The Cinderlander

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Organized Play Member. 164 posts (376 including aliases). No reviews. No lists. No wishlists. 17 aliases.


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1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (9) + 7 = 16
So Basically anything is doable. I'll see what I can make up.


Probably going to roll up a Ninja/Magus/Antipaladin.


4d6 ⇒ (5, 4, 6, 3) = 18 15
4d6 ⇒ (4, 2, 5, 2) = 13 11
4d6 ⇒ (5, 5, 5, 2) = 17 15
4d6 ⇒ (1, 6, 2, 6) = 15 14
4d6 ⇒ (5, 4, 3, 6) = 18 15

total of 70, making it 18,15,15,15,14,11. Not bad, that gives me some stats to work with even MAD classes


5d6 ⇒ (4, 5, 4, 5, 3) = 21 14
5d6 ⇒ (3, 5, 3, 6, 3) = 20 14
5d6 ⇒ (4, 2, 2, 6, 6) = 20 16
5d6 ⇒ (1, 1, 1, 6, 6) = 15 13
5d6 ⇒ (5, 3, 6, 5, 1) = 20 16
5d6 ⇒ (6, 2, 1, 6, 5) = 20 17
5d6 ⇒ (1, 6, 1, 4, 2) = 14 12

Will see what I can cook up


Mystic isn't up on Hero Lab yet, otherwise would have it in that style of template

The role is a heavy melee damage dealer/counter build, with some minor ranged support.

crunch:

Name: Verras the Blade
LN Aasimar (Garuda-Blooded) Mystic 9
Medium Outsider(native)

STR 10 (+0)
DEX 22 (+6)
CON 18 (+4)
INT 10 (+0)
WIS 26 (+8)
CHA 8 (-1)

AC 19 (10 base +4 armour + 5 Dex), 14 Flatfooted, 15 Touch
HP 108/108 (9d8 + 36 Con)
Arcane Defense +2 (+2 to AC/Saving throws of spells + psionics)

Senses Darkvision 60ft.

Acid resistance 5, cold resistance 5, electricty resistance 5

Init +10 (+6 dex +4F)
Speed 30'

Fort +6
Ref +7
Will +15

BAB +6/+1
Melee +12
Ranged +12

Attack
+13/+8 Adamantine Rapier (1d6+7, 18-20/x2, P) -2/+4 PS

Skills
Autohypnosis +20 (9r + 3t + 8 Wis)
Perception +20 (9r + 3t + 8 Wis)
Perform(Dance) +18 (9r + 3t + 6 Dex)
Sense Motive +20 (9r + 3t + 8 Wis)
Spellcraft +13 (9r + 3t +1tr)
Stealth +20 (9r + 3t + 8 Wis)

Languages Common, Celestial

Traits
Wisdom in the Flesh(Stealth)- Use Wis to determine a modifier for a single skill
Classically Schooled- +1 to Spellcraft

Feats
1L- Weapon Finesse- Use Dex instead of strength for specific weapons
2B- Deadly Agility- Use Dex for damage with finessable weapons
3L- Arcane Strike +2- Swift action to add damage to attacks. Attacks considered magic
5L- Piranha Strike -2/+4- Take Penalty to attacks to add to damage rolls.
7L- Improved Initiative- +4 initiative.
9L- Advanced Study- Take two maneuvers or one stance
9B- Agile Dancer- Use Dex instead of Cha for Peform(Dance)

Mystic
Weapon and Armour Proficiency- Proficient and all simple and martial weapons, light armour and shields
Maneuvers- Start with 7 (2nd, 3rd, 4th,5th, 6th 7th,8th, 9th; total 15). May choose from Elemental Flux, Mirthral Current, Riven Hourglass, SHattered Mirror, Solar Wind and Veiled Moon. Must ready maneuvers first. Initiation modifier is Wis. Maneuvers Extraordinary unless otherwise noted. Not affected by spell resistance and does not provoke attacks of opportunity. At 4th level and every even numbered level after, mystic can replace a new maneuver.
Maneuvers Readied- Can ready 8 maneuvers with 10 minutes work. At start of combat, 2 manuevers of Mystic's choice are chosen, 3 randomly given to him, 3 random manuevers withheld. At end of each turn, granted 1 previously withheld manuever. When all withheld manuevers are expended, repeat process.
Stances- The Mystic knows 4 stances, can change stances with swift action
Animus- Have 7 animus at start of combat. Gain 1 animus at the end of each turn a manuever is initiated. May spend up to 3 points on animus augmentations.
-Enhance Manuever 1pt: gain +2 bonus on d20 rolls for maneuvers when initiating that maneuver for each animus spend.
-Increase DC 1pt: Increase the DC for a maneuver by 1 for each animus spent.
-Anima Burn 2pts: Add 1/2 class level to damage rolls for maneuver, this damage strikes adjacent targets. Only applicable once per maneuver
-Increase Potency: Ignore 10 points of energy resistance or 5 points of damage reduction per point of animus.
-Increase Range: Increase range of melee attack to 30 feet. Costs 2 points.

Elemental Attunement (Su)- When a mystic readied maneuvers, mas select air(lightning), earth(acid), fire(fire) or water(cold). May spend standard action to change. May spend animus to change damage type to active element of any maneuver that deals damage.
Blade Meditation (Su)- As full round action, can spend once animus to grant all remaining withheld maneuvers then expend all of them. Until start of next turn, any melee attack targetting mystic take 1d6 damage of active energy type, plus 1d6 for every two points of animus left in pool.
Arcane Defence +2 (Ex)- Grant +2 insight bonus to AC and saving throws against psionic, psi-like abilities, spells and spell-like abilities.
Elemental Glyph (II) (su)- May spend a point of animus to apply a glyph to up to 6 allies within sight. Last 7 rounds. Only one glyph applied at a time.
Mystic Artifice (Su)- May use spellcraft to ignore spell cost when crafting magic items.
Withstand Spell (Su)- May make Will saving throw against psionic, spell, spell-like ability that normally would have a partial effect on a successful saving throw. If makes save, unaffected by the spell, taking no damage and suffering no ill effects.
Instant Enlightment 1/day- As a free action, may expend gratned maneuver and replace with another maneuver known. Replaces previous maneuver.
Quell Magic (Su)- Spend a number of animus equal to an identified spell or power's level to supress that spell or power for 6 rounds.

Maneuvers
1 Variable Flux (EF1, Strike)
1 Fluctuation Movement (EF1, Boost)
1 Sands of Time Approach (RH1, Strike)
1 Strike the Hourglass (RH1, strike)
1 Disturbing Blow (VM1, Strike)
2 Flowing Creek (MC1, Counter)
3 Calm the Storm (MC2, Counter)
4 Iron Wave (MC2, Strike)
5 Time Skitter (RH3, Boost)
6 Rippling Current (MC3, Strike)
6 Ghostwalk (VM3, Boost)
7 Flicker Strike (VM4, Strike)
8 Assay Resistance (EF4, Boost)
8 Temporal Body Adjustment (RH4, Counter)
9 Flowing Stream (MC5, Counter)

Stances
1 Distorted Clock Stance (RH1, Stance)
2 Ready the Draw (MC1, Stance)
5 Elemental Flux Stance (EF3, Stance)
9 Enter the Vortex (EF5, Stance)
9B Stance of the Ether Gate (VM5, Stance)

Gear
+4 Belt of incredible Dexterity
+4 Headband of inspired Wisdom
+1 Cloak of Resistance
+1 Adamantine Rapier (1d6+7)

Looks & Personality:

Verras is a tall, thin man with feathers cresting out from around his ears. A fine rapier sits at his waist, always at the ready. He dresses fairly colourfully. He drives towards self-perfection and is a bit ascerbic in his personality. Not that he dislikes people, he just feels that if you are not constantly trying to improve, as such, he comes off coarse and a bit aloof. Still, his skill with a blade cannot be denied, as well as the innate abilities that he has attained from his meditation in the monastaries of Irori.

Background:

Verras was found of the steps of a monastery of Irori. He was raised with their beliefs and took them to heart. While he was there, he took to the martial traditions, using them as a way to hone his form. Over time, he became skilled in them, and then when he was twenty-two, he left the monastery. Travelling around, he moved between groups of adventurers, constantly trying to hone his ability. Eventually, he found himself within the courts of Andor, practicing against the knights and the fops of the court. Despite that, he found difficulty in attempting to maneuver through the court's intrigue, and that has posed a challenge for himelf to try and self improve on.

Eventually, he was tasked with overseeing some lords' lands. Whilst there, he headed back to his old monastery, to pray. Before heading back to the city, he stopped in a small town, resting there, not knowing what the morning would bring.


Crunch:

Markus Varnell
Male human warder (zweihander sentinel) 1
NG Medium humanoid (human)
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 15 (1d12+3)
Fort +5, Ref +1, Will +3
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee armament shield bash +5 (1d3+4) or
. . greatsword +5 (2d6+6/19-20+1d6)
Special Attacks 1 hunting party, 1 iron shell, 1 scarlet einhander, 1 tactical strike
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 15, Int 16, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 15
Feats Combat Reflexes, Martial Power, Tactical Rush
Traits deft dodger, indomitable faith, northern ancestry
Skills Acrobatics -1 (-5 to jump), Bluff +0, Climb +3, Diplomacy +3, Intimidate +3, Ride -1, Survival +4, Swim +3
Languages Common, Draconic, Dwarven, Elven
SQ Aegis, armament shield, Defensive Focus, zweihander training
Other Gear four-mirror, greatsword, 40 gp
--------------------
Special Abilities
--------------------
1 Hunting Party (Readied, 1/Encounter) (Ex) Strike: Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.
1 Iron Shell (Readied, 1/Encounter) (Ex) Successful shield bash attack negates incoming attack
1 Scarlet Einhander (Ex) Stance - +2 shield bonus to AC and +1d6 damage on attacks when fighting with one weapon.
1 Tactical Strike (Readied, 1/Encounter) (Ex) Strike: Make an attack, grant nearby ally the ability to move up to 10 ft.
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +4 to CMD vs. Acro to avoid AoO
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Martial Power -1/+2 Take a penalty to melee attacks to grant temporary hit points.
Tactical Rush Move up to your speed as a swift action 1/encounter
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon

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Description & Personality:

Markus is a massive man, but surprisingly swift on his feet. He has close cropped black hair with a matching beard. He is not often found out of his plate mail aside from sleep and in towns. Nevertheless, he doesn't let his blade out of his reach. Born in the north, he has a professional mercenary demeanour when he is being paid. That being said, in his off hours, he is just as hearty and merry as most. He is a consummate professional- making sure to follow his contract to the letter.

Background:

Born in Whitethrone, Markus Varnell learned to respect might, and the wrath of the Winter Witches. His father- a military man- taught him how to fight. It was also in the barracks where he learned of Gorum, and he made it a core of his faith. This left him to be scorned and ostracized as he grew up, as he worshipped a god not normally worshipped in Irrisen. When he grew up, he knew that he didn't want to live in Irrisen. So he signed up with the Scarlet Blade mercenary company, where they trained him in working in the vanguard.

In the Blade, Markus was hired out on a variety of different jobs. From bodyguarding to fighting from the Van, Markus found himself in a variety of different jobs. From time to time, he would take time off, enjoy the streets of Andor, or the architecture of Cheliax. Over time, he had a bit of adventurelust and wanderlust instilled in him, making him wish to take himself to the edges of the world. With the Blades, he managed to visit much of it, he was able to satisy much of it. But all good things came to an end, after a fight with a superior officer, Markus left the Blades, leaving his old life behind, and looking to the future.

Eventually, Markus left the Scarlet Blade to set out on his own. Eventually he began hiring himself out to various caravans and security details over several the next year or so. Now, he is between jobs, looking for the next big haul, and maybe, just maybe, an adventure.


I was looking at the Warder Class with the Zweihander Sentinel Archetype


Would you be willing to use Path of War?


Solvig Severus, the Seldom Sober Sorcerer the build. Now working on a 10 minute background


Would you be willing to look at Path of War/Psionics? I have a few ideas about it that I can conjure up with those.


Updated a bit more on Saif's backstory.


Probably a sorcerer

18 Charisma
8 Str
1d10 + 7 ⇒ (1) + 7 = 8 Dex
1d10 + 7 ⇒ (7) + 7 = 14 Con
1d10 + 7 ⇒ (1) + 7 = 8 Int
1d10 + 7 ⇒ (1) + 7 = 8 Wis

e: Wow, that's... pretty crap. Any chance at a reroll?

if so, they're below

alt roll?:

1d10 + 7 ⇒ (3) + 7 = 10 Dex
1d10 + 7 ⇒ (2) + 7 = 9 Con
1d10 + 7 ⇒ (9) + 7 = 16 Int
1d10 + 7 ⇒ (10) + 7 = 17 Wis

Honestly, a lot more palatable.


Would you be willing to look at the dreamscarred 3pp Path of War/Psionics stuff?


Definitely interested


Going Bloodrager

Str: 18
Dex: 1d10 + 7 ⇒ (3) + 7 = 10
Con: 1d10 + 7 ⇒ (7) + 7 = 14
Int: 8
Wis: 1d10 + 7 ⇒ (5) + 7 = 12
Cha: 1d10 + 7 ⇒ (10) + 7 = 17


Unfortunately, I will be away from my computer from about 1500 MDT tomorrow until Sunday Night/Monday morning. I might get some spotty reception on my phone, but I won't be doing much posting. Still in for the game, but might not be responsive if the choices are made over the weekend.


I'm still in.


The Stats of Vorin Torval, the Ranger//Stalker.

Background coming tomorrow likely


What's your opinion of Path of War stuff by Dreamscarred Press?


Going to roll a Monk
Foible = Strength
Folly = Charisma
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (9) + 7 = 16

5d8 ⇒ (3, 4, 6, 5, 3) = 21

What is your feelings towards brass knuckles and monks? Do they only deal the 1d3 damage, or can a monk deal their unarmed damage with it?


4d6 ⇒ (1, 1, 5, 4) = 11
4d6 ⇒ (5, 1, 3, 3) = 12
4d6 ⇒ (3, 3, 1, 2) = 9
4d6 ⇒ (1, 5, 4, 3) = 13
4d6 ⇒ (6, 1, 2, 4) = 13
4d6 ⇒ (3, 1, 5, 3) = 12

Rerolled 1s in order
2d6 ⇒ (2, 2) = 4 11
1d6 ⇒ 3 11
1d6 ⇒ 2 8
1d6 ⇒ 3 10
1d6 ⇒ 6 16
1d6 ⇒ 6 14

Set 2:
4d6 ⇒ (1, 4, 4, 4) = 13 12
4d6 ⇒ (1, 4, 3, 4) = 12 11
4d6 ⇒ (4, 5, 3, 1) = 13 12
4d6 ⇒ (4, 5, 4, 2) = 15 13
4d6 ⇒ (6, 3, 5, 4) = 18 15
4d6 ⇒ (6, 4, 5, 6) = 21 17

Rerolled 1s in order
1d6 ⇒ 1 No change
1d6 ⇒ 6 14 instead of 11
1d6 ⇒ 3 No Change

Rererolled 1s
1d6 ⇒ 4 No change

Gonna go with set 2


HP Level 2: 1d10 ⇒ 10


Hopefully it's not too late to app
Rolls:

level: 1d3 ⇒ 2
Stats: 5d6 ⇒ (4, 4, 5, 5, 5) = 23 15
Stats: 5d6 ⇒ (3, 3, 4, 5, 5) = 20 14
Stats: 5d6 ⇒ (6, 4, 5, 2, 1) = 18 15
Stats: 5d6 ⇒ (1, 3, 3, 2, 6) = 15 11
Stats: 5d6 ⇒ (5, 2, 2, 6, 6) = 21 17
Stats: 5d6 ⇒ (5, 4, 4, 3, 4) = 20 13


4d6 ⇒ (2, 6, 2, 5) = 15 13
4d6 ⇒ (4, 6, 6, 2) = 18 16
4d6 ⇒ (6, 2, 5, 1) = 14 13
4d6 ⇒ (3, 2, 2, 2) = 9 7
4d6 ⇒ (6, 3, 4, 4) = 17 14
4d6 ⇒ (1, 3, 6, 3) = 13 12

I'll go 20 point buy


Going to withdraw my application. I can't get the mechanics to work with the character concept I was going for.


Ah well. Such is life I suppose. Aside from your personal dispositions on the class any concerns/critiques about it?


Sounds interesting, I have a couple characters concepts that might work with this idea. I'll see what I can make up.

Point Buy Bonus: 1d6 ⇒ 4


Player Information from me.

I have not played Rise of the Runelords. As for PbP games on these forums, I have participated in a few, though most have them have gone t#~~ up. The ones that didn't that I participated in, I had to drop out as my house was hit by lightning.

However, I have been participating in a couple other PbP games offsite, which have been going on for the better part of 8 or 9 months now. I can typically post once a day, possibly twice if the game is a little bit faster, but erratically in terms of time of the day, as work puts me on shifting schedules.


Applying with Luciene Seren, a Human Ancestral Oracle. We'll see how he goes.


I'd like to throw in my hat for a go at this, probably as a wizard- Lucien Seren, Walker of Worlds, Cursed by Gods.

What's your ruling on magic item creation & starting items? And what about magical items with other magical effects bolted onto them?


Male

Melee training only adds half Dex to damage rolls, but that's only about a 4-5 damage hit at epic (2-3 damage in heroic) overall, and not a bad hit, particularly for rangers, who have such high burst functionality anyways.


Ability Scores:
4d4 + 4 ⇒ (2, 3, 4, 1) + 4 = 14
4d4 + 4 ⇒ (2, 2, 3, 1) + 4 = 12
4d4 + 4 ⇒ (2, 2, 4, 3) + 4 = 15
4d4 + 4 ⇒ (4, 1, 4, 2) + 4 = 15
4d4 + 4 ⇒ (1, 4, 4, 4) + 4 = 17
4d4 + 4 ⇒ (4, 3, 3, 4) + 4 = 18

Looking at a Human Defiler.

Wild Talent Table:

1d100 ⇒ 15 Wild Talent Feat and one psionic feat for which I qualify
+3pp


Male

Nah, it's actually pretty standard optimization. 16 wis and 16 dex base, elf gives +2 bonus to each, so already we're at +4 to both dex and wis based skills. Train both of them, and you get an additional +5, so we're looking at +9 to each trained dex or wisdom skill. Elf gets +2 bonus to perception, bringing perception up to 11, power of skill brings all trained skills up by +1 and makes Overwhelming strike a basic melee attack (considered a feat tax for most Avengers.), and the Detective background raises perception and insight by 1, and adds them to the class skill list.

So after all that, we have 13 perception, 11 insight and 10 stealth. Not too hard to do. Now, I also have sense threat, which allows me to make a perception check in place of my initiative rolls. This replaces my standard elven reroll, as I already get a bunch of double rolls. So that's how I got my +13 initiative that one combat.

It really isn't OP for 4e assumptions. Typically the standard assumption for MM3 math is that you have an 18 or 20 in your attack stat after racial bonuses, with 16, 14 or 13 in your secondary stats. It's also why the <weapon/implement> expertise feats are considered required by 5th level in order for a lot of the math to work, and why I questioned your low attack values. Like I said, +7 is about what's required to hit AC 50% of the time at level 1, while +5 is the standard against Non-Armor Defenses (NADs). Having your stats at those points is also considered somewhat standard for having a pair of stronger defenses as well.

Also, as a striker, you definitely want to be looking at minor-action and off-action attacks, which sadly the rangers gets few of without multiclassing, but then again, the ranger is typically one of the highest hitting attackers in the game because the way multiattacks end up double dipping from almost every bonus that you get, meaning that you can throw out a lot of damage once you can start hitting with five to ten attacks on a nova round. I've seen a well opped ranger kill off an elite with full health on a really good nova round. He managed to get about four or five crits, but the bonus damage was enough to take out the remaining health out of it.

Personally, I chose a lower damaging class, as the Avenger does not get anywhere near as much burst damage, but is a hell of a lot more accurate. Assuming that we hit on a 11, that means that I have about a +5 bonus to hit on my oath of emnity, due to the rerolls. That means that my standard DPR (damage per round) is a lot higher than most, as I'm hitting more frequently (75% of the time rather than 50% of the time), but for less amounts of damage.

If you want to check out the optimization handbook for rangers, it's here

But no, I might be a bit higher than baseline, as I've been opping for perception, but 9-10 is sort of the standard baseline for first level trained skills. Sort of as a guideline, easy/medium/hard skill checks for a lot of encounters for us are 9-10/13-15/21-23 for our encounters. Easy skill checks should be auto-successes if you're trained in the skill, medium skill checks should succeed most of the time if you're trained, and hard checks should succeed some of the time if you're trained, and never if you're not.

Honestly, I'm nowhere near OP. I've just been on the optimizing scene for long enough that I know how to build a character to be a little bit more effective than people that are more unfamiliar with the system.

Edit: Taking a look at your character, it seems you've fallen into the trap that a lot of 3.5/PF->4e players make. Namely- switch-hitting is not necessary in 4e. The reason that switch hitting became necessary is due to the full attack action taking up room, which mean that once an archer was engaged in melee, he had no real way out of getting out of melee. Due to the standard/move/minor action economy of 4e, you don't need to switch hit, as you can simply shift+attack, particularly for the ranger, which actually has a lot of shifting built right into it's abilities. Personally, I would drop your strength to 10, con to 13 and crank your dexterity all the way to 20 points. That way, you'll be hitting with many of your attacks, and be putting out quite a bit of nova damage. As for your feat, I'd retrain out and grab a greatbow for more damage (2 average damage and further range), and maybe pick up the noble adept theme to boost an attack roll once per encounter. If you're concerned about health, you can always pick up the Impiltur theme as well from the Forgotten realms Players guide, which gives you wisdom for your health rather than your constitution. So you don't lose any health there. If you do want to continue being a switch-hitter though, I'd recommend picking up the feat Master at Arms, as it gives the same bonus, but a +1 to all attack rolls with weapon attacks as well.


Male

Dex is reading at a 16 on the alias.


Male

Hey Mia, those numbers seem really low to me, assuming you`re attacking with a bow, you should be attacking at a +5- +3 from dex and +2 from the bow`s proficiency bonus, and even that`s a pretty low bonus to be attacking AC at, usually +6-+7 is the typically the 1st standard that you want to be attacking against AC at in order to be able to hit on a 9 or 10, 7 or 8 with Combat Advantage.

You should be also doing 1d8+3 damage on the damage rolls, with a bonus 2 if both hit.


Male

I'm making those rolls assuming that I can shift into a position of flanking from angelic alacrity- 5 squares should give me enough room to get opposite Tavar, but if I can't, take 2 off the rolls.


Any chance at using the Words of Power system detailed in Ultimate Magic? I was thinking of rolling a WoP sorcerer


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EldonG wrote:
Berenzen wrote:
EldonG wrote:


People keep posting very specific builds of paladins that fight longer (because they heal themselves a lot)...but don't, on the whole, outfight fighters. I even know tactics that will nullify most spellcasting...I've played. Seriously, what's that wizard going to do when every time he starts to cast, he sprouts an arrow?

I truly find it sad that every fight assumes that the wizard comes in with 3-4 spells cast as a standard to prove the fighter sucks.

Pretty pathetic.

Have you ever looked at the wizard/sorcerer spell list? It's kinda loaded with standard action spells that can trivialize or remove most threats.
Looked at them? I've played them. I've also played fighters who loved fighting squishy spellcasters.

F*!~ this, I'm obviously not going to convince you that Fighters need help outside of combat. I've never argued that Fighter's couldn't deal damage, just that they had s~$~ty will and reflex saves, which get more important as levels go up. They don't have a niche, as the one that they're supposed to have is also filled in by a paladin and the ranger. They got nerfed severely in 3.X, and many of us want to see them better than just the big stupid fighter that can only fight and nothing else.

What we're asking is for the fighter to get better in just a few ways:

1) picking up basically anything and being a total badass with it, rather than just his chosen weapon type. Easiest fix, just give the weapon training/weapon mastery bonuses to all weapons, rather than just 1 group.

2) Give him better saves somehow, so he doesn't get dominated by a stiff breeze. Maybe make all his saves based off of his strength modifier.

3) Give the fighter something to do outside of combat. Don't just give him more skill points, give him the ability to radiate an aura of badassery that makes people want to listen to him. Make it so that people treat him as if their attitute was two steps higher or some such. Give the fighter the ability to influence the narrative.

These are just suggestions that I've made without much thought, but I don't think that they'd overpower the fighter in any way. It would just make him a better badass.


1 person marked this as a favorite.
EldonG wrote:


People keep posting very specific builds of paladins that fight longer (because they heal themselves a lot)...but don't, on the whole, outfight fighters. I even know tactics that will nullify most spellcasting...I've played. Seriously, what's that wizard going to do when every time he starts to cast, he sprouts an arrow?

I truly find it sad that every fight assumes that the wizard comes in with 3-4 spells cast as a standard to prove the fighter sucks.

Pretty pathetic.

Have you ever looked at the wizard/sorcerer spell list? It's kinda loaded with standard action spells that can trivialize or remove most threats.


EldonG wrote:

The point is...and it refutes one of the few things I did read in the post, as it was in nice bold letters...fighters do. not. suck. at fighting.

Many of us have too much in-game experience with fighters to believe it, no matter how big and bold the letters are.

Nobody is saying that they suck at fighting in overall comparison to the rest of the game. However, there are other classes that can fight just as well as the fighter- and sometimes better- AND survive longer in combat AND operate outside of combat in skill and social challenges.

Sure, the fighter is better in physical combat than the sorcerer, or the wizard. But they can use their own resources to end a combat faster than a fighter can. And heaven forbid if a fighter ever goes up against one- one charm person spell and he's murdering the rest of the party, or is stunned for the combat, or is continuously on fire, because his saves suck and can't compete against a wizard's DCs.


EldonG wrote:


There's a whole thread on here where one guy is trying to figure out what he can do because the fighter archer (not one of the top fighter builds at all) is ripping most encounters up before the other PCs can hardly even react.

"No, fighters can't fight", he said, as he stared at the mound of dead bodies the fighter left behind.

Except that you are leaving out the part where the rest of the party is low-op, and the fighter is high-op. The antipaladin should be able to wreck just as much s#!+ in physical fighting as the fighter, depending on how many good creatures they encounter. And if I'm not mistaken (can't find the thread right no), he's playing with a Sorcerer as well. He's at a high enough level that the Sorcerer can outright end combat encounters without a second thought, as well as social encounters and environmental encounters. Yes, a well-optimized fighter can kill something pretty well if he has his favoured weapon type on him, but an equally opped ranger can match or beat him. As can a Divine Hunter Paladin. And then the Archer and Paladin can go and do something else.

But yes, a fighter can do a lot of damage if he gets opped for it. But he's a glass cannon if he gets targetted with anything that attacks something other than his AC. And he's not much use elsewhere either. If you're in a combat-heavy campaign, the fighter is going to shine a little bit more, but if you start adding more and more social/roleplaying/skill challenges to the campaign, the fighter is going to be more of a hinderance than anything else.

Edit: it was a sorcerer, not a wizard


Goreshack wrote:


I did read the thread...so thanks for being rude. Quite a bit of it was himming and hawing over combat abilities.

But to answer your question my fighter is great at climbing and swimming.....like every other fighter...I also have ranks in survival and intimidate so im okay at those. Im also the best stealther in the party....in heavy armor.

I can also break the ever living hell out of anything that needs to be broken.

But who plays a fighter for skills? If your gaming group coordinates at all nobody would think about playing fighter if skills and non combat rolls werent already fulfilled.

When I play a fighter, what I want to be is a dude that is so amazing in the art of war, he can pick up a tree branch, give a rousing cry of battle, then lead an charge against the gates of hell and make demon lords cry like a little baby. Right now the fighter can't do that. Let's break down why not.

When it comes to picking up a tree branch, chances are it's not the fighter's chosen weapon, so it's suboptimal to fight as such, the fighter would be better off finding mook #437 and take his sword, giving him the tree branch. Not exactly heroic.

Assuming that the fighter is human and hasn't dumped int he has 3 skill points. One of those will go into perception, then he puts the rest of them into Diplomacy and Intimidate. So he's not good at climbing, survival, stealth etc. And he's probably dumped charisma, so suddenly the fighter is not as great at giving speeches than say a bard or a paladin.

Oh, you didn't dump charisma? Well, looks like you're no longer the god in combat that you think you are. The paladin, the Magus, or another melee archetype probably is beating you in damage now.
~*~

That's the issue with fighters, they're in this rut where they don't have a niche that isn't better fulfilled by other classes. Not taking account of spells- as they basically nullfiy every niche out there- the Bard is basically going to succeed in every way against the fighter. In combat, a Ranger or a Paladin can compete with the fighter when they're not against their chosen enemies, and against their chosen enemies, they surpass the fighter in combat. And if the Fighter loses his chosen weapon? Looks like you're the bottom of the totem pole in combat too.

Why can't the fighter be a dude that can beat an army with a tree branch, or command the highest respect from a king he's never met simply because he radiates such an aura of power and respect? Why can the fighter not be able to pick up a spear, then impale 13 men with it just by tossing it?

And roleplaying it isn't a valid response. Roleplaying is entirely subjective and conjecture. There should be a mechanical part to it so any fighter can step into the role of an undisputed master of war and isn't subject to DM fiat. As is right now, at every level the Fighter has no narrative control, while the wizard has basically an undisputed amount of it. That's a discrepancy that should not exist in any game where a story is being created by the players.


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Durngrun Stonebreaker wrote:
I don't want it changed. Sorry that breaks your unified front. I understand you think it is broken (or you don't, I don't know) but I disagree.

I still don't get why people feel this way. For the most part, what we want is for the fighter to have more narrative control over things, which is what skills (and spells, but that's a conversation in and of itself) do. And the fighter has barely any of them open to him, particularly if he's putting one of them into perception per level.

Then there's the problems of higher levels and what people become. The casters, particularly arcane ones, gain full mastery of magic, and basically have the power of gods.

The Paladin becomes a literal avatar of their god.

The Ranger becomes a dude that's so good at tracking that they can follow a dude to the ends of the earth, then kill them with a single arrow.

And the fighter- the class that includes the archetype of the man that can lead armies, command such attention that he's looked on in awe. The dude that legends get made of just when he walks through a town. What does the fighter get?

A little bit better with one particular weapon.

The thing is, this is specifically a D&D 3.0/2.5/PFism, and they are the only editions where I find playing a fighter more unfun than playing a paladin or a monk, or most any other class. And it's weird, as this phenomenon doesn't exist in any other edition of DnD. In 2e and before, as a part of his class, the Fighter got literal armies at his command. In 4e, many of the Paragon paths and Epic Destinies allow the fighter to have just as much narrative control as the rest of the classes.

My question is, why can't I properly build Hercules, or Cú Chulainn, or hell, even Achilles. Why can't I make Boromir, without taking a feat that DMs either ban or every other class can take, and can probably be better at than you. Why can't I make Ulysses, Thor or any of the other fighters of myth. Why can the 20th level wizard get the ability to change the aspects of reality just by thinking while the 20th level fighter still have to look for contracts with kings because he's just a good fighter.

The reason why the fighter is considered poor isn't because of his combat skill (and even there, the fighter still starts to get outstripped at higher levels), but because he does not have the ability to make changes to the narrative by making unexpected skill checks, or by getting abilities that allow them to bypass skill checks like every other class in the game gets to do.

Honestly, when porting over the monk/fighter from 3.5, they really should have just gone and made them more like the swordsage/war blade.


Male

By the way, I have passive perception of 23 and passive insight of 21. In the event that those matter. Also, non elves within 5 of me get +1 to perception.

Also,

Sense Threat:
Benefits: When you roll initiative, you can make a Perception check and use its result for your initiative check. When you do so, allies within 10 squares of you who have a lower initiative than yours gain a +2 racial bonus to their initiative. This benefit replaces elven accuracy.


Male

Huh, wasn't expecting make that roll.


Will you allow a cleric to worship abstract concepts/aspects, or do you want a deity?

Basically, I'm looking at possibly running with the Travel/Tactics domains. If you say no, it's fine. Just wanted to ask.


Rerolling my 8 on set 2
2d6 + 6 ⇒ (5, 6) + 6 = 17

Hell yes


Set 1
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9

Set 2
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 1) + 6 = 8

I'll see what I can make up.


I don't know if you saw it, but the backstory is in Veris' alias.


Taclords are awesome, that's my personal pick.

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