#16
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Re: Kshnik
Take the skill Knowledge: Distant Realms instead of Knowledge: Planes. The positive energy based healing ability is supernatural and would not be usable in an anti magic zone, and it would not recharge daily uses in a null magic zone. Pick arcane or divine as a theme. This is mostly for flavor: do you pull power from a distant realm's inanimate energy field, or is the energy sourced from a Power? The heal skill can also be used, in combination with technological healing devices if you are a Technologist. If you are interested in that flexibility to work in null and anti magic regions, that is possible but it takes some investment. Last edited by CatCanCook; Dec 27th, 2019 at 12:34 AM. |
#17
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Last edited by DeepFriedWyzard; Dec 30th, 2019 at 02:16 PM. |
#18
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Having a secret conversation about a prospective build.
Last edited by CatCanCook; Dec 27th, 2019 at 01:59 AM. |
#19
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I wonder how it might work a summoner with an eilodon in an antimagic zone...
I want to play but I have no experience in pathfinder. I hope with the help of everyone, that I can make it. I have some questios about it. How it would work antimagic against an eilodon? How or where this summoner could learn his profession? Is the mage-Corps a good place for a summoner? I was thinking to him being as part of an organization that works like a agent, like a detective solving problems every where he goes with his companion aka his eilodon. Last edited by jr1v3; Dec 27th, 2019 at 07:58 AM. |
#20
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Here is an update on the current player & character status. All tentative still as no characters are built out or accepted yet -- so I'm definitely seeking players still.
Once we have several players accepted I can ask the admins to create a game forum. (I'll join as a community supporter then, as I'll want more folders.)
Also -- if you are looking for a little more background, I added another spoiler button to this thread's original post. It briefly describes the nations-- which are also mentioned in the Regional Feats spoiler button. Last edited by CatCanCook; Dec 27th, 2019 at 11:07 AM. |
#21
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@jr1v3 --
Welcome to RPGCrossing and to Pathfinder. Don't worry about being new-- there are plenty of places on this site where you can ask questions, and helpful people. The pace of PBP is ... slow ... compared to table top so there is time to learn rules as you go. The materials are all online. For Summoners, use the Unchained Summoner here. (Why? It is a broad consensus that the original Summoner class has an overpowered spell list and eidolons.) My particular game universe does not have extraplanar dimensions; an Outsider is a magical being manifested from a distant source within the Sphere. The Eidolon will be under the regime of some Power -- a god who is of a corresponding alignment and general nature. Yet your power is fundamentally arcane: you draw from the energies of the nearest ley line like a wizard or sorcerer; you specialize in a particular focused subset of magic, and over time your specific investment of energy, knowledge and soul-stuff binds you and your eidolon closer together. But your relationship with the divine is distant and only by your eidolon as proxy -- as a summoner you are not close to the divine like a cleric/oracle/druid/paladin. An antimagic field would cause an eidolon to wink out, the same as any summoned creature. If you go with any pure spellcaster -- avoid antimagic areas! The most straightforward place to have learned Summoner magic is at an Azerkan magic academy. The MageCorp does train Summoners, though they are a small minority of casters. If you are interested in being an agent-- that is possible. There are a couple ways to go about that -- you could just have a relationship with superior officers, get periodic assignments, etc. while remaining very much an amateur investigator. Or you could mix in one or more levels of the Investigator class as you level up -- and become more of a professional at digging into mysteries. Even a single level in Investigator would open up roleplaying opportunities without nerfing a Summoner much. The Sleuth archetype is Cha based and might dovetail somewhat. The Steel Hound Investigator variant might be useful in a gunslinging world. I wouldn't stray too far from a pure summoner though, as that class is awesome by itself and doesn't need distractions. Anyway ... just some thoughts. |
#22
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Quote:
You suggestions looks interesting but right now I will stay as a pure summoner. I have a another doubts about the summoner so I will shot it to you, so bear with me a little. Here are the questions 1. I guess I get a subdomain type, right? 2. How it work the 2 claws attack of an eidolon? it says the damage is 1d4+str but that mean I have to do two attacks separated or one and do 2d4+strx2? 3. It can get the form I desire? Like a humanoid wolfgirl, more like a girl with tail, wolf ears, with claw hand and fur in her hand and forehands, foot until her knees, chest and waist? (I was thinking in a agathion or kami subtype for that.) 4. Can a eilodon use armor or items? Or even clothes? 5. What kind of recomendation you can give me to use the evo point? (I was thinking maybe improving her natural armor in case she can't use humanoid armor or improve her claws damage.) 6. What kind of feat you woud reccomend for the summoner and eilodon? And last bu the most important Can you give feedback about the background of a summoner of the magecorp should know and a llittle of the story of the world he could know as a magecorp member? P.D. can i go wild about the history behind the eilodon? Last edited by jr1v3; Dec 27th, 2019 at 02:55 PM. Reason: I needed to add some extra question |
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__________________
Goblins !!! If you are allowing or want a goblin sign me up. Last edited by Kshnik; Dec 29th, 2019 at 01:14 PM. |
#24
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I am brainstorming a Clockwork Eidolon -- variant of eidolon that is close to the Inevitable eidolon, but starts with strong defenses but a couple of disadvantages. It has a set of evolutions available to it that make it less like an animal and potentially more like a combat vehicle.
I am not suggesting that anyone take it, but posting here more for brainstorming purposes. Last edited by CatCanCook; Dec 27th, 2019 at 07:35 PM. |
#25
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I think I want a spot in this game and after reading a while about the investigator sleuth, I decided to get 4 level so I can get the expanded inpiration talent and some train in diplomacy too. Besides, the weapon profeciencies along studied combat could be pretty useful.
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#26
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Jr1v3 ---
Replying to the questions about the summoner + eidolon. 1. I guess I get a subdomain type, right? I’m not sure what text you are reading. You get a subtype (not subdomain) for your eidolon. Choose a non-evil one. See the available subtypes in eidolons unchained. 2. How it work the 2 claws attack of an eidolon? it says the damage is 1d4+str but that mean I have to do two attacks separated or one and do 2d4+strx2? You get claws if you pick a base form with claws. (Serpentine forms don’t have them). Each claw is a separate attack -- so 2 times at 1d4+str not combined as a single role. 3. It can get the form I desire? Like a humanoid wolfgirl, more like a girl with tail, wolf ears, with claw hand and fur in her hand and forehands, foot until her knees, chest and waist? (I was thinking in a agathion or kami subtype for that.) Yes you could have that appearance with either of those subtypes 4. Can a eilodon use armor or items? Or even clothes? “An eidolon cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the eidolon.” An eidolon can use any items that its body type can use. This page has a table of what kinds of items can be used per body type: https://www.d20pfsrd.com/magic-items/ If a magic item is in an eidolon’s item slot, it interferes and gets its magic cancelled if the summoner also has a magic item in that slot. Mundane items in any slot do not cause problems. Any item you give to the eidolon stays put here when it disappears; so it would have to re-equip special gear each time it arrives. However, any mundane items (like clothing) that are nirmal and lack any special value it could have on its own plane to start with. I think that it is fair to give items to an eidolon so that it keeps them and takes them to its home plane -- but: It should be lightly encumbered (an eidolon is not a bag of holding) It will always bring those items back, not keep a stash stored remotely. An eidolon can also have the appearance of items that aren’t real separable items but just a part of its manifestation. Such apparent items have no effect beyond what the eidolon would generate without them-- the are just special effects or fluff to particular eidolon design.. 5. What kind of recomendation you can give me to use the evo point? (I was thinking maybe improving her natural armor in case she can't use humanoid armor or improve her claws damage.) Totally up to you. Anything blue or green on this list of 1-point evolutions is not a bad choice. https://rpgbot.net/pathfinder/charac.../eidolons.html (Do sanity check that the evolution is also on this list and that you meet prereqs https://www.d20pfsrd.com/classes/unc...lons-unchained 6. What kind of feat you woud reccomend for the summoner and eilodon? Consider whether you’d like one of the Background Feats I posted at the beginning of the thread. This gives solid advice on building powerful summoners: https://rpgbot.net/pathfinder/charac.../eidolons.html But Play-by-Post is more about roleplaying that crawling with hideous power and oozing unguessable might. IMHO -- a feat or ability that gives you a bunch of fun ways to interact with players, NPCs and the world around you can be worth more that another +1 on your attacks. No matter how many +1s you give your PC, I as a DM can always give my monsters more +1s. But if you give your PC creativity and dynamic storytelling, additive in a way that surpasses game mechanics. Can you give feedback about the background of a summoner of the magecorp should know and a llittle of the story of the world he could know as a magecorp member? This last will take some time, and what I’ll post will be for the benefit of players in general not for one person. P.D. can i go wild about the history behind the eilodon? So, it's just a 1HD eidolon …. So be creative, inventive, etc. but stay level appropriate. |
#27
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Kshnik --
The two traits types (non magic/combat) means I get a third bonus trait? Yes, that's also non magic/combat. Taking a Drawback means a bonus trait and feat? Yes. And since you already qualified for one bonus trait (above) your 4th could be combat/magic, i.e. unconstrained. Hmm ... reading this the heal combo sure seems broken to me. http://taking10.blogspot.com/2019/06...-skill-in.html I would say that, just as we treat x2 + x2 as x3, we should treat these separate things as additive and not multiplicative. So-- do your signature skill daily heals for each person *once* per person per day as in the original rules as written, then when you apply the healing magics (magical) intervention it is a separate supernatural ability that the signature skill does not boost. In other words it is as if we are talking about two entirely different "treat critical wounds" actions that have the same name but are not actually the same action. For the feat tax -- what is your question? Anticipating it: you only get the extra feats if you *buy* the original underlying feat. Getting them temporarily through any means (i.e. brawler class) does not count. A lot of the games on this site appear to use an even more generous (OP-ed?) version of the feat tax fix than I am suggesting. If it turns out to generate an OP character who dominates the game and drowns out the other players with sheer crushing competence, then I'd like to be able to someday suspend further use of that discount if it proves that I've goofed. Thoughts? |
#29
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I will began to build my character right now, do you need the sheet along with the aplication or can I do it after? As human I get ywo feat, right? |
#30
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