (d20 +13 on init, d3 augmented mobs hitting you in the surprise round) The ability IGNORES armor. You can platemail yourself up if you want. You use the Eidelon as a packhorse. 1 point mount skill (since you are small) 4 points in flight and everything else in improved flight speed. At 20th level (1 lvl wizzy / 19 summoner) I make that a 440 movement speed. 1. You cannot be surprised
I really can't see a reason to play any other class. Once he gets up a few levels, the only way to kill him is nuke him from space.
The fact that the source of magic is supernatural or from a spell has nothing do with whether or not it stacks. The source of bonus type/effect determines if it stacks. Example:
Those would not stack, and neither would the growth domain, and the enlarge person spell. Yes but those aren't enhancement bonuses. Those are size bonuses which definitely do stack as you get larger. It shows this in the druid critter lines. so +4 from the rage
Getting back to supernatural vs. spell, both of those are listed separately and they are from different "sources" even if they accomplish the same thing. I.E. some critters are listed as having resistances to spells but supernatural abilities go right past the resistances where a spell-like ability is still resisted. I would like someone to tell me where in the book it delineates all this out.
So I am playing in a campaign based in Qadira. The GM decided it was ok for me to play an Oread as a PC but with a few caveats. No swimming skill or riding skill and weight is calculated at three times normal due to Shaitan lineage. So I roll up my weight and multiply by three and I weigh 585 in my skivvies. My strength is a punked out 20 at 4th level and i am currently level 5. 1 level of Barbarian, 1 level of fighter and 3 levels of non-specific cleric with growth and travel domains. The growth gives me 5 rounds of a supernatural enlarge person. I can also cast enlarge person as a spell. According to the rules enlarge spells don't stack but supernatural and spell magic does. You can see where this is going. So i cast enlarge person on myself that lasts for a little bit and then pop the supernatural part of growth and bam I am a huge sized critter at 24 feet tall and 25 tons in weight. Puts my strength at a nice round 30 with rage but without bulls strength. (which i can also cast to pop it up to 34 at 3rd level cleric) Complete kicker is my gear weights in at a hefty 6.8 tons which no amount of strength can handle. I am assuming that the supernatural/magical enlarging process lets me carry my gear around or do i get crushed by my own armor and backpack? (Kind of an ignominious way to go) Am i doing something wrong here with sizing?
My 2 cents: Step 1. Have ALL players at the table roll stats
This accomplishes a couple of things: 1. Lets everyone roll dice (wooo)
I have been using this since 1979 will all my groups and it works fine. Works really well since some folks can't get past the numbers and on the the roleplaying. -Centerpunch |