|
Tactical Bonnet posted:Summon monster is olyaffected by anti-magic field if the creatures are magical. Otherwise as long as you summon them outside the field it doesn't affect them. Actually, all summoned monsters are affected by antimagic field: PF SRD posted:Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. And that's pretty much unchanged from the 3.5 version of the spell. Since eidolons are considered summoned creatures ("Eidolons are treated as summoned creatures, except.."), unless the eidolon has SR it would wink out until the summoner left the area affected by the antimagic field. Even then, it'd only be SR25 (at the level of the character mentioned above), so it's very likely that whatever effect was causing the antimagic field would be able to overcome it moderately easily. It's still a dick move, though.
|
# ? Nov 12, 2010 22:03 |
|
|
# ? May 17, 2024 15:38 |
|
The rest of that sentence you quoted reads "...that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score." Which means that the only way to send them home is to kill them, or banish/dismiss.
|
# ? Nov 13, 2010 20:38 |
|
Tactical Bonnet posted:The rest of that sentence you quoted reads "...that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score." ..and the antimagic field isn't sending them back to their home plane, ala banish/dismiss, it's just making them "wink out" temporarily. It's suppressing the summoning. *shrug*
|
# ? Nov 13, 2010 20:46 |
|
What's a good huge creature to wildshape into as a druid. I'm level 7 right now and as a dire tiger with strong jaw and bull strength I'm doing 4d6+4 (+3d6+4) x2 on a charge with a bite and 2 claws. At 8th I'll be able to go huge and was looking for something with a similar attack setup.
|
# ? Nov 19, 2010 10:22 |
|
Check this out, it should have some helpful tips. Doesn't look like it gets much better than the Dire Tiger, but you might find something you like!
|
# ? Nov 19, 2010 10:33 |
|
There's a dinosaur build (brontosaurus?) that uses precise strike and some other stuff to deal 18d6 plus a ton of strength damage with a tail slap.
|
# ? Nov 19, 2010 13:55 |
|
Tactical Bonnet posted:There's a dinosaur build (brontosaurus?) that uses precise strike and some other stuff to deal 18d6 plus a ton of strength damage with a tail slap. How do you use Pathfinder's version of Wildshape to change into a Gargantuan creature? At best you can only manage a Huge sized animal.
|
# ? Nov 19, 2010 19:49 |
|
The question mark there shows that I'm not sure about the dinosaur. I was also wrong about the number of d6, 16, not 18. Here's the forum post about it:quote:Now that we are 8th I can wildshape into huge animals and I'm looking at the Stegosaurus with a 4d6 tail attack. Also in the Advanced Players Guide there is a 4th level spell called Strong Jaw on page 247 that makes one natural attack do damage as if 2 sizes larger. I'm confused as to the damage it would do based on the table on page 302 of the bestiary.
|
# ? Nov 20, 2010 22:21 |
|
That's pretty bad rear end, and yet another reason to not play a fighter. Did those questions the guy asked ever get answered? Because I too am curious as to what happen should that crit.
|
# ? Nov 21, 2010 04:42 |
|
What we came up with were two questions: does the 20d6 maximum damage rule still apply(we came up with yes)? and is Vital Stike a multiplier or a damage bonus? The answer is: Multiplier. The extra 8d6 are not multiplied by criticals, so depending on how you feel about the max damage rule you would either roll 20d6+str+whatever or 24d6+str+whatever.
|
# ? Nov 21, 2010 07:51 |
|
Does PF have a 20d6 max damage rule? Because in stock 3.5, the only thing that caps at 20d6 is falling damage and a lot (but not all) spells. Generally the only limit to damage output is what you can line up on one single strike.
|
# ? Nov 21, 2010 09:21 |
|
It could be a house rule your DM instituted because he's a jerk. But ZeeToo is right, there's not a damage cap on anything other than spell limitations and falling damage (which is due to terminal velocity). That's like saying a railgun is just as destructive as a nuke.
|
# ? Nov 21, 2010 14:35 |
|
Kind of want to make Astaroth, from Soul Calibur. My idea is to use the Dungeon Crusher build out of Dungeonscape, along with a lot of the tripping/throwing feats/powers from Tome of Battle. Any way to do this properly with 1) with an axe and 2) without completely screwing myself?
|
# ? Nov 21, 2010 17:12 |
|
Swags posted:Kind of want to make Astaroth, from Soul Calibur. My idea is to use the Dungeon Crusher build out of Dungeonscape, along with a lot of the tripping/throwing feats/powers from Tome of Battle. Any way to do this properly with 1) with an axe and 2) without completely screwing myself? This is perfectly workable. Dungeoncrasher is a great fighter variant, dropping out at 6th into a Tome of Battle class will leave you in pretty good stead. The main bullrushing powers are in Setting Sun, which by default only swordsages can access. You can take feats (Martial Training) to add up to three Setting Sun manoeuvres to your list in other classes though, and three moves will give you a fair variety of ways to bullrush and throw people about. Pure swordsage would work too though, and if you use the discipline focus things on Stone Dragon then with your fighter feats you'll be racking up huge greataxe bonuses. You might also want to look at being a Goliath, from Races of Stone. They get bonuses to strength and con, and Powerful Build which lets them count as large for a lot of purposes, including using weapons and bull rush attempts. They are a +1LA, but that matters less on a melee class than it does on a caster, especially with Tome of Battle. In no time you'll be wandering around getting plus a million to your magical axe based judo that lets you throw people into walls and breathe fire.
|
# ? Nov 22, 2010 02:02 |
|
Tactical Bonnet posted:The rest of that sentence you quoted reads "...that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score." that's distinguishing them from summons that die at 0 hp. the anti-magic field makes an eidolon wink out
|
# ? Nov 22, 2010 19:15 |
|
Captain Hats posted:This is perfectly workable. Dungeoncrasher is a great fighter variant, dropping out at 6th into a Tome of Battle class will leave you in pretty good stead. The main bullrushing powers are in Setting Sun, which by default only swordsages can access. You can take feats (Martial Training) to add up to three Setting Sun manoeuvres to your list in other classes though, and three moves will give you a fair variety of ways to bullrush and throw people about. Pure swordsage would work too though, and if you use the discipline focus things on Stone Dragon then with your fighter feats you'll be racking up huge greataxe bonuses. I know this is likely impossible, but is there any way to get a warforged with powerful build? This is just based on the character, but Astaroth is a golem-thing, but a human thing, and I kind of want to make it like that. Possible?
|
# ? Nov 28, 2010 14:15 |
|
Swags posted:I know this is likely impossible, but is there any way to get a warforged with powerful build? This is just based on the character, but Astaroth is a golem-thing, but a human thing, and I kind of want to make it like that. Possible? There is the warforged prestige class, Warforged Juggernaut. I don't remember if it grants powerful build, but it does similar things.
|
# ? Nov 28, 2010 16:25 |
|
Swags posted:I know this is likely impossible, but is there any way to get a warforged with powerful build? This is just based on the character, but Astaroth is a golem-thing, but a human thing, and I kind of want to make it like that. Possible? There an item in the magic item compendium that gives you the trait... Strongarm Bracers I think.
|
# ? Nov 28, 2010 23:55 |
|
I made out a half orc wizard for the kingmaker campaign that I and a few friends will be starting in January, and I had a few questions/concerns about wizards. Early on, it seems kind of lovely to be able to catch a couple spells and then sit there and do nothing, forcing me to pick and choose exceptionally carefully (which is ok, I just end up sitting around for 90% of the combat rounds). Is there anything else I can do in those in between rounds? Don't say a sling or light crossbow because that damage is almost negligible even if I do hit. As much as I like the utility of the spells, I feel like I'll mostly be 'support.' Such as casting color spray and sleep versus any 'damage' spells. Obviously it's more beneficial to the group, it just seems kind of lovely to not be able to cast a lot for a while, and the ones that I can are basically just to allow my other teammates to kill stuff faster while I stand in the back. Any pointers would be great.
|
# ? Dec 6, 2010 03:24 |
|
Get wands and scrolls. a level 1 scroll costs 12.5(ish)gp. You can write them yourself. Pick a bunch of them and "write them" during character creation. Then immediately start saving up for wands, first level wands are only 750gp. But mostly scrolls, Also the arcane bound item is leaps and bounds better than the familiar if you don't just want the familiar.
|
# ? Dec 6, 2010 03:33 |
|
Tactical Bonnet posted:Get wands and scrolls. a level 1 scroll costs 12.5(ish)gp. You can write them yourself. Pick a bunch of them and "write them" during character creation. Then immediately start saving up for wands, first level wands are only 750gp. What spells should I be taking with those scrolls? Stuff like color spray/sleep/mage armor? I also won't be starting with that much gold (I think just the average starting in the CRB). Also, I don't have much experience with casters so I'm not sure of the purpose of the level 1 wand.
|
# ? Dec 6, 2010 03:36 |
|
Wizards can use the cantrips as many times as they want. They're just limited in the number of cantrips they have to chose from. So go hog wild with that ray of frost.
|
# ? Dec 6, 2010 09:54 |
|
Nigulus Rex posted:Low level wizard woes Well there's a few things I guess. First, don't measure your wizard by damage output because while wizards can output tremendous damage that is not what they're best at. They are much better at winning fights through other means, typically by controlling, knocking out, or outright killing the foes, or controlling the terrain such that the advantage swings heavily to the party. You should almost certainly be choosing an arcane school to specialize in. There aren't many reasons I can think of to play a universalist wizard as being really good at one thing is almost always better than being okay at a lot of things. Besides the extra spell slot per level is going to help a lot with your resources problem. If you can swing an intelligence of 20 and take a specialty school you're looking at 4 1st level spells per day right out of the gate, 5 if you use a bonded item. Consider that a single well placed color spray can end an entire encounter at this level and you shouldn't be feeling useless very often. Decide what you want your wizard to do, choose a school (or specialty school if your dm allows the apg stuff) that suits you, and go with it. Several arcane schools will also give you a class power you can use INT + 3 times per day at first level, and often these powers are as good as or better than your first level spells. For instance Conjuration will let you fire an acid dart for decent damage, and manipulator lets you charm an enemy with a touch attack. A power that you get to use maybe as many as 8 times per day will go a long way towards stretching a sparse spell list. Color Spray, Sleep, and Charm Person are all excellent combat spells and charm person has utility out of combat too. Open/Close is a great cantrip to have around, as is mage hand, or message, or ghost sound. If your party is smart about using terrain and positioning to its advantage, hydraulic push can be be absolutely excellent. You're not going to be overpowering all the time at 1st level with a wizard and it can feel underwhelming, especially if you have a long enough adventuring day to where you're spending the majority of your time spell-less. Really the best advice I can think to give is to prepare spells and take abilities that fit the role you want your character to have in the party. If you want to be blasting out hitpoint damage, a level 1 wizard just doesn't really have the staying power to do that effectively. You have to spend a spell slot or a limited use ability to do, typically, 1d6+1 damage, when just about any character can do more than this by waving a longsword around.
|
# ? Dec 6, 2010 10:22 |
|
If you have Complete Mage from 3.5e it introduces the concept of Reserve Magic feats. Basically, as long as you have a spell of a certain type you don't cast, you get an at-will special attack/ability that scales up with the level of the spell held in reserve. For example, there's a fire one that gives you a 5 ft burst fire blast spell as long as you hold a fire spell of 2nd level or higher in reserve, that does 1d6 points of damage per level of the spell in reserve. This concept was probably one of the ones that paved the way for at-will spells in 4e, and it's more fun than using a crossbow with the mage's terrible BAB (or spamming 1d3 cantrips).
|
# ? Dec 6, 2010 10:28 |
|
Nigulus Rex posted:I made out a half orc wizard for the kingmaker campaign that I and a few friends will be starting in January, and I had a few questions/concerns about wizards. If you find yourself within melee range (and it's likely that it will happen at lower levels), forgo actually attacking for assisting allies. The wizard in the game I'm running did this often to both conserve spells and to do something when he ran low/out for the day.
|
# ? Dec 6, 2010 18:58 |
|
Sole.Sushi posted:If you find yourself within melee range (and it's likely that it will happen at lower levels), forgo actually attacking for assisting allies. The wizard in the game I'm running did this often to both conserve spells and to do something when he ran low/out for the day. I don't understand what you just said. Don't attack them, and don't cast spells, but "assist" them? I'm missing something here.
|
# ? Dec 6, 2010 22:09 |
|
Nigulus Rex posted:I don't understand what you just said. Don't attack them, and don't cast spells, but "assist" them? I'm missing something here. I'm pretty sure he means Aid Another, actually. Use your turn to probably give your ally a +2 to hit or AC.
|
# ? Dec 6, 2010 22:25 |
|
No, he means casting spells like Enlarge Person, Haste, and other buff spells, not just blowing stuff up. Wizard in melee = dead Wizard, pretty much. Run away, help the meat shields/tanks/Fighter-types do their jobs better, and once you safely get out of range of the enemies' direct attacks, THEN start casting Magic Missile, Scorching Ray, Fireball, and whatnot.
|
# ? Dec 7, 2010 01:58 |
|
Kvantum posted:No, he means casting spells like Enlarge Person, Haste, and other buff spells, not just blowing stuff up. or, you know, just use some of your many spells that instantly kill or incapacitate enemies on a failed saving throw
|
# ? Dec 7, 2010 02:56 |
|
^^^^^ Talking about low-level wizards. They really don't have too many save or suck spells early on. ZeeToo posted:I'm pretty sure he means Aid Another, actually. Use your turn to probably give your ally a +2 to hit or AC. Yes, this is what I meant. At low levels (1-3 typically), using the aid another action can really help if you have no spells left or are saving them for a bigger threat. EDIT: Key words being "if you have no spells left." If you have spells, certainly use them unless you are saving them. Sole.Sushi fucked around with this message at 10:41 on Dec 7, 2010 |
# ? Dec 7, 2010 10:39 |
|
Sole.Sushi posted:^^^^^ Sleep, Colour Spray and arguably Cause Fear? edit: oh you probably meant the number they can cast per day. It is four level one spells as a totally min-maxed Pathfinder level 1 wizard, right?
|
# ? Dec 7, 2010 12:13 |
|
Sole.Sushi posted:^^^^^ sleep is a first-level spell and you are allowed to use multiple quote tags in one post, knock off the obnoxious arrows okay Karandras posted:Sleep, Colour Spray and arguably Cause Fear?
|
# ? Dec 7, 2010 12:43 |
|
Yeah either way level 1 wizards own and all of their 'weaknesses' are only a factor if the GM bases the whole game around loving with them
|
# ? Dec 7, 2010 13:23 |
|
EDIT: No point in keeping that going. On a slightly related note, what is everyone's opinion of sorcerer versus wizard (and by extension oracle versus cleric)? I've seen few spontaneous casters in any of the games that I have played in the hands of a player, which I'm sure stems from a lack of adaptability; however, I am rather curious if anyone has any awesome stories involving sorcerers. Sole.Sushi fucked around with this message at 16:37 on Dec 7, 2010 |
# ? Dec 7, 2010 16:30 |
|
Sole.Sushi posted:EDIT: No point in keeping that going. Well, those two questions actually have different answers, based on what I've seen and what my players have comes up with. In terms of actual optimization, cleric and wizard are definitely better than their spontaneous counterparts. That's not really worth discussing, since having a wider range of spells and getting to cast them a level earlier is enormous. The Oracle has its weird curse mechanic, loses good fort saving throws, never gets Channel Energy, and gives up the cleric's ability to prepare whatever spells are on his list, and in its place gets... nothing, really. It's probably less fun to play than the Cleric, and I don't see a reason to play it unless you want a "snowflake" lame guy and/or are terrible at having enough of the right spells prepped. The PF Sorcerer gets a bloodline boost that can be very flavorful, if that's the player's thing, as well as allowing specific feats, new skill options, and he gets a HD bump. If the player doesn't want to worry about spellbooks and the time needed to learn new spells and just wants to be magic, the Pathfinder Sorcerer is a good choice.
|
# ? Dec 7, 2010 17:00 |
|
ZeeToo posted:The Oracle has its weird curse mechanic, loses good fort saving throws, never gets Channel Energy, and gives up the cleric's ability to prepare whatever spells are on his list, and in its place gets... nothing, really. It's probably less fun to play than the Cleric, and I don't see a reason to play it unless you want a "snowflake" lame guy and/or are terrible at having enough of the right spells prepped. Oracle mysteries/revelations can be quite flavorful and also mechanically pretty nasty. One thing that quickly comes to mind is the heaven mystery, which allows a revelation that causes your Illusion[pattern] spells to affect enemies as though their hd were decreased by your charisma modifier. Heaven oracles get color spray, as well as several other very solid Illusion[pattern] spells added to their spell list, so they basically get a color spray that is knocking enemies unconscious well into the mid levels. Life mystery oracles are quite good at healing and do get to channel, and only depend on a single stat so are arguably better healbots than clerics. I've never played an oracle because building them I always get to a certain point where they just start to feel lackluster, but they're mechanically sound, albeit less versatile than clerics. I think I just don't enjoy any of the concepts I've tried to build them around.
|
# ? Dec 7, 2010 17:06 |
|
Sorcerers are sometimes more fun than wizards, I think, if less optimal. Once you hit level 8 or 9 you have so many spells per day that, even less than a wizard, you don't really need to worry about conserving your spell resources. Plus, it occasionally gives you options that you wouldn't have otherwise. One time around level 9 in Living Greyhawk a party my sorcerer with was completely terrible and we were stuck in the water fighting a couple of water elementals that totally outclassed us. Instead of sticking around, I grabbed the only guy next to me and d-doored to the shore that was just at the outer limit of my range. The next round I cast haste, and the following round I cast swift fly and ran-flew essentially the entire distance. The following round I swift flew, dived after a couple of my party members, and d-doored them away again. Repeat this whole thing one more time. A wizard would never have three d-doors prepped - it'd be a silly use of his resources.
|
# ? Dec 7, 2010 18:08 |
|
Does Pathfinder still feature wands as an accessible and big thing, because I always felt that cheapened the spontaneous casters role a little bit. Sorcerers were one of my favorite classes in 3.5, because they were forced to pick only the coolest spells, and then it was party time whenever one was needed, but when I found out that wands were an easier way to get all the coolest spells on demand, I was a little sad.
|
# ? Dec 7, 2010 22:07 |
|
Wands are hella expensive man
|
# ? Dec 7, 2010 23:20 |
|
|
# ? May 17, 2024 15:38 |
|
Danhenge posted:Wands are hella expensive man Only if you insist on buying them with a full 50 charges. You can dramatically decrease the price of a wand by being willing to come down to 10 or 20 charges.
|
# ? Dec 7, 2010 23:52 |