
Ashiel |

Aratrok wrote:I assume you speak of higher level encounters?shallowsoul wrote:I have never seen nor heard a game in which a fighter was useless. A fighter always contributes one way or the other and I can promise you that he always contributes in the fighting department.
I think people need to step back and take a look at how things go round by round starting with number 1.
Okay round 1 what are you doing?
Paladin: Okay I am using my standard action to activate Divine Bond and I move.
Wizard: I cast a buff on myself.
Cleric: I cast a buff on another party member.
Fighter: I run up and attack or I pull out my bow as I move and I attack.
Fighter doesn't have to buff nor does he need to get into position. He either fires with his bow or he moves up with his sword. He doesn't have to worry about effects such as Rage or Favored Enemy to do his job. His damage is going to be continuous no matter who he's fighting and a lot of people that I know, love that dependability.
The problem is that they're not dependable in a real game, they're dependable in a vacuum. They have some of the worst defenses in the game; fortitude is their only good save and bravery is the only class feature that helps with saves. They've got spare feats to take Lightning Reflexes, Great Fortitude, and Iron Will, but that's where the party ends.
That means that a fighter is going to need to either spend precious consumable resources to recover when he fails a save (if it didn't result in immediate death or becoming a lawn ornament), or rely on party members to fix him up after most fights.
Edit: Also given that a lot of fights go much longer than one round, I'm not so sure getting an extra attack at the start of the fight is really all that great.
Mid-low to low-mid encounters as well. Also, unless your GM just picks 1 creature of CR X and throws it at a party of 4+ characters in a vaccuum, low-level encounters can last quite a while as well. I mean...kobolds man, kobolds. XD

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well i had a long drawn out post telling why my crb fighter was able to do well against the encounters proposed by ashiel, but my son pulled the power cord out of the wall before i completely finished...
anyway i came to the conclusion, that while the paladin was able to tank the creatures better then the fighter, the fighters ability to gain 4 ranged attacks before moving into melee, or SU, range of the target creatures he was able to weaken the encounter well enough to allow a standard party to "mop up the remainder" for instance the basilisk would have been hit for its full hp on a full attack while staying out of its 30 foot gaze range, then able to drop his bow and quick draw his towershield and sword to tank the remaining target with a 34 ac.
i will need to redo my post to prove it.... /sigh

DrDeth |

Oh heck, it’s meaningless anyway. No doubt a pally is gonna do better in a solo game vs undead. (and a Cleric would do a LOT better still) So? How about in Module G1, vs Giants, ogres and more giants?
How about in a classic party of Wiz, Cleric, & Rogue? Who fulfils the Tank role better?
The question was answered many times- why play a Fighter? Because it’s fun.
No amount of jiggery-pokery showing that a Pally may be slightly better given a certain set of opponents means anything to most players, who simply want to have a useful, survivable fun PC, even if it isn’t super optimized.
Anyway, there little a pally could do that a cleric couldn’t do better. Heck, any decent optimizer could design a cleric who could walk thru that scenario while whistling a happy tune and juggling 3 live rabid weasels.

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No amount of jiggery-pokery showing that a Pally may be slightly better given a certain set of opponents means anything to most players, who simply want to have a useful, survivable fun PC, even if it isn’t super optimized.
But the thing is, you "can" optimize the hell out of a fighter.

johnlocke90 |
memorax wrote:To me it's never been about feats when it comes to not taking a fighter. It's that everyone else can take feats. Sure the fighter can get the most yet everyone else can take feats also. In some cases the same ones. Nothing makes you stand out in terms of other melee classes. Bravery is not that great. Armor training while useful is not something to write home about. Weapon specialization gives a small advantage yet the other melee classes can hit as hard and do a little less damage. At least in 2E the fighter was the only one who had access to weapon specilization. A class feature non of the other melee types were allowed to have. A Paladin/Ranger/Barbarian if they wanted could do the same. Just waste of feats imo. The fighter is a decent class. Yet in 3.5 and with PF they got lazy and tossed feat upon feat to hide that the fighter imo gets nothing unique in tersm of class features.
And you honestly need to let that go. Bonus feats are a part if the fighter like it or not. I'm not sure you fully grasp just how important and great it is to be able to select so many feats and the combos that go with it, doesn't matter that all classes get feats, the other classes don't have as much to play with like the fighter.
To be quite honest, the fighter is the most balanced, consistent, versatile, and dependable class out there. Classes aren't always determined by their unique abilities that they may possess.
But there aren't that many really good feats, and many of the really good ones require high stats or don't mesh together well.

johnlocke90 |
johnlocke90 wrote:
Assuming the enemy isn't evil, I would do about 1d8+16 with a +25 on my chance to hit and ignoring all DR. I doubt the fighter will outdamage me by much and if the enemy has decent DR, I will outdamage him.In addition, I will wreck this fighter in melee because he has a dex of 19 and won't have good strength, while I am using a dex of 10.
at 1 attack... my fighter would have, assuming you are getting a +5 from your devine bond, 5 attacks at a higher to hit because of weapon training and a bunch of other awesome items my character will have in ranged attacks. my fighter with just an 18 strength, 18 dex, and 14 con as my base stats will STILL out do you in AC, ranged, and Melee with my greatsword. im sorry the fighter will out do you in combat, period.
i wont build my level 14 fighter just to prove you wrong, but im looking at my character sheet and my charcter is doing much better damage then 1d8+16 ranged, and im getting 5 attacks to your 3, no haste, with clustered shots and improved precise shot. im sorry you can try to declare that you immaginary paladin out classes a fighter, but its not a real thing.
your paladin has saves, smite, and healing. other then those 3 things your paladin is not more effective in combat.
First, how do you have 18 str 18 dex and 14 con as your base stats? It sounds like you are using a pretty high point buy.
Second, I think both of you do very little damage. We use 15 point buy and without smite, my level 14 paladin does 3d6+34 with a +29 attack bonus with a scythe and a 19-20 crit. I do about 160 on a crit. I also do 9d6 extra damage each round(Conductive weapon) for 7 rounds.
If I get surprised and don't have any buffs, I will instead do 2d4+20.
The real benefit though is that my weapon has heartseeker, mimetic cruel and conductive on it(while still being +5), which is very helpful against monsters.

johnlocke90 |
Interesting thing that happened tonight: The party was jumped by some CR 15 swarms of diminutive creatures. The paladin, fighter and ranger were all powerless to stop them (just did not have the right tools for the job). So, while the debate over who's better in a fight might be interesting, we were all EQUALLY useless in that encounter.
Paladin could still heal(himself and others) actually.

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Xuttah wrote:Interesting thing that happened tonight: The party was jumped by some CR 15 swarms of diminutive creatures. The paladin, fighter and ranger were all powerless to stop them (just did not have the right tools for the job). So, while the debate over who's better in a fight might be interesting, we were all EQUALLY useless in that encounter.Paladin could still heal(himself and others) actually.
Or the others could drink potions?

DrDeth |

DrDeth wrote:But the thing is, you "can" optimize the hell out of a fighter.
No amount of jiggery-pokery showing that a Pally may be slightly better given a certain set of opponents means anything to most players, who simply want to have a useful, survivable fun PC, even if it isn’t super optimized.
Absolutely, esp with archetypes.

Ashiel |
9 people marked this as a favorite. |

DrDeth wrote:Actually, gimme a bit. I'm going to build another dungeon AGAINST the Paladin, with as few saving throws as possible (because clearly the Basilisks and 6th level spellcasting was oh-so-biased against Fighters).You set up the dungeon challenge which is a great dungeon for paladins, not so great for fighters.
No doubt, a Paladin does better vs Mummies than a Fighter. So?
Okay. After retrieving the McGuffin from "Generic Tomb of God Hates Fighters" named by the party's Fighter of course, not by the people of the world or the rest of the party by any means, they must venture through the Valley of "God Actually Hates Paladins and Made This Dungeon To Make Them Look Bad" which is actually what it was named because it's scrawled on the entrance. Funny that.
Part I: ECL 7 Not long after entering the winding passages of this place full of anti-Paladin hate, the party comes across a dreaded gazebo. Or what I mean is, a gargantuan animated object. This particular animated object has the following statistics: Hp 115 (10d10+60); AC 17 (touch 4); Fort +3, Ref +1, Will +3; Hardness 5; Speed 30 ft.; Melee 2 slams +20 (2d6+14); Str 38, Dex 6, Con -, Int -, Wis 1, Cha 1; CMB +24, CMD 26; Construction Points Spent (1/5, CR-2).
The dreaded Gazebo is truly a monster of legends. A massive gargantuan construct of exceptionally Neutral alignment, hefty hardness, strong attacks, and the made from the finest Mahogany from the Planet Malchior 7.
Since the dread gazebo is exceptionally large (large enough to see on a hill, and is colored white) and poor at Stealth, our Paladin opens up combat using his detect evil ability to determine that the gazebo is very much not possessed by evil but is actually just a really big wooden animated object of no particular power other than it's big and will turn him into a pancake. With this knowledge under his belt, our Paladin decides that he will need to tank the monstrously large epitome of Neutrality and destruction. He knows this is going to hurt.
Effortlessly beating the Gazebo at initiative from a mile away, our Paladin moves up and then readies an action to move as soon as the Gazebo charges the Paladin, the Paladin moves 20 ft. to the right, disrupting the Gazebo's attempts to hit him. On the following round the Paladin backs up and takes a Total Defense (AC 31). The Gazebo moves up and pounds the snot out of him for about 21 damage (technically 10.5 DPR but we'll assume the Gazebo hits). Meanwhile the Paladin's friends are assisting. The generic casting character in the party casts grease which causes the gazebo to fall prone (if you won't ask how a Gazebo moves 30 ft. a round, I won't ask how it trips on grease). Our other generic caster casts summon monster III to summon a celestial auroch (whose smite is useless vs the object of extreme neutrality) who then attempts to rush in and smash the Gazebo. The Gazebo takes an AoO and smacks the auroch but doesn't take it out. On our Paladin's turn he throws down his shield, swift-action heals for about 22 damage, then dives onto the prone gazebo to grapple it! (+2 for flanking, +15 CMB, +4 vs prone vs CMD 26 means Paladin probably makes). The Gazebo is now prone and grappled by the Paladin. The party flanker then runs up and begins beating on the Gazebo (maybe with sneak attack).
Our Paladin is in big trouble now. He's grappling with the Gazebo who has an effective +16 to hit the Paladin. He statistically deals 29.4 damage to the Paladin with his full-attack while grappled. During the Paladin's turn, the Paladin attempts to Pin the Gazebo. He now rolls +20 vs the Gazebo's CMD 22 (prone) and pins the Gazebo to the ground. The rest of the party and the summoned monster now walk up and turn the Gazebo into sawdust.
Part II: ECL 9 The party heals up with happy sticks (about 6 charges) and then presses on through the valley of hate against Paladins. In a clearing, for no particular reason is a pair of the dreaded Black Puddings. At first the party gnome wants to taste them, but then the Paladin says "No little gnome, this is a spicey pudding that must answer to my hammer of justice!" and then well, there is some fighting. Black Pudding x 2.
The Paladin moves up and takes a total defense while drawing his hammer. He now has a 31 AC. The black puddings approach and both attempt to hit him with their very neutral and not evil slam attacks. Of course, with AC 31 vs +8 to hit, they have a 95% chance of missing so their DPR together is 1.8. The Paladin takes a 5ft. step forward and full-attacks with his hammer while power attacking. He hits for 29 damage vs pudding #1. Repeat, repeat, repeat. His hammer has hardness 10, so it will never take more than 2 points of damage from the acid on the pudding. While the Paladin is doing this, the wizard reads a book and occasionally casts mending on the hammer if it actually gets burned a little bit.
Part III: ECL 10 Now in a cool world we might encounter something like a Gorgon, but that would involve saving throws, and things with saving throws are not fair to Fighters and are biased in a Paladin's favor, so instead of something cool and scary like a monster that turns people to stone we get a pair of giant slugs (no not that giant slug) for a very difficult encounter of Neutrality.
Normally this encounter would go like this. Giant huge slugs with horrible Stealth checks get spotted from a mile away, Paladin pulls bow, notches some mundane arrows and shoots them until they are appropriately dead. However, this is an adventure that absolutely hates Paladins. So what we're actually going to do is put the slugs on the inside of a giant tunnel, and they'll drop down onto the party as they go through the tunnel of "nobody walks around this" in the valley of "God Hates Paladins". So the Slugs drop down into the tunnel 15 ft. away from the party (so the party is within range of their spit and such).
Our Paladin and the rest of the party withdraw away from the slugs. With everyone falling into formation behind the Paladin for that +4 cover bonus, more or less ensuring the slugs ain't hitting nobody except the Paladin with their acid, 'cause, well, yeah this dungeon hates Paladins and it's his job to be meatshield.
So the first slug spits at the Paladin. At a 60% chance to successfully hit the Paladin, he has a DPR of 21 with his acid spittle. The other slug charges the Paladin until he's in melee with him (so the Paladin cannot escape his bulbous 15 ft. reach by withdrawing). The slug has a 45% chance to hit raised to 55%, so the slug's DPR is 17.6 counting acid damage. On the Paladin's turn he swift-action heals for about 22 damage, drops his shield and begins pounding the slug in his face for 26.275 with his longsword, dealing a quarter of the slug's Hp in damage. Meanwhile the party nondescript caster casts grease in front of the Paladin and fubars the slugs and their +0 Reflex saves. Slugs turn upside down. The other slug, being stupid, charges across the grease and falls down before reaching the Paladin proper.
The downed slug attempts to hit the Paladin. His DPR is 12.8, so the Paladin tanks it and keeps moving. He full-attacks the downed slug and swift-action heals for about 22 damage. While the slug is prone the Paladin deals about 30.225 damage. The slug is now at less than half HP. At this point, the rest of the party is killing the other downed slug by ganging up on it 3-1 while it's down on the ground.
The next round the slugs fight back with a vengeance and the Paladin swift-action heals once again (a grand total of 4/7 uses thus far). They mop up the CR 10 Neutral encounter of Neutrality and no saving throws.
More to come...
If you haven't noticed yet though, the Paladin's not exactly crying yet, even when evil enemies aren't around, no saving throws are coming about, and even manages to make a joke of the encounter with the worst type of enemy he could face (an absolutely goofy strong animated object that is neutral, strong, with huge bonuses to hit, with hardness to eat away damage from melee and/or ranged attacks).

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And you honestly need to let that go. Bonus feats are a part if the fighter like it or not. I'm not sure you fully grasp just how important and great it is to be able to select so many feats and the combos that go with it, doesn't matter that all classes get feats, the other classes don't have as much to play with like the fighter.
Telling me that a fighter getting more feats is something special when everyone else can get feats sometimes the same ones is to me anyway hardly the defination of a class being "special". Now if the fighter had some very unique feats or abilites then I would admit I might be incorrect. Hell if the feats would become more powerful over time and only to the fighter would be unique. Except 2E gave fighters something unique. 3.5 and PF not only took that away. It gave every other melee class the ability to take the same feats. A waste imo for some classes yet it can be done. with a slight reduction to hit and damage.
To be quite honest, the fighter is the most balanced, consistent, versatile, and dependable class out there. Classes aren't always determined by their unique abilities that they may possess.
Possilby yet imo every class if played and handled correctly can be a consistent dependable class. Im not saying the fighter is useless. Just boring and bland. I would still play one just no longer my first choice in PF in terms of melee classes.

Lemmy |
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Now in a cool world we might encounter something like a Gorgon, but that would involve saving throws, and things with saving throws are not fair to Fighters and are biased in a Paladin's favor
Heh, that line alone made me laugh. Thanks for that.
Saving throws is the GM's way of telling you he knows you're sleeping with his wife.
Specially Will saves! Might as well just say "Rock falls! Everyone dies!", because will saves are so rare...
Just like fear effects. And enchantments. And social encounters. And undead.
I mean... Who has ever explored a Tomb filled with undead? All I ever see is ooze-infested dungeons and mazes full of plant-creatures and vermin. Ever.

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First, how do you have 18 str 18 dex and 14 con as your base stats? It sounds like you are using a pretty high point buy.Second, I think both of you do very little damage. We use 15 point buy and without smite, my level 14 paladin does 3d6+34 with a +29 attack bonus with a scythe and a 19-20 crit. I do about 160 on a crit. I also do 9d6 extra damage each round(Conductive weapon) for 7 rounds.
If I get surprised and don't have any buffs, I will instead do 2d4+20.
The real benefit though is that my weapon has heartseeker, mimetic cruel and conductive on it(while still being +5), which is very helpful against monsters.
1. i play 20 PB, not 15, and base stats means before magical modifiers. let me help you see how i did that...
16 + 2 racial
16 + 2 from levels 4 and 8
2. you do not do 3d6 on a scythe, unless you are wasting rounds buffing. so lets not fool ourselves into thinking we are introducing consumibles into this.
but my fighter with his great sword is hitting for 3d6 (no buffs) and at 14th level is hitting for close to ... 3d6 + 31 (no consumibles) in melee and hitting for 1d8 + 18 on a ranged attack (@5 attacks per round with 3 attacks at a +25). so when you pull out your +5 long bow and deal , even with smite, at best 2d8+60 i will be hitting for 3d8 +64. all numbers i posted are lowballed because i dont have the time to minmax all the damage modifiers i can tweek out of this system. dont act like your paladin will out damage my fighter, it wont.
and remember i think both classes are good, im not trying to say either one is better then the other.

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shallowsoul wrote:
And you honestly need to let that go. Bonus feats are a part if the fighter like it or not. I'm not sure you fully grasp just how important and great it is to be able to select so many feats and the combos that go with it, doesn't matter that all classes get feats, the other classes don't have as much to play with like the fighter.
Telling me that a fighter getting more feats is something special when everyone else can get feats sometimes the same ones is to me anyway hardly the defination of a class being "special". Now if the fighter had some very unique feats or abilites then I would admit I might be incorrect. Hell if the feats would become more powerful over time and only to the fighter would be unique. Except 2E gave fighters something unique. 3.5 and PF not only took that away. It gave every other melee class the ability to take the same feats. A waste imo for some classes yet it can be done. with a slight reduction to hit and damage.
shallowsoul wrote:Possilby yet imo every class if played and handled correctly can be a consistent dependable class. Im not saying the fighter is useless. Just boring and bland. I would still play one just no longer my first choice in PF in terms of melee classes.
To be quite honest, the fighter is the most balanced, consistent, versatile, and dependable class out there. Classes aren't always determined by their unique abilities that they may possess.
You do realize that there are Fighter only feats don't you?
Also, once again you completely miss the mark. Show me another class that gets the same amount of feats as a fighter. You claim that other get feats but you can't acknowledge the fact that other classes do not get so large an amount. No other class can build combos using feat chains like a fighter.

johnlocke90 |
johnlocke90 wrote:Xuttah wrote:Interesting thing that happened tonight: The party was jumped by some CR 15 swarms of diminutive creatures. The paladin, fighter and ranger were all powerless to stop them (just did not have the right tools for the job). So, while the debate over who's better in a fight might be interesting, we were all EQUALLY useless in that encounter.Paladin could still heal(himself and others) actually.Or the others could drink potions?
If everyone spends their turn drinking a potion while being attacked by a swarm the party will die.

Ashiel |

The most powerful healing potion you can purchase without house rules is a CL 15 potion of cure serious wounds. This potion heals about 28.5 damage and costs drumroll 2,250 gp. For the cost of that, you could have just dropped an elemental gem and summoned an angry large fire elemental to roast the swarm.
Meanwhile, the 8th level Paladin I posted heals an average of 22 damage as a non-provoking swift or standard action that negates status ailments. The 8th level Paladin I mentioned can do so 7/day without feat investments (though more Charisma at higher levels means you'll push close to 20/day and then there's the Extra Lay on Hands feat for +2/day per instance). But at 8th level, that's equivalent to popping 1-2 1,350 gp potions in healing alone. Up to 7 times per day (almost 10,000 gp worth of effective consumables per day).
EDIT: Actually, you may be able to produce the following potion by RAW. Since the spell level is still technically 3rd but it is priced as a 8th level potion. A potion of empowered maximized cure serious wounds at CL 15th. This potion would cost 6,000 gp and cure 58 damage per potion.

johnlocke90 |
johnlocke90 wrote:
First, how do you have 18 str 18 dex and 14 con as your base stats? It sounds like you are using a pretty high point buy.Second, I think both of you do very little damage. We use 15 point buy and without smite, my level 14 paladin does 3d6+34 with a +29 attack bonus with a scythe and a 19-20 crit. I do about 160 on a crit. I also do 9d6 extra damage each round(Conductive weapon) for 7 rounds.
If I get surprised and don't have any buffs, I will instead do 2d4+20.
The real benefit though is that my weapon has heartseeker, mimetic cruel and conductive on it(while still being +5), which is very helpful against monsters.
1. i play 20 PB, not 15, and base stats means before magical modifiers. let me help you see how i did that...
16 + 2 racial
16 + 2 from levels 4 and 82. you do not do 3d6 on a scythe, unless you are wasting rounds buffing. so lets not fool ourselves into thinking we are introducing consumibles into this.
but my fighter with his great sword is hitting for 3d6 (no buffs) and at 14th level is hitting for close to ... 3d6 + 31 (no consumibles) in melee and hitting for 1d8 + 18 on a ranged attack (@5 attacks per round with 3 attacks at a +25). so when you pull out your +5 long bow and deal , even with smite, at best 2d8+60 i will be hitting for 3d8 +64. all numbers i posted are lowballed because i dont have the time to minmax all the damage modifiers i can tweek out of this system. dont act like your paladin will out damage my fighter, it wont.
and remember i think both classes are good, im not trying to say either one is better then the other.
I do 3d6 because I wear giant hide armor that makes me huge. Not a consumable. Also, from what you just said, self-buffed against a neutral enemy, I do about the same damage as you do. If we throw in smite evil, I get a +4 on attack rolls and a +14 on damage rolls. There is no reason for me to bow a monster(considering I have flying) so I don't view that as relevant.
The only time a fighter would outdamage me is if a nonevil monster caught us by surprise and didn't force us to make a will or reflex save, which is a rare encounter.

Mark Sweetman |
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Okay. After retrieving the McGuffin from "Generic Tomb of God Hates Fighters" named by the party's Fighter of course, not by the people of the world or the rest of the party by any means, they must venture through the Valley of "God Actually Hates Paladins and Made This Dungeon To Make Them Look Bad" which is actually what it was named because it's scrawled on the entrance. Funny that.
Part I:
The Paladin fails to use his detect evil ability... as it has a range of 60ft, and not a mile away. The rest is fine... but a Fighter would be able to do exactly the same - and would likely have a better CMB / CMD.Part II:
Again - a fighter would be capable of doing exactly what the paladin did... but better.
Part III:
Again - same same, but the fighter would outperform. The damage received is hardly fatal to the fighter, so out of combat healing could take place.
Two out of the three of those strawmen you put up involve an out of combat caster using grease to trivialize the encounter (or make you avoid an AoO that would make your grapple fail in Part I)...
Exactly what were you trying to show with the large blurb of pretty useless text?

Ashiel |
2 people marked this as a favorite. |

Ashiel wrote:Okay. After retrieving the McGuffin from "Generic Tomb of God Hates Fighters" named by the party's Fighter of course, not by the people of the world or the rest of the party by any means, they must venture through the Valley of "God Actually Hates Paladins and Made This Dungeon To Make Them Look Bad" which is actually what it was named because it's scrawled on the entrance. Funny that.Part I:
The Paladin fails to use his detect evil ability... as it has a range of 60ft, and not a mile away. The rest is fine... but a Fighter would be able to do exactly the same - and would likely have a better CMB / CMD.Part II:
Again - a fighter would be capable of doing exactly what the paladin did... but better.Part III:
Again - same same, but the fighter would outperform. The damage received is hardly fatal to the fighter, so out of combat healing could take place.Two out of the three of those strawmen you put up involve an out of combat caster using grease to trivialize the encounter (or make you avoid an AoO that would make your grapple fail in Part I)...
Exactly what were you trying to show with the large blurb of pretty useless text?
Heh, exactly. The Fighter might be able to do it better, but the Paladn does it. And that's with the adventure being specifically geared towards being probably the worst adventure for a Paladin in terms of Paladin usefulness. No evil creatures, no creatures with saving throws, enemies with heavy damage resistances that cannot be bypassed with magic, and so forth.
I posted a generic adventure like something you might expect to see during a real game (complete with spellcasting mummies, petrifying basilisks, and gelatinous cubes and sneaky traps and incorporeal foes). People whined that it was anti-Fighter and clearly biased towards the Paladin, even though during said adventure the Paladin never used all his smites, nor more than half his lay on hands uses, and still had good spells left for the final battle (and shield other is awesome for keeping your favorite squishy alive). Yet supposedly this adventure was pandering to the Paladin.
Meanwhile, in an adventure that is actively trying to deny the Paladin as many of his benefits as possible (no smite, no benefit from divine grace, actively trying to nerf his non-smite damage via hardness which is superior to both damage reduction and energy resistance, etc) the Paladin still performs, and performs adequately.
Which is of course why I'd prefer to have a Paladin on my team instead of a Fighter, because in a real game where enemies do things like use magic, fear effects, save or dies, save or sucks, ability damage, negative energy, charms, compulsions, curses, fatigue, nausea, sickened, and so forth, Paladin trumps Fighter. And in games where the GM hates you and only uses stuff specifically geared against the Paladin, the Paladin still preforms adequately; which is pretty damn good for a class who the GM is specifically picking out enemies and obstacles to spite you.
To quote a friend of mine on Skype who got an early preview of the mock-adventure:
Your gazebo seems like the perfect challenge for a paladin-hating adventure. Raw punching power with no saves or status effects? Hardness to carve through? Screw paladins!
EDIT: So our adventure here is specifically to spite the Paladin, yet I'm not complaining yet. Took no time at all for people to complain that the first adventure (which was something I would actually expect to play through - or would want to play through - instead of a game specifically where creatures were chosen to specifically counter and/or spite your PCs) being unfair and biased towards Fighters despite having a variety of encounters including a "trick" encounter which the Paladin (nor Fighter) could fight through effectively, some traps, an encounter with Neutral-aligned magical beasts with petrifying gazes, and an end boss that was an undead theurge with 3rd level spellcasting on both sides.
EDIT II: I'm surprised that you missed the point of it. I thought I had made it pretty clear. I mean, I've said, repeatedly that Fighter has better damage baseline, but that I believe Paladin is more useful and in a more natural game more consistent in dealing damage than Fighters (because if your blind, crippled, or crazy you're not doing much). If "not specifically against the Paladin" is "biased against the Fighter" and "specifically against the Paladin" means "the Paladin does okay, but may be mildly annoyed", I think we're done here.

Mark Sweetman |

Ashiel:
Your adventure was hardly a 'Paladin hating adventure', and a quote from your friend on Skype is hardly a rousing endorsement of your rigor and attention to detail. My comment was basically stating that your wall of text essentially said nothing... I wasn't missing the point, just questioning why you went to so much effort just to say nothing of significance.

wraithstrike |

Pendagast wrote:I think the opposite is true. In my experience, fighters run out of HP long before a pally is going to run out of spells.has anyone ever played where the pace of things took the group to the limit of their daily uses?
Barbarian out of rages? casters out of or low on spells? Paladin out of daily uses, rangers animal companion unconscious and riding in a nap sack but you have to do this one more thing? Fight your way out of a dungeon? sneak past the sleeping giant only to step on that dang twig?
That's the fighter, holding up his shield swinging his sword wildly "run for your lives, Ill hold him off!"
IVe seen this same argument go with wizards vs fighters and barbarians go with fighters, it all comes down to how long can you adventure for? What's your staying power.
The fighters candle burns a little less bright on the individual encounter (but this is all theory craft) but has better staying power than his other melee companions.
The pally is so cool (and the barbarian as well) because their DM let's them sit and rest, oh ok I'm out of my goodies now it's time to stop.
Well so fortunate are you to have a DM that let's that happen.
How far do you press into a dungeon before turning back, what about wandering monsters (which is so down played these days)
It's the contrived stopping when it suits the party that makes the uses per day classes shine more than they should.
Is that because the paladins don't use their spells, since they are not always worth the action or due to a fighter with a lower AC?

Aratrok |
3 people marked this as a favorite. |

Ashiel:
Your adventure was hardly a 'Paladin hating adventure', and a quote from your friend on Skype is hardly a rousing endorsement of your rigor and attention to detail. My comment was basically stating that your wall of text essentially said nothing... I wasn't missing the point, just questioning why you went to so much effort just to say nothing of significance.
Seems obvious to me. This is an adventure where the paladin is incapable of taking advantage of their class features. They still work fine.
The other adventure was something you might realistically face in game, and the paladin performed excellently.
The scale for paladin performance is between adaquete and excellent. The scale for fighter performance is between Lawn Ornament and excellent.

Nicos |
Mark Sweetman wrote:Ashiel:
Your adventure was hardly a 'Paladin hating adventure', and a quote from your friend on Skype is hardly a rousing endorsement of your rigor and attention to detail. My comment was basically stating that your wall of text essentially said nothing... I wasn't missing the point, just questioning why you went to so much effort just to say nothing of significance.
Seems obvious to me. This is an adventure where the paladin is incapable of taking advantage of their class features. They still work fine.
The other adventure was something you might realistically face in game, and the paladin performed excellently.
The scale for paladin performance is between adaquete and excellent. The scale for fighter performance is between Lawn Ornament and excellent.
It was paladin neutral aventure hardly paladin hating.

Mark Sweetman |

A Paladin hating adventure would be an exercise in making a stupid moralistic decision at every juncture...
Room 1:
Choice of two doors - go through door one and you kill a puppy, door two and you kill a kitten.
Room 2:
Kill the bad guy and make a village starve because they won't get food, or let him live and condemn them to life in slavery.
But that's about as realistic as the other 'sample' adventures that have been bandied around as examples of why the Fighter is a 'lawn ornament' so it's kind of pointless to use them as fact.

Nicos |
An 8th Level Adventure
We have an 8th level adventure. During this adventure the party must enter an ancient tomb, retrieve the mcguffen, and to do so they must brave the perils of traps and ageless guardians such as constructs and undead, and then much wrench the mcguffen from the hands of the evil crypt king and make it home alive. Very nice, yes, hmm?The Metagame: Now let's metagame a bit to look behind the scenes. Our Paladin began at 1st level with 16, 14, 13, 7, 12, and 14 in his statistics (15 PB). At 8th level, he possesses Str 18, and has a +2 enhancement to Charisma, and a +3 resistance to saves. His saves are +12, +10, +11. Our feats at 8th level consist of Power Attack, Furious Focus, Improved Initiative, Lightning Reflexes, and Craft Wondrous Item. His gear includes a masterwork cold-iron sword longsword (630 gp), a masterwork silver warhammer (405 gp), a masterwork composite (+4) longbow (800 gp), and an assortment of arrows (50 silver arrows 302 gp, 100 cold iron arrows 10 gp, 200 arrows 10 gp), amulet of natural armor +2 w/ scarab of golembane (4,000 + 1,875 gp), and a handy haversack (2,000 gp), a +2 charisma circlet (2,000 gp), a +3 cloak of resistance (1000 gp + 4,000 gp), and masterwork mithral full plate w/ armor kilt (10,500 gp), +1 heavy steel shield, 5 pearl of power I (2,500 gp), 2 50 gp platinum rings {31,302 gp / 33,000 gp WBL}. Our Paladin's skills consist of Perception +9 (8 ranks), Diplomacy +8 (2 ranks), Linguistics +0 (2 ranks), Knowledge {Religion} +2 (1 ranks), Knowledge {Arcana} -1 (1 rank), Knowledge {Dungeoneering} -1 (1 rank), Heal +5 (1 rank), Climb (2 ranks), Spellcraft (8 ranks). Our spells prepared are: lesser restoration, protection from evil, remove paralysis, and shield other. Our special qualities include Immunity to Fear, Immunity to Charm, Divine Grace, Immunity to Disease, Smite Evil 3/day (+3 to hit, +8 to damage, +3), Mercies {fatigue, sickened}. Our Paladin has 56 hp and 27 AC.
So our adventure is laid out like this
Introduction: Some townsfolk stuff, gathering information about the tomb, learning some history about it, talking to some NPCs about plot stuff and so forth. Okay, now all that's settled, time for the meat and potatoes.Part 1: ECL 4 Our heroes enter the tomb. They appoint the meat shield in the front along with the guy with the highest Perception modifier to look for traps. Now as they are going along, a difficult to spot trap opens in the floor and a hard (DC 20) Reflex save is required to avoid falling down into the pit that happens to contain some gelatinous cubes that have been cultivated in the tomb with create food & water traps over generations (with the oozes reproducing and dying off in an eternal cycle to keep the trap going).
Our Paladin has a 50% chance to notice the trap within 10 ft and a 55% chance to successfully save against the trap and not fall inside. So around an 23% chance (rounded up) to both miss the trap and fall into the pit, give or take (my math might be off on this, feel free to correct it if you notice any glaring errors).
On the 23% chance that he misses the trap AND falls into it, he is faced with the dreaded Gelatinous Cube. Now in the pit with the cube, the Paladin must fight the cube on his own (not a terribly difficult battle but he's alone in a tight space with an engulfing cube). The Paladin is 60% likely to act before the Gelatinous cube, and inflicts an average of 37.05 damage per round to the cube, killing it in 2 rounds. The Paladin has a 95% chance to escape the cube's Engulf attack which would kill the Paladin.
Part 2: ECL 9 After surviving the dreaded drop to gel trap, our heroes press on. Not far into the tomb yet, they encounter the first of the dungeon's tomb guardians. These are the first of several dreaded encounters. A pair of 16-Headed Fast Hydra Zombies (CR 7 each). Each zombie has the following raw statistics: Hp 190 (20d8+20 Hp); AC 30 (touch 8); 16 bites +21 (1d8+6) and 2 slams +21 (2d6+6), 30 ft. speed and 30 ft. swim speed.
This is a trick encounter. Everyone in the party uses a scroll or potion of hide from undead and passes by them without fighting them. Otherwise someone is getting slaughtered. Alternatively, someone in the party casts command undead once and forces one to kill the other, or cast it twice and you have a pair of royally terrifying minions.
Part 3: ECL 9 After getting past the hydra zombies, the party comes to what appears to be a dead end. It's actually merely a permanent silent image of a wall, beyond which are three mummies lurking in wait for anyone who would trespass into their domain. The mummies have long since detected the wall as an illusion, and thus can see the party coming. A surprise round is almost inevitable unless the party has detect evil or detect undead active coming into the room, as the mummies are not moving at first and are not visible. When someone approaches the wall, their despair auras force three DC 16 Will saves vs being paralyzed 1d4 rounds. The mummies charge 20 ft. on the first round and battle is drawn, likely engulfing the party in the auras and forcing many saves vs suck.
This battle is mean and nasty. Mummies are very bad creatures to fight for any adventuring party. Powerful, harsh save or suck abilities, and durable. In this case our Paladin is the first one on the scene to find himself under attack. Fortunately he is immune to the aura of despair (fear-based) and immune to mummy rot (disease), and his AC provides a 60% evasion vs their attacks. Since the Paladin is flat-footed he has a 50% evasion and mummies get +10% to hit on their charge, so the Mummies should hit him for about 26.1 damage during the surprise round from their charges. Now statistically if our Paladin fails initiative (he has a 10% better chance of going first) he should still survive the ambush. On our Paladin's turn he drops his shield, heals himself for an average of 22 damage as a swift action (almost erasing the expected damage taken) and casts either remove paralysis (if the whole party got fubar by the auras) or immediately jumps into kicking ass and chewing bubblegum by 2 handing his longsword and full-attacking for an average of 16.675 with Power Attack (22.425 reduced by DR 5/-). The Paladin may need to use two Lay on Hands in this battle, but by doing so any other healer in the party can focus on overcoming the mummies without wasting actions (so by healing himself he improves overall action economy for the group).
This is a dangerous encounter because the mummies are physically powerful in terms of damage, and it is incredibly easy for a large amount of the party -- possibly the whole party -- to get crowd controlled into coup-fodder, and mummy rot is bad.
Part 4: ECL 7 A reprieve from the mummies and what-not in the dungeon, now the party must deal with a pair of basilisks who have found their way into the dungeon through another entrance which has now been covered by desert storms. Scattered in this room are many petrified scarab beetles that were kept alive and reproducing with create food and water traps over the centuries, but now these giant flesh-eating beetles lie petrified and scattered across the floor as the basilisks find themselves trapped in the dungeon in a room that has plentiful food and water (and stone) to snack on (the basilisk have been relieving themselves in the next room).
We now find ourselves in an easy encounter, but one with a twist. These basilisks aren't particularly formidable but force two DC 15 fortitude saves per round vs being turned to stone. This battle is a bit dangerous as we could easily lose a rogue or wizard. In this case, our Paladin relies on his +12 Fortitude save (90% chance to succeed) to survive the 2/round petrify attempts while hitting the basilisks for about 55-56% of their Hp each round (29.25 DPR with no magic weapon or buffs, so we kill a basilisk every other round). The basilisks themselves are cakewalks with the pair of them dealing about 11.9 DPR against the Paladin without his shield. Without asking for spells or actions from his allies, the Paladin can swift-action heal himself for about 22 damage, effectively neutralizing any threat to his health that the Basilisks may have presented (3/7 Lay on Hands used for the adventure for those not paying attention).
Part 5: ECL 8 And now we come to the final tomb guardian before the big bad. This enemy is very annoying for the party simply because it is somewhat difficult to harm without ghost-touch weapons (which are incredibly expensive) and it deals strength-damage with its touch attacks.
A greater shadow. Statistically the shadow will likely go first, and thus hits the Paladin for an average of 4.275 Strength damage during the first round. At this point the Paladin uses a party scroll of death ward on himself (or the cleric does if they have a cleric) and declares the shadow his smite-target. Another party member casts magic weapon or uses a magic weapon oil on the Paladin's silver warhammer.
During the Paladin's next turn he activates his divine bond and grants the warhammer a disruption effect and the shadow finds the Paladin immune to his attacks. Next round Paladin moves up and attacks the Shadow with his +3 equivalent weapon. Since smite is active he has a -2 hit due to the strength damage bonus a +3 to hit due to smite. He power attacks since he only has 1 attack after moving to engage the shadow. He hits the shadow 90% of the time and has a 30% chance to destroy the creature on each successful hit and deals an average of 13.75 damage due to lacking the ghost touch property on his weapon. Next turn the shadow either flees because the martial guy is being his tail and cannot be hurt, or he goes to another PC and attempts to attack them as well. Paladin continues to beat on the shadow until it croaks either from dealing more than 20% of its HP in damage per attack or due to the 30% chance on each attack to utterly destroy it. Divine bond lasts 8 minutes (80 rounds).
After the battle the Paladin uses up to 7 castings of lesser restoration to return him and his group to fighting fit condition.
Part 7: ECL 11 After healing up we go into the final chamber, where a sarcophagus opens along with the front door of the chamber. From it the guy who owns the mcguffin can be found spooning said mcguffin in his sarcophagus. This guy happens to be a CR 11 mummy lord (a mummy with 3 levels of cleric, 4 levels of sorcerer, and 2 mystic theurge). Just to show our GM is a douche (or awesome), we're now on encounter number 7, after having just slugged through 6 other encounters which have for the most part been about equal to our APL, with one being significantly lower and two being higher. Now we're up against an Epic encounter for our level (CR 11 vs APL 8 party). We should probably all die.
Anyway, the mummy lord casts sorcerer and cleric spells at CL 6th/5th (which means 3rd level spells on both sides), and has roughly the following statistics: Hp 155 (11d8+6d6+85); AC 25 (touch 12); Fort +10, Ref +6, Will +17; Speed 30 ft.; Melee slam +20 (1d8+10 plus mummy rot DC 19); Str 26, Dex 12, Con —, Int 6, Wis 20, Cha 20; Equipment: +1 amulet of natural armor, +1 bracers of armor, +1 cloak of resistance, +1 ring of protection, boots of striding and springing, scroll of wall of spell immunity, scroll of resilient sphere, scroll of fire shield, 2,700 gp worth of additional stuff; SQ- Aura of Despair DC 21, vulnerability to fire, DR 5/-; Cleric Spells Prepared (CL 5h): bestow curse (DC 20), blindness/deafness (DC 20), animate dead*, resist energy, hold person (DC 17), charm person** (DC 17), blindness/deafness* (DC 19), cause fear* (DC 17), sanctuary (DC 16) x4; Sorcerer Spells Known (CL 6th): 3rd 4/day-stinking cloud (DC 18), 2nd 6/day-blindness/deafness (DC 19), invisibility, sanctuary**, 1st 8/day-charm person (DC 16), grease (DC 16), shield, ray of enfeeblement (DC 18); Feats-Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam), Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Ability Focus (Despair).
Our Paladin at this encounter still has shield other remaining in his spells, and protection from evil to cast (and may have already cast before entering given its duration). Assuming this tomb is immediately after the battle with the shadow he may still be enjoying a disruption warhammer or not, YMMV. He still has 2/3 smites remaining, 4/7 lay on hands remaining, more or less full Hp, completely healed ability scores, and has ensured the party has needed to use as few consumable and x/day resources as possible to keep him going.
This battle is likely to be terrifying. More than likely the mummy lord would open up with something defensive such as invisibility and then follow with stuff like sanctuary, resist energy (fire), fire shield (cold), and shield for good measure. During the battle stinking cloud forces saves each round vs nausea to which the mummy lord is immune and can happily reside in and fight. Enemies who get close to the lord must make a DC 21 save vs fear or risk getting coup-de-graced on the mummy's next turn. The mummy is big on curses as well. Whenever the opportunity presents itself, it casts blindness/deafness at any target that seems convenient to permanently blind them. Anyone who gets to close gets a bestow curse delivered through the mummy's slam attack (will save or take a -4 penalty to all checks). When the mummy needs a chance to regroup, it casts sanctuary or invisibility again and then spontaneously casts inflict spells to heal itself back up somewhat (or can alternatively cast them to finish off heavily armored people with low will-saves).
Due to the ability to spam stinking cloud in layers even, the mummy has little to fear from summoned creatures who would rarely if ever actually get to act in the cloud. A 25 gp delay poison scroll would be handy to have here. The mummy fights to the end to protect his mcguffin, and fights dirty (he will go out of his way to attempt to Coup anyone who has failed vs his DC 21 despair, even if it means eating an AoO to do so).
I'd love to see someone go through the same dungeon with other classes (fighter or not) as a martial class to see how they would do. Just to keep a semblance of score, our Paladin does not statistically perish in any encounter, and requires a resource contribution from the party of...
150 gp worth of potions and/or scrolls, and 1 1st level spell (hide from undead) to get through the dangers here. Why is this important? Because Big Bad Evil Guy at the end of the dungeon is going to test your might, and you don't want to leave the majority of your might cast 4 rooms back. :P
1)note that you paladin can not use lay of hands with his heavy shield.
2)Maybe i am not seeing it but it seems taht you do not have listed your Hps (i calculate 57)3) Furious focus do not work with weapons in one hand, so if you use the feat you lost 3 points in AC.
4) your pally do not for crafting, so craft woundrousous items is usseles for him ( i suppose htat hurts your equipment)
EDIT: i see it, ignore this.
5) where s the attack routine?
Roughly a human fighter
18, 14, 13, 12, 14, 7
Traits: +1 to will, +1 to reflex
Feats: Power attack, Furious focus, WF (falchion), WS (falchion), Improved crit, Iron will, lighting reflexes, GWF, Lunge,
Saves:
Fort +10; Ref +10; Will +10
Hp: 65; AC: 20; DR 3/-
Attack falchion: +16/+8 1d8+20 15-20/x2
Items: +3 cloak of resistance, +1 falchion, Adamantine fullplate, +2 ring of resistance, Potions of cure light wounds, Composite longbow, a couple of wands and potions.
Skills : perception +10 (8 ranks), Climb +8 (4 ranks), Swim +8 (4 ranks), Acrobatics +7 (8 ranks)
PART 1.,
Fighter should have more wisdom so he would have a slighty advantage detecting the trap. Also 10ft reach pole, when yu are mundane you maximize your mundane methods, so the traps is not that problematic. (also why somebody else is not looking for traps?)
(Note that the fighter Could just climb and avoid the danger)
PART 2:
A 12 heade hydra is CR 11, this encounter is broken.
PART 3:
Fighter have almost the same will save so paladin have just a slighty advantage here. The mercy is a great boon though.
PART 4: Fighter have more or less the same utility in this encounter that a paladin.
PART 5: fighter do not need other party member to cast magic weapon on him. Figther tactis are different form the pally, he prefer to just attack and attack, freeing his party member so they can do other things.
PART 6: ?? this encoeunter do not exist.
PART 7: This fight is tough. Fighter would have all his hps but other party members would have few spells and other abilties.
The fighter will need a lot of help, the same as the paladin (maybe a lithe more due to the usefulness of smite of evil)

Ashiel |
3 people marked this as a favorite. |

A Paladin hating adventure would be an exercise in making a stupid moralistic decision at every juncture...
Room 1:
Choice of two doors - go through door one and you kill a puppy, door two and you kill a kitten.Room 2:
Kill the bad guy and make a village starve because they won't get food, or let him live and condemn them to life in slavery.But that's about as realistic as the other 'sample' adventures that have been bandied around as examples of why the Fighter is a 'lawn ornament' so it's kind of pointless to use them as fact.
Ha. That's funny. So we basically have someone who believes that fighting monsters out of the bestiary in an underground tomb (AKA a dungeon) is unfair and biased against the Fighter in a game of Dungeons & Dragons / Pathfinder, but using only enemies specifically chosen to render the Paladin's abilities inert and/or useless during the encounters is not biased at all, and is in fact "class neutral".
Good job, you convinced me guys, good show. Thanks for explaining in detail what class bias actually looks like, I appreciate it. Now I can go and look at real adventures like entombed with the pharaohs and the part stone pyramid with full understanding that clearly the writers of these adventures hate fighters and are biased against them, and are obviously writing adventures just to make Paladins look good. Entombed with the pharaohs actually sports almost everything I mentioned in my mock adventure and more (more including things like vampires, scarab swarms, etc; while also sporting things such as basilisks, spellcasting mummies, devious traps, etc).
Room 1:
Choice of two doors - go through door one and you kill a puppy, door two and you kill a kitten.
Non-sentient creature. Eat the thing if you feel bad about it. Or just don't open doors that only exist to kill baby animals.
Room 2:
Kill the bad guy and make a village starve because they won't get food, or let him live and condemn them to life in slavery.
Let the guy live. That was easy. If faced between not and allowing to live or killing and allowing to die, it doesn't seem like a hard question (not really even for a non-Paladin). Or you could use your brain and make sure that the people lived some other way (wheat is a few copper pieces for lots of it, so you could just cash in the bad guy's loot to feed people).

Nicos |
Nicos wrote:It was paladin neutral aventure hardly paladin hating.If you don't consider "unable to use any of their class features" hating, I don't want to see what you consider hating.
Smite of evil and the high saves are the only to not come into play, hardly he would be unable to use his other class features.
I do not read that encounter, but for example any of this happens?
make him move - he would be slower than a fighter.
spells taht target good creatures - protection from good for example.
Make him mabe acrobatics, climb and swim checks - probably he would not have any rank in those skills, the str bonus would be negated by the heavy armor.

Blue Star |

A Paladin hating adventure would be an exercise in making a stupid moralistic decision at every juncture...
Room 1:
Choice of two doors - go through door one and you kill a puppy, door two and you kill a kitten.Room 2:
Kill the bad guy and make a village starve because they won't get food, or let him live and condemn them to life in slavery.But that's about as realistic as the other 'sample' adventures that have been bandied around as examples of why the Fighter is a 'lawn ornament' so it's kind of pointless to use them as fact.
As a proper paladin:
Room 1:Fine, I walk through the wall. One hammer swing at a time if I must.Room 2:I'll beat him up and make him into a real leader of men.
An adventure can hate a paladin all it likes, but if the paladin is clever and truly worthy of being a paladin, he can work around it. The problem is that paladins aren't really known for their cleverness.

Aratrok |

A Paladin hating adventure would be an exercise in making a stupid moralistic decision at every juncture...
Room 1:
Choice of two doors - go through door one and you kill a puppy, door two and you kill a kitten.Room 2:
Kill the bad guy and make a village starve because they won't get food, or let him live and condemn them to life in slavery.But that's about as realistic as the other 'sample' adventures that have been bandied around as examples of why the Fighter is a 'lawn ornament' so it's kind of pointless to use them as fact.
I'm not really sure what that has to do with this discussion. It's about mechanics, not class flavor.
And the whole 'lawn ornament' thing is a fairly common reference to flesh to stone. It basically implies that bad saves mean you aren't doing anything in a real fight.
Smite of evil and the high saves are the only to not come into play, hardly he would be unable to use his other class features.
I do not read that encounter, but for example any of this happens?
make him move - he would be slower than a fighter.
spells taht target good creatures - protection from good for example.
Make him mabe acrobatics, climb and swim checks - probably he would not have any rank in those skills, the str bonus would be negated by the heavy armor.
You're right. A fighter has 10 feet of movement on a straight paladin for a significant part of the game (a disadvantage that disappears with the advent of mithral celestial plate).
Protection from Good could apply just as equally to a fighter as a paladin, and it's a +2 deflection bonus to AC in this situation (I hardly think the paladin is going to be using scrolls of charm person). Not a big deal, especially since most creatures that can cast it already have gear, and will probably have a ring of protection already.
I don't see the point about skills. The also have the same number of skill points, and both have high stats that key into those skills. I guess a fighter might have a bonus 3-4 points higher.

Nicos |
Mark Sweetman wrote:A Paladin hating adventure would be an exercise in making a stupid moralistic decision at every juncture...
Room 1:
Choice of two doors - go through door one and you kill a puppy, door two and you kill a kitten.Room 2:
Kill the bad guy and make a village starve because they won't get food, or let him live and condemn them to life in slavery.But that's about as realistic as the other 'sample' adventures that have been bandied around as examples of why the Fighter is a 'lawn ornament' so it's kind of pointless to use them as fact.
I'm not really sure what that has to do with this discussion. It's about mechanics, not class flavor.
And the whole 'lawn ornament' thing is a fairly common reference to flesh to stone. It basically implies that bad saves mean you aren't doing anything in a real fight.
This is a bad example but mechanically paladin can not, for example, lie. so the fluff of an adventure can not be ignored.

princeimrahil |

A Paladin hating adventure would be an exercise in making a stupid moralistic decision at every juncture...
Room 1:
Choice of two doors - go through door one and you kill a puppy, door two and you kill a kitten.Room 2:
Kill the bad guy and make a village starve because they won't get food, or let him live and condemn them to life in slavery.But that's about as realistic as the other 'sample' adventures that have been bandied around as examples of why the Fighter is a 'lawn ornament' so it's kind of pointless to use them as fact.
Well, in "unwinnable" situations like these, sure it's ridiculous. But I think putting Paladins in situations where adhering to their code makes things difficult for them is a pretty reasonable way to challenge them. For example, a crafty lich might have warded his door with a spell that requires travelers to confess their greatest weakness before it opens. The others can try and bluff, but the Paladin has to tell the truth. A cunning rogue might frame the party for a crime, so when the LG authorities showed up to arrest them, the Paladin would (probably) submit himself for trial (to both respect the rightful law and to trust in his own innocence). His friends could just skedaddle or even oppose the guards forcibly.
Paladins are solid in straightforward, direct confrontations with evil - which is why any villain worth his salt is going to avoid those kinds of showdowns. This is the (intended) trade-off for Paladin power - it comes with some important restrictions. Paladins probably aren't going to kill an enemy at parley, no matter how easy it might make their life later on. Fighters, though...

Mark Sweetman |

Nicos:
I would posit that a Paladin can lie in some circumstances - depending on the god, etc - but fluff is subjective, and thus difficult to discuss with disparate playstyles.
Using the Paladin codes in Faiths of Purity as a guideline only. I give you the following:
I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others.
So by Golarion fluff - a Paladin of Torag is able to lie assuming it's needed to serve his people.

Nicos |
Nicos wrote:Smite of evil and the high saves are the only to not come into play, hardly he would be unable to use his other class features.
I do not read that encounter, but for example any of this happens?
make him move - he would be slower than a fighter.
spells taht target good creatures - protection from good for example.
Make him mabe acrobatics, climb and swim checks - probably he would not have any rank in those skills, the str bonus would be negated by the heavy armor.You're right. A fighter has 10 feet of movement on a straight paladin for a significant part of the game (a disadvantage that disappears with the advent of mithral celestial plate).
Protection from Good could apply just as equally to a fighter as a paladin, and it's a +2 deflection bonus to AC in this situation (I hardly think the paladin is going to be using scrolls of charm person). Not a big deal, especially since most creatures that can cast it already have gear, and will probably have a ring of protection already.
I don't see the point about skills. The also have the same number of skill points, and both have high stats that key into those skills. I guess a fighter might have a bonus 3-4 points higher.
paladins tend to take other skills, like diplomacy or in ashiel example spellcraft.
And besides,Due to armor trainig the fighter is somewhat better than the pally, and swim and climb are not pally calss skills.
Aratrok |

Actually, it's a 5 point difference. On a skill that's not really relevant unless you happen to be doing something ridiculous, like climbing up a wet rope attached to the mast of a ship in the middle of a thunder storm, since the normal DCs are between 0 and 10. Swim has a DC of 10-15 in any situation where you'd reasonably want to risk it, and neither the paladin nor the fighter are going to be avoiding AoOs with acrobatics any time soon.

Nicos |
Actually, it's a 5 point difference. On a skill that's not really relevant unless you happen to be doing something ridiculous, like climbing up a wet rope attached to the mast of a ship in the middle of a thunder storm, since the normal DCs are between 0 and 10. Swim has a DC of 10-15 in any situation where you'd reasonably want to risk it, and neither the paladin nor the fighter are going to be avoiding AoOs with acrobatics any time soon.
How it is 5 pints? it is like +4 str - 4 Armor check penalty =0.
And How it is not drowing irrelevant? I like, as a DM, to put that kind of hazards, if the pally would not make his checks he will be in problems.
and Acrobatics is not only useful to avoid AoO.

Aratrok |

Aratrok wrote:Actually, it's a 5 point difference. On a skill that's not really relevant unless you happen to be doing something ridiculous, like climbing up a wet rope attached to the mast of a ship in the middle of a thunder storm, since the normal DCs are between 0 and 10. Swim has a DC of 10-15 in any situation where you'd reasonably want to risk it, and neither the paladin nor the fighter are going to be avoiding AoOs with acrobatics any time soon.How it is 5 points? It is like +4 str - 4 Armor check penalty = 0.
And how it is not drowning irrelevant?
Climb is a 5 point difference. 2 ranks + 4 STR - 3 ACP = +3, versus the fighter you posted's +8. Swim is still +1, which means not drowning. Acrobatics is irrelevantly low for both of them, though both of them can still make reasonable jumps.

Nicos |
Nicos wrote:Climb is a 5 point difference. 2 ranks + 4 STR - 3 ACP = +3, versus the fighter you posted's +8. Swim is still +1, which means not drowning. Acrobatics is irrelevantly low for both of them, though both of them can still make reasonable jumps.Aratrok wrote:Actually, it's a 5 point difference. On a skill that's not really relevant unless you happen to be doing something ridiculous, like climbing up a wet rope attached to the mast of a ship in the middle of a thunder storm, since the normal DCs are between 0 and 10. Swim has a DC of 10-15 in any situation where you'd reasonably want to risk it, and neither the paladin nor the fighter are going to be avoiding AoOs with acrobatics any time soon.How it is 5 points? It is like +4 str - 4 Armor check penalty = 0.
And how it is not drowning irrelevant?
Oh, now i see those skill ranks.
But, does nobody fight in the water? A fight like that would be harder for the pally.

Nicos |
Well, neither of them are going to be effective in water, especially not in bad conditions. That's why adventurers keep consumables around for unusual situations like that, such as a few potions or scrolls of touch of the sea.
if the trap in the first encounter would lead to a running water who would do better ?

Ashiel |

1)note that you paladin can not use lay of hands with his heavy shield.
He never did. He drops his shield and 2-hands his weapon during those rounds.
2)Maybe i am not seeing it but it seems taht you do not have listed your Hps (i calculate 57)
Listed in his statblock on the end.
3) Furious focus do not work with weapons in one hand, so if you use the feat you lost 3 points in AC.
Both the adjustments for two-handing and AC were accounted for.
4) your pally do not for crafting, so craft woundrousous items is usseles for him ( i suppose htat hurts your equipment)
I don't understand what "your pally do not for crafting" means, but the Paladin has a +9 Spellcraft without assistance or masterwork tools. He most definitely can craft.
5) where s the attack routine?
Where everyone's attack routine is. BAB + Str + Enhancement +/- Other.
Traits: +1 to will, +1 to reflex
Paladin is not using traits.
Fighter should have more wisdom so he would have a slighty advantage detecting the trap. Also 10ft reach pole, when yu are mundane you maximize your mundane methods, so the traps is nota that problematic. (also why somebody else is not looking for traps?)
(Note that the fighter Could just climb and avoid the danger)
Assuming a 10ft. pole will trigger the trap in the first place, and not a weight-based trap. Difference between Fighter's Perception and the Paladin's is 1 point. Reflex is -1 due to lack of traits because my Paladin doesn't use traits (which are not part of the standard game and are optional things that the GM may use). Be fair, be honest. I'm a firm believer in 10 ft. poles, but they don't work on all traps, and they aren't exactly helping your case much.
PART 2:
A 12 heade hydra is CR 11, this encounter is broken.
A 16 headed fast zombie hydra is CR 7. Zombie CR is based on the zombie's hit dice, not the CR of the original creature. The zombie lacks the fast healing of the original creature and gains a plethora of new weaknesses, two of which I mentioned to effortlessly move past them. Read up on monsters, and resources of an 8th level party. They're definitely no more than CR 7 each. Instead of complaining, man up. You can get past this encounter using the same methods as the Paladin did because he didn't fight these directly either (and shouldn't). You don't have to be stupid to be successful (quite the opposite) and rushing headlong into a battle with a monster that is all melee destruction is stupid.
PART 3:
Fighter have almost the same will save so paladin have just a slighty advantage here. The mercy is a great boon though.
Show me the math. Barring your traits buffing your saves (Paladin has no traits, traits are not standard) you still have a 30% chance to fail against each of the mummies, and 3 chances to do it in. Those are not super good odds (statistically 1/3 will probably be failed), and the moment that happens you're dead (mummies coup you for 2d8+20 damage and you must make a DC 10 + damage taken fortitude or die). Your AC is terrible at 8th level, so the DPR of the mummies against you is 25.875, which means you're dead in 3 rounds, and that is accounting for your DR 3/-. It also doesn't show what you're doing for your party if your party ends up getting paralyzed (it's a rather large AoE in a dungeon).
Your damage vs the mummies is impressive. 2d4+18/15-20 (not 20, from what I can tell). Your DPR is about 27.05 before crits. Factoring crits you could drop one every other round, but it's very possible that you'll be dead by then, and likely have contracted Mummy Rot as well (you have a 25% chance per hit to be afflicted, so likely a 75% chance on round one, and about a 60% chance on subsequent rounds).
Just kind of concerned that you're breezing about without actually presenting any mathematics and just saying "I ignore the trap. I won't count this fight, it's not fair. I have a will save, so this is irrelevant" and moving on without backing up your statements.
PART 4: Fighter have more or less the same utility in this encounter that a paladin.
Pretty much agreed here.
PART 5: fighter do not need other party member to cast magic weapon on him. Figther tactis are different form the pally, he prefer to just attack and attack, freeing his party member so they can do other things.
The only tactic the Fighter has that is different is that you have a +1 weapon, which the Paladin only had masterwork weapons (and thus needed to buff to hit). How do you account for the ability score damage? Your damage is halved vs the shadow and you cannot critically hit the shadow, while the shadow has a 95% chance to hit you and thus deals an average of 4.275 strength damage each round, reducing your hit and damage by -2/-3 per average strike. It's physically impossible for you to kill the shadow in less than 3 rounds, which means your overall offense and damage will drop by about -6/-6 due to Strength loss. Assuming the Cleric casts death ward on you after the first round, you can get away with -2/-3, but then the shadow goes after your allies (as it did in the case of the Paladin). How do you recoup from the strength damage? I suppose you can use 50 gp potions of lesser restoration, but you'll need several, pretty much losing out compared to the 1 50 gp potion used on the Paladin.
PART 7: This fight is tough. Fighter would have all his hps but other party members would have few spells and other abilties.
The fighter will need a lot of help, the same as the paladin (maybe a lithe more due to the useful of smite of evil)
Would you be willing to elaborate? As best as I can tell you have a 55% chance to get couped as soon as the battle begins. The creatures DR 5/- and AC 29 (with shield) hurt your DPR badly. The mummy can cast charm person at you repeatedly. Once it lands (30% chance to land it), the Mummy makes an opposed Charisma check with a +5 versus your -2 (+35% success chance for mummy) to turn you against your party (or just allows you to be since you will not attack the mummy and will defend it using nonlethal means).

Ashiel |

Aratrok wrote:Uh, neither of them. They'd both get thrown a rope and climb back out.Maybe you miss the running part of running waters.
Both die, statistically. The Paladin has a 50% chance to avoid going under with a DC 15 Strength check (not hindered by armor) or a 55% DC 15 Swim check (hindered by armor). If pulled under the character suffers 1d3 nonlethal damage per round. If the water would move the characters (such as by 15 ft. or better per round) then both Fighters and Paladins are dead in such a situation because they can't swim faster than 10 ft. regardless. with a successful swim check and a full-round action.

Ashiel |

Ashiel - I sense much anger and loathing in you... so clearly you can't be a Paladin.
Note 1: that was an attempt at a joke, if you're offended I'm sorry.
Note 2: my 'example' was not really actually serious... just in case you didn't notice.
Sorry, after conversing with certain people on the boards it's really, really hard to tell sometimes.

Nicos |
@ Ashield
1)Fast Zombie (CR +0)
Source Pathfinder Roleplaying Game Bestiary 1
Unlike the standard, plodding zombie, a fast zombie moves with a supernatural quickness.
So, it is more that CR 7.
2) it is not like the pally is the gods of anti traps so i do not see the importance of your complains. And if not like the fighter would do worse against the cube.
3) +2 (base) + 2(iron will) + +2 (stats) + 3 (item) +1 (trait)= +10.
You are right your pally do not use traits, traits however are pretty standar in forum discussion so selecto two traits for your pally.
4) Your pally seems to know beforehand what spell to select, so lets the fighter have several scrolls of remove fear (he have the money) and do not forget bravery. That is +10 +4 +2 =16 against fear.
Also killing the two mummies really fast would save party resorues.
5) as i dit not use a party mebmer to enchant my weapon that extra turn my fried have should count. Attackin two turns before the pally should also count, even if the shadow do not die the damge made by the fighter should suffice.
And even with just +12-14 to attck the ac of the sadow is not that highg 8not counting buff from the party, for example in your case rogue bard could flank since he is not enchanting my weapon)
6) 6 (str) + 2 (feat) +2 (weapon training) +1 (weapon) +9 power attack =20
7) Consumables are for using them, the paladin save some money but it is not they would make my fighter poor (If i did my math correct party shoudl have like 3k in consumables)
8) Protection from evil from a scroll negate the charm spell. Also the pally would need helps agaisnt the invisible target.
But yes, pally would do better or a lot better depending the case.