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Um, I think like most people that make this comparison, you've forgotten how dramatic Order choice can be for a Cavalier. From the best Aid Another in the game to AoO's stopping movement Order abilities are exceedingly awesome. If you're looking for Halfling stuff, check out the Order of the Paw. It's pretty darn good.
Mark Hoover wrote:
This has actually been up for debate for a long time, and we've never gotten any official ruling to my knowledge.
A majority of the time, whenever you get an increased bonus to Aid Another, that benefit reads "... instead of the usual +X". However, the Order of the Dragon specifically lacks that language, instead giving the more ambiguous "...whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check..." which does not have the replacement text shown for almost every other Aid Another related article.
So the bolt strikes, dealing damage, and then returns to its normal size. 1d6, then it becomes a gargantuan bolt.
Regardless of that ruling, I'd probably allow it to do Gargantuan damage anyways. It isn't broken or anything. Be VERY careful, however. He may be attempting to establish precedent for something like, say, Telekinesis.
If you're having off-tank issues, sounds like you need to up your threat gain, and save up your rage to charge/cleave the adds. Make sure the healer bubbles you, and tell the DPS to hold off the AoEs until you've got solid aggro. You might be a little under-geared, so consider upgrading to some low-tier epics before hitting the tougher stuff.
So, you're new, and that's totally fine. It sounds like you've got a player that played in lots of games and THINKS he knows the rules, but actually doesn't. Have him run everything by you first before he does it, because he clearly can't be trusted to read the rules himself. When everything he does prompts a rules check, maybe he'll take the sign and start actually learning them.
I wasn't planning on it, but I was struck with an idea for my game tonight. It's an entirely aquatic campaign, and beneath the waves there's a yearly event where Derigible Squid do their mating ceremonies. The squid are almost helpless during this time, so to help them, the sentient denizens of the deep make all sorts of scary masks of sharks, barracuda, etc. to help frighten off predators. The squid have learned from these rituals over the years, and the giant, bulbous female squid shift their hue to make eerie faces and grins across their bodies, both to attract mates and blend in with the festivities.
Because the ceremonies last for so long, many females get fatigued from maintaining their mating displays. To woo the females, the male squids produce small, nectar-like bulbs of concentrated food to present as gifts to them. Many of them also attempt to bribe the humanoid protectors with these globules as well, and many a merchild can be found yelling "Squids or Treats!" in the oceans through this time, greeted with either a small, delectible blob, or a faceful of suckers.
Tell that fighter to stop scrubbing up, get in the game, and get off his butt. If they're still having issues, consider getting Aid Another bonuses, and the Bodyguard feat. Invest in means that prevent damage, rather than heal it. There are lots of means of preventing damage, as long as you know what's coming in a fight. Plan accordingly.
Fruian Thistlefoot wrote:
If he had 14 strength, we'd be in agreement.
A 13 is as good as a 12, and nobody, save for the rare weapon finesse builds out there, thinks that 12-13 is acceptable for a combat-oriented, melee-centric build. Yes, reach tactics, evangelist clerics are awesome. But you have to be able to hit something in order to be awesome, and with only 13 strength, you won't be hitting often, nor will you be hitting very hard.
Trust me, I LOVE reach clerics. One of my first pathfinder characters ever was a reach-cleric, and she remains one of my favorites to this day. She also had a starting strength of 16, because I like hitting things, and doing decent damage, while still being able to cast buff spells and have enough Dex. for Combat Reflexes.
But that's not what the OP said. A one-handed mace-wielding, 13. Str. cleric is not a melee cleric. It's a big lump of metal that pretends to be melee.
Threads like this always drive me up the wall, not because I don't understand the confusion, but because there is no reason to disallow it. It's not overpowered, requires noticeable investment, and allows different character ideas to be viable and effective.
Instead, we have to come here and strip away options from martial/caster hybrids, who are already suboptimal, because of some inborn fear of accurately damaging monsters.
It's not OP, the rules at the very worst are only slightly vague, so why take away options from your players?
Simple question: How is Scorching Ray affected by Fire Resistance?
See, I really do despise this errata. It took something that was viable, sparingly used, and never overpowered, and made it not work because people are scared of decent, accurate damage.
Given that there are better ways to produce a mathematically better result not reliant on a limited use resource, it should be allowed to work.
Let's see. 5 missiles doing 5d4+5, plus 10 each (we'll give him 10 bonus on the first missile against his special Paladin targets), adds up to 5d4+65, which sounds perfectly reasonable for a 10th level character using a limited per day Smite.
Basically, yeah. I wouldn't say that the good neutralizes the bad, rather that their actions are generally split between good and evil, but yeah.
Because you specifically mentioned people, or groups of people, being evil, not their actions, which were evil.
As to drinking the water, is drinking water, specifically THIS water, healthy for you? Are you treating your body well by drinking it? If so, then it is Good. It supports your ability to function well, and shows respect for your body.
And all of this, I believe, is built on what I think is a fundamental falsehood: The existence of Neutral actions.
1) I would argue that all of the things listed are typically not evil, but neutral. There's a reason it's expected that most people are neutral. Other than that, I agree.
For the most part, I agree. Once you bring in subjective terminology to justify evil actions, the subject becomes which evils society deems necessary. I would still argue that that doesn't make those evils anything other than evil, but, other than the claim that who you are killing matters, I agree with most of it.
Also, I would argue that Robin Hood is Chaotic Neutral. He steals that which belongs to others (disregard for the well-being of others - Evil) and helps those in need (regard for the less fortunate - Good), generally outside the realm of the law (Chaotic).
Also, remember that the CR system is designed with a totally average, "viable" party in mind. The second anyone starts optimizing, CR kinda goes out the window.
Freehold DM wrote:
Oh, I like you.
Make a complex support character that can also heal. Make her a halfling, take the Helpful trait, and pick up combat reflexes/bodyguard. Combine that with Wild Shapes that have exceptional reach. You can even do the same with her animal companion once it hits 3 int., OR you can pick up a familiar-granting domain, give her a familiar oriented around support, and have her CONSTANTLY buffing nearby ally AC/Attacks.
The best form of healing is damage prevention.
Alternatively, just tell your DM to adjust encounters for 1 fewer player, and build her that crappy healbot and don't worry about it.
You seem to be confusing Evil actions with Evil people. I would argue that most heroic characters are neutral. That Superman reference seems out of character, though.
Mana Chicken wrote:
Fine. If he tries to make you ineffective, simply state "Well, my CHARACTER, as a proficient swordsman, would know how to strike effectively, so let's just say he does that every time."
That's not true at all. Animals don't have the capacity to seek revenge. An animal companion might though, since they're smarter than a real animal
Mmmmm... apes in particular are known for waging war and exacting revenge. Doesn't change my stance, but apes can do some pretty dark stuff.
Ugh, it always bugs me when someone with a reasonably built character feels like they're being disruptive. I can tell you, as a regular DM, you're not. I've also been that guy, the one who plays with a bunch of people who barely understand the game, but THINK they know what they're talking about.
First off, you have to have faith that they will learn. Secondly, you have to be willing to help them learn in an unobtrusive way. Talk to the Oracle about spell choices and recommend a more versatile spell layout if they want to contribute more to combat. Always do what you can to remind that rogue to flank, etc. And finally, remember that having bigger damage numbers than everyone isn't stealing the show. It's what you DO. This is Pathfinder. Your goal is to make your numbers better than enemy numbers, and if you are wading through your foes like an unstoppable juggernaut, your allies should be rejoicing.
Also, a Titan Centipede, an equal CR opponent, has a roughly 50/50 chance of hitting you at 26 AC. Unless the DM is throwing a bunch of CR3s at you, you shouldn't be untouchable. An actually difficult encounter should be hitting you regularly.
Oh, I don't think I or Boomerang are implying that we can't kick your butt to the curb and/or call the police. But the right thing to do would be to allow you the chance for redemption, and respecting that, while you screwed up, you have just as much a right to life as anyone else.
And I AM from Texas. Suck it, stereotypes!
Charon's Little Helper wrote:
Yeah... also, he never killed anyone. >_>
Also, as to the whole Paladin thing: There's no reason a Paladin can't Smite with subdual damage. Nothing says it has to be lethal.
You forgot about the cavalier Order, as well as the Challenge ability, which are both the MOST potent aspects of the class. Yeah, some of the mount stuff is nice, but the cavalier can do things very few martials can do without archetypes (at which point, we open up the Cavalier options, too).
First off, challenge is legit. It's like a weaker Smite Evil that works on more targets, and in some cases further improves your abilities or the abilities of your allies, again dependent upon your order.
Order of the Dragon makes one of the simplest, most effective martial supports in the game. Bodyguard becomes a GREAT feat choice, you get the ability to give your allies free movement, and eventually a free charge! Plus, your challenge buffs your allies as well. It's fantastic.
Order of the Cockatrice pairs well with your other melee allies, as most allies like to rock high crit weapons. Just more attacks for you, and even a little crowd control with free access to Dazzling Display.
Really, I could keep going. The fact is that all of these things usually come in ADDITION to their mounted prowess, and small-sized cavaliers are not cheesy by any means. The only argument that cavaliers might be lacking is next to Samurai, but even then they get better mounted benefits than Samurai.
In the end, Cavalier is probably my favorite melee class, just because they can be built so many different ways, even with the various mounted combat abilities.
Usually not, but that same archetype gets you Studied Target, which boosts your accuracy up to full BAB levels. The archetype is actually more accurate than rogue, which is kinda depressing XD.