Vacation Spot for Munchkins


Pathfinder First Edition General Discussion

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I was hoping one of my players would make a summoner, but I dont think he wanted to deal with the book keeping
I do think a summoner can cause problems if given time to setup. I have ideas on how to combat them, but I may never get to try them out. It is strange how the party with worse tactics comes out ahead sometimes. Darn dice gods, always interfering with things.


wraithstrike wrote:

I was hoping one of my players would make a summoner, but I dont think he wanted to deal with the book keeping

I do think a summoner can cause problems if given time to setup. I have ideas on how to combat them, but I may never get to try them out. It is strange how the party with worse tactics comes out ahead sometimes. Darn dice gods, always interfering with things.

The summoner set up with invisbility and alter self on his eidolon to make the eidolon look like him. He then used ghost sound to talk with the party from the beast's location. The druid basically had set up with raptors in the bushes (Clever girl). The summoner then had to blow a turn casting greater invis on himself before a turn later when he buffed his buddy. Basically the party had a turn advantage and still got rolled. And the eidolon had a +13 to all his attacks, so it didn't matter what he rolled, he was kicking someone's butt. Conversely in the druid fight the monk whiffed about half his attacks, the cleric/wizard spent half his rounds precision healing, and the bard went into melee. The dionychus just couldn't hit them, thanks to everyone but the cleric having about AC 20. The other group the fighter had 21 AC, and got torn to pieces. Given, they were down a paladin, but the extra member of the other group sat there with a crossbow shooting regular bolts at the druid. So they had basically the same number of people. Not only that, they came nowhere near to getting rolled. The druid dealt a lot of damage with the flame strike, which surprise killed the druid in the party.

The fighter in the group that won is fairly lucky, but remember he also went down at the end.

If you want my advice on killing a summoner, exploit his class abilities. Knock the summoner and the eidolon far away from each other. Reduce that eidolon's hp from 84 to 21 with a telekinesis and a few bull rushes.


Madcap Storm King wrote:
If you want my advice on killing a summoner, exploit his class abilities. Knock the summoner and the eidolon far away from each other. Reduce that eidolon's hp from 84 to 21 with a telekinesis and a few bull rushes.

Or cast magic circle against or protection from the appropriate alignment if possible, the summoner's achille's heel.


Frogboy wrote:
Madcap Storm King wrote:
If you want my advice on killing a summoner, exploit his class abilities. Knock the summoner and the eidolon far away from each other. Reduce that eidolon's hp from 84 to 21 with a telekinesis and a few bull rushes.
Or cast magic circle against or protection from the appropriate alignment if possible, the summoner's achille's heel.

i could've sworn big E. could bypass that?

Try a dismissal or banishment spell.

the magic circle/protection from work against most summoned creatures, but i beleive eidolons can bypass the 2 with virtually no effort.

or gang up on the eidolon with ranged spells, enlarged power attacking greatsword fighters and flanking 2WF sneak attacks from twin shortswords. eidolons lack Damage reduction, energy resistance/immunity and they also rely on lots of smaller attacks as well. a fighter w/ adamantine full plate can reduce an eidlons DPR greatly. damage reduction is another weakness of the Big E. as are, small confined spaces. especially ones that cannot accomodate a large or larger eidolon. but combat eidolons usually have low intellegence scores and low skill modifiers.


Frogboy wrote:
Madcap Storm King wrote:
If you want my advice on killing a summoner, exploit his class abilities. Knock the summoner and the eidolon far away from each other. Reduce that eidolon's hp from 84 to 21 with a telekinesis and a few bull rushes.
Or cast magic circle against or protection from the appropriate alignment if possible, the summoner's achille's heel.

"In addition, due

to its tie to its summoner, an eidolon can touch and attack
creatures warded by protection from evil and similar effects
that prevent contact with summoned creatures."

-Summoner Playtest, Eidolon

Still works on other creatures summoned by the summoner, and give you +2 AC against him, but it doesn't stop tentacle monster Big E from doing unholy things to the party.

EDIT: However:

"All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance."

-Magic Circle against Evil

Big E's special resistance doohickers say nothing about being able to enter an area warded by those effects.

Unless the Eidolon is depowered, I'm keeping this one.

Scarab Sages

Tonight's game went a little better, except we ran into a Huge Red dragon, That I started the conversation out like: Hello and came right out no fear of it nothing and started talking to it, And saying how great it looked and totally caught the GM off guard I guess.

It was fine till I asked if he'd become my mount then it tried to swat at me lol.

Then I patted it on the head but you make such a good pet. And the fight was on. In the end it ended up running from the battle after we beat the Hell out of it.

The end monsters tonight wear 4 ghost and they wear a pain in the arse to kill. it took forever to drop one of those.

Also another example of getting too much gold we in the of 6 members got our split of gold from 3 weeks of collecting it and not being able to sell it. We sold all our loot at half price and got 33,900 and change each.


Since it was a dragon's hoard, were there any magical goodies that you guys kept to twink up the characters? :P


Okay, really quick, back to that initial 144K item, made for 25K.

First of all, the discounts listed are for the estimation of pricing on *new* items, not to change the price of already created ones. But let's set that aside.

Second, skill and class discounts don't stack. Again, set that aside.

Mike Johnson 320 wrote:
Forgot to mention a another feat that lets you take 25% off the price, bring the total discount to 65%

Third, percent discounts should never (very rarely) add together. They must be multiplied. Otherwise, with a negative total, you could end up getting paid by the universe for crafting an item for free.

Multiplying, (1-30%)*(1-10%)*(1-25%)*50%*144K = 36450gp, and take over 3 months to create.

Slightly more reasonable, if barely.

With just the class requirement and the feat reduction: 37800gp, and 101 days.

Fourth, do remember that that item, if ever sold, will sell for very very little. (less than creation cost I would imagine).


It can be tough to avoid a Monty Haul campaign... I've been in games where the DM was so stingy, we had a single +1 mace as our only magic item in the whole party at level 6-7. As an instinctual reaction, I tend to overcompensate my players to try avoid being like that as a DM.


Dork Lord wrote:
It can be tough to avoid a Monty Haul campaign... I've been in games where the DM was so stingy, we had a single +1 mace as our only magic item in the whole party at level 6-7. As an instinctual reaction, I tend to overcompensate my players to try avoid being like that as a DM.

As a DM I'm pretty mean with items, etc.

Its easier to give a little bit more than take back what you have handed out. I've known more games die a death from too much but as yet to see one die from too little.

Scarab Sages

Urizen wrote:
Since it was a dragon's hoard, were there any magical goodies that you guys kept to twink up the characters? :P

The GM didn't allow us to find the horde

Scarab Sages

Majuba wrote:

Okay, really quick, back to that initial 144K item, made for 25K.

First of all, the discounts listed are for the estimation of pricing on *new* items, not to change the price of already created ones. But let's set that aside.

Second, skill and class discounts don't stack. Again, set that aside.

Mike Johnson 320 wrote:
Forgot to mention a another feat that lets you take 25% off the price, bring the total discount to 65%

Third, percent discounts should never (very rarely) add together. They must be multiplied. Otherwise, with a negative total, you could end up getting paid by the universe for crafting an item for free.

Multiplying, (1-30%)*(1-10%)*(1-25%)*50%*144K = 36450gp, and take over 3 months to create.

Slightly more reasonable, if barely.

With just the class requirement and the feat reduction: 37800gp, and 101 days.

Fourth, do remember that that item, if ever sold, will sell for very very little. (less than creation cost I would imagine).

The percentage wasn't written that way in the book, matter fact I think Pathfinder needs a extra guild to explain the item creation process and maybe some nifty new items with Pathfinders touch on them would be cool.


Mike Johnson 320 wrote:
Urizen wrote:
Since it was a dragon's hoard, were there any magical goodies that you guys kept to twink up the characters? :P
The GM didn't allow us to find the horde

Whaaaaaaat?

Out-RAGE-ous!

He'd better let you start searching! Speak with dead that overgrown lizard and get what you deserve!


<nit-pick>
didn't see if this was mentioned before, but the Caster Level on a magic item is not a requirement to craft that item. It is a measurement of how hard that item is to suppress with a dispel magic. If it was a requirement it would be listed in the crafting requirements.
</nit-pick>

Pathfinder may have taken out XP costs, but it replaced it with a spellcraft rolls for creating and item. Fail the roll by more than 5? You are the proud owner of a cursed headband, yay! Which is not to say the rolls are very hard, they are not. And if you have a maxed spellcraft check, you can make most of those rolls taking 10. But the threat is there if you are going to be over-reaching.

The real major requirement for the crafting of magic items is gold pieces, which in a monte haul game are much easier to come by.

Scarab Sages

Anburaid wrote:

<nit-pick>

didn't see if this was mentioned before, but the Caster Level on a magic item is not a requirement to craft that item. It is a measurement of how hard that item is to suppress with a dispel magic. If it was a requirement it would be listed in the crafting requirements.
</nit-pick>

Pathfinder may have taken out XP costs, but it replaced it with a spellcraft rolls for creating and item. Fail the roll by more than 5? You are the proud owner of a cursed headband, yay! Which is not to say the rolls are very hard, they are not. And if you have a maxed spellcraft check, you can make most of those rolls taking 10. But the threat is there if you are going to be over-reaching.

The real major requirement for the crafting of magic items is gold pieces, which in a monte haul game are much easier to come by.

I can make anything in the craft wondrous item range. I start 27 before i roll the dice, If I cast a spell then it's a 37 before I roll. Pathfinder Servant in the Pathfinder Seekers book, came out with a prestige that allows you to take 10 on a spell craft check. Normally you can't take ten on a spellcraft check.


Where does it say you can't take 10 on spellcraft checks?


Mynameisjake wrote:
Where does it say you can't take 10 on spellcraft checks?

Nowhere, you can not take 10 on Use magic device, you can not take 10 on Knowledge skills, but you CAN take 10 on Spellcraft.

Scarab Sages

Ughbash wrote:
Mynameisjake wrote:
Where does it say you can't take 10 on spellcraft checks?
Nowhere, you can not take 10 on Use magic device, you can not take 10 on Knowledge skills, but you CAN take 10 on Spellcraft.

The Seekers book has Pathfinder Servant in it, you can take ten on Arcane, Use Magic Device, and Spell Craft checks. That's the only place I've found it.


Mike Johnson 320 wrote:
Ughbash wrote:
Mynameisjake wrote:
Where does it say you can't take 10 on spellcraft checks?
Nowhere, you can not take 10 on Use magic device, you can not take 10 on Knowledge skills, but you CAN take 10 on Spellcraft.
The Seekers book has Pathfinder Servant in it, you can take ten on Arcane, Use Magic Device, and Spell Craft checks. That's the only place I've found it.

That could be an error since, you would think, it would be specified in skills of core book as it is with Use Magic Device (I couldn't find where it says that you can't take 10 on knowledge checks, mind you).

That said, not being able to take 10 spellcraft checks would mean that more than 1 in 20 magic items, in general, are cursed. I just haven't seen that be the case.

Edit: OOOOOOh the Seeker can probably take 10 with those skills in threatening or dangerous conditions, I will bet. Normally you can only take 10 if you are not being distracted by trying to stay alive.

Scarab Sages

Fine I'll get my familiar to launch fireballs at me while I create magic items lol.

Scarab Sages

Well our game continues, but now we have a New GM, that is going to have a bit of a tough time. Since he is taking over the game and mistakes of the last GM. Their styles are totally different. So we will see how it goes. Oh and my money total is over a million gold in gear and we are only level 13


So what happens to your old GM? And he should just go ahead and do a cleansing apocalypse where all your gold is useless in a bartering system and your magic items inert. :P

Scarab Sages

Urizen wrote:
So what happens to your old GM? And he should just go ahead and do a cleansing apocalypse where all your gold is useless in a bartering system and your magic items inert. :P

What did it was I had a Mithral Chain shirt +5 with Nimbleness, Death-ward, and part of the game we are in gave us all Ghost touch armor modification to our armor which is a +3 enhancement I spoke to him and warned him about it but oh well. but oh well My armor is now Epic.

Going to talk to the GM to put in on my shield instead of my Chain shirt.


Mike Johnson 320 wrote:

What did it was I had a Mithral Chain shirt +5 with Nimbleness, Death-ward, and part of the game we are in gave us all Ghost touch armor modification to our armor which is a +3 enhancement I spoke to him and warned him about it but oh well. but oh well My armor is now Epic.

Going to talk to the GM to put in on my shield instead of my Chain shirt.

Isn't the new GM supposed to discourage doing just that?

Scarab Sages

Urizen wrote:
Mike Johnson 320 wrote:

What did it was I had a Mithral Chain shirt +5 with Nimbleness, Death-ward, and part of the game we are in gave us all Ghost touch armor modification to our armor which is a +3 enhancement I spoke to him and warned him about it but oh well. but oh well My armor is now Epic.

Going to talk to the GM to put in on my shield instead of my Chain shirt.

Isn't the new GM supposed to discourage doing just that?

the one we had wasn't the best GM. The one we are getting is pretty damn good and I'm redoing some of my gear now. But still my armor is pretty gross.

I try to get them to just start over. and play something else. But as it stands we are trying to finish what we were doing just to finish the last chapter of the Curse of the Crimson Thorn. then we'll get to start over.


So the guy who was your previous GM ... what is he doing now? Playing a PC? Or did you guys break off from participating with him?


To be honest ya guys need to nuke that game and start over. Either with a total rebuild or better yet a brand new game...that one is just way out of control

Scarab Sages

I agree it's out of control a lot. And I wanted to start over.

But the first GM we had left town to find a job, in a better job market area. Because he wasn't having much luck here.


So how did you get the new GM? Was he one of the players in your current group?


Urizen wrote:
Chrispy wrote:
Urizen wrote:
dm fiat?
Basically the DM is saying screw the rules, I'll allow it.
Wait until he kills the munchkin. Shirts torn, chests beaten, women lamentating...

Human sacrifice, dogs and cats living together... mass hysteria!

Dark Archive

I mean, just so we understand, are you complaining that if you bring a lot of broken 3.0, 3.5, and Eberron feats and classes into Pathfinder and roll above-average hp your character will be amazing? :).

To that I have no answer. Silly munchkin games can be fun every now and again, kinda the "look at what Zeus the Mighty" can do kinda thing. We usually switch out of the DND world for those though; Champion does it best.

Scarab Sages

Urizen wrote:
So how did you get the new GM? Was he one of the players in your current group?

Yeah he was one of the players, most everyone at the table is a GM.

I'm just not used to being such a crazy game as this. My other complaint with the last GM he didn't stick to rules often from the book and change them.

Like the Symbol spells he made them all do the Death effect. So I was the only one that could go in the rooms with those because my saves were so good.


Madcap Storm King wrote:


Big E's special resistance doohickers say nothing about being able to enter an area warded by those effects.

Unless the Eidolon is depowered, I'm keeping this one.

And just how does he attack them without entering that space madcap?


Perhaps you'll encounter a rust monster / sunder party ;)

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