General Discussion


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The problem is that outside of Venza, none of those major cities are particularly well defined, and most don't even have a name. By at least pinning a name and location to these cities, a lot of the difficulties could be resolved. Once those are defined, than assuming things like trade routes, teleportation ciricles, and other forms of travel and communication can be used quite easily. It is important to remember that not all DMs are going to want to have to come with such a major hub at the same time they are writing up an adventure that doesn't have anything directly to do with such a place. By developing a basic outline of the key spots of the world, we can make that part of the adventure writing much less of an issue.

Venza, Tritower, Tal Hallow (+6 other gnomish towns), Omen, Xirr, Rorden, Sangre del Sol, Martna, Irthos, K'issp, Hruthrip, Gist, small towns whose names escape me at the moment (+ I would like a cosmopolitan city at the northern entrance to the Chasm dedicated to exploring its mysteries). I would agree they need map locations and a bit more detail. That's what the regional mapping thread is supposed to help. The adventure I'm running passed through K'issp and Hruthrip; I have no clue what a lizardfolk city ruled over by a bronze dragon looks like so I just sort of glossed over it with some vague description. Better wiki organization would help. For example, all the information about the Harran (cities, culture, religion, etc.) is crammed onto one page and it's not the only one like that. Sub-pages and category pages would help immensely in getting information to DMs.
 

Airport. 100 gp per person to go through, and a lot of security on both ends to annoy you.

Oh yes, if they are anything like modern security, someone is going to loose a hand during a patdown. LOL

I have the Roleplaying City Map Generator and I could assist on that.
 

I encourage everybody who has created geographical content for our shared world or played in a game with new geographical content to drop in our Regional Mapping discussion and make a post (as long or brief as you want) about it. It would really help with getting things visually located on the map for further expansion with new travels & adventures.

Thanks!
 

I spent some time looking around, but could not find it. Did we have a discussion about optimizing Summoners? I am building my first one (non-LPF) and I took a look at some of the summoners we have at LPF, but there are so many choices. :erm:

1st question, is Augment Summoning actually worth it? I don't see it working with the eidolon (could be wrong though).

I was looking at gnome for some boost to spellcasting type stuff or elven archer type to be useful without the eidolon. Or just human to gain extra feat/skill and have a more choices for a cooler avatar picture.
 

Gnomes do get seriously stiffed on the avatar side of things - I'm way unhappy with Ni's pic.

As a master summoner, Ni got Augment Summoning for free at level 2, and I noticed a huge difference instantly. However, that was for a master summoner, who could have a summon monster active even with the eidolon out. I'm not sure if it'd be worth it if I had to take Spell Focus as well AND I'd be using my eidolon most of the time (since yes, it doesn't apply to the eidolon; there's a similar ability specifically for the eidolon, but I'm not sure it's worth it).

From an optimization standpoint, half-elf is popular for the alternative favored class bonus (+1/4 evolution point): good for putting your eidolon's capabilities over the top. You could take the Ancestral Arms trait to gain proficiency in a long bow, too. I haven't tried the archer route, but it seems really doable - the absence of feats hurts, but the Summoner is not an ability-heavy class, and you don't really have much else to do with your feats, so sinking them into the archery line isn't a problem.

I better stop before my fiance gets mad at me for ignoring her. ;) Hope there's something in there that helps.
 

Augment Summoning is great, but it doesn't work on the eidolon when summoned permanently the normal way. Augment Summoning does work in combination with the summon eidolon spell.

If you're a summoner who doesn't plan on having the eidolon around all the time, or if you're a Master Summoner, then yes, Augment Summoning is a great deal.
 

The summoner is easily feat heavy. You can take the Extra Evolution feat at 1, 5, 10, 15, and 20. With the 1/2 elf favored class feature, you can get up to 10 extra evolution points or about 35% more powerful. You can take the Expanded Arcana to get extra spells known as often as you desire. Two at a time if you take one level below your highest spell. Resilient Eidolon can easily save you from having two combatants fall from the battlefield at the same time. Summoner's Call is useful, but the eidolon may not like being a yoyo, going home just to return again.


In most cases, Augment Summoning is not worth taking except for the one archetype that gets it automatically. Summon Eidolon should be used as an emergency spell, not as a "before every combat" unless the eidolon is really ugly. :p
 



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