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Diego Rossi wrote:
Please read my quotes above, I already posted all of what you stated. Furthermore, I even quoted where it specifically says that spell-like abilities *can* be used, so your reasoning is incorrect. Please show me where it says that the prerequisites for magic arms and armor or wondrous items require you to be a *spellcaster*. The *only* thing you need is a caster level, which - coincidentally - is exactly what master craftsman provides you with :-) So no, that is no proof but rather strengthens my view of it :-)
Quath wrote:
I love the idea :-D
Jofarin wrote:
Where is the term "effective caster level" mentioned? If I look at gnome magic it statesRaces/Gnomes wrote:
It says "caster level", not "effective caster level". Limiting it to "these effects" is no different IMO than limiting it in the way of "for this spellcasting class". See alsoMagic Chapter wrote:
and rogue talents/minor magic wrote:
There are two limitations in the statement: For "most" and "spellcasting characters". Someone who uses a spell-like ability is not a spellcasting character. And even if he was, "most" limits it further - probably to also cover the 7/10 advancing prestige classes or those with a reduced caster level like ranger or paladin. So it either does not apply to spell-like abilities or leaves enough room to interpret it differently. Also, nowhere do I see this "effective caster level" term which apparently is supposed to be different than "caster level" - something very shaky in the first place IMO.I searched the magic chapter and found no limitation.
Magic Items / Creating Magic Items wrote:
This is not really relevant to the question of whether you can pick up the feat or not, but interesting to see: Spell-like abilities also count for fulfilling crafting requirements. So to sum it up, I do not see the need for a clear statement that permits the existance of spell-like abilities to qualify for taking feats, but either a) a statement somewhere that says "spell-like abilities" / "the caster level for spell-like abilities" do not qualify, or b) some statement somewhere in the line of "only spellcasters qualify for taking crafting feats" :-)
Jofarin wrote:
Uhm, sorry, I don't get what you say :-) Does it qualify or does it not qualify? And by the way, sometimes they restate the rules in effect to emphasize something, but that does not mean that you are to interpret that you always need an explicit statement for something to apply - which seems to be what you are doing with the reference above, but I am not sure :-)
Resurrecting this thread hoping for some more details :-) I read the arguments above but am not convinced that a spell-like ability's caster level does not qualify for the feats.
However, the feat only states that you need a "caster level". It does not say you need a caster level from a spellcasting class or that you need to be able to cast arcane or divine spells. When crafting arms, armor or wondrous items you do not need the "spell" on your class list and can simply eat the additional spellcraft requirements. For example, AFAIK the whole debate on alchemists not being able to use crafting feats is based on the argument that they do not have a caster level. Furthermore, other feats like arcane blast not only require you to have a caster level but have the additional requirement of being an "arcane spellcaster"... What I basically am searching for is a quote like "This does not allow you to qualify for feats...", because everything else I have seen so far has some kind of limitation like "Generally...", not some hard and clear-cut statement. Don't get me wrong, I am fine if you can point me to a clear definition that states it does not apply. So far it's just a bit dissatisfying :-) Note: FAQ'ed the OP's post.
Irontruth wrote: ... The closest they get is Armor Mastery, which reduces the armor check penalty to skills. I'd love to hear the argument that Armor Mastery is somehow equal footing outside of combat compared to even a Paladin's non-combat spells... I think you are overlooking something extremely important about armor training: It allows you to move in armor without impeding your speed. Thus fighters are the only class that can tumble (acrobatics) in medium and heavy armor, nobody else can do that. Also, even small plusses can make the difference between making checks and, for example, NOT fall down the pit of hungry lions or NOT drowning :-)
Yahoo, another "fighters have problems", "fighters suck", ... threads :-P These never seem to die out.
Regarding the question what armor training and weapon training give you:
If you are interested, search for Bob Loblaw's post regarding 40 (or more) things only fighters can do. Great stuff in there :-)
Summon monster can be great, though summons can easily countered as well. In general, from my personal experience, I would say summoning is worth it if
There are lots of ways how you can benefit from summons without them themselves being powerful. If you have intelligent summons with whom you can communicate, they can aid another on you or the melee ally and thus ensure hits and effectivity.
Augment summoning is cool and helpful, but others like sacred summons can also be worth it. My cleric used the latter one with Azatas to fantastic effect - investing in a feat that could effectively work only with three creatures on the summoning list totally paid off... Regarding Mystic Theurge: Unless you start at a high level, I suggest to have more levels in one class than the minimum before you start with the other one. For example, having 4th level spells in two classes (cleric 3/wizard 3/MT 4) at level 10 is more painful IMO then having 3rd level spells in one class at level 5 and then 2nd level spells at 8th level in another class and then going into MT to get 4th and 3rd level spells an level 10 (e.g. wizard 5/cleric 3/MT 2). Though it is less optimal from a pure spellcasting distribution, you reach the higher levels more reliably since you gain the important 3rd levels spells without delay, and you gain some good class features.
Hope this helps :-) Edit: spell levels
Reckless wrote:
Overcoming magic dr is not the same as being a magic weapon.
AndIMustMask wrote:
Monks are almost always good dips. I have built fighter/monk mixes before, and they are great. Samples: - Use Sohei to flurry in armor (depends on your GM, RAW it works, RAI is debated atm)- Use Sensei to get wisdom for attacks, then get a 14 in Str to get Power Attack and you're golden - Use enforcer feats and non-lethal damage to get free intimidate all the time - Remember you can flurry with shurikens, so pick up deadly aim to be able to flurry even when the enemy is more than 5 feet away - Consider archetypes where you gain ki pool earlier for it's advantages - Brawler is great because the "close" weapon group also has, among other things, spiked shield in there. You can two-hand that with power attack. Add bashing as ability and enhance the spikes, and you have a powerful 2d6 piercing weapon early on Lots and lots of more options remain, even going for eldritch heritage, dipping cleric to get feats to flurry with weapon of your deity and so on... Monks are great on their own and - in many cases - even better with or as dips :-)
Llathos wrote:
Hm, looking at his guide it seems to be off already at level 3: "When he burns a point" probably refers to making the scimitar a +1 scimitar, which would be in line for the attack bonus - but then he would only hit for 1d6+5 (4 dex +1 magic) damage.Regarding Darth Grall's comment about shocking strike I disagree; I don't think you get the touch spell attack bonus for attacking someone with metal when you spell strike; for spell combat he would be right though. But I think we are referring to the other case here. Anyway, at level 6 you seem to be right. I don't see where he got the +14 from; I assume he made the mistake to add arcane strike to the to-hit as well.
IejirIsk wrote:
Wrong. In PF you may take a move action instead of a standard action, nothing else (swift instead of move etc.). And swift is only 1/round, even less if you had an immediate action.
Furious focus is a well-balanced feat which I consider to be quite worth investing into - depending on what you want to do.
Btw I think that comparing it to weapon focus is not adequate. WF binds you to a single type of weapon, FF can be used with almost all 1H/2H weapons. BIG difference :-)
I think RP is quite decent as a prestige class.
Also consider the other curses besides lame curse. Though they may not allow you rage cycling, you may still build cool and versatile characters this way, e.g. an emissary barbarian (understands and speaks every language thanks to tongues curse), a sentinel type barbarian (vision curse, see and hear almost everything eventually) etc. Anyway, you might want to consider putting more into charisma.
Regarding the original question, I don't think that Zen Archers outdamage optimized archers.
So when you are looking purely at damage, ZA probably won't win. But if you look at the entire package, they are fantastic and at the very least hold their own compared to the other archer builds :-)
Vestrial wrote:
I agree with James here. It happens quite often that the version of a class, archteype etc. differs in the final printed version from what the author originally submitted. When this is an oversight, Paizo fixes it. Until then - an official errata, an official FAQ or the like - it remains the way it is and may even remain that way forever because it is or becomes the intended version.
It is one thing if a wording is unclear, then a post or FAQ can clarify it (though as has been noted, Paizo has changed rulings and FAQs before, so YMMV there). If something is written completely different, as in the case of the Sohei, then at least at our table we wait if it is officially errataed/FAQed, because before that we don't know what the final version really may be :-) We only change it if we have a problem with it. In the case of the Sohei, I personally don't see the problem.
toascend wrote:
Dune sounds pretty cool, gotta think a bit into that direction... What kind of technological stuff that depends on domains or schools do you have in mind? :-)
blackbloodtroll wrote:
Cool idea. But as stated above, only CRB, APG and UM are ok :-)
Trinite wrote:
Rogue is fine and one of the things I thought of :-) Any class in the books mentioned above is OK :-)
leo1925 wrote:
No, I am only half-kidding. If you're a wizard focusing on rays you'd have pbs and precise shot anyway. focused shot is just one more feat, and arcane strike is something generally useful.
It's all about versatility. But that's beyond this thread I guess :-P
leo1925 wrote:
Well, if you were a wizard with a high INT, high DEX and want to be able to make use of your mostly single attack without sacrificing spells, then focused shot might be a good thing to do. Maybe add in arcane strike, and for icing on the cake put gravity bow on it you will be rather decent :-P
Whale_Cancer wrote:
Thanks, some good ideas in there! :-) Really, I am also fine with a rogue, master craftsman and craft feats, using wands etc... As stated, it does not have to be powerful, just falvorful and workable. Brilliant sword is a good idea, I will keep that in mind. I also think maybe having some sort of small cannon mounted at an arm that shoots off all those evocation spells like dragon breath etc. could be an option... The holographic servant is interesting, maybe the "doctor" from star trek (ranks in heal, knowledge nature etc.) or the like. Hmmm.... :-P
Summoner is OK, but as others have stated it's complicated, easily built incorrectly, has lots of FAQs and can be very time consuming due to the many actions the player gets. As a DM, you can easily counter a lot of this with standard tactics, however, e.g. dispelling, magic circles/protection from, using smart enemies who target the summoner and not his big charging eidolon etc.
I would not ban it, but only give it in the hands of an experienced and thorough player.
AndIMustMask wrote:
As I stated in the first post, the only books allowed are CRB, APG and UM. So unless that android race is some fluff with human in there and that's what you mean, it's out. Wordcasting is definitely out. :-)
Regarding the alchemist idea: For the most part I cannot envision the extract-drinking stuff to fit the sci-fi bits, except maybe for transmutation effects.
@Whale_Cancer/DMasterE: Regrettably other books are not available, that's set and agreed upon. So UC and 3.5 material is out. @VRMH: Wizard and alchemist are obvious, yes. I would not limit myself to it, though. What I am really wondering is
@all: thanks for the quick replies, though I am looking for more details and ideas, partial or full concepts etc. :-)
One note ahead: I do not wish to homebrew any stuff, this is just about fluff and style. I am playing in a serpent skull campaign and have just hit level 11. In case one of my characters dies, I would like to have a backup character. I already do have one (magus/hexcrafter), so if it's possible to apply the following to him that's perfect, otherwise a new one would be acceptable as well. So the rules we have are:
What I envision is the character to be more sci-fi than typical fantasy, or a mixture thereoff (think final fantasy XII): magic works off equipment he wears in addition or maybe is embedded into him, ioun stones/light is more like flowing light bulbs, armor (though having the same drawbacks etc.) works more like force shields etc.
I am open for creative suggestions, classes, races and so on - but there should not be an impact on the standard Golarion campaign world. It also should not depend on being in any kind of society or organisation. Finally, it does not have to be a powerful character, just being flavorful and not useless is fine :-) Happily waiting for ideas :-)
I recently built a paladin 6/monk 3/shadowdancer 2; alternatively paladin 7/monk 2/shadowdancer 2. That obviously does not go for shadowdancer as quickly as possible, but it's one way to do it.
I think it's pretty cool flavor-wise, and adding evasion, darkvision etc. to hit is really cool. In my example, monk allows for extra bonus feats, further boosts to saves, unarmed combat, stunning abilities and more. I think if you accept that you do not need the paladin spells, higher auras etc. it can work out quite well. Particularly with some of the oaths like oath of charity you gain a lot of flexibility in your mercies, oath of vengeance gives you lots of extra smites, and silver smite bracelet improves your smites. By increasing your charisma, your saves go up, but so do your shadow powers later. I have not decided if I want the shadow, but I see no problems from the paladin code. It has your alignment, thus it's LG - maybe the "cosmic forces of law and good" sent an ancient knight to "shadow" you and assist you? :-P Have fun with it :-)
I played though the AP, and I think without a full arcane and a full divine caster you stand almost no chance later on. You need spells in certain situations right then, and you also are sometimes likely to get wrong information, so you cannot prepare adequately with items or the like. You also will find treasure of little value to sell but of high value to use for casters, e.g. Spellbooks. I would say you might make it to level 6 or so, but then you either die or just don't know how to go forward.
Tired, quickly posting before going to bed: Dwarven Fighter 7:
Dwarven Fighter Lvl7 Dwarf Fighter (Two-Handed Fighter) 7 N Medium Humanoid (dwarf) Init +2; Senses darkvision; Perception +6 -------------------- Defense -------------------- AC 25, touch 12, flat-footed 23 (+10 armor, +3 shield, +1 Dex, +1 dodge) hp 53 (7d10+7) Fort +7, Ref +6, Will +7; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 40 ft. Melee Light Shield Bash +9/+9/+4 (1d3+7/x2) and . . +1 Greatsword +12/+12/+7 (2d6+14/19-20/x2) Ranged Masterwork Composite longbow (Str +3) +11/+11/+6 (1d8+3/x3) Special Attacks backswing, hatred, overhand chop, relentless, shattering strike +2, weapon training abilities (heavy blades +1) -------------------- Statistics -------------------- Str 16, Dex 14, Con 13, Int 12, Wis 12, Cha 8 Base Atk +7; CMB +10 (+12 Sundering); CMD 22 (22 vs. Bull Rush, 24 vs. Sunder, 22 vs. Trip) Feats Additional Traits, Deadly Aim -2/+4, Iron Will, Power Attack -2/+4, Quick Draw, Skill Focus (Use Magic Device), Weapon Focus (Greatsword), Weapon Specialization (Greatsword) Traits Dangerously Curious, Indomitable Faith Skills Acrobatics +3 (+7 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb +5, Escape Artist -4, Fly -4, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Stealth -4, Survival +5, Swim +1, Use Magic Device +13 Languages Common, Dwarven, Giant SQ greed, hardy, slow and steady, stonecunning +2 Other Gear +1 Full plate, +2 Light steel quickdraw shield, +1 Greatsword, Arrows (20), Masterwork Composite longbow (Str +3), Boots of speed (10 rounds/day), Cloak of resistance +1, 600 GP -------------------- Special Abilities -------------------- Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus. Boots of speed (10 rounds/day) Affected by haste Darkvision (60 feet) You can see in the dark (black and white vision only). Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground. Shattering Strike +2 (Ex) +2 Sunder and damage vs. objects. Slow and Steady Your base speed is never modified by encumbrance. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades Dwarven Fighter 8:
Dwarven Fighter Lvl8 Dwarf Fighter (Two-Handed Fighter) 8 N Medium Humanoid (dwarf) Init +2; Senses darkvision; Perception +6 -------------------- Defense -------------------- AC 26, touch 12, flat-footed 25 (+11 armor, +3 shield, +1 Dex, +1 deflection) hp 70 (8d10+16) Fort +9, Ref +5, Will +7; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee Light Shield Bash +12/+7 (1d3+4/x2) and . . +1 Greatsword +15/+10 (2d6+10/19-20/x2) Ranged Masterwork Composite longbow (Str +4) +11/+6 (1d8+4/x3) Special Attacks backswing, hatred, overhand chop, relentless, shattering strike +2, weapon training abilities (heavy blades +1) -------------------- Statistics -------------------- Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 8 Base Atk +8; CMB +12 (+14 Sundering); CMD 24 (24 vs. Bull Rush, 26 vs. Sunder, 24 vs. Trip) Feats Additional Traits, Deadly Aim -3/+6, Furious Focus, Iron Will, Power Attack -3/+6, Quick Draw, Skill Focus (Use Magic Device), Weapon Focus (Greatsword), Weapon Specialization (Greatsword) Traits Dangerously Curious, Indomitable Faith Skills Acrobatics +4 (+0 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb +6, Escape Artist -4, Fly -4, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Stealth -4, Survival +5, Swim +2, Use Magic Device +14 Languages Common, Dwarven, Giant SQ greed, hardy, slow and steady, stonecunning +2 Combat Gear Wand of cure light wounds; Other Gear +2 Full plate, +2 Light steel quickdraw shield, +1 Greatsword, Arrows (20), Masterwork Composite longbow (Str +4), Belt of giant strength +2, Boots of speed (10 rounds/day), Cloak of resistance +1, Ring of protection +1, 240 GP -------------------- Special Abilities -------------------- Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus. Boots of speed (10 rounds/day) Affected by haste Darkvision (60 feet) You can see in the dark (black and white vision only). Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage. Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground. Shattering Strike +2 (Ex) +2 Sunder and damage vs. objects. Slow and Steady Your base speed is never modified by encumbrance. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades Tactics for the fighter are:
Attack bonus without PA:
Finally, an improved monk:
Monk 8th level:
Monk 8th Male Dwarf Monk (Drunken Master, Qinggong Monk) 8 LN Medium Humanoid (dwarf) Init +2; Senses darkvision; Perception +15 -------------------- Defense -------------------- AC 24, touch 21, flat-footed 21 (+3 armor, +2 Dex, +1 deflection, +1 dodge) hp 59 (8d8+16) Fort +8, Ref +8, Will +11; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training, evasion -------------------- Offense -------------------- Speed 40 ft. Melee +2 Temple sword +13/+8 (1d8+8/19-20/x2) and . . Unarmed strike +10/+5 (1d10+4/x2) Ranged +1 Shuriken +9/+4 (1d2+5/x2) and . . Sling +8/+3 (1d4+4/x2) Special Attacks flurry of blows +6/+6/+1/+1, hatred, ki strike, cold iron/silver, ki strike, magic Spell-Like Abilities Barkskin (self only, 1 Ki), Dragon's Breath (2 Ki) -------------------- Statistics -------------------- Str 18, Dex 14, Con 14, Int 8, Wis 20, Cha 7 Base Atk +6; CMB +12 (+14 Grappling); CMD 31 (31 vs. Bull Rush, 33 vs. Grapple, 31 vs. Trip) Feats Dodge, Furious Focus, Improved Grapple, Improved Unarmed Strike, Mobility, Power Attack -2/+4, Quick Draw, Stunning Fist (8/day) (DC 19), Weapon Focus (Temple sword) Skills Acrobatics +12 (+16 jump), Appraise -1 (+1 to determine the price of nonmagic items with precious metals or gemstones), Climb +10, Escape Artist +6, Heal +6, Knowledge (history) +5, Knowledge (nature) +0, Knowledge (religion) +5, Perception +15 (+17 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +6, Sense Motive +9, Stealth +6, Swim +10 Languages Common, Dwarven SQ ac bonus +7, drunken ki, fast movement (+20'), greed, hardy, ki defense, ki pool, maneuver training, slow and steady, stability, stonecunning +2, stunning fist (stun, fatigue, sicken), unarmed strike (1d10) Other Gear +1 Shuriken (50), +2 Temple sword, Sling, Sling bullets (20), Belt of physical might (Str & Dex +2), Bracers of armor +3, Headband of inspired wisdom +2, Ring of protection +1, 3140 GP -------------------- Special Abilities -------------------- AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Dragon's Breath (2 Ki) (Sp) Costs 2 ki points to activate. Drunken Ki (Su) Drunken Ki pool allows the use of Ki powers. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Movement (+20') The Monk adds 10 or more feet to his base speed. Flurry of Blows +6/+6/+1/+1 (Ex) Make Flurry of Blows attack as a full rd action. Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. High Jump (+8) +8 to Acrobatics checks made to jump. Improved Grapple You don't provoke attacks of opportunity when grappling a foe. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR. Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR. Maneuver Training (Ex) CMB = other BABs + Monk level Mobility +4 to AC against some attacks of opportunity. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Slow and Steady Your base speed is never modified by encumbrance. Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Stunning Fist (8/day) (DC 19) You can stun an opponent with an unarmed attack. Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes. He two-hands his temple sword, though only receiving 1x strength bonus he receives two-handed-power-attack bonus on all his attacks. To improved defenses he can spend a ki for his monk bonus, spend a ki for barkskin +3, and while moving he has mobility. He can blast with dragon breath for 8d6 at DC 19. His attacks in a flurry are - normal: +13/+13/+8/+8 for 1d8+8 - power attack: +13/+10/+5/+5 for 1d8+17 - power attack + ki: +13/+10/+10/+5/+5 for 1d8+17 - ranged: +9/+9/+4/+4 for 1d2+5 shuriken - ranged with ki: +9/+9/+9/+4/+4 for 1d2+5 shuriken Note that the shuriken are recoverable since they count as weapons. For larger distances he can use his sling He can regain ki over and over by drinking ale, he got lots of funds left, e.g. to buy tankards of ale... Hope it's interesting :-) EDIT: Forgot to add ranged to the dwarf fighter. He has acceptable output, particularly when hasted: 1d8+7 at level 7, 1d8+10 at level 8. Attack bonus is +9/+4 unhasted at level 7 and 8, +10/+10/+5.
Sangalor wrote:
Addition: Let's do level 8, at least additionally. Otherwise the next step for martials is lost again... By the way, I have not yet seen anything that makes synthesists problematic or broken - just a nice package. So this is more for the fun and out of curiosity. Great to look into it together :-)
@Ilja:
I also disagree on the ranged damage: The synthesist first has to get to it to hurt it, and I don't consider the damage as piddly as you make it out to be :-) Casting spells shouldn't be factored in here, because you don't do damage then, and that was your point I thought... If we allow casting/using magic items then the game changes a lot. For example, potions and other consumables become an option, that changes things a lot IMO. 5 hours adventuring day is definitely too short for me, sorry. And the APs I've played definitely have more then 1-2 hours, especially since you don't know *when* the enemy will attack. Otherwise you will have to reduce one round of attacks with your synthesist for casting mage armor ;-)
Regarding level 7: I'll look at it. I would possibly change the build, but I gotta look into it :-)
Funky Badger wrote:
Uhm, I hope you don't think that but it reads like you intend to use shield to boost touch AC - which it does not. Also, at least for the thought experiment Ilja and I are running buffing with shield eats up a full round due to its short duration, so it wouldn't really help you there... :-)
Ilja wrote:
Well, you factor the elemental damage into your build, which is quite a significant chunk for your DPR. It's not like everything is resistent to it, but it won't apply in all cases. Also, martials are expected to be buffed somehow, particularly with haste and similar spells, so no news there. The synthesist will have trouble with DR and things that can poison/hurt/... him when touching something with a natural attack. Move+single attack is going to hurt him quite a bit as well, so that should be factored in.
What I kind of dislike a bit is using mage armor: It eats further into your spells per day, and you need to cast it at least twice (5 hours is too little), so from your total of 8 spells you're down to 6 - which you will need for all that healing stuffe ;-) But, yes, as stated before, at level 5 the synthesist is at a sweet spot for him. I expect this to change significantly the next levels when the other martials finally get more attacks. :-) As usually: Levels 1-2 martials shine, 3-5 they are OK but casters/mixed classes catch on, levels 6+ they start excelling again with all their additional options. I'd love to see how this turns out at level 7? :-) Finally, just to emphasize it, it's nice to do this kind of thought experiment :-)
Ilja wrote:
No time to check the calculations there, but to answer your question about the attack bonuses: What I stated is correct. You are confusing TWF with mixing weapon and natural attacks. If you attack with a weapon (unarmed strike), your natural attacks all become secondary attacks (-5 to hit, only 1/2 str). Multiattack reduces the penalty to -2.Also regarding rage: Favored class bonus was put into rage. So that's (4+2 levels) +(2 con) +2 (favored class)... strange, I had more in there, you may be right about it. I actually didn't intend this build for calculations, I would boost AC more in that case - which can rather easily be done. More to show how natural attacks favor the eidolon at level 5, and that this can be turned when one tries :-)
Lemmy wrote:
Two steps=two heal checks :)
Lemmy wrote:
How about requiring the check result to beat the *current* hp and at least 10 minutes? This would limit it and prevent a full refill. You could let a usage heal 1d6, 1d6+1/2 level with the use of a healing kit.Example: Assuming a +2 bonus due to wisdom and having heal as a class skill, this would mean level bonus
Assuming d8 HD and a +2 CON bonus as an average, you have the following HPs
So let's say at 5th level you have suffered 75% damage, bringing you to 9hp. Taking 10 you have a 20 to heal, so you heal in two steps to 16hp, then to 19. Getting it higher afterwards is either requiring an investment into the heal skill with skill focus, or other characters aiding you (and thus investing skill points etc. as well).
Funky Badger wrote:
Thanks, I like versatile characters more myself :-) Funky Badger wrote:
That is no single class summoner, which was the point I made with the monk-mix - dipping makes it easier. And it got drawbacks the other characters don't have. Plus it won't increase at the same rate the other characters will - so I disagree here ;-)
Ilja wrote:
Thanks for taking your time of answering thoroughly :-) I agree with a lot of your analysis. I have a few problems with the synthesist summoner used for the comparison, though:
Could someone, maybe you, do a complete build of it? Or point me to the errors, particularly what the base stats have been? I am confused here, and neither hero lab not reading the description helps me here... So I am not sure if your analysis is correct, at least until I see a complete and correct build which matches (or maybe exceeds) it. Still, assuming what you have there was correct, I agree with most of what you analyzed. I disagree on the eidolon taking damage: At level 5 a summoner has 4 1st and 2 2nd level spells, 5 and 3 if charisma is high enough. Assuming he gets hit as the other characters and you need to heal him, lesser rejuvenate eidolon restores 10 hps on average. So if you need to heal him completely, it would already head about half your daily spells. Mind you, that's not terrible - but you don't have much left for other things.
I built two different characters to address different claims: Dwarf - fighters can rock high ACs, have good senses, good saves, good chances to use wands and stuff. Thus I left him with lots of gold to get consumables to shore up weaknesses or boost his attacks and versatility.
Dwarf Fighter better damage:
Dwarven Fighter #2 Dwarf Fighter 5 N Medium Humanoid (dwarf) Init +2; Senses darkvision; Perception +2 -------------------- Defense -------------------- AC 24, touch 12, flat-footed 22 (+10 armor, +2 shield, +2 Dex) hp 39 (5d10+5) Fort +6, Ref +4, Will +5 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities Defensive Abilities bravery +1, defensive training -------------------- Offense -------------------- Speed 20 ft. Melee Light Shield Bash +9 (1d3+4/x2) and . . +1 Scimitar +11 (1d6+8/18-20/x2) Ranged Masterwork Composite longbow (Str +3) +8 (1d8+3/x3) Special Attacks hatred, relentless, weapon training abilities (heavy blades +1) -------------------- Statistics -------------------- Str 18, Dex 14, Con 12, Int 10, Wis 10, Cha 7 Base Atk +5; CMB +9 (+11 Bull Rushing); CMD 21 (23 vs. Bull Rush, 21 vs. Trip) Feats Additional Traits, Deadly Aim -2/+4, Improved Bull Rush, Iron Will, Power Attack -2/+4, Quick Draw Traits Dangerously Curious, Indomitable Faith Skills Acrobatics +3 (-1 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +4, Escape Artist -2, Fly -2, Knowledge (engineering) +4, Perception +2 (+4 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -2, Stealth -2, Swim +4, Use Magic Device +7 Languages Common, Dwarven SQ greed, hardy, slow and steady, stonecunning +2 Other Gear +1 Full plate, +1 Mithral Light steel quickdraw shield, +1 Scimitar, Arrows (20), Masterwork Composite longbow (Str +3), Cloak of resistance +1, 1814 GP -------------------- Special Abilities -------------------- Bravery +1 (Ex) +1 to Will save vs. Fear Darkvision (60 feet) You can see in the dark (black and white vision only). Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Improved Bull Rush You don't provoke attacks of opportunity when bull rushing. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground. Slow and Steady Your base speed is never modified by encumbrance. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades Thus we have +9/1d6+14 with power attack... Monk - This was to show how multiclassing with monks/pallys/etc. boosts saves and other weaknesses. As you said it's much nicer, so there my reasoning is confirmed ;-P Generally, those martials are supposed to be boosted (party members) or output consistent damge. DR won't be a problem due to flexibility of materials, though it's not yet that common. Level 5 seems to be a good level, though, for the synthesist, assuming the synthesist above is correct and the weaknesses don't show up (rejuvenate eidolon required, synthesist can't always be kept on or is removed or unavailable due to circumstances, no social troubles etc.).
Natural attacks with Monk/Barbarian/Ranger mix:
Natural Weapon Barb Mnk Rgr Mix Half-Orc Barbarian 2 Monk (Martial Artist) 1 Ranger (Guide) 2 N Medium Humanoid (human, orc) Init +0; Senses darkvision; Perception +10 -------------------- Defense -------------------- AC 17, touch 8, flat-footed 17 (+7 armor, +2 shield) hp 61 (2d12+2d10+1d8+25) Fort +13, Ref +5, Will +6 Defensive Abilities uncanny dodge -------------------- Offense -------------------- Speed 30 ft. Melee Heavy Shield Bash +9 (1d4+11/x2) and . . Bite (Toothy) +8 (1d4+6/x2) and . . Claw x2 (Aspect of the Beast (Claws of the Beast)) +8 x2 (1d4+6/x2) and . . Gore (Fiend Totem, Lesser) +8 (1d8+6/x2) and . . Unarmed strike +10 (1d6+12/x2) Special Attacks flurry of blows -1/-1, rage (13 rounds/day), rage powers (fiend totem, lesser), ranger's focus +2 (1/day) Ranger (Guide) Spells Prepared (CL 0): -------------------- Statistics -------------------- Str 24, Dex 10, Con 20, Int 10, Wis 14, Cha 8 Base Atk +4; CMB +11 (+13 Grappling); CMD 19 (21 vs. Grapple) Feats Aspect of the Beast (Claws of the Beast), Improved Grapple, Improved Unarmed Strike, Multiattack, Power Attack -2/+4, Raging Vitality, Stunning Fist (2/day) (DC 14) Skills Acrobatics +4, Climb +10, Escape Artist -4, Fly -4, Heal +6, Intimidate +5, Knowledge (nature) +8, Perception +10, Ride +0, Sense Motive +6, Stealth +1, Survival +6 (+7 to track), Swim +7 Languages Common, Orc SQ combat styles (natural weapon), fast movement +10, stunning fist (stun), track, unarmed strike (1d6), wild empathy Other Gear +1 Agile breastplate, Masterwork Heavy steel shield, Amulet of mighty fists +1, Belt of giant strength +2, 780 GP -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Fiend Totem, Lesser (Su) Gain d8 gore attack while raging Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action. Improved Grapple You don't provoke attacks of opportunity when grappling a foe. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Rage (13 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Raging Vitality +2 CON while raging, Rage does not end if you become unconscious. Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target. Stunning Fist (2/day) (DC 14) You can stun an opponent with an unarmed attack. Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Track +1 Add the listed bonus to survival checks made to track. Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy. Stats above are shown while raging, 13 rounds per day would be enough for the typical 3-4 encounters with 3-4 rounds on average per day. AC is less than that of the ones above, though a non-raging 19 isn't bad. DR 2/- and 61 HP are quite decent and should buffer quite a bit. Attack sequence while raging and power-attacking would be unarmed strike/gore/bite/claw/claw for +10/+8/+8/+8/+8 for 1d6+12/1d8+6/1d4+6/1d4+6 So this one hits better on the main attack, and as well as the synthesist on the later attacks. Saves 13/5/6 - fortitude is really good, will is ok. But as stated, that's just for illustration purposes :-) As stated before, I agree with much of your analysis, but note completetly. Particularly for the dwarf items are still an option, and the versatility isn't as great for the synthesist if he needs his spells for his eidolon (healing) etc. - he just does not have that many spells on this level. His summons can't keep up since he has not invested into it (such as the augment summoning feat). Communication we have discussed as well, so though I would not discount them, they are a very strong option. So the synthesist - again assuming it's built correctly - is a nice package, but in no way overpowered with the shortcomings it has :-) EDIT: I again may be overlooking something, but how do you get the +8/+8/+8/+8 with power attack? That would mean a +10 without, so taking the stats there and the proposed weapon focus (claw) feat, you would be at +4 BAB +4 STR + 1 WF = +9, leading to a +7 to hit...
Ilja wrote:
I don't agree with quite a few points from either of you. @Cold Napalm: I think you are dismissing some things too quickly, and I agree with Ilja that some of your statements are rather typical of your games than the standard or prescribed by the rules.@Ilja: I think you are dismissing arguments brought forth by Cold Napalm and others too quickly as well. Summons have limited usability, and weight limits would usually be a problem there - at least with the equipment loaded party members I know. You also need to communicate with those critters if it's anything more complicated than "attack my closest enemy" which you basically get for free when summoning. And since you only get tongues as a 3rd level spell, it is not possible at the lately discussed 5th level here. Particularly for the communications with your dire bats this would be a problem, the archons wouldn't work without putting ranks into linguistics etc. So in practice this is not as great an option as it is portrayed here. To address some points, here are some quick builds for comparison:
dwarven fighter 5:
Dwarven Fighter Dwarf Fighter 5 N Medium Humanoid (dwarf) Init +2; Senses darkvision; Perception +6 -------------------- Defense -------------------- AC 25, touch 12, flat-footed 23 (+10 armor, +3 shield, +2 Dex) hp 39 (5d10+5) Fort +6, Ref +4, Will +6 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities Defensive Abilities bravery +1, defensive training -------------------- Offense -------------------- Speed 20 ft. Melee Heavy Shield Bash +8 (1d4+3/x2) and . . +1 Longsword +10 (1d8+5/19-20/x2) Ranged Masterwork Composite longbow (Str +3) +8 (1d8+3/x3) Special Attacks hatred, relentless, weapon training abilities (heavy blades +1) -------------------- Statistics -------------------- Str 16, Dex 14, Con 13, Int 12, Wis 12, Cha 8 Base Atk +5; CMB +8 (+10 Bull Rushing); CMD 20 (22 vs. Bull Rush, 20 vs. Trip) Feats Additional Traits, Deadly Aim -2/+4, Improved Bull Rush, Iron Will, Power Attack -2/+4, Skill Focus (Use Magic Device) Traits Dangerously Curious, Indomitable Faith Skills Acrobatics +3 (-1 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb +3, Escape Artist -2, Fly -2, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -2, Stealth -2, Survival +5, Swim +3, Use Magic Device +11 Languages Common, Dwarven, Giant SQ greed, hardy, slow and steady, stonecunning +2 Other Gear +1 Full plate, +1 Mithral Heavy steel shield, +1 Longsword, Arrows (20), Masterwork Composite longbow (Str +3), Cloak of resistance +1, 1814 GP -------------------- Special Abilities -------------------- Bravery +1 (Ex) +1 to Will save vs. Fear Darkvision (60 feet) You can see in the dark (black and white vision only). Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Improved Bull Rush You don't provoke attacks of opportunity when bull rushing. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground. Slow and Steady Your base speed is never modified by encumbrance. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades Darkvision, high ac, good saves with strengths against certain types of attacks, power attack & deadly aim, lots of money left for potions or other gear... The only drawback here is the slow speed, which could be addressed the next level. human fighter monk (maneuver master)2 /(brawler) 3:
Monk Brawler Human Fighter (Brawler) 3 Monk (Maneuver Master) 2 LN Medium Humanoid (human) Init +1; Senses Perception +8 -------------------- Defense -------------------- AC 21, touch 12, flat-footed 19 (+6 armor, +3 shield, +1 Dex, +1 dodge) hp 41 (3d10+2d8+10) Fort +8, Ref +5, Will +7 (+1 vs. fear) Defensive Abilities bravery +1, evasion -------------------- Offense -------------------- Speed 30 ft. Melee Heavy Shield Bash +10 (1d4+10/x2) and . . Unarmed strike +10 (1d6+8/x2) Ranged Masterwork Composite longbow (Str +5) +6 (1d8+5/x3) Special Attacks close combatant +1/+3 -------------------- Statistics -------------------- Str 20, Dex 13, Con 14, Int 12, Wis 10, Cha 8 Base Atk +4; CMB +9 (+10 Bull Rushing, +10 Dragging, +11 Grappling, +10 Repositioning); CMD 21 (22 vs. Bull Rush, 22 vs. Drag, 23 vs. Grapple, 22 vs. Reposition) Feats Additional Traits, Deadly Aim -2/+4, Dodge, Improved Grapple, Improved Shield Bash, Improved Unarmed Strike, Iron Will, Power Attack -2/+4, Skill Focus (Use Magic Device), Stunning Fist (2/day) (DC 12) Traits Dangerously Curious, Indomitable Faith Skills Acrobatics +7, Climb +7, Escape Artist -1, Fly -1, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (religion) +5, Perception +8, Ride +3, Stealth +5, Survival +5, Swim +7, Use Magic Device +11 Languages Common, Dwarven SQ flurry of maneuvers (1 maneuver, -2), stunning fist (stun), unarmed strike (1d6) Other Gear +2 Chain shirt, +1 Heavy steel shield, Masterwork Composite longbow (Str +5), Belt of giant strength +2, 180 GP -------------------- Special Abilities -------------------- Bravery +1 (Ex) +1 to Will save vs. Fear Close Combatant +1/+3 (Ex) +1 to hit and +3 damage with close weapons. Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in pl Improved Grapple You don't provoke attacks of opportunity when grappling a foe. Improved Shield Bash You still get your shield bonus while using Shield Bash. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Stunning Fist (2/day) (DC 12) You can stun an opponent with an unarmed attack. Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes. This guy has great defenses (saves, evasion etc.), though I might consider boosting his AC more instead of his strength. He two-hands his heavy shield for good damage, particularly with power attack. He can fight well unarmed and deliver status effects as well. Ranged enemies are taken down with a bow, thanks to deadly aim he deals decent damage as well. Both can use wands rather reliably, and they have funds left for some potions and ordinary gear. Acrobatics are no problem for ordinary situations, and they both got some tricks up their sleeves.
These are not damage optimized (or min-maxed) characters, but capable combatants with good survivability. And they could be used for comparisons in our discussion :-)
Funky Badger wrote:
Uhm, other classes don't dump their physical stats this way and thus have better saves. And there are more classes with 2 or more good saves. And "because I say so" does not make it true :-) I would really like to see a pure synthesist build that lives up to the claims made in this thread. so far none has been presented... :-/
Funky Badger wrote: There *aren't* any glaring weaknesses of the Synthesist, we've already covered that. :-) Uhm, yes there are, and they have been stated repeatedly. Saves is one example ;-) And I second Irnk's opinion. You see, I keep looking at this thread to understand what is supposed to be broken, so I can understand how this could be fixed. But I still haven't seen anything there, so I can't get this answer... :-(
blackbloodtroll wrote:
Net: you are right. I looked up the wrong "net" ;-P Would there be another bonus of using that conductive property in the beside adding to damage on a successful hit?
Funky Badger wrote:
Funky Badger, I think what is irritating here is that you try to show the strength of the synthesist with multiclassed builds - which does not prove anything about the synthesist archetype. For example, in the above build, the saves of the summoner would absolutely suck without the optimizing paladin dip... :-P But the Angel Summoner (and BMX Bandit) videos are great, I love them... :-D
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