Summoner Eidolon Brokeness?


Advice

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Before greater dispell GMW is enough to get enhancement bonuses on weapons. Afterwards putting transformative on them is relatively quick and cheap (which lets you transform any two handed medium weapon into a one handed large one).

Of course the DM could just stop being a pain in the behind and not make you jump through hoops as well.


Pinky's Brain wrote:
Before greater dispell GMW is enough to get enhancement bonuses on weapons. Afterwards putting transformative on them is relatively quick and cheap (which lets you transform any two handed medium weapon into a one handed large one).

First off: you'd be burning through a GMW wand in two and a half days, enchanting 18 weapons. And you cannot apply enchantments to temporary magical items. You won't even be able to finish the enchanting before the spell wears off, even if you speed-craft.

Second: What commonly available weapon would you say could reasonably be turned into a huge falcata?

Quote:
Of course the DM could just stop being a pain in the behind and not make you jump through hoops as well.

Yes, because obtaining a dozen and a half custom crafted AND enchanted huge exotic weapons should not be an issue, and you'd be a bad GM for not giving people everything they want. I'll remember that next session, and demand a mithril full plate from my GM, because I could sure use one with my lv9 paladin that is still stuck in a breastplate+1. And if he doesn't cough one up, tell him he is being a pain. Should be fun just to see his reaction.


Ok if the Summoner isn't getting +3 Weapons then I assume the Fighter doesn't have access to the same.

Thus having +3 or higher weapons wouldn't be a requirement to do damage to the bad guys and would not be needed. Because I know your not going to give one PC special weapons, another PC non-special weapons and call that balanced, that would be silly, right? Now if you admit fighters are not balanced to casters then the argument is all ready lost in that Summoners are better than fighters.

Switch the Ed to claws, give improved dmg feats/specials.

3d6 + 15 or more, 3 natural attacks x 2 + 1 bite, for a total of 21 attacks in a full attack round (almost all the time with pounce), and the weapons (claws) are considered magical.

Your telling me this wouldn't take down stuff pretty much the same? Oh and this isn't level 20, this is just up to 15 as I tested it.

Oh and thats without putting spells on Ed, so no buffing the fighter either.

Fighter < Ed+Summoner < Full Caster

Pretty simple, Summoners are overpowered compared to fighters, not compared to casters.

I wouldn't play a Summoner over a Wizard/Sorcerer/Druid/Cleric/Oracle or any full progression casting class. I would play a summoner over a fighter because there better in most every way, of course most casters are.

Now of course my level 15 sorcerer will toast a CR 19 dragon like he was swiss cheese (DC 31 Dazing, Persistent Acid Arrow (10+[spell level]7+[cha mod]9+[Metamagic Mod]1+[Focuses]2+[Bloodline Bonus]2) with a 50% chance of falling the 2 saves for the almost 10 rounds it will be effected, Oh and I throw a Quickened, Selective, Persistent Stinking Cloud with DC 35 (10+7+9+2+2+1+4 (Spell Perfection doubles Focuses+Bloodline Bonus)) hitting both Will and Fort for 4 saves a round of they are Sickened and/or Dazed unless they make all saves. Oh with +14 init I ONLY act after the dragon when I roll a one, and he rolls a 20, so not often. After that, Flesh to Stone, Circle of Death, Baleful Polymorph, Elemental (Acid/Electric)+Maximized+Empowered fireball or some other spell if I can't save or die it to death in 5-10 rounds of it sitting there dazed/sickened unable to move, or take actions. Since the Stinking Cloud is selective, if I have a party with me they would be free to enter and beat on the dragon.

Now people might say I am cheating, but come on I am going against something that is considered a "epic" battle (+3 CR or group, or +4 CR of my character) and baring me walking into the dragon so he can surprise me the Sorcerer in question could defeat it single handedly. The only type of creature the above caster would be unable to do such to would be far and few between at that level. Both spells bypass spell resistance as well!

So like I said... Fighter < Summoner < Full Caster


Longsword +whatever is easier to obtain than a huge exotic weapon, is the basis of my argument. You WILL find a magical medium-sized sword in a big city. Unless you integrate the existence of LOTS of high level summoners, or have a Huge Creature Mall, there is not really a market for huge exotic weapons.

Cheesed summoners are better than cheesed fighters. Summoners without access to cheese is about as good. The restriction to 7 attacks should still apply in my opinion, if for no other reason than not having to wait half an hour while the summoner resolves 40-ish attacks on his turn as he twin forms and double-full-attacks. It's boring and tedious.

And yes, true casters played by competent players is the most dangerous ones. The lv12 wizard in the Kingmaker campaign I run can easily TPK the rest of the party consisting of a heal/buff cleric, a cavalier, a fighter, a ranger and a cohort paladin.


Kamelguru wrote:

Longsword +whatever is easier to obtain than a huge exotic weapon, is the basis of my argument. You WILL find a magical medium-sized sword in a big city. Unless you integrate the existence of LOTS of high level summoners, or have a Huge Creature Mall, there is not really a market for huge exotic weapons.

Again this is besides the point because Ed doesn't need weapons. But unless you railroad GM the summoner can and will get those weapons for Ed. Unless giants don't exist or something in your world to justify it.

Kamelguru wrote:

Cheesed summoners are better than cheesed fighters. Summoners without access to cheese is about as good. The restriction to 7 attacks should still apply in my opinion, if for no other reason than not having to wait half an hour while the summoner resolves 40-ish attacks on his turn as he twin forms and double-full-attacks. It's boring and tedious.

By raw your still going to have 18 attacks (lvl 15 for ed), I build my character by RAW using herolab, and unless your telling me there wrong and each limb bonus+claw add on should be taking 2 attacks. Seems to me it's simple each limbs+claw add on only takes away one attack.

Again if you change that your admitting summoner is overpowered because your changing RAW.

Kamelguru wrote:

And yes, true casters played by competent players is the most dangerous ones. The lv12 wizard in the Kingmaker campaign I run can easily TPK the rest of the party consisting of a heal/buff cleric, a cavalier, a fighter, a ranger and a cohort paladin.

Yep! My GM told me "You need to focus on having high DC's for this AP, it will be tough", I told him the above listed build "well it looks like I will have to kill your PC! (jokingly)".

Next time I play a non-full caster the Summoner will get serious consideration. But I haven't played a non-full caster (besides Warlock) since 2E.

Owner - House of Books and Games LLC

Kamelguru wrote:
Indeed. And have anyone here MADE epic level encounters? I can make 2 levels worth of play for normal level campaign for the same effort I need to put into ONE ENCOUNTER that is supposed to challenge people (NOTHING taken right out of the bestiary challenges ANYONE even at lv19-20, much less epic levels).

Yes. On a weekly basis.

And I'll readily admit that I don't run for a munchkin power gamer table. If I did, I probably wouldn't bother.

In my opinion, for any campaign to work in the long run, it's got to be far more about story than it is about power.

The way I see it, if you sit down 4 players and say "okay, make a 40th-level character and we'll play for an evening," you'll get a very different game than if you have a real game world where real things are happening, and where the characters grew organically from low levels, where they had to survive at all those intervening levels.

For the campaign I run, there's a very specific plot line, there's a lot of stuff going on, and they are really part of the game world rather than just uber-powerful characters with no connection to reality. There's even a rationale for why they're at epic levels without it turning into a Forgotten Realms-style "ever commoner is level 10" type of thing (from what I hear - I was never really into Forgotten Realms).

I'll readily admit that epic level play can be broken. So can low-level play. I'm just saying that it doesn't have to be broken, and it can be a long-lasting, rewarding experience. Otherwise, it would have been kind of stupid to run a campaign for 5 years, no?


Ice_deep:

Advanced Players Guide wrote:
Max. Attacks: This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks.

I interpret that as how many attacks can be used at any given level. Like how a bear has 3 attacks: 1 bite and 2 claws.

Liberty's Edge

Ice_Deep wrote:

By raw your still going to have 18 attacks (lvl 15 for ed), I build my character by RAW using herolab, and unless your telling me there wrong and each limb bonus+claw add on should be taking 2 attacks. Seems to me it's simple each limbs+claw add on only takes away one attack.

Again if you change that your admitting summoner is overpowered because your changing RAW.

Actually, Ice Deep, you're changing RAW. At 15th level, your eidolon is limited to 6 natural attacks, period. He is prohibited from taking evolutions which would give him more.

This is per APG, p.59 Table 2-9 Eidolon Base Statistics. It is further explained on p.58 under Max. Attacks.

Your build is illegal.


Kamelguru wrote:

Ice_deep:

Advanced Players Guide wrote:
Max. Attacks: This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks.
I interpret that as how many attacks can be used at any given level. Like how a bear has 3 attacks: 1 bite and 2 claws.

I understand that, but the Limbs+Claw only adds one attack, it's just because its 2 claws it gets to do damage 2 times. You only roll one attack per limb, but deal damage x 2. This is how I have done Monsters as a GM, as well as summons. If I am wrong I would like to know so I can run it correctly, but this is also the way Hero Lab does it.

The below person "Heymitch" is correct, but thats still 15 attacks with pounce. 3d6+21 (x1), 3d6+14 (x2), 3d6+14 (x2) + Elemental DMG, at 24/19/14. Thats without applying magic items to Ed as well, or spells/buffs.

Ed:
EIDOLON CR 12
Male Quadruped
CN Huge Outsider
Init +3; Senses Darkvision (60 feet); Perception +15
--------------------
DEFENSE
--------------------
AC 36, touch 11, flat-footed 33 (+3 Dex, -2 size, +25 natural)
hp 120 (+60)
Fort +13, Ref +11, Will +4
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Bite) +24 (3d6+21/20/x2) and
Claw x2 (Claws) +24 x2 (3d6+14/20/x2) and
Claw x2 (Claws) +24 x2 (3d6+14/20/x2) and
Unarmed Strike +24/+19/+14 (1d6+14/20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks Magic/Aligned Attacks (Acid)
--------------------
STATISTICS
--------------------
Str 39, Dex 16, Con 21, Int 7, Wis 10, Cha 11
Base Atk +12; CMB +28; CMD 41 (45 vs. Trip)
Feats Eldritch Claws, Improved Natural Attack: Bite (Bite), Improved Natural Attack: Claw x2 (Claws), Improved Natural Attack: Claw x2 (Claws), Multiattack (Multiattack / Extra Attack), Power Attack -4/+8, Step Up
Skills Bluff +5, Fly +11, Perception +15, Sense Motive +13, Stealth +10
Languages Common
SQ Devotion +4 (Ex), Evasion (Ex), Improved Evasion (Ex), Magic/Aligned Attacks (Ex), Multiattack / Extra Attack, Pounce (Ex)

--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Evasion (Ex) No damage on successful reflex save.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Magic/Aligned Attacks (Ex) Your natural attacks are magic and share your alignment.
Magic/Aligned Attacks: Acid (Ex) Your natural attacks are magic and share your alignment.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack after a charge.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.

Created With Hero Lab® - try it for free at http://www.wolflair.com!

Heymitch wrote:
Ice_Deep wrote:

By raw your still going to have 18 attacks (lvl 15 for ed), I build my character by RAW using herolab, and unless your telling me there wrong and each limb bonus+claw add on should be taking 2 attacks. Seems to me it's simple each limbs+claw add on only takes away one attack.

Again if you change that your admitting summoner is overpowered because your changing RAW.

Actually, Ice Deep, you're changing RAW. At 15th level, your eidolon is limited to 6 natural attacks, period. He is prohibited from taking evolutions which would give him more.

This is per APG, p.59 Table 2-9 Eidolon Base Statistics. It is further explained on p.58 under Max. Attacks.

Your build is illegal.

Got you, your right, I was going off my head. Still 15 attacks at level 15 by RAW, correct?

Edit: Was referring to 15 damage rolls possible total, with each damage roll at 3d6+14 or higher at level 15.

I tested this not counting elemental damage, if everything hit it's 383 damage, 25+ for each connect on average (not counting elemental die dmg).


Kamelguru wrote:
Second: What commonly available weapon would you say could reasonably be turned into a huge falcata?

Any two handed weapon wielded by large outsiders which can be called with planar binding.

You wouldn't generally buy wands of GMW, you buy pearls of power for the casters in the group. GMW stays relevant at higher levels, magic items are not affected by area dispels so GMW on an inherently magic weapon is practically never dispelled.

This is also why you don't really need high enhancement bonus weapons, it's nice but it's not necessary ... in the end a +1 is enough.

PS. yes your DM is a poor DM :/ Making it impossible to get appropriate weapons and armour is spitting in the face of martial characters ... unless he is just trying to make you play a bit more optimized (planar binding/ally is THE spell to get items you want within the default PF guidelines for magic item availability, either by taking it off a corpse or by sending an ally with at will greater teleport around the world to shop for you ... although personally I think that sort of thing is just useless hoop jumping).


Ice_Deep wrote:
Kamelguru wrote:

Ice_deep:

Advanced Players Guide wrote:
Max. Attacks: This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks.
I interpret that as how many attacks can be used at any given level. Like how a bear has 3 attacks: 1 bite and 2 claws.

I understand that, but the Limbs+Claw only adds one attack, it's just because its 2 claws it gets to do damage 2 times. You only roll one attack per limb, but deal damage x 2. This is how I have done Monsters as a GM, as well as summons. If I am wrong I would like to know so I can run it correctly, but this is also the way Hero Lab does it.

The below person "Heymitch" is correct, but thats still 15 attacks with pounce. 3d6+21 (x1), 3d6+14 (x2), 3d6+14 (x2) + Elemental DMG, at 24/19/14. Thats without applying magic items to Ed as well, or spells/buffs.

** spoiler omitted **...

Each limb does its own attack, and does its own damage. The bear gets three attack rolls. I don't have the full version of herolab so I can't comment on that, but if it is telling you to roll the attack dice once for all the claws, and then multiply the damage by the number of claws then it is wrong, because that means that all the attacks hit with one roll for a lot of damage.

The reason monsters are written "2 claws +18 (2d4+8 plus grab)", instead of--> "claw +18 (2d4+8 plus grab), claw +18 (2d4+8 plus grab)" is because it takes up unnecessary space.


wraithstrike wrote:
Ice_Deep wrote:
Kamelguru wrote:

Ice_deep:

Advanced Players Guide wrote:
Max. Attacks: This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks.
I interpret that as how many attacks can be used at any given level. Like how a bear has 3 attacks: 1 bite and 2 claws.

I understand that, but the Limbs+Claw only adds one attack, it's just because its 2 claws it gets to do damage 2 times. You only roll one attack per limb, but deal damage x 2. This is how I have done Monsters as a GM, as well as summons. If I am wrong I would like to know so I can run it correctly, but this is also the way Hero Lab does it.

The below person "Heymitch" is correct, but thats still 15 attacks with pounce. 3d6+21 (x1), 3d6+14 (x2), 3d6+14 (x2) + Elemental DMG, at 24/19/14. Thats without applying magic items to Ed as well, or spells/buffs.

** spoiler omitted **...

Each limb does its own attack, and does its own damage. The bear gets three attack rolls. I don't have the full version of herolab so I can't comment on that, but if it is telling you to roll the attack dice once for all the claws, and then multiply the damage by the number of claws then it is wrong, because that means that all the attacks hit with one roll for a lot of damage.

The reason monsters are written "2 claws +18 (2d4+8 plus grab)", instead of--> "claw +18 (2d4+8 plus grab), claw +18 (2d4+8 plus grab" is because it takes up unnecessary space.

Yep. You guys are right but still with 6 attacks being possible, though 5 more likely (because you have a bite you can't remove) your going to be doing about 25dmg+3dmg elemental per hit, with Eldrich+Magical claws which would overcome most DR. His 3rd full attack would be weak, but I could sub in some feats (or cast the spell to increase evolution points) to fix that.

Honestly he outclasses a fighter by far, especially when you consider how many buffs he could have if we went there, and thats without a party which a fighter can't do.

Do you honestly think this guy at level 15 doesn't outclass a level 15 fighter? Now let me add equipment to the summoner+ed, and use some all day duration spells... Do you still think Ed wouldn't outclass that fighter?

You seem to indicate that this is about the encounter, it's not. It's about how much better it seems to take Summoner+Ed instead of being a fighter to fill the meat shield spot in a party. To me that is what this is about, because it seems obvious that such is the case. I am not arguing that the summoner is overpowered, because he isn't compared to non-meat shield classes (i.e. full casters).

I may just know how to make a fighter but it seems to me Ed gets a lot more attacks, and they deal about the same amount of dmg per hit. I am looking at I level 15 fighter I built and he can do 2d6+18 29/24/19, baring him getting a bunch of attack of opportunities he is going to get out damaged. Even if you discount the book saying Ed's claw attacks are counted as normal attacks he still has 24/19/14 and a ton more attacks. Seems Ed is better and he doesn't have 1 gp spent on him yet.


Ice_Deep wrote:
Do you honestly think this guy at level 15 doesn't outclass a level 15 fighter? Now let me add equipment to the summoner+ed, and use some all day duration spells... Do you still think Ed wouldn't outclass that fighter?

I would have to see the builds. More than likely the summoner+eidolon combo is better than a fighter, but I don't think it is good enough to make the fighter feel unwanted unless the fighter is poorly built compared to the summoner, and it is definitely not broken.


wraithstrike wrote:


I would have to see the builds. More than likely the summoner+eidolon combo is better than a fighter, but I don't think it is good enough to make the fighter feel unwanted unless the fighter is poorly built compared to the summoner, and it is definitely not broken.

Fighters get a bad rep on the internets.

That's because of fallacious assumptions that parties don't exist and that fighters are not well or smartly built.

Building a fighter takes a bit more craft than building a caster is all it really is.

-James


wraithstrike wrote:
Ice_Deep wrote:
Do you honestly think this guy at level 15 doesn't outclass a level 15 fighter? Now let me add equipment to the summoner+ed, and use some all day duration spells... Do you still think Ed wouldn't outclass that fighter?
I would have to see the builds. More than likely the summoner+eidolon combo is better than a fighter, but I don't think it is good enough to make the fighter feel unwanted unless the fighter is poorly built compared to the summoner, and it is definitely not broken.

I understand your side. Well put, while I disagree somewhat still the point of contention is less now.

Throwing everything I could at the fighter to give him more damage, and better attacks he still only has the same as Ed would have, and Ed by the rules gets a lot more attacks at his higher modifier. Even discounting that, saying it's in error (which is specifically says, so that wouldn't seem like a error) he still would do more damage.

Damage Reduction doesn't cut it when you figare that the fighter would have to spend 1/2+ his WBL to get better weapons than a spell+extend cast 2 times can provide as a level 4 spell.

Throwing just all day buffs, and considering just casting say a quickened Protection from Evil, and hold a action to counterspell the person who might cast against him, or Ed and have Ed doing on average about 2 or 3 times the amount of damage the fighter is going to do.

Summoner:

UNNAMED HERO CR 14
Male Half-Elf Summoner 15
CN Medium Humanoid (Elf, Human)
Init +6; Senses Bond Senses (15 rounds/day), Low-Light Vision; Perception +16
--------------------
DEFENSE
--------------------
AC 19, touch 11, flat-footed 18. . (+8 armor, +1 Dex)
hp 108 (15d8+30)
Fort +12, Ref +12, Will +13
Defensive Abilities Greater Shield Ally (+4 AC/Saves, +2 for allies), Life Bond; Immune sleep; Resist Elven Immunities, Greater Shield Ally (+4 AC/Saves, +2 for allies)
--------------------
OFFENSE
--------------------
Spd 0 ft.
Melee Unarmed Strike +9/+4/-1 (1d3-2/20/x2)
Spell-Like Abilities Summon Monster VIII (8/day)
Summoner Spells Known (CL 15, +9 melee touch, +13 ranged touch):
5 (4/day) Plane Shift (DC 21), Spell Turning, Planar Adaptation (DC 20), Rejuvenate Eidolon, Greater
4 (5/day) Teleport, Magic Jar, Evolution Surge, Greater, Overland Flight
3 (6/day) Protection from Energy, Heroism, Stoneskin, Magic Circle against Evil, Magic Fang, Greater
2 (6/day) Barkskin, Slow (DC 17), Haste (DC 17), Glitterdust (DC 18), See Invisibility, Protection from Arrows
1 (7/day) Protection from Chaos, Mage Armor, Protection from Law, Enlarge Person (DC 16), Grease (DC 17), Unfetter
0 (at will) Daze (DC 15), Mage Hand, Read Magic, Message, Detect Magic, Resistance
--------------------
STATISTICS
--------------------
Str 7, Dex 14, Con 14, Int 14, Wis 9, Cha 21
Base Atk +11; CMB +9; CMD 21
Feats Augment Summoning, Extend Spell, Greater Spell Penetration, Improved Counterspell, Improved Initiative, Reach Spell, Spell Focus: Conjuration, Spell Penetration
Skills Acrobatics -4, Bluff +6, Climb -8, Diplomacy +6, Escape Artist -4, Fly +12, Handle Animal +15, Perception +16, Ride +7, Spellcraft +15, Stealth -4, Swim -8, Use Magic Device +15 Modifiers Sociable
Languages Common, Elven, Sylvan, Undercommon
SQ Arcane Training, Aspect (Su), Eidolon Link (Ex), Elf Blood, Life Link (Su), Maker's Call/Transposition (3/day) (Su), Share Spells with Eidolon (Ex)
Combat Gear Hide Shirt; Other Gear Bracers of Armor, +8, Cloak of Resistance, +5
--------------------
TRACKED RESOURCES
--------------------
Bond Senses (15 rounds/day) (Ex) - 0/15
Maker's Call/Transposition (3/day) (Su) - 0/3
Summon Monster VIII (8/day) (Sp) - 0/8
--------------------
SPECIAL ABILITIES
--------------------
Arcane Training +1 CL for spell trigger and spell completion items for your favored class.
Aspect (Su) You may take some of your Eidolon's evolution points to add evolutions to yourself.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (15 rounds/day) (Ex) Share your Eidolon's senses.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon's reach. Allies gain +2.
Greater Spell Penetration +2 to caster level checks to overcome spell resistance.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Life Bond (Su) Damage that would kill you is transferred to the Eidolon.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maker's Call/Transposition (3/day) (Su) Dimension Door your Eidolon to you or swap places with your Eidolon.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Sociable If you fail a Diplomacy check to change an attitude, you can try again without waiting 24h.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Summon Monster VIII (8/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

Created With Hero Lab® - try it for free at http://www.wolflair.com!

Ed with Spells on:

EIDOLON CR 12
Male Quadruped
CN Huge Outsider
Init +3; Senses Darkvision (60 feet); Perception +17
--------------------
DEFENSE
--------------------
AC 45, touch 14, flat-footed 41. . (+4 armor, +3 Dex, -2 size, +27 natural, +2 deflection, +1 dodge)
hp 120 (+60)
Fort +17, Ref +16, Will +8
--------------------
OFFENSE
--------------------
Spd 70 ft., Flight (40 feet, Average)
Melee Bite (Bite) +28 (3d6+24/20/x2) and
. . Claw x2 (Claws) +28 x2 (3d6+17/20/x2) and
. . Claw x2 (Claws) +28 x2 (3d6+17/20/x2) and
. . Unarmed Strike +28/+23/+18 (1d6+17/20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks Magic/Aligned Attacks (Acid)
--------------------
STATISTICS
--------------------
Str 39, Dex 16, Con 21, Int 7, Wis 10, Cha 11
Base Atk +12; CMB +28; CMD 44 (48 vs. Trip)
Feats Eldritch Claws, Improved Natural Attack: Bite (Bite), Improved Natural Attack: Claw x2 (Claws), Improved Natural Attack: Claw x2 (Claws), Multiattack (Multiattack / Extra Attack), Power Attack -4/+8, Step Up
Skills Acrobatics +5, Appraise +0, Bluff +7, Climb +16, Diplomacy +2, Disguise +2, Escape Artist +5, Fly +13, Heal +2, Intimidate +2, Perception +17, Ride +5, Sense Motive +15, Stealth +12, Survival +2, Swim +16
Languages Common
SQ Devotion +4 (Ex), Evasion (Ex), Improved Evasion (Ex), Magic/Aligned Attacks (Ex), Multiattack / Extra Attack, Pounce (Ex)

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Evasion (Ex) No damage on successful reflex save.
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Magic/Aligned Attacks (Ex) Your natural attacks are magic and share your alignment.
Magic/Aligned Attacks: Acid (Ex) Your natural attacks are magic and share your alignment.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack after a charge.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.

Created With Hero Lab® - try it for free at http://www.wolflair.com!

Fighter:

UNNAMED HERO CR 14
Male Human Fighter 15
NG Medium Humanoid (Human)
Hero Points 1
Init +8; Senses Perception +15
--------------------
DEFENSE
--------------------
AC 26, touch 13, flat-footed 23. . (+10 armor, +3 Dex, +3 natural)
hp 139 (15d10+45)
Fort +17, Ref +14, Will +10
Defensive Abilities Bravery +4
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OFFENSE
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Spd 20 ft.
Melee +4 Adamantine Greatsword +33/+28/+23 (2d6+23/17-20/x2) and
. . Unarmed Strike +25/+20/+15 (1d3+10/20/x2)
Special Attacks Weapon Training: Blades, Heavy, Weapon Training: Close, Weapon Training: Double
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STATISTICS
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Str 21/25, Dex 15/19, Con 15/17, Int 10, Wis 10, Cha 7
Base Atk +15; CMB +22 (+24 Bull Rushing); CMD 36 (38 vs. Bull Rush40 vs. Disarm40 vs. Sunder)
Feats Cleave, Combat Reflexes (5 AoO/round), Dazing Assault (DC 25), Great Cleave, Greater Weapon Focus: Greatsword, Greater Weapon Specialization: Greatsword, Improved Bull Rush, Improved Critical: Greatsword, Improved Initiative, Lunge, Power Attack -4/+8, Shield of Swings, Stand Still, Step Up, Strike Back, Weapon Focus: Greatsword, Weapon Specialization: Greatsword
Skills Acrobatics +1, Climb +14, Escape Artist +1, Fly +1, Handle Animal +5, Intimidate +10, Perception +15, Ride +15, Stealth +1, Survival +10, Swim +14
Languages Common
SQ Armor Training 4 (Ex), Gloves of Dueling, Hero Points (1), Ring of Force Shield, Ring of Invisibility
Combat Gear +4 Adamantine Greatsword, +4 Breastplate; Other Gear Amulet of Natural Armor +3, Bag of Holding II (empty), Belt of Physical Might, STR & DEX +4, Boots, Winged, Cloak of Resistance, +5, Gloves of Dueling, Goggles of Night, Hat of Disguise, Ioun Stone, Pale Blue Rhomboid, Ioun Stone, Pink Rhomboid, Ring of Force Shield, Ring of Invisibility
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TRACKED RESOURCES
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Action Points - 0/12
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SPECIAL ABILITIES
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Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Bravery +4 (Ex) +4 Will save vs. Fear
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Dazing Assault (DC 25) Take -5 to all attacks and maneuvers until your next turn to daze opponents hit in melee for 1r.
Gloves of Dueling These supple leather gloves grant the wearer gains a +4 bonus to his CMD against disarm attacks, attempts to sunder his wielded weapons, and effects that cause him to lose his grip on his weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, his weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Lunge -2 to AC for +5' reach
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Ring of Force Shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Moderate evocation; CL 9th; Forge Ring, wall of force; Price 8,500 gp.
Ring of Invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Faint illusion; CL 3rd; Forge Ring, invisibility; Price 20,000 gp.
Shield of Swings During a full-round attack with a 2-handed weapon, you may halve your damage to gain +4 AC and CMD until the beginning of your next turn.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Strike Back A readied melee attack can be used against a foe whose reach allows them to attack you, but whom you could not attack.
Weapon Training: Blades, Heavy +5 (Ex) +5 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training: Close +3 (Ex) +3 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training: Double +4 (Ex) +4 Attack, Damage, CMB, CMD with Double weapons

Created With Hero Lab® - try it for free at http://www.wolflair.com!

I suck at making fighters maybe? But seems to me he is ok, and Ed would out damage him by far! Now this is just taking into account what the fighter can do himself, you can add 1-2 buffs with wands and making him spend points on UMD I guess.

Taking out the first round (as Ed will have pounce, and after that both the fighter and Ed can full out attack)

Fighter = 2d6+23 @ +33, 2d6+23 @ +28, 2d6+23 @ +23

Ed = 3d6+24 @ +28, 3d6+17 @ +28, 3d6+17 @ +28, 3d6+17 @ +28, 3d6+17 @ +28, 3d6+24 @ +22, 3d6+17 @ +22, 3d6+17 @ +22, 3d6+17 @ +22, 3d6+17 @ +22, 3d6+24 @ +18, 3d6+17 @ +18, 3d6+24 @ +18, 3d6+24 @ +18, 3d6+24 @ +18,

Hmmm which is better?

All the builds listed are provided, using only 1hr/lvl, 10min/lvl and 1 buffs for first round which is cast through quicken.

Liberty's Edge

Ice Deep, I'm still having a hard time understanding some of what you're saying, but...

Are you thinking that your eidolon gets iterative attacks with it's natural weapons? Because he doesn't. Natural attacks don't work that way.

He's got 5 attacks and only 5 attacks. He doesn't get an increased number of natural attacks for a higher BAB. Nobody does.

If he has a claw attack at +28, that's a single claw attack. Not one at +28, one at +23, and another at +18.

The relevant rule is in the Core Rulebook p.182, "You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack..."

Your eidolon is limited by RAW to 6 body parts that are capable of a natural attack at level 15 (yours has 5). Therefore he has 5 (and only 5, not 15) attacks.

That makes him considerably less impressive...


Unarmed strike does ... but he is adding way too much damage on his natural attacks (which all become secondary).

Liberty's Edge

Pinky's Brain wrote:
Unarmed strike does ... but he is adding way too much damage on his natural attacks (which all become secondary).

No, all of his attacks are primary.

Claw and Bite attacks are primary attacks, and possessing multiple attack forms doesn't make them secondary (although, for example, using melee weapons in conjunction with natural weapons would cause them to be treated as secondary).

I'm not sure what your reference to Unarmed Strikes refers to. This isn't a Monk flurrying. An eidolon with natural weapons follows all of the rules of natural weapons...they don't get iterative attacks. Period.


Ice_Deep wrote:
wraithstrike wrote:
Ice_Deep wrote:
Do you honestly think this guy at level 15 doesn't outclass a level 15 fighter? Now let me add equipment to the summoner+ed, and use some all day duration spells... Do you still think Ed wouldn't outclass that fighter?
I would have to see the builds. More than likely the summoner+eidolon combo is better than a fighter, but I don't think it is good enough to make the fighter feel unwanted unless the fighter is poorly built compared to the summoner, and it is definitely not broken.

I understand your side. Well put, while I disagree somewhat still the point of contention is less now.

Throwing everything I could at the fighter to give him more damage, and better attacks he still only has the same as Ed would have, and Ed by the rules gets a lot more attacks at his higher modifier. Even discounting that, saying it's in error (which is specifically says, so that wouldn't seem like a error) he still would do more damage.

Damage Reduction doesn't cut it when you figare that the fighter would have to spend 1/2+ his WBL to get better weapons than a spell+extend cast 2 times can provide as a level 4 spell.

Throwing just all day buffs, and considering just casting say a quickened Protection from Evil, and hold a action to counterspell the person who might cast against him, or Ed and have Ed doing on average about 2 or 3 times the amount of damage the fighter is going to do.

** spoiler omitted **...

I have no idea how you got that armor and other stuff, and I could probably reverse engineer it, but could you at least tell stat out the evolution points.


". . Unarmed Strike +28/+23/+18 (1d6+17/20/x2)"

He is using unarmed strike, which are a defacto melee weapons, so his natural weapons do become secondary (which is why this is in general not a great idea, unless you abuse multiweapon fighting).


Quick question with all this huge falcata stuff going around.

Wasn't it already cited earlier in this thread that magical items can resize to work with any size creature. I believe this was mentioned when people wanted the dragon to use his own loot.

Thus the falcata's size should be irrelevant. In fact if you just give your eidolon martial weapon proficiency, you can basically hand him any non exotic light melee weapons you find and have them resize.

james maissen wrote:

Fighters get a bad rep on the internets.

That's because of fallacious assumptions that parties don't exist and that fighters are not well or smartly built.

Building a fighter takes a bit more craft than building a caster is all it really is.

-James

Isn't it a more serious error to assume that the fighter is simultaneously well built and in a party designed to cover his weaknesses?

I think this sort of thought process means that you do not disagree that fighters/non-casters are weak. It is more that you disagree on whether fighter's being weak is a problem.

Liberty's Edge

Pinky's Brain wrote:

". . Unarmed Strike +28/+23/+18 (1d6+17/20/x2)"

He is using unarmed strike, which are a defacto melee weapons, so his natural weapons do become secondary (which is why this is in general not a great idea, unless you abuse multiweapon fighting).

Oh, now I see what you're talking about.

The thing is, though, I'm not sure I trust that stat block. HeroLab has a tendency to tack Unarmed Strike onto everything.

I have a low level Druid with a Club (actually, it's a darkwood bong...he's a stoner). HeroLab lists Darkwood Bong (2H) plus Unarmed Strike in his stat block. I'm not smacking people with my bong, and then kicking them, and HeroLab isn't modifying the attack to reflect my trying to do both. It's an "or" situation, that looks like an "and" situation.

I have a suspicion that Ice Deep is attacking with a Bite and 4 Claws, but that he's attacking 3 times with each of them...thus 15 attacks, when it should be just 5.

I think the Unarmed Strike listing is a weird quirk of HeroLab.

Liberty's Edge

thepuregamer wrote:

Quick question with all this huge falcata stuff going around.

Wasn't it already cited earlier in this thread that magical items can resize to work with any size creature. I believe this was mentioned when people wanted the dragon to use his own loot.

Thus the falcata's size should be irrelevant. In fact if you just give your eidolon martial weapon proficiency, you can basically hand him any non exotic light melee weapons you find and have them resize.

Weapons and armor don't re-size. Only magic clothing and jewelry re-size. The relevant rule is on p.459 of the Core Rulebook, under Size and Magic Items.


thepuregamer wrote:

Quick question with all this huge falcata stuff going around.

Wasn't it already cited earlier in this thread that magical items can resize to work with any size creature. I believe this was mentioned when people wanted the dragon to use his own loot.

Thus the falcata's size should be irrelevant. In fact if you just give your eidolon martial weapon proficiency, you can basically hand him any non exotic light melee weapons you find and have them resize.

james maissen wrote:

Fighters get a bad rep on the internets.

That's because of fallacious assumptions that parties don't exist and that fighters are not well or smartly built.

Building a fighter takes a bit more craft than building a caster is all it really is.

-James

Isn't it a more serious error to assume that the fighter is simultaneously well built and in a party designed to cover his weaknesses?

I think this sort of thought process means that you do not disagree that fighters/non-casters are weak. It is more that you disagree on whether fighter's being weak is a problem.

Weapons are armor do not resize. Things like rings of protection, and headbands do.


now for the alternative stupid solution to the object size issue. Polymorph any object... though an 8th lvl spell is a silly way to change your weapons size.

though the last few lines of the spell may make this not workable either. :(

which is why, he should just forget about the stupid falcatas and use unarmed strikes and a monk's robe+AoMF.

Or somebody should build a biped eidolon that attacks with claws and wields a reach weapon so that they can make AoOs out to 40+ feat.


Heymitch wrote:
Pinky's Brain wrote:
Unarmed strike does ... but he is adding way too much damage on his natural attacks (which all become secondary).

No, all of his attacks are primary.

Claw and Bite attacks are primary attacks, and possessing multiple attack forms doesn't make them secondary (although, for example, using melee weapons in conjunction with natural weapons would cause them to be treated as secondary).

I'm not sure what your reference to Unarmed Strikes refers to. This isn't a Monk flurrying. An eidolon with natural weapons follows all of the rules of natural weapons...they don't get iterative attacks. Period.

Ok it's still

Fighter = 2d6+23 @ +33, 2d6+23 @ +28, 2d6+23 @ +23

Ed = 3d6+24 @ +28, 3d6+17 @ +28, 3d6+17 @ +28, 3d6+17 @ +28, 3d6+17 @ +28

I haven't added on the +2 extra from enchanting his claws with magic fang (summoner would add +3 but Herolab won't allow it?), even if you lower his BAB -3 (-5 total for secondary attacks from multi attack) though Claw stat's they are primary, he still out damaged the fighter about 2 to 1 when you count round 1.

4 rounds (all hit)
Fighter=20d6+230 = 310
Ed=60d6+368= 608

Now you might say the difference will be between his +28 (or +25 depending on how you look at multiattack and claw) to hit for Ed and +33/+28/+23 to hit, but really that is the difference of one spell. Even saying the first round Ed only hits with his primary Bite+Claws he would still do about 175% of the damage a fighter is doing.

Liberty's Edge

Ice_Deep wrote:
Heymitch wrote:
Pinky's Brain wrote:
Unarmed strike does ... but he is adding way too much damage on his natural attacks (which all become secondary).

No, all of his attacks are primary.

Claw and Bite attacks are primary attacks, and possessing multiple attack forms doesn't make them secondary (although, for example, using melee weapons in conjunction with natural weapons would cause them to be treated as secondary).

I'm not sure what your reference to Unarmed Strikes refers to. This isn't a Monk flurrying. An eidolon with natural weapons follows all of the rules of natural weapons...they don't get iterative attacks. Period.

Ok it's still

Fighter = 2d6+23 @ +33, 2d6+23 @ +28, 2d6+23 @ +23

Ed = 3d6+24 @ +28, 3d6+17 @ +28, 3d6+17 @ +28, 3d6+17 @ +28, 3d6+17 @ +28

I haven't added on the +2 extra from enchanting his claws with magic fang (summoner would add +3 but Herolab won't allow it?), even if you lower his BAB -3 (-5 total for secondary attacks from multi attack) though Claw stat's they are primary, he still out damaged the fighter about 2 to 1 when you count round 1.

4 rounds (all hit)
Fighter=20d6+230 = 310
Ed=60d6+368= 608

Now you might say the difference will be between his +28 (or +25 depending on how you look at multiattack and claw) to hit for Ed and +33/+28/+23 to hit, but really that is the difference of one spell. Even saying the first round Ed only hits with his primary Bite+Claws he would still do about 175% of the damage a fighter is doing.

Okay, thanks. That's clearer to me now. I'm not arguing that Eidolons can't outdamage Fighters, although I think a lot will depend on the particular build. At least the overwhelming number of attacks have been dealt with.

One general note, though. A Fighter is going to have better equipment, since a Summoner has to split his funds between items for himself and his Eidolon. Still, by this level the Eidolon looks very solid to me.

Also, your claws and bite are all primary. Pinky had mentioned that they were secondary, because he thought you were using weapon attacks in combination with natural attacks.

Plus, your Eidolon doesn't require (or gain any benefit from) Multiattack, since you have only primary attacks. I suppose if he picked up a weapon, and used it in combination with some of his natural attacks (which would then be treated as secondary), this would help. Otherwise, it doesn't actually do anything.


Heymitch wrote:
Ice_Deep wrote:
Heymitch wrote:
Pinky's Brain wrote:
Unarmed strike does ... but he is adding way too much damage on his natural attacks (which all become secondary).

No, all of his attacks are primary.

Claw and Bite attacks are primary attacks, and possessing multiple attack forms doesn't make them secondary (although, for example, using melee weapons in conjunction with natural weapons would cause them to be treated as secondary).

I'm not sure what your reference to Unarmed Strikes refers to. This isn't a Monk flurrying. An eidolon with natural weapons follows all of the rules of natural weapons...they don't get iterative attacks. Period.

Ok it's still

Fighter = 2d6+23 @ +33, 2d6+23 @ +28, 2d6+23 @ +23

Ed = 3d6+24 @ +28, 3d6+17 @ +28, 3d6+17 @ +28, 3d6+17 @ +28, 3d6+17 @ +28

I haven't added on the +2 extra from enchanting his claws with magic fang (summoner would add +3 but Herolab won't allow it?), even if you lower his BAB -3 (-5 total for secondary attacks from multi attack) though Claw stat's they are primary, he still out damaged the fighter about 2 to 1 when you count round 1.

4 rounds (all hit)
Fighter=20d6+230 = 310
Ed=60d6+368= 608

Now you might say the difference will be between his +28 (or +25 depending on how you look at multiattack and claw) to hit for Ed and +33/+28/+23 to hit, but really that is the difference of one spell. Even saying the first round Ed only hits with his primary Bite+Claws he would still do about 175% of the damage a fighter is doing.

Okay, thanks. That's clearer to me now. I'm not arguing that Eidolons can't outdamage Fighters, although I think a lot will depend on the particular build. At least the overwhelming number of attacks have been dealt with.

One general note, though. A Fighter is going to have better equipment, since a Summoner has to split his funds between items for himself and his Eidolon. Still, by this level the Eidolon looks very solid to me.

Also, your claws and bite are all...

I appreciate the help, I better understand the class now. I didn't know about the attacks because Hero Labs adds the second and 3rd set of attacks to Ed, will have to let them know he doesn't get them (I found it in the APG to confirm myself).

The Multiattack is auto-add due to the increase in limbs as per APG, and is a auto-add by herolab.

Liberty's Edge

One other thing about high level Fighters...

I'd generally go for something like Staggering Critical (and later Stunning Critical) at this level, which (on a confirmed critical) gives my opponent the Staggered condition for 1d4+1 rounds, unless they make a DC 25 Fort save (in which case they're still Staggered, but only for 1 round). Stunning Critical at 17th level is actually scarier.

With a Falchion and Improved Critical, every attack is a 30% chance of a critical threat, and I'll have +4 on the roll to confirm the threat.

Staggered sucks, especially for people (or eidolons) with lots of attacks, since it limits you to a single move or standard action. Plus, I don't remember the Summoner having a spell to remove this or other conditions.

Also, you can't quite do this at 15th level (at least not with my favorite crit feats), but with Critical Mastery you can apply the effects of a second critical feat, such as Exhausting Critical, in addition to Staggering or Stunning Critical. Exhausting Critical allows no save and gives your opponent the Exhausted condition, which is a -6 penalty to Str and Dex, plus 1/2 move and no running or charging for at least one hour.

It's things like this that would allow a Fighter to go toe to toe with an eidolon. Not a guaranteed win, mind you, but a single reasonably lucky die roll will gimp the eidolon nicely.


thepuregamer wrote:


Isn't it a more serious error to assume that the fighter is simultaneously well built and in a party designed to cover his weaknesses?

I think this sort of thought process means that you do not disagree that fighters/non-casters are weak. It is more that you disagree on whether fighter's being weak is a problem.

Two things:

No. I think it simply takes more effort to build a decent fighter than it does a decent caster. There's more game mastery involved in the former and always has been in 3x. As for party's not working well with one another.. I find it reasonable to assume a cooperative party as opposed to every man is an island.

Secondly, I'm not saying that they are weak. I'm saying that it is easier to build them badly that will facilitate this.

As to a 15th level fighter (the level before their next attack and before their power attack bonus goes up again) I would think that one could reasonably get a fighter to deal:

3d6 (large greatsword) +16 (1/2 STR) +12 (PA) +5 (training) +7 (magic) +3 (luck) +4 (feat) = 3d6 +47 = 57.5 critable (17-20 crit) =~ 69 damage/per hit.

Then non-critable +2d6 (holy) +2d6 (vicious) =+14.

Thus the fighter would hit for 83 damage/hit on average... or coming close to about triple the figure you were using.

The hitroll chance of this fighter would be: 15(BAB) -4(PA) +11(STR) -1(size) +2(Feats) +1(trait) +3(luck) +1(competence) +5(training) +7(magic) +1(haste) +2(morale) = +43.

Depending on how hard it is to hit the target the fighter will pull ahead of the eidolon even further here.

Lastly, yes you can cast greater magic fang on the Eidolon's natural weapons. Either you can give all of them a +1, or you could give ONE of them a +1/4levels (let's assume that you can reach CL20 for this to give a +5). But you will burn A LOT of slots to get all of them up there.

-James


At 8000 gp a piece 3rd level pearls of power are relatively affordable at high level.


Pinky's Brain wrote:
At 8000 gp a piece 3rd level pearls of power are relatively affordable at high level.

9000gp unless you've found a discount store...

4500gp to craft.

-James


mdt wrote:


That's 2 castings of a 2nd level spell per cycle of casting. You can do that 3 times per day. That's 10.5 hours per day, or less than half the day. On top of that, you're obliterating your entire 2nd level spell resources.

I can quicken cast it if I get into trouble in the meantime.

Quote:


This won't work. The Twin Eidelon ability copies the eidelon, not the Eidelon and the spell that's giving him extra evolutions. You'd get the Eidelon's base form. Since the surge spell's target is 'your edielon', you can't cast it on yourself after your in his form.

Second, there is no immunity to fire. There is resistence to fire (15 pts), which is what I assume you are talking about? That's not immunity to fire.

1) It says I copy the eidolon's abilities, including evolutions. If I have increased my Eidolon's evolutions by a spell there is nothing that states I won't get them when I change.

2)See the 2-point evolutions... the one called Immunity...

Quote:


I'm going to assume that automatic loss of spells is a house rule? I see nothing in the Greater Dispel Magic that would make it automatically lose any spells. Each spell has to be rolled for.

Woops, I read a "you auto succeed on a spell you 'can' cast"... but it says that "you have cast" (as in spells you actually cast yourself, not spells you HAVE cast on you). Still, 1d20+20 vs DC 26 gives me a 75% chance to dispel... those odds are just fine with me. :-)

Quote:


I love how these battles always have the dragon sitting still for 2 rounds at a minimum, never casting or interfering as the summoner puts his pants on and buffs and debuffs.

Um.. I'm not using any buffs to do my damage. I don't need it... but many buffs will already be up, just like the ones on the dragon. I also said I'd go round by round if you'd like.

Quote:


What are the chances it casts a quickened summon creature next to the summoner on the first round, making it an AoO for each spell the summoner casts?

Chances are 0%. You cannot quicken summon spells.... nor can the dragon quicken limited wish (his only way of casting summons)

Quote:

What are the chances it then takes off straight up with a magic item that doubles it's speed and starts sniping the eidelon/summoner with range spells the next round?

It could I guess, It's init is +2 and mine is +5ish sooo... not likely it's going first.

Turn 1 I'm in Twin Eidolon, my Eidolon attacks.
Turn 1 for Dragon it flys into the air (provokes attack of opportunity) and casts spells... none of which I am too afraid of as they have DCs I only fail on a 1.

Quote:

What are the chances it just spam summons from that point on, again quickened, every round?

No summon Spells listed.... Chances about 1-2% that the dragon will be "spamming" limited wish to cast summon spells at 1500gp a pop.

Quote:
What if it casts 'anti-magic' on the summoner or eidelon?

It can't cast Antimagic field on us... the field is centered on the caster at the time of casting. I would actually welcome this spell as it would remove the dragons AC buffs, doing my job for me

Probably it's best move would be to cast AntiMagic field on itself and enter melee. This, at least, shuts down my Eidolon and my Summons.
It also shuts down the dragons DR and Supernatural abilities.

Quote:
Or a quickened dispel magic of it's own as soon as the summoner buffs his eidelon?

I don't need buffs to do my damage... this is why. So let it dispel me, the damage I've posted is SANS buffs.

Quote:

What if it has Leadership feat and has a pet summoner of it's own who's in hiding and starts spamming it's summon monster ability to interfere with the summoner? What if what if what if.

Not likely. but possible I guess. Seems like a DM fiat to me.

Quote:


If you're hitting a dragon of that age, he has minions and spells and knows you're coming.

You mean.. the DM knows I am coming? Where is the 'Omniscient' power on the dragon? I thought dragons sought seclusion... not one big happy family of minions whom they cannot trust.


Matthias_DM wrote:
mdt wrote:


That's 2 castings of a 2nd level spell per cycle of casting. You can do that 3 times per day. That's 10.5 hours per day, or less than half the day. On top of that, you're obliterating your entire 2nd level spell resources.

I can quicken cast it if I get into trouble in the meantime.

Now you're blowing out your 6th level spell slots for a 2nd level spell.

Matthias_DM wrote:


Quote:


This won't work. The Twin Eidelon ability copies the eidelon, not the Eidelon and the spell that's giving him extra evolutions. You'd get the Eidelon's base form. Since the surge spell's target is 'your edielon', you can't cast it on yourself after your in his form.

Second, there is no immunity to fire. There is resistence to fire (15 pts), which is what I assume you are talking about? That's not immunity to fire.

1) It says I copy the eidolon's abilities, including evolutions. If I have increased my Eidolon's evolutions by a spell there is nothing that states I won't get them when I change.

2)See the 2-point evolutions... the one called Immunity...

1) The evolutions granted by the Surge spell are not your eidelon's evolutions. They are evolutions granted by a spell. If you dispel the spell, the evolutions go away. Ergo, not the eidelons. Twin Eidelon doesn't duplicate spell effects on the eidelon, just the eidelon itself.

2) I admit to missing immunity.

Matthias_DM wrote:


Quote:


I'm going to assume that automatic loss of spells is a house rule? I see nothing in the Greater Dispel Magic that would make it automatically lose any spells. Each spell has to be rolled for.

Woops, I read a "you auto succeed on a spell you 'can' cast"... but it says that "you have cast" (as in spells you actually cast yourself, not spells you HAVE cast on you). Still, 1d20+20 vs DC 26 gives me a 75% chance to dispel... those odds are just fine with me. :-)

Also assumes the dragon has no abilities to make it harder to kill his spells. Dangerous assumption.

Matthias_DM wrote:


Quote:


I love how these battles always have the dragon sitting still for 2 rounds at a minimum, never casting or interfering as the summoner puts his pants on and buffs and debuffs.

Um.. I'm not using any buffs to do my damage. I don't need it... but many buffs will already be up, just like the ones on the dragon. I also said I'd go round by round if you'd like.

You do go round by round, but only for yourself. Going round by round for the dragon would be useless without the dragon stats, and with all due respect, you are so biased, I doubt you'd build a good dragon and play him smart. And a buff is a buff, wehther it does damage or not is completely irrelevant. I never said you were doing damage with them.

Matthias_DM wrote:


Quote:


What are the chances it casts a quickened summon creature next to the summoner on the first round, making it an AoO for each spell the summoner casts?

Chances are 0%. You cannot quicken summon spells.... nor can the dragon quicken limited wish (his only way of casting summons)

A) You are flat out wrong on this. Summon spells can be quickened. They have a casting time of 1 round. Quickening works for any spell that has a casting time of 1 full round or less.

B) The dragon can't cast summon spells? Why not? A dragon casts spells as if a sorcerer of a specific level based on his age. There's no limits to what sorcerer spells he can know. So we're talking about an 11th, 13th, or 15th level sorcerer. All have has access to 5th level spells. Alternately, he could have a metamagic rod of Quickening to pop those spells off as quickened.

Matthias_DM wrote:


Quote:

What are the chances it then takes off straight up with a magic item that doubles it's speed and starts sniping the eidelon/summoner with range spells the next round?

It could I guess, It's init is +2 and mine is +5ish sooo... not likely it's going first.

Turn 1 I'm in Twin Eidolon, my Eidolon attacks.
Turn 1 for Dragon it flys into the air (provokes attack of opportunity) and casts spells... none of which I am too afraid of as they have DCs I only fail on a 1.

Hmm, 3 pts difference on init? That's not a lot. Pretty much a 65% chance of going first. 35% is a big number. And that assumes there's nothing else going on. And, so what if you get a single attack on him if you do beat his initative? Better to take one AoO and then blast you apart from above. Your immunity won't last forever, neither will the eidelons. Circle above, wait for it to go away, blast you apart with energy breath from outside your attack range. Only an idiot of a dragon would sit and go toe-to-toe when he can kill from above.

Matthias_DM wrote:

Quote:

What are the chances it just spam summons from that point on, again quickened, every round?

No summon Spells listed.... Chances about 1-2% that the dragon will be "spamming" limited wish to cast summon spells at 1500gp a pop.

Not listed? OH! I see, you mean you think that the spells known in the dragon entries are the only spells they can know! I can see how that would confuse you. That is simply the typical spells known by the average dragon. A dragon can learn any sorcerer spell it wants. They are there for ease of use by a GM. Any specific dragon can know any sorcerer spell it wants.

Matthias_DM wrote:


Quote:

What if it casts 'anti-magic' on the summoner or eidelon?

It can't cast Antimagic field on us... the field is centered on the caster at the time of casting. I would actually welcome this spell as it would remove the dragons AC buffs, doing my job for me

Probably it's best move would be to cast AntiMagic field on itself and enter melee. This, at least, shuts down my Eidolon and my Summons.
It also shuts down the dragons DR and Supernatural abilities.

Ok, that one is my bad. ANd yes, if you managed to corner it, it should cast antimagic field, and probably would.

Matthias_DM wrote:


Quote:

Or a quickened dispel magic of it's own as soon as the summoner buffs his eidelon?

I don't need buffs to do my damage... this is why. So let it dispel me, the damage I've posted is SANS buffs.

1st round, fly up. If lost initiative, take some damage. 2nd round, dispel magic (bye bye surge spell and immunity), breath weapon until summoner and eidelon are crispy. Eat remains (saving magic items for hoard).

Matthias_DM wrote:


Quote:


What if it has Leadership feat and has a pet summoner of it's own who's in hiding and starts spamming it's summon monster ability to interfere with the summoner? What if what if what if.

Not likely. but possible I guess.

Most chromatic dragons have lots of followers, primarily Kobolds. Especially by the time they are level appropriate for a level 20 enemy. Again, this is the 'put the bad guy in an arena with a ceiling and let's duke it out and I'll kill him easy'. Of course, you're taking him out of the real world and putting him in a perfect kill zone.

Matthias_DM wrote:


Quote:

If you're hitting a dragon of that age, he has minions and spells and knows you're coming.

You mean.. the DM knows I am coming? Where is the 'Omniscient' power on the dragon?

No, I mean the dragon. Crystal Balls (to scry surrounding areas), minions (through leadership or just paid for with gold) such as kobolds. None of this is omniscient, and it's not as if your arrogant 'I can kill dragon easy' summoner is hiding? ;)

Shadow Lodge

james maissen wrote:
Pinky's Brain wrote:
At 8000 gp a piece 3rd level pearls of power are relatively affordable at high level.

9000gp unless you've found a discount store...

4500gp to craft.

-James

Either way, a pearl of power is still useless to summoners(bards, inquisitors, and sorcerers) because you have to prepare spells to gain the benefit from the pearl.


mdt wrote:
Not listed?

He's using the badly done out Red Dragon that's listed earlier in this thread.

It's also a Red Dragon that would likely kill his summoner without much trouble.

Take the same Red Dragon, but make a better choice of spells, feats and gear....

-James


james maissen wrote:
mdt wrote:
Not listed?

He's using the badly done out Red Dragon that's listed earlier in this thread.

It's also a Red Dragon that would likely kill his summoner without much trouble.

Take the same Red Dragon, but make a better choice of spells, feats and gear....

-James

Ah,

I must have missed it. I assumed he was looking at the dragons in the bestiary, the spells listed there are just short cut examples for the GM to get one out quickly, or as a starting place. The ones in the bestiary are ok, but not designed for an optimized 20th level character.


btw, summon spells cannot be quickened.

Spells with casting times longer than 1 full round action cannot be quickened.

Summon spells have a casting time of 1 round which is greater than a full round action.

james wrote:


No. I think it simply takes more effort to build a decent fighter than it does a decent caster. There's more game mastery involved in the former and always has been in 3x. As for party's not working well with one another.. I find it reasonable to assume a cooperative party as opposed to every man is an island.

Secondly, I'm not saying that they are weak. I'm saying that it is easier to build them badly that will facilitate this.

I seriously think you are just playing a game of semantics.

As you say,
1. It takes more effort to build a decent fighter.
2. It also relies on a cooperative party.
I think you are saying that at higher levels, a fighter can be useful assuming he is optimally built and has a party there to back him up. Being able to obtain some form of usefulness does not mean that the fighter is not weak/poorly balanced.

1. A fighter is hard to build well because he is naturally weaker. He has fewer options, fewer paths to power, and those paths to power are not varied. He basically gets increased damage. This is the other side of what you are saying.

2. Even after you work your ass off optimizing your fighter, he will still not consistently be at this placed called "being useful". He will need more party help to get there in the form of buffing. Shoring up his weaknesses in the areas of damage dealing and tactical capability(flight/weak will saves/ etc). So yes, not every man is an island and a fighter better not be if he wants to accomplish much of anything.


thepuregamer wrote:

btw, summon spells cannot be quickened.

Spells with casting times longer than 1 full round action cannot be quickened.

Summon spells have a casting time of 1 round which is greater than a full round action.

Enough of this "yes you can, not you can't".

PRD wrote:

A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

PRD wrote:

Summon Monster I

School conjuration (summoning) [see text]; Level bard 1, cleric 1, sorcerer/wizard 1

Casting Time 1 round

PRD wrote:

Quicken Spell (Metamagic)

You can cast spells in a fraction of the normal time.

Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 full-round action cannot be quickened.

Now IIRC a full round, and 1 round were different in 3.5, but it seems pathfinder has made them equals for the purpose of quickening, and since summoning is not more than 1 full round it is legal until erratta comes out. I thought I had a feat in 3.5 to get past this issue(not being able to quicken summoned spells) in 3.5, so it may be an error that summoned spells can be quickened, and I can only direct someone to start a rules thread and FAQ it so it can be changed, but as it stands now it is legal.


@MDT

Turn by Turn it is.
You roll for my characters... they are on page 6 towards the bottom in spoilers.

Summoner:

Rolf Balkan
20 Summoner
True Neutral Human
Init +5 ;Senses Perception +24

AC 35 (+5 Dex, +5 Deflection, Armor +8, Natural +3,+4 Eidolon Near)
HP 274 (20d8 +180)
Fort +22 Reflex +20 Will +25 (-4 when away from Eidolon)
Evasion

Spd 30ft,
Melee (Doesn't matter until changed)

Str 14 Dex 20 Con 24 Int 10 Wis 18 Cha 24
Skills -Doesn't matter...
Aspect- Limbs(Arms)(2) Note: This allows me to choose MultiWeapon FIghting.
Greater Aspect- 2xLimbs(Arms)(4)--but only takes 2 from eidolon.
Feats Arcane Strike, Quick Draw, Exotic Weapon Proficiency(Falcata),Toughness,Power Attack, Weapon Focus(Falcata) Improved Critical(Falcata), Multi Weapon Fighting, Critical Focus, Staggering Critical, Quicken Spell

Pertinent Items Ring of Protection +5, Amulet of Natural Armor +3, Belt of Physical Perfection +6, Circlet of Mental Prowess +4, Ring of Evasion,Bracers of Armor +8, Cloak of Resistence +5


Summoner(Twin Eidolon):

Rolf Balkan (In Eidolon Form)
20 Summoner
Huge True Neutral Human
Init +8 ;Senses Darkvision 60ft,Perception +24

AC 59 (+26 Natural, +8 Dex, -2 Size, +8 Armor,+5 Deflection, +4 Near Eidolon)
HP 314 (20d8 +220)
Fort +24 Reflex +23 Will +25 (-4 when away from Eidolon)
Evasion

Spd 30ft, Flight 70ft(poor)
Melee +4 Falcata + 29/+24/+19 (3d6+49[17-20/x3]), 14 +4 Falcata +29 (3d6+25[17-20/x3])
This is including power attack (-4 to Hit) and not including any party or Self buffs

Str 48 Dex 26 Con 28 Int 10 Wis 18 Cha 24
Skills Don't matter
Aspect- Limbs(Arms)(2) Note: This allows me to choose MultiWeapon FIghting.
Greater Aspect- 2xLimbs(Arms)(4)--but only takes 2 from eidolon.
Feats Arcane Strike, Quick Draw, Exotic Weapon Proficiency(Falcata),Toughness,Power Attack, Weapon Focus(Falcata) Improved Critical(Falcata), Multi Weapon Fighting, Critical Focus, Staggering Critical, Quicken Spell

Pertinent Items Ring of Protection +5, Amulet of Natural Armor +3, Belt of Physical Perfection +6, Circlet of Mental Prowess +4, Ring of Evasion, Cloak of Resistence +5, Bracers of Armor +8


Eidolon:
Myrrk
20 Eidolon
Huge True Neutral Outsider
Init +3;Senses Darkvision 60ft, Perception +18

AC 56 (38 while in attack mode)(+23 Natural, +3 Dex, -2 Size, +4 Mage Armor)
HP 165 (15d10 + 90)
Fort +15 Reflex +10 Will +15
Improved Evasion, +4 will vs enchantment

Spd 30ft, Flight 70ft(poor)
Melee +2 Defending Falcata + 25/+20/+15 (3d6+38[17-20/x3]), 8 +2 Defending Kukri +25 (2d6+16[15-20])

Str 42 Dex 20 Con 22 Int 7 Wis 10 Cha 11
Skills Fly +17, Perception +18, Use Magic Device+18, Acrobatics+21

Biped
Huge(10)
Limbs (Arms)+(Claws)
Limbs (Arms)(2)
Limbs (Arms)(2)
Limbs (Arms)(2)
Limbs (Arms)(2)
Limbs (Legs)
Flight (Winged)(70ft)(4)
Total= 22 (6 points going to Summoner for aspects)
Critical Focus, Exotic Weapon Proficiency(Falcata), Improved Critical(Falcata), Multi Weapon Fighting, Martial Weapon Proficiency(Kukri), Improved Critical (Kukri), Staggering Critical

You tell me how far away I am from your dragon.
I have See Invis, Spell Turning, Magic Circle AGainst Evil, and Overland Flight on Me.
My Eidolon has, Spell Turning, See invisibility going.
We can make rolls for ourselves using the honor system.


Matthias_DM wrote:

@MDT

Turn by Turn it is.
You roll for my characters... they are on page 6 towards the bottom in spoilers.
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **

You tell me how far away I am from your dragon.
I have See Invis, Spell Turning, Magic Circle AGainst Evil, and Overland Flight on Me.
My Eidolon has, Spell Turning, See invisibility going.
We can make rolls for ourselves using the honor system.

You'll have to wait until I have time to sit down and make a dragon.

Please answer the following :

A) Age of dragon?
B) You have quite a few spells going, how are these running? Are they permanent? Are they cast at regular intervals? If at regular intervals, we'll need to randomly determine what time of day it is, to account for how many spells you've used up keeping them going. This is with the assumption that neither side has time to 'put their pants on' and cast spells in preparation for combat.

To get the time of day, 4d6 (4 to 24) and we'll assume the encounter doesn't take place between Midnight and 4am. :) We'll assume everyone woke up at 8AM and started casting any spells. If it's before 8AM, but after midnight, then we'll assume everyone has been up since 8pm the night before (traveling by night).

Time of Day : 4d6 ⇒ (3, 3, 5, 1) = 12

C) What is the environment? This makes a huge difference in tactics. If it's in a cavern underground, then different tactics from an open field which is different from a swamp. This also affects which type of dragon I use, since a swamp is a black dragon, underground is probably a red dragon, a forest ikely a green, icy tundra a white, etc. This also affects your spells, since if you're on an icy tundra, you'll have to expend spells for protection from the environment. Perhaps we should do a random table.

Environment :
01 - Icy Tundra (White Dragon)
02 - Forest (Green Dragon)
03 - Mountain Top (Blue Dragon)
04 - Swamp (Black Dragon)
05 - Underground Cavern (Red Dragon)

Random roll for location : 1d6 ⇒ 3

May have more questions, this is off the top of my head.


wraithstrike wrote:
thepuregamer wrote:

btw, summon spells cannot be quickened.

Spells with casting times longer than 1 full round action cannot be quickened.

Summon spells have a casting time of 1 round which is greater than a full round action.

Enough of this "yes you can, not you can't".

LOL,

Thanks Wraith. I actually did look that up before I posted it the second time, and had thought I remembered the first time that it had changed. I just didn't have time earlier to copy/paste the PRD entries.


oops my bad, I had remembered how it was in 3.5. Then I went and looked up quicken and summon monster and nothing had seemed to change.


james maissen wrote:


As to a 15th level fighter (the level before their next attack and before their power attack bonus goes up again) I would think that one could reasonably get a fighter to deal:

3d6 (large greatsword) +16 (1/2 STR) +12 (PA) +5 (training) +7 (magic) +3 (luck) +4 (feat) = 3d6 +47 = 57.5 critable (17-20 crit) =~ 69 damage/per hit.

Then non-critable +2d6 (holy) +2d6 (vicious) =+14.

Thus the fighter would hit for 83 damage/hit on average... or coming close to about triple the figure you were using.

The hitroll chance of this fighter would be: 15(BAB) -4(PA) +11(STR) -1(size) +2(Feats) +1(trait) +3(luck) +1(competence) +5(training) +7(magic) +1(haste) +2(morale) = +43.

Depending on how hard it is to hit the target the fighter will pull ahead of the eidolon even further here.

Ummm can you show me how to do that at WBL appropriate and not be weak say in armor, or capabilities? 240,000K doesn't seem like it's going to cover all that, and the other items (such as a way to fly, etc) the fighter needs.

Again I am not trying to be "smart" or something, I am seriously trying to learn where your getting all there bonuses, and how much they cost. Thanks.

james maissen wrote:

Lastly, yes you can cast greater magic fang on the Eidolon's natural weapons. Either you can give all of them a +1, or you could give ONE of them a +1/4levels (let's assume that you can reach CL20 for this to give a +5). But you will burn A LOT of slots to get all of them up there.

-James

I was misreading the later part where you can imbue them all (you get the lesser +1). Still 4 casting of a hour per/level spell is nothing.

@ 15 lvl summoner has..

1-7/day, 2-6/day, 3-6/day, 4-5/day, 5-4/day

What spells could Ed have on?
Mage Armor-15hr @ 1 level 15 slot
Heroism-2.5hr @ 1 level 3 slot, or 5hr @ 1 level 4 slot (extended)
Overland Flight-15hr @ 1 level 4 slot
Barkskin-2.5hr @ 1 level 2 slot, or 5hr @ 1 level 3 slot (extended)

The short buffs the summoner would cast in any major fight would be...

Evolution Surge, Greater (4)
Haste (2)

Now with those slot he can have..

Mage Armor (15 hours)
Heroism (10 hours)
Overland Flight (15 hours)
Barkskin (10 hours)
Magic Fang, Great (15 hours x 4)

That leaves the summoner with
1-6/day, 2-6/day, 3-0/day, 4-2/day, 5-4/day

Haste (lvl 2)
Evolution Surge, Greater (lvl 4)
See Invisibility (lvl 2)
Magic Jar (lvl 4)
Rejuvenate Ed, Greater (lvl 5)
Spell Turning (lvl 5)

It seems to me as I have presented Ed with 0GP spent on him, and the fighter needs to spend his entire WBL to compete at the level Ed can (I suspect, but I will wait for your post to show the money spent as above).


http://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic- red/red-dragon-wyrm

Use this dragon:
Also, we will say I have See Invis Permenantly on me, the rest I cast at intervals.

Please treat this as a vanilla setting. Give the Dragon his Arcane Sorcerer 10 min/level buffs or longer (1 hour per level etc) and just say that he has them on. Even sides starting the fight. Don't bother randomly rolling the time of day.

None of this "the dragon auto knows you are coming" crud either... I can just cast Nondetection to fiat that fiat.

Keep in mind that this dragon is meant to challenge 4 individuals: Wizard, Rogue, Cleric, Fighter as the standard.


Matthias_DM wrote:

http://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic- red/red-dragon-wyrm

Use this dragon:
Also, we will say I have See Invis Permenantly on me, the rest I cast at intervals.

Please treat this as a vanilla setting. Give the Dragon his Arcane Sorcerer 10 min/level buffs or longer (1 hour per level etc) and just say that he has them on. Even sides starting the fight. Don't bother randomly rolling the time of day.

None of this "the dragon auto knows you are coming" crud either... I can just cast Nondetection to fiat that fiat.

Keep in mind that this dragon is meant to challenge 4 individuals: Wizard, Rogue, Cleric, Fighter as the standard.

But in a real game he will know you are coming, and what happens in a real game is what matters. I give all my casters alarm as an example at intervals throughout the lair. You can't ignore what will happen in a real game and expect anyone to take the results seriously. I also have bad guys that are not too stupid too not run away, and alert the other baddies that there is an intruder. There is no way you can really sneak up on this dragon in a real game. Magic Mouth can also be used as a detector. I could keep going, but I think I have said enough.

edit:Nondetection won't stop you from being found.

Shadow Lodge

Matthias_DM wrote:
None of this "the dragon auto knows you are coming" crud either... I can just cast Nondetection to fiat that fiat.

First, many people would see it as playing the dragon as appropriate for a creature of it's Intelligence score.

Second, I've gone through all your posts in this thread and not once have you posted the spells known list for this Summoner. If you say you're going in with spells up, you should at least have your spells known posted as well.


Ice_Deep wrote:
james maissen wrote:


3d6 (large greatsword) +16 (1/2 STR) +12 (PA) +5 (training) +7 (magic) +3 (luck) +4 (feat) = 3d6 +47 = 57.5 critable (17-20 crit) =~ 69 damage/per hit.

The hitroll chance of this fighter would be: 15(BAB) -4(PA) +11(STR) -1(size) +2(Feats) +1(trait) +3(luck) +1(competence) +5(training) +7(magic) +1(haste) +2(morale) = +43.

Ummm can you show me how to do that at WBL appropriate and not be weak say in armor, or capabilities? 240,000K doesn't seem like it's going to cover all that, and the other items (such as a way to fly, etc) the fighter needs.

Again I am not trying to be "smart" or something, I am seriously trying to learn where your getting all there bonuses, and how much they cost. Thanks.

11STR needs a +6 stat item (36k gold)

3 luck needs a spell storing item (50k gold)
1 competence needs a 4k ioun stone
5 training needs a 15k gloves item
7 magic needs a 8k +2 equivalent weapon & GMW spell & rage spell (13.2k if self done)
2 moral needs a heroism spell (7.2k gold if self done)
1 haste needs boots of speed (12k gold)
so 125k gold plus 25k or so if buffs have to be done by self.

Leaves +5 resistance item (25k gold), +1 plate & MV spell (8k gold), not sure what else you want to have here.

Could spring to increase the weapon w/ holy & vicious as I did (42k gold for both), or invest elsewhere. But that is a bit pricy for what it gives you.

Likely you will invest around 30k gold improving other issues and odds an ends.

Does require a PC to cast quickened divine favor & overland flight into the ring for him, but that doesn't seem problematic for me. In fact many of the other self done buffs could be done by a cooperative party, which in fact I do assume contrary to internet hype.

For some reason I thought 15th level had 300k gold, but I didn't really stop to check or count either.

-James


Matthias_DM wrote:

http://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic- red/red-dragon-wyrm

Use this dragon:
Also, we will say I have See Invis Permenantly on me, the rest I cast at intervals.

Please treat this as a vanilla setting. Give the Dragon his Arcane Sorcerer 10 min/level buffs or longer (1 hour per level etc) and just say that he has them on. Even sides starting the fight. Don't bother randomly rolling the time of day.

None of this "the dragon auto knows you are coming" crud either... I can just cast Nondetection to fiat that fiat.

Keep in mind that this dragon is meant to challenge 4 individuals: Wizard, Rogue, Cleric, Fighter as the standard.

A) No, it's not meant to be a challenge. It's a CR 20 encounter. It's designed to be a minor nuisance in a 4-5 encounter day (it's designed to take up 20-25% of the teams resources for the day). A challenging encounter for four 20th level individuals would be in the 25 CR range.

B) You're putting us back in the 'real world sucks for me, so put us both in an arena, I don't want to deal with real world realities in the game'.

C) I said I was going to make a dragon, per rules, at the appropriate age. The one you link to is a poorly made dragon in some regards, and has nothing listed for hirelings, followers, no items specified, and poor spell selection. Again, 'Please let me pick the weakest thing I can to prove this class is broken'.

D) If the dragon has valid ways of knowing you are coming (such as followers, crystal balls, detection traps, etc) paid for out of treasure, then it knows you are coming. If you want to call that a fiat, that's fine, but you are going to need to expend your resources to overcome it's resources, not just declare it invalid. NonDetection is perfectly valid to prevent it scrying you. Minions can see you, so you'll need to invisible yourself and your eidelon. If you want to take resources from your WBL to do so, I'm perfectly fine with that. Anything I use for the dragon comes out of his hoard, and will be there for the summoner after the battle (if he manages to win). This is how things work in the game, and the test has to take that into account.

If you really want this to be a challenge (point A above), I can instead work up a Great Wyrm dragon instead. This helps get the CR up to 19 to 22, depending on the wyrm (blue per the random roll above, which would be 21). Even that is not a 'challenge' for a level 20 group of four, it's just a level appropriate encounter.


james maissen wrote:
Ice_Deep wrote:
james maissen wrote:


3d6 (large greatsword) +16 (1/2 STR) +12 (PA) +5 (training) +7 (magic) +3 (luck) +4 (feat) = 3d6 +47 = 57.5 critable (17-20 crit) =~ 69 damage/per hit.

The hitroll chance of this fighter would be: 15(BAB) -4(PA) +11(STR) -1(size) +2(Feats) +1(trait) +3(luck) +1(competence) +5(training) +7(magic) +1(haste) +2(morale) = +43.

Ummm can you show me how to do that at WBL appropriate and not be weak say in armor, or capabilities? 240,000K doesn't seem like it's going to cover all that, and the other items (such as a way to fly, etc) the fighter needs.

Again I am not trying to be "smart" or something, I am seriously trying to learn where your getting all there bonuses, and how much they cost. Thanks.

11STR needs a +6 stat item (36k gold)

3 luck needs a spell storing item (50k gold)
1 competence needs a 4k ioun stone
5 training needs a 15k gloves item
7 magic needs a 8k +2 equivalent weapon & GMW spell & rage spell (13.2k if self done)
2 moral needs a heroism spell (7.2k gold if self done)
1 haste needs boots of speed (12k gold)
so 125k gold plus 25k or so if buffs have to be done by self.

Leaves +5 resistance item (25k gold), +1 plate & MV spell (8k gold), not sure what else you want to have here.

Could spring to increase the weapon w/ holy & vicious as I did (42k gold for both), or invest elsewhere. But that is a bit pricy for what it gives you.

Likely you will invest around 30k gold improving other issues and odds an ends.

Does require a PC to cast quickened divine favor & overland flight into the ring for him, but that doesn't seem problematic for me. In fact many of the other self done buffs could be done by a cooperative party, which in fact I do assume contrary to internet hype.

For some reason I thought 15th level had 300k gold, but I didn't really stop to check or count either.

-James

I have never played a fighter... So thats part of the reason I asked because well I made a weapon and the one you listed seemed to be more expensive.. I guess I just don't know what to choose for those pointy sticks :)

Cost seems less on your stuff than I thought for some items, but still pricey. Glad it's possible with WBL, though it does take most/all of it to be that high in stats.

With all that he is still I think barely equal to Ed with 0gp spent on him so this is something I will watch, and I will consider playing a NPC summoner in the next campaign I run to see how it does against PC fighters.

About the whole wealth/spells and you saying "In fact many of the other self done buffs could be done by a cooperative party, which in fact I do assume contrary to internet hype." I am not knocking anything, I just bring up losing versatility (i.e. being dependent on casters) because honestly with the players I have, Fighters don't get buffs other than haste and another odd buff here and there from the casters. Not saying the casters should do that, but thats just the way it normally worked regardless if it was a NPC caster (Arcane and Divine), PC caster (Arcane and Divine).

Also in my experience not all casters can afford to provide those buffs, nor know how to buff up the fighter :( (sorry honestly I was ignorant for most of my 3E life as when you mainly have only a rogue partner you don't learn that style).

Now this is going to change this upcoming campaign as I will be the caster (not GMing, and while GMing I don't make the NPC's tooo good) and I plan on doing more buffing for the other PC's, just commenting that sometimes this isn't the case (that fighters/non-caster will have spells on them in most fights from casters) which is what I prepare my characters to do (generally).

Thanks for the comments, I think I have explored this as much as I can without some in-game experience which I won't have for awhile (barring PC death). But I appreciate everyone who helped me explore this.. Thanks!

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