Serpentfolk Bone Prophet

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Organized Play Member. 615 posts. No reviews. No lists. No wishlists.



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The Sword wrote:

Optimisation is not the opposite of roleplaying. The Stormwind Fallacy's suggestion that there is a spectrum with Optimisers at one end and roleplaying at the other is obviously false.

Instead there are two parallel spectrums

Roleplay ---------------- No Roleplay

Optimisation ------------- No Optimisation

Saying that someone is a Fluffkin is as distasteful as calling someone a powerplayer, which thankfully is seen rarely now. No player is soley interested in fluff, as long as they are rolling hit points and chosing stats.

The sad thing if it is so difficult to push someone out of a window that no one would ever do it, that is probably a shame. I sometimes think Pathfinder has created so many rules we have reached the point where there is no discretion any more and rules lawyers trump the intention.

In my opinion, mechanics should reflect player choices. Player choices shouldnt be determined by the mechanics. That said, I do think some newer players come to the game expecting to be a superhero power at first level. Thats not a rules issue, its a character issues.

I think you need to actually read the Stormwind Fallacy. It doesn't do what you say it does, and it does exactly what you are suggesting it should do. Or at the very least, read the bolded corollary below.

THE STORMWIND FALLACY wrote:


I'm hereby proposing a new logical fallacy. It's not a new idea, but maybe with a catchy name (like the Oberoni Fallacy) it will catch on.

The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa.

Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game.

Generalization 1: One is not automatically a worse roleplayer if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically roleplayed better than an optimized one, and vice versa.
(I admit that there are some diehards on both sides -- the RP fanatics who refuse to optimize as if strong characters were the mark of the Devil and the min/max munchkins who couldn't RP their way out of a paper bag without setting it on fire -- though I see these as extreme examples. The vast majority of people are in between, and thus the generalizations hold. The key word is 'automatically')

Proof: These two elements rely on different aspects of a player's gameplay. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Roleplaying deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other.
Claiming that an optimizer cannot roleplay (or is participating in a playstyle that isn't supportive of roleplaying) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.

How does this impact "builds"? Simple.

In one extreme (say, Pun-Pun), they are thought experiments. Optimization tests that are not intended to see actual gameplay. Because they do not see gameplay, they do not commit the fallacy.
In the other extreme, you get the drama queens. They could care less about the rules, and are, essentially, playing free-form RP. Because the game is not necessary to this particular character, it doesn't fall into the fallacy.
By playing D&D, you opt in to an agreement of sorts -- the rules describe the world you live in, including yourself. To get the most out of those rules, in the same way you would get the most out of yourself, you must optimize in some respect (and don't look at me funny; you do it already, you just don't like to admit it. You don't need multiclassing or splatbooks to optimize). However, because it is a role-playing game, you also agree to play a role. This is dependent completely on you, and is independent of the rules.
And no, this isn't dependent on edition, or even what roleplaying game you're doing. If you are playing a roleplaying game with any form of rules or regulation, this fallacy can apply. The only difference is the nature of the optimization (based on the rules of that game; Tri-Stat optimizes differently than d20) or the flavor of the roleplay (based on the setting; Exalted feels different from Cthulu).

Conclusion: D&D, like it or not, has elements of both optimization AND roleplay in it. Any game that involves rules has optimization, and any role-playing game has roleplay. These are inherent to the game.

They go hand-in-hand in this sort of game. Deal with it. And in the name of all that is good and holy, stop committing the Stormwind Fallacy in the meantime.

Edit: Formatting from the other site is messy on paizo's forum :(


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Kchaka wrote:
I think there's a also an elf wizard favored class option that increases by 200g the amount of the magic item you can make per day, so at lvl 5 that wizard could make magic items in half of this time.
Dwarf Favoured Class Bonus wrote:
Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.


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Broken Zenith wrote:

Interesting. But let's go deeper.

First, players can't take the "Ability Focus" feat, as it is reserved for monsters.

This is debatable. Craft Construct is a prerequisite for a PrC, and available as a feat in a bloodline. I don't think it's special exemption for monster feats, so I would argue that if you met the prerequisites you could take ability focus.

Broken Zenith wrote:
What is the Eldritch Heritage Bonus here?
Shadowstrike wrote:
Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.


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Azmyth wrote:

The Druid class experienced a complete metamorphosis from 3.5 to PF.

In DnD it was primarily a flavor class. In PF it has become an unparalleled power house of imbalance!

...

No.

C(leric)orD(ruid)-zilla

In 3.5:
->Cast Bite of Were<animal>, longterm buffs like Venomfire, GMF, Barkskin, Heart of the X, Primal X, your AC could also get some of these buffs,
->Wildshape away your terrible base physical stats (if you're boring you become an animal, probably you become something significantly better)
-> AC's >>> Fighter/ Most Martials
-> Wreck people better solo than some people do as a party

The problem you are having is that the floor power level (I think there's a better term for it but w/e) was raised in PF. It's significantly easier to make a good druid, but it's now impossible to make a godlike druid (at least by 3.5 standards)


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I'll take the $5 discount, but I don't care about supporting local companies over foreign ones and I'm not American :P

~Can't wait for the updated playtest~


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Because when they're Half-Elves they can Paragon Surge Expanded Arcana and Eldritch Heritage for any spell on the Cleric/Wizard lists.

EDIT: OR if you prefer something else, you can get an AC, as well as initiative, AC, and Reflex running off Cha at level 1.


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Lord Mhoram wrote:
I always responded with "I don't own the book, and I won't allow you to have it unless I have to book. If you want it that bad, but me the book. No PDFs."

I think I would end up buying you a lot of books.


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Craft Rod is pretty awesome, you just add 5 to the DC and you can make yourself a metamagic rod of something.


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ub3r_n3rd wrote:

So it really got me thinking:

* Why do so many people play to "win" nowadays?
* Where did the flavor and imagination go to?
* When did people stop building for concept(s)?
* Is ____ really that broken if played RAW?

Those people don't post threads on the forum asking for help, they don't need it. Except sometimes for outside input on group drama.


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silverkyo wrote:
TL;DR I worship a new god, his name is "F$+% your Encounter". Who wants to help me make a character to do it best?

If I could favourite your post multiple times I would.

Definitely the best post I've read in a long time.


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[Insert class dependent on a central item here*]

*This list could include, but is not limited to:
-The Fighter
-Any Archer Build
-The Witch
-The Cleric
-The Druid
-The Bladebound Magus
-The Monk, in general

Turns out, if you ruin people's class abilities they kind of suck. Who'd have thought?


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Agreements are reached all the time, most of they aren't is because people don't share opinions and you can't persuade them, which is fine. I recall Ciertose and AD agreeing in another thread... with yelling on all sides around.

As to this topic, a recap!

-> Dabbler's long post saying that Monks can't really do any of/fails at the things that their flavour says they should be able to do.
-> Shallowsoul says that doesn't happen when he plays a monk. Facetiously appologise.
-> Dabbler says no-one he knows who plays monks is like that. Questions the environment in which Shallowsoul plays. Mentions supportive evidence.
-> Durngrun ask why Dabbler is threatened by the monk's inability to excel in any field except unbuffed land movement

I'm going to point out that Dabbler's and Shallowsoul's experiences are both equally valid. Both of them love the class. Both of them enjoy playing it. They only disagree on the power level and flexibility, the viability, of the class. Dabbler thinks it should be improved, Shallowsoul thinks Monks are good enough as is.

The reason you can't correctly interpret Dabbler's arguments is because you think you're taking a defensive position against his attacks against the class. He never questioned whether anyone had fun with them, he never said anyone didn't have fun with them, he never said you were playing them wrong. (I don't know why you think this, if you could quote the relevant sections? :s) The whole point of his arguments is that the proverbial Monk doesn't shine. Not that you can't make a character shine that is a monk.


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First hypothetical,

1) The timing. You do not read a character's back story (which they give you before the game) and then later on invalidate a large selection of their mechanical choices because of the background fluff they gave their character without first talking to the player about it. No, it doesn't differ between post-start/mid/finish of the campaign, it's just a dick move. If you broached the idea that their bloodline changes and they were okay with it then sure. It's a co-operative endeavour. Springing it on the player is bad. Reflavouring is more appropriate. Purely cosmetic changes I'd be okay with. Not necessarily like, but conceptually okay with.

2) Fiends are fiends because they are made of evilly-aligned planar material and embody negative/evil things, characters become those things because they embraced them in life. That's how the cosmic punishment works for this sort of thing. Heaven sends in the holy vengeance and sends the person to hell that way. They don't really do corrupting curses, they might forcibly sever the pacts but I just don't feel it's thematically appropriate to change the bloodline like that.

3) There's no mechanical justification for it. The lords of the higher planes are watching you and your actions closely. just speaks to me of the hit squad being dispatched, or at worst, the armies of heaven. As a player I'd feel that the entire thing was unfair and I was being singled out.

Second Hypothetical,

It's a cute idea but it sounds like it was implemented very badly. If a player doesn't want an item you make but you made it so they can't get rid of it you've basically just put them in shackles. They will either find some way of removing it, dealing with it, or just leave (either by rolling a new character or leaving the game).
If it was a more appropriate weapon, it let any weapon feat/feature apply to it, fulfilled a role (since it's a sentient character) in the party that was otherwise absent, then I'd deal with it. I'd probably like it regardless, if it was a well done character.
The GM has the right to do this because they directly control the setting and act as a medium which the party uses to interact with it. A GM can create an item with all these properties. That doesn't mean they should.
The players have the right to use or not use items they come across. Otherwise the DM should just hire actors or write the novel he's always wanted to.


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Nicos wrote:
Odraude wrote:
So... what's the challenge exactly?
Well, itis not exactly defined.

OH RLY?

THE CHALLENGE! /drumroll:
Ashiel wrote:

As promised, here is my challenge to the statement posed.

3.5 Loyalist wrote:

The monk's "thing" of course is that they are fast, with good saves; being quite nifty at defeating many mooks without being a twf, cleave, mook-slaying build.

Those are their strengths, rocket-tag is not what they are good at (flurry is better for mooks, not high ac tough opponents where the returns can be very low).

3.5 Loyalist includes "being quite nifty at defeating many mooks without being a twf, cleave, mook-slaying build". This is an aside to the fact he basically notes that monks are pretty terrible against an encounter's big bad. The claim is that the monk's strengths include wild mook slaying. I challenge that claim because I think it's preposterous. So preposterous as to invoke a class feature of the witch upon hearing it. However, many great geniuses were laughed at until they produced the goods and I'm all for being fair.

So my challenge is simple. 3.5 Loyalist must prove that monks are good at quickly wiping mooks from the field. His argument was based on the idea that the monk can quickly dispatch multiple foes in quick succession. I'm not even that picky. I don't believe that he can reliably kill 1 mook per round at mid levels (forget high levels where the mooks give nightmares). I don't believe it because mooks have too much HP and flurry requires you to full-attack in melee, and thus all an enemy has to do is move away from the monk and will have too much HP for a monk to reasonably be able to drop them in a round that the monk moves, which means that unless the mooks are actively attempting to help the monk hit them then he will not be able to succeed.

CR 13 Encounter (25,600 XP)
Da Boss: 1 CR 10 enemy (9,600 XP)
Mooks: 10 CR 5 enemies (16,000 XP)

Possible Opponents
Based on the Monsters by CR from the Bestiary I we find creatures that seem suitable for mooks such as...

Large Elemental This creature would be a rather natural mook in a planechasing game or in the service of any badguy with a wizard on staff (or was a wizard himself). Or even amongst a swarm of elementals (possibly led by an advanced greater elemental). Problems about here since they have high HP even for a CR 5 enemy, have DR 5/- (sorry monks), usually have better movement abilities than monks, and worst of all if it's a fire elemental then the monk's gonna take 1d8 fire damage every time he strikes an elemental and risks catching on fire (so if you flurry the mook for 5 attacks you're taking 5d8 fire damage and make 5 saves vs catching on fire for another 1d8 per round).

Army Ant Swarm I pray you wouldn't encounter these as mooks and yet at the same time I see them and can't help but think that they would make for an awesome mook for vermin druids. There's no way a monk is going to wipe these guys. Monks can't even hurt them. :(

Basilisk If your GM hates you (or builds encounters like I do), I could easily see a small pack of Basilisks serving under a creature immune to their gaze (such as an undead ranger or druid since they can be trained as Int 2 magical beasts). Unfortunately these things are going to push about 20 saves a round in the area of their gaze (which means statistically someone is getting boned no matter how high their saves are if you get within 30 ft. of the pack of them). Even then, the suckers have over 50 HP a piece which makes mook-wiping a difficult endeavor.

Bearded Devil Another likely minion of those with magical inclinations is the bearded devil. Each has a reach weapon and a fair bonus to hit +11 and is strong vs being grappled (they fight pretty well in grapples with their full attacks). Each can summon more minions (increasing the average mook count to 15 bearded devils) and are more mobile than the monk (greater teleport at-will) which means that the monk has almost no assured way to keep the mooks from merely ignoring him and attacking the party full-power.

Cloaker As another intelligent CR 5 enemy the cloaker would make for a rather amusing mook in the service of some sort of powerful evil (a vampire would be amusing for obvious reasons). These guys fly, have more than 50 HP a piece, and can fly around forcing 10 saves vs hold monster over and over (statistically you'll end up a lawn ornament in 2-3 rounds regardless of saving throw strength) and then get couped or wrapped up. Since they basically keep flying and their moans are 30 ft. AoEs it's virtually impossible for a monk to reliably full attack them.

Cyclops Easily the minions of a big bad. They are everything a big bad wants in minions. Big musclebound giants who can curbstomp adventurers. This is actually a horrible matchup for you because with 10 of these guys and their eye power they can very easily tie your monk down (oh look a natural 20 on a combat maneuver check), perhaps literally (monk charges cyclops, then cyclops makes an auto-succeed grapple check, then another cyclops makes an auto-succeed grapple check to tie monk up, then next cyclops beats helpless monk to death).

Dire Lion Another CR 5 enemy with 60+ HP. Likely a trained pet of a big bad. Suckers have pounce and grab as well which means that you might be here a while.

Djinni These guys just fly around and can use large-sized bows if they want (they can afford masterwork composite bows with their treasure values). With a perfect 60 ft. fly speed they are never going to be full-attacked in any area large enough to support ten of them.

Giant Frilled Lizard Another critter that should theoretically be effortless but has the downside of higher than average HP and a climb speed (making full-attacks difficult). You'll need to carve through 590 Hp while dancing around the battle to wipe them. Best get out dat falcon pawnch!

Giant Moray Eel Hopefully you never end up in an underwater adventure. The minions of a merfolk sea witch will ruin your day. Flotsam, Jetsam, and all their brothers and sisters laugh at fast movement (I hope you invested in Swim) and they all have 50+ HP. On top of that if they land a bite on you and can latch on with their +16 grapple (still pretty high for a mid-level character) then they each get to deal auto-bite damage on the following round. They're tough lil' guys. How fast can you swim around to wipe with them weaving in and out of a coral area harassing the party?

Green Hags Probably the most monk-friendly minion yet. All these hags got is some pretty poor natural attacks and lots of Hp. The lots of HP bit (almost 60) and being smart enough to give you the finger and move away from you is going to be a problem though.

Half Celestial Unicorn Well this is odd. At least it's an enemy that has less than 50 Hp for once (42 instead!), except it also has a 120 ft. good flying speed and some spell-like abilities (oh damn, is that? yes, yes it's aid with a 9th caster level, damnit, so he's actually got 52+ HP!). They probably won't be too dangerous (barring their +13 to hit charges for 2d8+12 damage x 10) but wiping them quickly is not going to happen.

Ice Golems Oh darn. You're not 16th level yet so you're gonna need to use a weapon to pierce the golem's DR 5/adamantine. Probably better off anyway though since punching him causes you to take 1d6 damage per hit landed. Each golem has 53 HP and immunity to stunning fist. It's doubtful they can hurt you, but their breath weapon can hurt the party and make darn good meat shields (30d6 points of breath weapon damage every 1d4 rounds, which the monk might dodge but he'd best wipe them all fast if he wants to do his job).

Manticore Each flies around launching volleys of spikes during the battle. When out of spikes they'll move in for melee. Impossible to full-attack for most of the fight (they must throw spikes 6 times each before they will land to fight if they will land to fight) and each has close to 60 (57). Good luck wiping these guys.

Mummy Oh damn. Game over man. 60 HP, DR 5/-, immunity to stunning, a vicious slam attack with a high to-hit bonus, an aura that due to sheer numbers has a pretty good chance of suckerpunching you in the nuts regardless of your will save (10 mummies = 10 chances to simply roll a 1 and end up coup de graced). I'd be somewhat concerned with meleeing with these guys anyway. It won't hurt my feelings if you want to just skip this one.

Trolls Okay, large critters with way more HP than most CR 5 enemies and regeneration on top of it. If you're pummeling the snot out of them they can easily just keep moving around and stalling you out while their regeneration keeps them feeling well. Their senses are pretty awesome too.

Winter Wolves Well we can see where this is going. Nearly 60 HP and a very potent breath weapon usable every 1d4 rounds combined with very swift movement. This is how this is gonna go down. The wolves are going to keep running and you're going to keep chasing, and then every 1d4 rounds they are going to blast as many people in your party for 7d6 cold damage and a high Reflex save DC per wolf that's standing and then go back to withdrawing each round and laughing as they do (just so we're clear that's about 70d6 cold damage, DC 17 save for half every 1d4 rounds, hurry monk, we need you to down those damned dogs!).

Wraith This isn't even fair. The wraiths have blind fight and perfect flight. They can chase the party around underneath the floor or from the walls and attack you each round. Since you have to ready an action to strike back you'll never be able to full attack a single one of them. On top of that, you're basically dealing 1/2 damage unless you happen to have ghost touch on an AoMF (sorry, I know I'm not supposed to laugh or anything but that...is just hilarious), or carrying a spare ghost touch kama or something.

So that's a wide variety (almost the entire CR 5 bestiary list) of potential mooks. On top of that if we go with NPC mooks, the bestiary sets the CR for NPC classes as +1/2 per level. So if the big bad has a bunch of CR 5 gnoll warriors you're looking at something like a bunch of 10 HD enemies or a buncha adepts and their legions of undead lackies accounted for in their treasures (as a class feature they are not worth XP beyond what the Adept grants) which may mean more mooks.

So yeah. All you have to do is show me how - without the GM coddling you and having enemies intentionally throw themselves on your fist - how you're going to wipe mooks in level-appropriate encounters in a manner that is swift and worthwhile. I'd prefer you wipe or cripple more than 1 mook per round, but I'll be impressed if you can regularly slay 1 mook every 3 rounds on average.

Additional Notes
Feel free to base your character on a 13th level monk. However such an encounter would be an epic encounter for a party of 10th level characters. An "easy" encounter for any party above 13th level.

You can assume that the rest of the party is dealing with the CR 10 enemy and their naughty tricks. Your job is simply to kill and/or disable as many mooks as you can to keep them from protecting the big bad or harassing the party. I'll be pretty generous and say that the other 3 members of your party are going to spend 20 rounds fighting the big bad (maybe the big bad is a tricksy illusionist or keeps popping around and playing cat and mouse). You've got 20 rounds to wipe 10 CR enemies over the course of the fight. You can assume none of them are rank and file but that none of them begin more than 100 ft. away from you (so you can 1st turn charge at your leisure) but no less than 15 ft. apart from each other.

Since this is the monk's "strength" I imagine it must be something most monks can do without super serious optimization (kind of like how a fighter's strength is damaging with a favorite weapon). So I'm interested in seeing how much specific material you need to deal with just dealing with mooks.

Well that was a pig to copy paste/format.

tl;dr the challenge is:
-20 round timer
-10 mooks (CR 5 enemy), all one type of creature, your choice
-13th level (or 10 if you think you can do it) monk to kill or disable all the mooks
-No enemy >100ft away from you on turn 1
-No enemy <15ft of each other
-Mooks aim is to disrupt the party engaging the BBEG, they will focus primarily on that, ignoring you until you go for them
-You have to survive, obv

EDIT: The only point of contention I can think of is the terrain, but since Ashiel stated several times she made it favour the monk the assumption I would make is that the terrain is flat and open to allow the monk the best use of it.


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3.5 Loyalist wrote:

Well monks do excel at getting where they need to go. That speed, that acrobatics. Mmmmmm.

Cavaliers and pallies have a lot more mobility problems than they do. We could ignore this entirely though and call them a flat tire and make a travel analogy (when monks actually travel well and fast).

Yeah but they actually contribute to combat.


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Xexyz wrote:

The fundamental problem with the fighter - and the source of the class's perceived weakness - is that Pathfinder (and by extension D&D) is a resource management paradigm, and the fighter class, as presently designed, doesn't fit into that paragdigm. Every other class has an exhaustable resource that determines a significant part of their combat ability, so adventuring is designed around management those resources - a.k.a. the party adventures until they run out of spells/rage rounds/smites/etc. then rests.

Thus the fighter's unique strength, that its abilities are inexhaustable, are never able to be put into play, except for very rare circumstances. Since the fact that the fighter's abilities more or less work all the time regardless of the circumstances, they are by necessity of game balance weaker than abilties that have finite use.

But they do have a resource that determines their combat ability! It's the same resource everyone has, HP. People just forget it's a resource because it's so easy to get back and losing it doesn't do anything until you hit 0.

Actually, it occurs to me now that only the Fighter doesn't have a way to restore HP. Even the Barbarian has rage powers for that, and Wizards/Sorcerers have infernal healing. I guess that makes it far more valuable to a fighter than anyone else?

(I agree about the class homogenisation, I would also rather have differing class power instead.)


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Nicos wrote:
3.5 Loyalist wrote:
Evasion, good saves all round and still mind can be pretty nifty. Still in control of the monk-flurrywagon!
do not forget the double edge of spell resistance.

Qinggong Monk is good for that.

Thomas Long 175 wrote:

30 STR = 10 mod = 20 damage its two handed archetype. 20 + 4 WT +2 gloves + 5 enchant + 24 power attack (read the archetype) + 2 (base weapon damage)+4 Spec=61*5=305.

To compare Barbarian. HP from class 7* 20 +5=145 Favored class bonus for fun 165. Rage Bonus +10 Con = +100. 265. 305-265=40/20=2 So yeah Low con Barbarian with favored class bonus of health, the Raging vitality feat, and his 20th level rage is one shotted by base damage.

if you want I can do casters though they won't fair nearly as well.

The game isn't balanced for PvP, and if your THF-spec'd fighter was pit against a full caster the most probable outcome depends on how contrived the setup is. If it's a small arena then you favour the fighter but the caster can still win if they get initiative, if it's not an arena then the fighter loses because trying to hit someone with a sword who can teleport is generally rather hard.


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Please use the quote function properly when replying to a poster, it makes it easier to read your post and respond to it. As is, it's going to take me a while to break up your post, reformat it, and then reply to each point.

Pendagast wrote:
No, I dont let my buddies walk all over me, because I don't drink at all. That was a general statement as an example to the above, in reference to people saying majority rules should be right, because the majority came up with it.

And as I said, you are using hyperbole and personal/subjective experience to justify your opinion because there isn't/wasn't anything directly from the OP's post that supported it. It's also the reverse situation to the one the OP described.

The fighter (comparison in your example is you) voted against party wishes (like you did) and went in anyway (not what you did, you went with your friends), despite being told not to, actively ignoring them and endangering the whole party (again not what you did, you went with your friends because they're your friends and you want to make sure that they have a good time and are safe). Which means, that in the OP's example, the Majority was in the right and had the fighter listened everyone would have been better off. Your example is not comparable because the fighter behaved opposite to how you do/did. You put the group before you, the fighter put himself before the group.

Pendagast wrote:
A mindless skeleton, hmmmm if it's not controlled it will attack, if it is controlled, the cleric they are looking for can use it. so if it's not a random vicious skeleton, it's being controlled.

You're misinterpreting what I said, or at least I assume so because you just rehashed my point about the mindless skeleton. The fact that it's being controlled is the reason I said it wasn't an issue, you cannot just cast a spell and summon/command every undead in your service. They have to actually be able to hear and understand your commands. The skeleton already had a command to follow, it was 'guard'.

Pendagast wrote:
The skeleton is guarding an empty room?

I never said, nor implied this.

Pendagast wrote:
No it must be guarding something.

Yes, that could be anything. Assuming that it's a valuable is either jumping to conclusions or metagaming.

Pendagast wrote:
What thing would be worth guarding? do you think maybe it might be something important or worth having?

It's irrelevant what it might have, the important thing was that it wasn't the cleric(s) they were looking for. They were under time and resource constraints. "Might be something important or worth having [so we'd kill and loot everything we come across]" doesn't make any sense at all because it's at odds with the group objective.

Pendagast wrote:
Again, the concept of trying to delve straight to the cleric in charge still doesn't make any sense. Like the sands of the hour glass is running out or something?

Yes, yes they are. That's the whole point!

Pendagast wrote:
From the sounds of it, they must be in the moat house, if they were actually in the temple it's self, this tactic is really going to get them killed. More than a few NPCs are trapped in there from previous groups for literally just that tactic.

I believe you chastised the OP for metagaming and cheating and now you're doing the same thing? Not to mention spoilers.

Pendagast wrote:

It's an ogre skeleton, they have a cleric, it should have been an easy battle with little or no damage and they might have found something valuable....

"you see a guard"

Oh let's ignore that, there is nothing important here.

Yes there is always a guard post at a random urinal.

More metagaming, there's no guarantee IC that when you kill something you'll get anything out of it. That's an entirely OOC concept brought about by loot tables and GP value on monster entries.

Pendagast wrote:
I think the fighter has very good reason to want to go in that room, and still stand by the groups idea of bypass whatever they can is foolish,

The group idea is perfectly fine so long as they realise what can be bypassed. I think a mindless undead, with no master around, under orders to stand in a room doing something qualifies.

Pendagast wrote:
and certainly leaving your traveling companion to get pelted, and then letting unused spells expire is even more foolish.

The fighter ran off of his own volition. It's not the rest of the party's fault that he did this, they can't play his character for him when he wants to make bad decisions. They didn't 'let him' do anything. Yes, the cleric not healing him was a bad decision, but the fighter going in there in the first place to get the skeleton to attack was significantly worse (he didn't need to go in there since he's using a bow anyway) because he actively ignored the rest of the party's wishes. Trust is an incredibly important part of any adventuring group and if you can't trust the guy in front to not just do what he wants then you are stuck either: a) always doing what he wants to ensure things happen as planned (tyranny of the minority), or b) being paranoid he's going to just do what he wants anyway. Loose cannons tend to blow up in your face. This time he almost died, next time he could take someone else down with him.

Pendagast wrote:

If I were the fighter would I have gone in alone?No.

If I were the cleric would I have let him fight alone once he did, and/or not heal him later? No.

That's not really fair to the cleric. Because of how initiative/turn order works I can imagine the fighter going in as soon as he's released, triggering the skeleton (readied action) who walks up and hits him, party moves to a tactically sound position, fighter runs triggering AoO and gets hit, skeleton follows, party attacks skeleton.

I agreed that the cleric should have healed the fighter afterward because having a wounded tank is a liability but the fighter is an archer anyway so it doesn't really matter and the tending to his wounds action makes more sense if the OP doesn't know it takes hours, though I still would have healed him.
Pendagast wrote:

I might however, have my character choose not to continue adventuring with that fighter, at a later date.

Not every business venture (which is what an adventuring company is) is a "Hive mind".

Well yes, similarly I would have requested that the fighter either change his ways, or the player make a new PC because ICly he's getting the boot.

Why are you quoting "Hive mind"?
Pendagast wrote:
However, Does a cleric of the god of battle have to heal a warrior who 'battled' if he didn't agree with the choice to battle. No, I dont believe so. He's a cleric, not a puppet.

It wasn't really a battle on the part of the fighter. He ran in there and got wailed on, then ran. Gorum would not be impressed with this sort of cowardly behaviour and the PCs weren't impressed with the fighters lack of respect for the group. As punishment for both, or for ignoring the group, either works, the cleric refused to used the gifts of his god on the fighter.

My issue with your post was just that you incorrectly portrayed the situation, whether or not I disagree about the cleric's behaviour and the group's behaviour is secondary. Though to summarise it, I agree that the cleric should have healed him, I disagree that the fighter should have gone in the room, or that the room would have had valuables and was worth clearing.


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Carbon D. Metric wrote:
IMO, Druid/Monk is a nearly unstoppable killing machine.

Circle kicking bear! (For anyone who played NWN ;D)

@OP: Typically Gestalt works best when you take a 'Passive Class' and an 'Active Class' whose saves, HD, and BAB combine to give you >=D10, all good saves, full bab.

eg. Gunslinger/Witch, Cleric or Druid/Monk, Barbarian/Scarred Witch Doctor, Paladin/Sorcerer or Oracle

You can even PrC with them as long as you don't advance the same class features twice at any given level. Gunslinger or Ranger/Wizard, Witch, Or Sage -> Duelist/EK

Classes that sit halfway between other classes like Magus or Bard or Inqusitor are doable with gestalt, you just have to pick another class that compliments the character's role with those classes. It can be a little difficult since they're already jack-of-all-trade classes.


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I thought the biggest problem with Fighter is the lack of out of combat class features anyway, not combat capability.


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Normally I would just ignore this sort of thing but there's only so much wrong I can ignore.

Pendagast wrote:
You're saying this guy has to do what everyone else decides to do, because majority rule is always right? Yea, that's always proven to be true.

Hyperbole.

Pendagast wrote:
My buddies all think we should go out drinking and driving, I have to follow along because they all decided it was right.

Part of me thinks I shouldn't comment on this because how you deal with your friends is your own business but you brought it up as subjective experience to prove your point and IMO that means it's fair game. It sounds like you let your friends walk over you, which is the opposite of what the Fighter did. He went in despite his friends not wanting to, not in spite of his own personal desire not to.

Pendagast wrote:
The players made a meta-game decision (according to the OP) to not go into the room because they didn't want to "activate" the "aggro". Totally meta game, there was no reasonable in game conversation that could have taken place between the characters. It was ALL out of character jibber jabber (and essentially cheating)

Lol no. Don't quote people saying things they didn't actually say. Yes he did say aggro, but it wasn't a noun so he wasn't using it like you used it, and he never even said activate. Not only is that incredibly bad form, it's misleading and confuses people. What the OP actually said was:

Garde Manger Guy wrote:

The fighter of the party decided that he wanted to enter a room guarded by an Ogre skeleton, even though it didn't aggro when we opened the door.

The rest of the party did not. We're currently looking for the Cleric or Clerics in charge, not random monsters that aren't actively attacking us. We voted up or down to go in the room and he was the only one who wanted to go in.

->looking for clerics in charge, open a door, see a skeleton in a room, party decides not to go in because they have a more important goal, fighter disobeys party wishes tries to go in anyway, they restrain him, warn him they won't back him up, he goes in anyway and almost dies.

I imagine the Cleric with Knowledge (Religion) as a class skill is going to know that if the mindless skeleton didn't attack automatically it was probably following a command, something like "guard". In fact, anyone with a little int would suspect something after the skeleton stayed put.

As to the metagame issue, not only was there a proper conversation (actions the characters took and what the OP said more than suggests it's IC too) but automatically assuming their game is full of metagame and 'cheating' is frankly offensive. I'm not surprised the OP hasn't posted in this thread again with so many people letting their personal issues cloud their judgement.

Prendagast wrote:

How did they know there was an active ogre skeleton in the room?

And if they DID know it was there, WHY would they leave it there and continue on, knowing full well it was somewhere behind them?

1) They saw an upright skeleton of an Ogre, they tend not to be that way if they're not magically held together. Not to mention they're in the Temple of Elemental Evil. Pretty safe guess, even without Knowledge (Religion) rolls.

2)Mindless undead tend to not just decide to do things on their own.
3)With the above information, and the goal of the party in mind, a decision was made to leave the skeleton alone. A decision that was tactically sound, the only reason they fought it was because the Fighter directly engaged it.

Prendagast wrote:
Sure, you can sneak by an encounter if you need to, but if room 1 has the ogre skeleton in it, and room 2 has the BBEG, then don't you think this ogre skeleton is going to get involved anyway?

Oh yes, how silly of me. Every time there's a fight with a BBEG he's going to blow his magic whistle and call every single enemy left in the entire dungeon instantly to him to teach players to kill everything else first. No, I don't think so at all. Especially with the PC knowing how undead work.

Prendagast wrote:
You would have to have reasonable belief that you would be able to sneak past it and get far enough away from it before there was another encounter that it would be totally bypassed.

Well normally, at least at my table, when you try to avoid encounters you don't have to worry about your party members actively sabotaging you.

Prendagast wrote:

But the characters are in the Temple of Elemental EVIL. The entire place is a ward of evil psychos who are all out to get you. Random troll encounter in the woods on the way to the temple? sure avoid them. Deep dungeon crawl?

Leaving enemies to your rear is suicidal.

Nothing more than a broad sweeping generalisation. The only threat to the party's safety was a member of the party. (First the Fighter, then the Cleric)

They never said they left active threats behind, just this one mindless undead. Just this Ogre Skeleton, which they killed anyway. Stop making generalisations about their play style and inferring their game is full of badwrongfun.

Prendagast wrote:
The idea of trying to spend up as much or all of your resources to get to the end fight sooner, with more is very very dumb,

This doesn't make grammatical sense. I'm not sure what you could be trying to say, but I assume that up isn't supposed to be there. In which case: They're not expending resources to get to the end sooner, they're looking for specific cleric(s) and avoiding spending resources to do it. We can disagree about what is the best move from a tactical standpoint, you thinking you should spend resources on every enemy, me spending no resources to bypass some enemies.

Prendagast wrote:
what if you have to retreat? now instead of running backwards through empty hall ways and cleared rooms, you have enemy to your rear between you, safety and your supply line.

Well it won't be from the mindless skeleton that's guarding that one room many floors below. The OP hasn't mentioned other enemies, or what his party would do in those instances. He only mentioned this one encounter and only what happened in this instance.

Prendagast wrote:

So again, why was by passing the room a good idea?

Meta game, dont activate the encounter and it wont exist!

Not a good reason, besides, there could have been treasure in there or even something that could have helped with the end goal.

You're assuming far too much about his party, reading into things that aren't there, and generally letting your own personal bias blind you to what the OP actually said.


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http://paizo.com/paizo/blog/v5748dyo5ld3d?FAQ-Attack

SKR - For Azten wrote:

Is the aquatic sorcerer bloodline (Advanced Players Guide, page 136) supposed to get geyser as a bonus spell at sorcerer level 9, even though that’s normally a 5th-level sorcerer/wizard spell and unavailable to sorcerers before caster level 10?

Yes, and the sorcerer learns it as a 4th-level spell. Note that geyser is also a 4th-level druid spell (available at character level 7), so the aquatic sorcerer gaining it at character level 9 as a 4th-level arcane spell isn’t too powerful.


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Bearded Ben wrote:
Vod Canockers wrote:
TriOmegaZero wrote:
How does multiclassing work in your world?
Assuming you are asking me, the PC would have to take roughly 3 years of game time off studying and training to learn the new class, and come up with the money to pay for all the training.
So you've effectively banned multiclassing except in rare corner cases (time-skips and very long games)? I hope you tell your players that at the beginning of the campaign rather than when they try to do it.

Who needs multiclassing anyway? I'll play an elven wizard and laugh hysterically at the short lived humans trying to pick up multiple classes. Guess who'll be more effective and do more adventuring too?


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Sitri wrote:
Aioran wrote:
Sitri wrote:

<Blood Types>

Can we please stop trying to use genetics, or science in general, to explain how a Planetouched child is born. It doesn't really work because a Native Outsider is fundamentally different to their Humanoid parent, their soul is not separate from their body. No gene is capable of that, and trying to attribute something like levels dominance/recessivity is frankly asinine and only serves to strain verisimilitude.

No. If you don't care to think about it, by all means do not, but telling others to place a big X over what can be thought about and explained to gain verisimilitude is asinine.

A mule is fundamentally different from its parents. What's your point? Decent with modification says we are all fundamentally different than our distant ancestors. If you really care to argue a possible genetic justification to metaphysics of the game, which I don't think you do, I am willing to further this line of thought.

The OP asked for a reason why some strange things would happen with the blood lines that he thought was illogical and I gave an explanation that could serve in the absence of an official one.

I won't tell you to increase the level of thought you have to put into your game and I will not reduce mine for you.

Ugh. I'm a little put out that you'd think I wasn't interested in debating this since I clearly think it's important. Also, descent with modification is irrelevant in this context because the change from generation to generation is purely cosmetic until the birth of the planetouched offspring which is blatantly not gradual. Which is something we can prove because it's defined in the metagame.

I am not telling you to reduce the level of thought, I am telling you to use MORE! A simplistic punnet square style explanation with relative dominance of one blood factor is a far cry from explaining why an Aasimar is not Human. Thinking about it from a purely genetic standpoint causes all sorts of indirect questions to pop up. None of which are immediately related to your point I suppose.

A mule is not fundamentally different to a Horse or a Donkey in the same way that an Outsider (Native) is different to its Humanoid <race> parents. On the one hand you have direct hybridisation between two related species, on the other you have the sudden transformation of the genetic lineage from one race to an entirely distinct one with unique metaphysical properties. There's no protein structure, no pathway, no interactions that could possibly justify the fusion of a soul and a body. It's absurd! Not to mention that some of the features would be carried by the parents, so to say it was entirely heritable and then mysteriously isn't expressed in either parents or familial line in any record and just shows up in a number that can't be quantified but can easily be explained by a Punnet Square is not something that makes any sense.

That's not to say you couldn't attribute it to genetics, Faith Hunter's Rogue Mage novel series does a reasonable attempt at it but it doesn't have this 'only when the stars align' do you see a planetouched. It has obvious issues of hybrid sterility, implied genetic relationships between Seraphs and Neo-Mages because of viable offspring (I think that's what they're called IIRC), and logically consistent points. Pathfinder/DnD on the other hand really just uses the "Because ... Dragons!" reasoning for this sort of thing with the way the fluff/crunch is written.


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Jeff Wilder wrote:
I knew using "the Weave" would get me in trouble. I like the phrase, but I actually know very, very little about Forgotten Realms. (And computer games are one of the major blind-spots in my geekdom, so that's two strikes.)

I probably like FR far too much:
What the Weave is exactly is confusing, it could be as much as an embodiment of the Goddess of Magic herself, or as little as a construct designed to allow mortal spellcasters to use magic without putting themselves at risk. It's kind of important in a lot of non-arcane respects because it's a direct creation of Mystra so it means that whenever someone draws on it or uses it she gets a tiny bit of divine power, even if they worship another god. So with every arcane caster using the Weave Mystra gets to be rather powerful. Though, there's only so much sense to all this because Cyric is more powerful or something stupid like that.

The Shadow Weave is a dark copy Shar made in an attempt to overthrow her errant daughter, Mystra, that spellcasters can tap into instead of the Weave for a variety of effects like making certain spells stronger/weaker and having less intractability with Weave users. However, the cost of using it also varies, from damning yourself to Shar's afterlife, or corrupting your soul, or just being wary of Weave casters wanting to hunt you down.

tl;dr: Primal Magic is bad and the Weave keeps arcane casters safe while making Mystra really powerful, the Shadow Weave is basically a copy of the Weave infused with Shar's inferiority complex over her daughter being more important than her (she's bad with kids), and Cyric is a badly disguised plot device.

EDIT: I just realised I didn't explain how the Weave works at all. If you imagine it sitting on a layer of reality, then it acts like a network to allow magic to flow between areas and creatures. The amount of magic than can be drawn upon via the Weave is directly regulated by Mystra. It's not immediate, however, and extensive use of magic can cause a strain on the Weave and cause a lowering in the local ambient level of magic*. I'm less certain about this, but I believe it also acts as an intermediate, processing raw primal magic into a form that can be safely used by mortal arcane spellcasters. Sort of like a flow regulator and an AC-DC converter.

*This actually happens in the fluff when the Netherese create a bunch of magic-powered flying cities, inadvertently starving a race of magic-dependent creatures living underground their empire. They create the Anauroch desert which pressures the Netherese to expand, the nearby empire creates "The Guardian", a construct which embodies the Weave, to stop them invading, and then Karthus attempts to supplant Mystra in order to save his people from the desert, who then kills herself to stop him, causing the Weave to cease to exist for a moment, and all the Netherse cities (except Shadovar who were at an altitude high enough that they were able to transport the city to the plane of shadows) come crashing to the ground ending the Netherese empire. Anything more and I'd have to spoiler tag this.

On topic: I'm glad AD and Ciertose's discussion came to a happy resolution.


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Piccolo wrote:
Kthulhu wrote:
Piccolo wrote:
KenderKin wrote:

The kender do not have this problem, as they all come from close knit communities and learn a bit about all the paths and options before apprenticeship with a master.

So much so that they (as a race) are able and often do multi-class on a whim.

I don't care WHAT class Kender take. And it doesn't matter WHAT class I am playing when I see one. Soon as I see kender, I kill kender. End of story. Wouldn't care if I lost my class as a result, or if I lost the character.

Had some baaaaaad experiences with them once upon a time!

Dragonlance elves are far more worthy of genocide than kender. Bunch of racist, xenophobic, arrogant jackasses.

Ever adventured with a kender? They are kleptomaniacs with zillions of pockets, claim they never steal (lie shamelessly) and routinely get you into massive trouble through either you coming up short when you need your gear, or doing something stupid like asking a red dragon for a light, or ticking something off that you KNOW is gonna get everyone else in the party dead, EXCEPT the damned kender.

Kender are a menace that should STAY dead with extreme prejudice!!!!!!!!!

Don't forget their GM fiat-based immunities and refusal to hand anything back because after they got it it's 'theirs'. Worst race ever printed, imprisonment+sympathy the whole lot of them.


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S'mon wrote:
Edit: Playing a Cleric of Erastil recently, I proposed taking a level of Ranger. Obviously not nonsensical, but the other players & GM told me no, they didn't want my healing ability weakened. Certainly none of them thought it was solely up to me what class I took.

Did you end up taking that level in Ranger? To me, and my group, telling someone they couldn't take a level in a class would be almost anathema.


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shallowsoul wrote:
Roberta Yang wrote:
Rynjin wrote:

Come again?

What does Weapon Training allow the Fighter to do that nobody else can exactly?

It allows the fighter to be disappointed when he finds a +4 greataxe while he's using a +3 greatsword. No other class has that feature.

I love these poor arguments. It really shows how many straws people really have to grab at.

Tell you what, I'll start using that one for every spellcaster argument. Awwww, you went in looking for X spell but could only find A which is one you already have.

Funny how there are supposed to he magic shops but in all these fighter arguments he just happens to find the opposite weapon he needs but Wizards or custom builds seem to have no problem.

Sad really.

I don't think you can out sarcasm Roberta.

EDIT: I remember Ashiel posting in a thread ages back about the probability of finding a desired weapon and it wasn't very likely. You had to roll on the table (many visits to many large population centers) to find anything resembling what you wanted.

'hustonj' wrote:
Okay, who else gets increasing bonuses to attack and damage {edit}that stack with EVERYTHING ELSE{/edit} with entire categories of weapons as a class feature? What other ability out there provides that kind of bonus in such a flexible fashion?

Rangers (Favoured Enemy+Instant Enemy), Bards (Inspire Courage or the Archaeologist ability), Druids (Wildshape), Paladin (Divine Bond and Smite Evil+Evil Target), Inquisitor (Judgement and Bane). Then there are a host of spells out there that do the same thing. As Rynjin says adding +'s are not unique.


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shallowsoul wrote:
Aioran wrote:
shallowsoul wrote:
TriOmegaZero wrote:
Then I find you to be overly sensitive.
Doesn't fecking matter. DM's should be allowed to ban things from their games without being ridiculed for it.
You shouldn't misspell words to circumvent the filter.

You shouldn't assume I was doing that.

"Fecking" is a word that is used in Ireland a lot to mean "freaking".

That just reinforces the fact that it's a euphemism for the unmentionable word and a circumvention of the word filter.

If you want to ban things then you're entitled to your opinion but posters shouldn't have to see you use (what you might deem socially acceptable) profanity to read your opinion.


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shallowsoul wrote:
TriOmegaZero wrote:
Then I find you to be overly sensitive.
Doesn't fecking matter. DM's should be allowed to ban things from their games without being ridiculed for it.

You shouldn't misspell words to circumvent the filter.


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This is kind of unrelated but I can see the potential for a mostly Wizard PC dipping a divine caster before entering Hellknight Signifier with Warrior Priest for levelled up domains or mysteries.


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Vicon wrote:
By the way Aioran, If I'm not mistaken you gave me advice for a travel/luck cleric I am using in another campaign. I DON'T regret your advice, and my DM for THAT game allowed a guided weapon. Happy as a clam, and so is my party with the re-roll abilities.

Oh I wondered what happened with that. Good to hear it worked out for you and your group! :>


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Shifty wrote:

Wow, please share with me the wealth of your inexperience some more, I can always use such material to brighten my day.

I thought that's what you had Daylight for.


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John-Andre wrote:
Gorbacz wrote:
John-Andre wrote:
Besides which, go ahead and build a table of all spellcasters, no mundanes. I'm betting that it'll be a TPK in a matter of a few rounds of combat. Tanks, stealthers, maneuver masters and archers all have their place in the game alongside the casters. Don't say that this game is only for the spellcasters.

Summoner, Druid, Wizard, Cleric. If there's a fifth slot: Inquisitor/Bard. Every front covered. Even the "but golems" argument is invalid, because the pets are gonna tear them a new one.

Well, shoot. I guess I've been proven wrong. Okay, everyone, stop playing your non-spellcaster classes, those no longer matter!

</sarcasm>

Surprise! No class is necessary.


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No, it checks for evil, then checks auras. It specifically states in the first round "1st Round: Presence or absence of evil." Not "1st Round: Presence or absence of evil auras". If you have a rules citation, FAQ, errata, or something else to suggest otherwise I would very much like to see it.


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Are wrote:
By the way, I found a citation for you, by James Jacobs (from about 2 weeks ago).

I'd agree RAW you could detect evil from a person without an aura. And it doesn't even have to contradict what James Jacob said.

Detect Evil wrote:

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of evil.

2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

1st round gives you a yes/no answer. You could never detect the aura of a person without an aura so you could never locate the evil. You'd just know that there was evil in your 30ft cone.


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It doesn't say he can't use FoM with armor on so he can use FoM with armor on.


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:> Awesome, normally someone asks for advice (in general, not just on this forum) and I post something and other people post something and the usual discussion happens but I haven't gotten any feedback on my advice so it'd be good to see how much I am actually helping.


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xanthemann wrote:
Azten wrote:
Shadow Evocation is an Illusion spell that does damage. Other than that, most illusions don't physically hurt people.
Even if they don't disbelieve?

20% damage if they disbelieve, 20% as strong or 20% chance for additional effects of the real spell to occur.

60% for the greater version. I believe there's a meta you can take to raise that.
Creatures or damage spells summoned by shadow conjuration/greater/shades do 20%,60%, and 80%, respectively and have the same % for non-damaging effects to apply.


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I was going to respond to each point but that would just get really long. Suffice to say:
-The divine spell list is not as good as the arcane spell list.
-Healing is not effective use of actions in combat and out of combat healing can be done by wands.
-Cleric offensive spells are less common and have more draw backs. Arcane casters can, and do, spam damage spells with no saves, no SR, no AC, or some combination thereof.
-Magic Vestment is not that good until higher levels when you don't need it. +Saving throw spells generally don't stack with items or other spells. Death Ward is a good spell against negative energy but arcane casters avoid it with other methods.
-Only the oracle of lore and nature archetypes get mysteries that give charisma to AC. Paladins get charisma to saves, that is so much better. (Getting both is even more amazing).
-Arcane casters have defences that ignore attack rolls, displacement, mirror image, blink, invisibility, etc. AC isn't relevant if they can't hit you anyway.
-Restoration spells are nice but not so useful actually in combat. There's probably an arcane spell that does what you need and has inbuilt buff, Protection against <alignment>, for example.
-Miracle requires GP to duplicate spells with expensive (>100) components or expensive (25,000) magical effects.

Also, they do different things and have different roles. And a lot of it is how well built the character is.