There's a Ranger archetype I like, because I like shouty leader-type fighting men. With this archetype, I can give my allies a combat bonus against a designated target, instead of having favored enemy. And instead of having Hunter's Bond, I can give my allies extra bonus when flanking. Also, at level 7, I lose a minor ability I don't care about in exchange for another minor ability I don't care about, but I'm not taking the 7th level of Ranger anyway. This is all the archetype does. so, I'm making my gruff shouty ranger-sergeant. He likes game meat, dark beer and soft beds. He dislikes crackers, rum and hammocks. The name of the archetype? Freebooter. It's from Pirates of Golarion. Mechanically, it's a perfect fit for my shouty ranger-sergeant (who is not, never was, never will be, a pirate). Is this bad roleplaying? Not only do I not think so, I don't even think it's a matter of taste, I think it's a matter of not being a f%!*ing idiot.
martryn wrote:
And if you listen to both Eric Clapton AND Turisas, you're a bad person. If you wear both cotton AND nylon, you're a bad person (that one is in the bible, btw).
Artanthos wrote:
Jesus f$&*, this Real Roleplayer(tm) b$#+!~## is tiresome. Artanthos wrote:
Tests vs mental stats are really not a thing in 3.X games. What are some situations where you would call for a test vs. a mental stat?
Check this out. Bard with the Buccaneer archetype gets this little beauty:
Quote:
Cha to hit, level to non-lethal damage, ends when you deal non-lethal damage to the target. Nothing keeps you from doing lethal damage, getting your Cha to attack rolls.
Shuriken Nekogami wrote: it's evil to torture an innocent human bystander because they did nothing to deserve the pain. but it's good to torture an intellegent undead because they did everything in thier power to deserve it. slaying legions of human lives, feasting on humanity, creating more of thier tainted kin. undead shouldn't have rights because they became evil abominations who prey on men. nor should demons, devils or aberrations. all of which deserve the same suffering as an undead. Wait, my arguments are being slaughtered because I was speaking out of my ass (and I watch too much Fox)? Lol, I wuz just trolling yoo guiz. Trusty face-saving defense to the rescue!
Redwidow wrote: In fact, I never even read the class skills and abilities... "I have no idea what I'm talking about! And I'm PROUD of that!" Redwidow wrote: 1-A martial arts style typically oriental type of class has no place whatsoever in a typical western meieval-based role-playing game, in my opinion at least Sure. But this is D&D/PF, not LotR or Robin Hood & his Faerie Men. Redwidow wrote:
Beetch please. The Mystic class was introduced way back in the BECMI days.
TriOmegaZero wrote: If the DM uses a lot of weaker enemies instead of fewer strong ones, yes. Make it an endurance run rather than strength test, and the MT's greater number of spells is more important than the spell level hit. Lets take level 11 as an example. That's lvl 5 MT for a standard Wiz/Cle. Total spell slots by level: 12*1, 10*2, 10*3, 8*4. That's assuming dual 18s, specialist bonus, domain spells included.For the single-classed caster (wizard or cleric), it's 6*1 6*2 6*3 5*4 4*5 3*6. That's 94 spell levels for the MT. And that's assuming that the value of different level spells is linear, which is really not the case. For the single classed caster....it's also 94 spell levels. The MT has the edge in raw number of spells (40 vs 30, not a *big* edge), but you really don't cast 30 significant spells in a day. Lets say that 3rd level spells matter at level 11; The MT has 18, a real caster has 18. But you're trading Wall of Iron and Heal for Wall of Fire and Restoration. MT is a trap.
In response to the OP: Well, you got kicked out. Unless you have a solid reason to believe that they're cliqueish, drama-loving douchenozzles - reasons more solid than your own butthurt - then yeah, the very fact that you were asked to leave means you were a terrible guest. The vast majority of people, even (especially!) in our somewhat dysfunctional tribe, don't do that lightly.
shallowsoul wrote:
But the premise of the thread is the myth of Fighter Endurance: That the Fighter can keep on fighting all day, because he doesn't rely on spells. Which is obviously b%@##%*# if you've ever actually played the game. We comment on the solo Fighter because that's what the OP started with.
So, I'm running Serpent's Skull, and I just started book 5. I decide to check out the pregens in book 6, to see what the Paizo idea of a level 15 party is. The wizard has 2 8th level spells memorized. Iron Body, and Polar Ray. Whisky. Tango. Foxtrot. This is not sandbagging, this is stuffing rabid badgers don your pants. Let's take Polar Ray first, as it's merely very bad. One ray, ranged touch, 15d6 cold damage and 1d4 Dex drain. The Dex drain is a terrible debuff, he will never be able to drop an enemy with it and it's one, maybe two points of AC and reflex. Also, 15d6 to one target after an attack roll is super dork lame. He's got a +6 ranged touch attack; the first 3 monsters I find in the book are touch AC 17, touch AC 13 but randomly immune to cold, and touch ac 17 again. That's 11+; a 50% chance for his highest level spell to do nothing, even assuming optimal conditions (cover, firing into melee etc). The guy could seriously be casting Quickened, Empowered scorching ray for swift action 3*6d6 instead, out of the same spell slot. And that would be bad too, but straight up better by a mile. Now, the other spell. Iron Body. It's a transformation spell, personal range, 1 minute per level. Right off the bat, it gives him a 35% arcane spell failure chance. And he doesn't have any bypass for that, so let's assume that he intends to melee after casting it. He even has Arcane trike to buff his melee attacks. And hey, he has Bulls strength and shield memorized, let's assume he's pre-buffed with those too. Now, he has an AC of 18, DR 15/adamantine, 89 HP. He has a speed of 15' (and doesn't fly), and a full-attack routine of....+10/+5, 1d6+8. The rest of his spell selection is merely bad, but these two are jaw-droppingly terrible.
Xavier319 wrote: I'm trying to cover the party's traps, and I dont want to have any spellcasting, as I've played too many spellcasters lately. Student of War seems to be pretty good. was planning on taking some levels in Lore Warden to get free Combat expertise, and some levels in Trapper ranger. Half elf should take care of Skill focus without wasting a feat. What do you guys think of the class? It appears to be pretty good. Fighter BAB, good will, good skills, and some good abilities, and bonus feats. IMO, it's a trap. Take MOAR LORE WARDEN!!, or some Maneuver Master Monk instead.
brreitz wrote: A player in one of my groups played a zen archer (he was hoping for something like 3.5's order of the bow), and he was just able to deal so much damage (so. many. arrows.), from so far away (before the rest of the party can have their fun), and was so hard to hit (great saves, great AC) So he was hoping to suck a lot, and found himself being effective instead??
Threatened wrote:
You forgot to have the level 20 Summoner craft you a potion of Stoneskin. Other than that, provided you can GET lvl 20 potions, you're good to go.
Sellsword2587 wrote: Monks are utility fighters. They have more tricks than a standard Fighter does, and at times, more than a Paladin, Barbarian, Cavalier, or Ranger does too. More tricks = slightly lower BAB. Same rule rings true for spell-casting classes. They sure have a lot of class ability text. However, MOST OF IT IS S!$~. And are you seriously comparing Monk class abilities to full (or even 2/3) spellcasting? For real? Sellsword2587 wrote:
"Real Roleplayers" was merely wrong and stupid in 1982, it's downright insulting today. Stormwind Fallacy aside, I came to play a kung fu badass, why are you giving me Chris Farley in Beverly Hills Ninja? Sellsword2587 wrote: ...If the rolls go well, a monk can easily out perform a fighter. Heck, a wizard with a quarterstaff could out perform a fighter too if his rolls are good, I've seen it happen. Seriously? That's one your arguments? "Monks don't suck if they roll all 20ies" is your defense of the Monk class?
fasthd97 wrote: Well its no different than the practiced caster of 3.5 the way i read it.Your damage output is the same as a 8th level caster ..Your Theurge should still only be casting level 3 spells.It could be read either way I grant you.However if you do it my way its far less overpowering and just means your spells have the same punch as a level 8 caster.I believe both Magical knack and esoteric training are meant to be replacements for the 3.5 knack and so should work exactly like that feat. It can't, it's very clear. And ridiculously overpowered. Getting Practised spellcaster lookalikes for free is not that bad, but progressing your casting for free is balls-out crazy overpowered.
Ravingdork wrote: collect evidence in the hopes of determining whether or not the new (old?) ruling is a retcon, or simply something that was overlooked by nearly everyone. Evidence: Every monk printed, ever. Facing a mountain of criticism over the price of AoMF, the designers decided to double down on the stupid and nerf the Monk even more.
submit2me wrote: I like the idea of a full bab class with a familiar. Would it be possible to take the Improved Familiar feat in that case? I would think not since it's dependent on caster levels, but maybe you could still use your character level -2 like with the Eldritch Heritage feat. For instance, is it possible to have a 9th-level Fighter with a Silvanshee familiar this way? I've been thinking about that. Anyone with a Spell-like ability has a caster level, usually full HD. That's gnomes and elves right there, with the right racial traits. The various races from Bestiary 2 should be covered too.
Ganymede425 wrote:
Exact same wording? That's not an honest argument from an informed position. "Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity."
Different trigger, different effect. Note that Greater Trip causes the target to provoke AoOs from everybody. But given that there are plenty of situations that would trigger one but not the other, it's fairly clear that they have different TRIGGERS. Which is what the AoO rules interact with.
Nobody in their right mind would buy it. The absolute optimum corner case for splint mail is low level, no dex bonus, and no more than 249 gp (including trade-in value) and NOTHING better to spend it on. Even then...save the money for proper armor or buy a trained dog to help you stay alive until you have the cash.
shallowsoul wrote:
Experience. Mine and others. Accumulated over years of playing. Disdain for the Fighter is a well-known fact. Writing up various scenarios where Fighters fail to contribute is hardly the point of this thread. But, short list, they can't meaningfully engage enemies, they are easy to lock down, they fall easily to save-or-lose, they contribute nothing outside combat, they lose fights they should be winning. Specialized fighter builds can solve exactly one of these problems. Here's how this thread, and every thread like it goes:
Fighter needs magic items more than anybody else, because he doesn't have any relevant class abilities. He cant deal with a single problem that can't be solved by swinging a sword or shooting an arrow, he needs magic items or caster help for EVERYTHING. Some of us consider that a problem, because we like competent characters who contribute to problem-solving.
shallowsoul wrote:
The basic premise is that the fighter sucks at two things: Combat, and non-combat. We say this, not because we hate fighters, not because we're pencil-necked dweebs who hate jocks, but because it's true. Experience shows that fighters just don't pull their weight in a group, starting somewhere between level 1 and 11 depending on group and optimization. The arguments for the fighter NOT sucking are as follows:
"Doing damage without expending spell slots" is a valid contribution to a party. But Clerics, Druids and Bards (And Inquisitors, Alchemists, Magi, Oracles, even Rangers and Paladins) just do it better. Not because they bring bigger numbers, but because it's not their ONLY contribution. Every single non-combat contribution from a Fighter can be done at least as well by a Commoner.
Bob_Loblaw wrote: The fighter can deal with fighting without a lot of investment in magic items, if he's built that way. He can't, really, and that's the problem. Protection from big grapplers, flight ability and protection from mind-affecting low level fightstoppers are just the first few things that come to mind that the Fighter needs magic items for. It seems like you're arguing from an older edition, where save v. spells was fairly rare, and Fighting Man had excellent saves. Now, Will Save or Lose happens all the time, and Fighters have bad Will saves and Wisdom as a dump stat (a position they share with the other pure martials, Rogues and Barbarians - both of which have the option to shore up this weakness with class abilities). Bob_Loblaw wrote: The casters are also very gear dependent, regardless of what some people want to claim. Even Tark mentioned that the wizard should have a bunch of scrolls. That's gear. In order to get their DCs up for their spells, they will need more gear. Caster gear makes the caster better. Fighter gear is absolutely required to be allowed to play. Bob_Loblaw wrote: I would love to see what a wizard restricted to mundane items would do against a fighter restricted to mundane items. It would be interesting. The easiest way to do this would be to use PFS rules so that the wizard doesn't also have scribe scroll. It would be unfair to take away a class feature if someone wanted to do this. Levitate, Invisibility, Protection from Arrows, and those are just the 1. and 2. level spells. |