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KnightErrantJR
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Post subject: Re: Pathfinder Advanced Player's Guide Playtest Posted: Thu Dec 24, 2009 11:33 pm |
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| Sith Warrior |
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Joined: Sun Apr 05, 2009 2:13 pm Posts: 515
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I've got a player with a dwarf cavalier that has taken the Order of the Cockatrice. The other PCs kind of like the +3 aid another and the +1 bonus against whomever the dwarf challenges, (group is 2nd level at the moment) but the dwarf hasn't even messed with a mount at this point, because he wants something "different" and he's holding out for an axebeak, especially when he was crushed due to the fact that boars never get large.
At any rate, he's not too disappointed so far, he's just really trying hard to get the most out of the class in some situations, since we're playing Council of Thieves and its a totally city based campaign.
_________________ "The things that we love tell us what we are."--Saint Thomas Aquinas
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Theo
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Post subject: Re: Pathfinder Advanced Player's Guide Playtest Posted: Tue Apr 06, 2010 10:47 pm |
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Joined: Mon Jun 01, 2009 6:03 pm Posts: 144
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I'm running a Summoner character in a current game. His Eidolon and summon choices are all themed off the concept of his being protected by a pack of infernal canines. Fortunately, since there's a bit of a dearth of canine summons, my GM has allowed me to bring in some alternate, CL equivalent critters with the caveat that if they seem overpowered in comparison we'll have to do some tweaking.
_________________ Lightsaber: An elegant weapon from a more civilized age, dangerous Jedi paraphernalia, or the galaxy's best utility knife? Regardless, it never listens to the Order 66 Podcast.
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KnightErrantJR
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Post subject: Re: Pathfinder Advanced Player's Guide Playtest Posted: Tue Apr 06, 2010 10:56 pm |
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| Sith Warrior |
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Joined: Sun Apr 05, 2009 2:13 pm Posts: 515
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Theo wrote: I'm running a Summoner character in a current game. His Eidolon and summon choices are all themed off the concept of his being protected by a pack of infernal canines. Fortunately, since there's a bit of a dearth of canine summons, my GM has allowed me to bring in some alternate, CL equivalent critters with the caveat that if they seem overpowered in comparison we'll have to do some tweaking. I'll be interested to see what new creatures are "summonable" in the Bestiary 2. I also noticed that there are some really wonky summoned creature allowed in the later 3.5 books. There are celestials in the Monster Manual 4 and 5 that are the same CR, and are two levels apart for what summoning spells you can use to summon them. (Noticed this since my cleric of Sarenrae has been trying to lean towards "angels" to summon with his summon monster spells)
_________________ "The things that we love tell us what we are."--Saint Thomas Aquinas
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R.C, Jr
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Post subject: Re: Pathfinder Advanced Player's Guide Playtest Posted: Wed Apr 07, 2010 12:12 pm |
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| Padawan Learner |
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Joined: Sun Aug 02, 2009 4:02 pm Posts: 154 Location: Montreal-ish
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KnightErrantJR wrote: (Noticed this since my cleric of Sarenrae has been trying to lean towards "angels" to summon with his summon monster spells) Would that make you an Angel Summoner?
_________________ We lost a lot of good hit points that day.
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Gm on fire
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Post subject: Re: Pathfinder Advanced Player's Guide Playtest Posted: Sun Jan 16, 2011 3:38 pm |
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| Padawan Learner |
Joined: Thu Feb 25, 2010 12:53 pm Posts: 189
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I just bought the advanced player guide and the new classes alone justified it for me (why do I always end up impulsively buying things after a moment flicking through them in the shop). I cannot wait to play a goblin alchemist. 
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