1) No, choosing a favored class option such as +1 hp/level or +1 sp/level does not preclude non-core favored class options, archetypes, etc.First, thanks for including me!
I'm a little confused about Item 7 in the creation rules, and have a couple of questions.
- Does this mean that even if we choose a standard favored class option (e.g. +1 HP/Level) that rules out any archetypes, etc. that are also on this list?
- The build I'm thinking of starts with a few levels of the Zen Archer archetype for Monk, then switches to the Archer archetype for Fighters. Will there be the option to take archetypes for classes we switch into? If not, I'll move away from Monk, possibly starting with Fighter (Archer) and taking a one or two level dip into Rogue.
If that list is as all inclusive and final as it seems, that's a VERY strong encouragement to take the Core Only option as it seriously limits options from the non-Core supplements even if you're not taking the Core Only option. (This is not a complaint in any way shape or form, I'm just trying to make sure I understand the process).
In regards to alignment, I've always preferred to play in a good aligned party. Or at least a non-evil party. So my vote would be a non-evil party leaning toward good.
1) Two votes for non-evil.Also vote for non-evil/good.
Is the Synthesist class variant for Summoners okay? It basically solves the 'pet' issue by merging the eidolon with the summoner...it seems cool, but I don't know how it plays...
I've read enough of it to say that it would probably work better if the PCs are benign and altruistic sorts. Nevertheless, the PCs could easily be ambitious, mercenary, and nefarious themselves and see the Runelords as a potential competitor who would never allow them to be anything more than lackeys, thus it would work from that angle as well. So my only desire in this is to reduce interparty conflict by limiting one axis of the good-evil alignment spectrum. In other words, either the entire party is okay with things like summary execution and assassination for hire or the entire party is not.Excellent, thank you for the selection. I am excited about this adventure path and the group. I'll send you a PM re email shortly. My user name over at Obsidian Portal is the same as it is here--boring yes, but expedient. Actually, the email I use is almost the same as well.
I don't know enough about the AP to know if it would play well as an evil campaign. I'm willing to do either, but I usually play good--at least as far as my fellow players are concerned.
Unless I missed it, no one has suggested playing a Rogue, so I think I'll go that route. I seem to remember reading in the Players Guide that one would be needed.
That's an impressive site and very nice artwork. If you can make it fit into the OP site somehow, then that is fine.Quick question to go with the ones above - do you have a preference for which sheet we use on OP? Is it acceptable to use another format if we can make it work on OP? I'd like to see if I can make something like this work.
As I said, I need some time to consider the Synergist.Synthesist seems exceptionally powerful and takes away a significant Achilles' heel of the summoner in that by taking out the summoner you take out the eidolon. You practically double your hit points and become both a significant melee threat (or a versatile and agile opponent, depending on what evolutions you select) and a fairly potent spellcaster (while summoners are technically limited to 6th level spells, many spells they cast are actually lower-level than their sorcerer/wizard counterparts). I am going to have to think on this one for a day or two.
Their spellcasting is analogous to bards. Midrange spellcasting potential...superior to paladins and rangers, inferior to full spellcasters.
You have a good point that it bypasses the flaw of banishing the eidolon when the summoner is knocked out, unless the knockout is via non-damaging means. But it also loses the strength of multiple actions and the potential for scouting and moving independently of the summoner as well.
Resolving the questions of whether or not that's a more or less balanced tradeoff is one reason I want to play one.
However, I have no problems saving that for another game. You're not running a playtest after all.
I do have a question regarding the Core Only option. Does taking Core Only at character creation mean that we can never ever go outside Core later? My impression was that yes, we cannot. However, your post recently stated that you'd allow retraining into archetypes later for Core Only characters.