Swordpriest

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Evil Genius Prime wrote:
wraithstrike wrote:
OTK wrote:

Does the +10 feet to base movement add to all types of movement you have?

So if you have a climb, swim, or fly speed per racial abilities would it add to this?

Yes, as long as the movement is natural for that race.
Pathfinder Page 47 wrote:
"be it by foot or conveyance or magic."
Does "conveyance" mean wagons, mounts, boats, etc?

Yes conveyance means the means of conveying, especial by vehicle or such.

however the travel domain only boost your base speed, so the only thing changing is the base speed, all other forms of travel are not modified unless they originate from base speed, so races with specific climb and swim and fly speeds that are not referenced from base spill will not change either

The key here is the increase in speed is its own sentince, the sentince about travel be it by foot or conveyance or magical is flavor text.


jersey wrote:
as with a few other individuals, i purchased a bestiary and it was missing pages 201-217, instead it has double of the set of pages from 193-200. i was wondering if i could get mine replaced.

ill try that thanks


as with a few other individuals, i purchased a bestiary and it was missing pages 201-217, instead it has double of the set of pages from 193-200. i was wondering if i could get mine replaced.


i picked up a copy at a local store and hid the same misprint :(


A Man In Black wrote:
Sean K Reynolds wrote:
Irrelevant. The point is that it's possible for core characters to create a situation where they're taking 5 or more actions on their turn.

And it's acknowledged to bog down the game. Other classes don't do it because it's a bad idea for them to do so. Why are you making a class who wants to do that?

One of the selling points of 3e was to incorporate some of the best and most common ideas and house-rules from people's 2e games. Here we have a situation where a class is going to have as a core schtick that is sufficiently obnoxious that people houserule it out of their game. It's so obnoxious that you yourself suggested people will have gentleman's agreements to keep it in check.

Didn't we just do this? Wasn't a selling point of PF that Polymorph/Wild Shape and calculating XP and calculating Power Attack/Combat Expertise weren't going to be game-stoppers any more? Why are we adding a new class with a gamestopper class ability?

I'm not suggesting cutting the summoning ability entirely, as the OP did. But allowing min/level summons from an alternate resource pool is going to mean that Ash is going to enter the fight with all of his Pokemon out every time he gets a chance to do so, and he's going to want to do that because it's his optimal strategy.

I'm really not looking forward to doing BBEG fights with 5d4+5 riding dogs running around. And I'm not looking forward to telling a player with a summoner "No, you can't use that class ability that way, because the game wasn't designed to handle it well."

i dont feel that the summoner is a game stopper, i feel that everyone is taking its one key ability and running way to far with it.

yes the summoner has his eidolon, and yes he can summon 3+cha mod times per day at 1min per level, and yes 99% of the time the summoner will jump out of the gate using the summoning spell, but as for summoning more every round i dont see many people doing that, especialy as the summoner levels based on the options and tricks he can do with his eidolon and his spells to go out and just summon 4 rounds in a row is assanine. by the time u get to use half ur summoned creatures the fight is over and if the other side has the ability to handle them without a problem then it was a waste of rounds.

Now i do feel that a summoner has great RP opprotunities as npcs ex: guild trainer for encounters, or small army groups of a few summoners go on missions to wipe out large army platoons and there eidolons all have a way to escape quickly.

but any mature pc will not use summoning spells as his only encounter tactic, i mean unless there are about 20 dire bears on a part of 4 people, but thats just a one in a million encounter


looking into the possible loss of a fimiliar during battle, a few things stand out that seem to make it less of a damper on a witch then u may think. for starters yes the familiar is the spell book, but each day the witch prepares the spells, the prepared spells are still good for the day even if the familiar dies, also the witch's hex's are not spells stored thru the familiar so the witch will always have them.

now on to killing the familiar, one that wouldnt be easy, if i was playing a witch and u attacked it, first step use my abilities with my familiar to save him by shared spells and such, second, have him run, you dont need the familiar by your side at all times, i most likely wouldnt even let it get in battle unless it was invisible of flying or hidden, third target the pc/npc attacking the familiar with everything i got.

now im not saying if u know the witch is bad news an she goes into a roleplay situation and the familiar is as good as dead by your hands not to take the shot, by all means kill the sucker. but as a battle tactic to attack the familiar is really more like a waste of time than anything else


thats great info, again as the others, maybe some build info and a little more encounter info would be great.

Im building a level 5 witch to join in a running game that has a druid a bard a wizard and a fighter/wizard, hopefully it works well in a half and half campaign. ill post my results soon.


now i know weve been looking at the base of the classes themselves for issues and areas were problems arise, however i dont feel that all of these problems are really problems or not as big as we think they are. going thru the core book i notice as a witch there a very few feats i like and the same for the summoner. now these classes are not of the ordinary and have a very special individuality to them, and should in turn have special feats that conform to these, which if they are in the works we wouldnt know about untill they either let us playtest em or they bring out the full book.

one idea i had for example is the witches hex spells, range of touch, Feat to resolve the problems, Enhanced hex, this feat gives the witch the ability to perform a ranged touch attack for hex spells on the target up to a range of 30 feet.

any one else have any other ideas


the hex info in the pdf states it does provoke because its a standard action


lenankamp wrote:

Zurai's interpretation is correct, it's a free action that can be taken "Whenever an Eidolon takes enough damage to send it back to its home plane".

I still have questions on this ability, mainly if it requires any line of effect, or can a summoner sit fortified in a resilient sphere with a healer while the eidolon is nearly unkillable?

Well since the life link ability can only be done when an eidolon takes enough damge to send him back to his plane, the summoner would be able to use this ability once the eidolon takes that much damage however an eidolon can still be brought to negs within 1 of its con, if the summoner can stay alive while taking the eidolons damage the answer is yes but the eidolon would be rendered useless once it goes into the negatives unless it has a fierocity ability associated with it. The downside is that one the healer must keep up with all damage taken and the summoner has a poor hit die and healers cant heal all day. also the sphere wont last forever


I figured i might open this up because i have noticed that the witch and summoners play tests have a decent amount of small errors, some of which can make a huge difference in the running of a pc/npc. It just is tome consuming to go thru all the threads and fine the corrections and adjustments made to the information, not to mention some of it is conflicting. It would be greately appriciated if all the changes and corrections were listed here in one thread so they were easy to find.


i guesse it would work like this, when a creature is banished or dismissed the creature returns to its plan but the spell only affects creatures of alternate planes.

now the question is if a large eidolon eats a small eidolon or other extra planar creature and the large one dies or gets dismissed then what. In that case based on the rules i would go with as it states in the book:

The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.

It states the eidolon so i would rule it as an affect that only affects that specific creature.


Looking at the witches healing progression, with its ability to use hex healing at low level is pretty powerful and then as the witches healing starts to proggress the hex fades out and becomes a nice little booster for stabalizing. As for worrying about the witches healing, if your worried about making the disney good witch of life, take a look at the rest of theres spells and there hex bonuses for there allies and it all falls together rather nicely.

To increase the healing spell proggression on the witch would most likely be to powerful because then they can heal an ally, hex heal an ally, then hex +2 ac/saves.

The witch is beast, its obvious, to increase its healing anymore would be, well to put it lightly, rediculous