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Captain Morgan wrote: They should really just changed the language so the curse only applies while you're actively in an encounter with a significant foe. Throughout PF 2E, there's been an almost herculean effort to avoid using the term "encounter" or have "encounter powers" a la D&D 4e, likely due to developer concern that this would go down as artificial (like 4e encounter powers ultimately did). Hence the Refocus mechanic rather than making some spells explicitly encounter-limited and the Medicine method of healing (rather than 4e-style healing surges). They're moving away from that with some of the barbarian stuff (rage explicitly lasts "until the end of the encounter" now) which I approve of. But yeah curse is still janky, to avoid the "when the encounter ends" phrasing. ![]()
Deriven Firelion wrote:
Yeah the issue with the old crossblooded and Dangerous Sorcery is that they were feat taxes. The issue with the new crossblooded is...it's pretty bad. On the other hand, the new Split Shot is amazing, so can't complain too much. I am SO happy that dragon and demon sorcerer were fixed too. Overall, I think the class is somewhat more playable, though I don't think it changed all that much in the remaster. ![]()
mcrn_gyoza wrote:
Yeah, attack mechanics pretty solidly dealt with that problem. The only "abusive" part may have been polymorphed characters or PCs who have access to non-attack abilities (like kineticists, dragon barbarians, casters, etc) but really it's not a big issue. ![]()
Redditors put out the awesome fact that draconic and demonic sorcerers now have actually usable focus spells. Dragon claws and glutton's jaws have been patched to work at range! ![]()
Cdawg wrote:
Given it's possible to mind-control a janni into giving you a wish with no downsides...my thoughts are "highly amused". But in all seriousness, it seems fair enough. There are tons of plots related to "so and so becoming a god" so I can't fault them for publishing a guess of what it takes to do it mechanically, even if I'm not certain it needed to exist. ![]()
Trip.H wrote:
Yeah that's probably the ruling I'll run with myself, just to avoid accidentally nerfing alchemist. I was just pointing out that it's not really clear. ![]()
Oh interesting. There's now a cheaper low-level version of Serum of Sex Shift. Though I must admit, it's a little niche - you'll wind up paying far more for repeated uses of it than you would for a Serum if the campaign lasts more than a year, so it's really only cost-effective if you actually are an alchemist and can make it for free, or close to free. Still neat, though. ![]()
Arcaian wrote:
To be clear, I'm EXTREMELY happy about most of the changes. Toxicologist in particular fixes one of the core issues with the class, and master proficiency was needed to remain a competitive martial. I'm specifically calling out bombers because of the issue of Versatile Vials being inferior to normal bombs (also because bomber is likely the most common alchemist type). Quick alchemy can CREATE a short-lived Versatile Vial, but does not solve the fundamental problem that they're bad. It can also craft a Versatile Vial into a halfway decent normal bomb...which you still have to pull out and throw somehow. Quick Bomber allows you to "interact to draw a bomb, interact to draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb". What you CANNOT do is use Quick Alchemy to create a decent bomb out of a non-held Versatile Vial, draw the newly-created bomb, and Strike with it as part of the same single Quick Bomber action. THAT is my issue. Yes, you can always Quick Bomber -> Quick Alchemy (Double Brew) to turn two vials into bombs, throw one, then Quick Bomber another, but this requires you to be HOLDING ONE VIAL in the first place, which requires a separate interact action to pull it out. It's also possible to Quick Alchemy (Double Brew) to create two non-held bombs, and then Quick Bomber to draw and throw them both. Both of these usages will eventually cost you 3 actions per round, where formerly an alchemist could Quick Bomber + Quick Bomber and then have a 3rd action to spare. That is the issue as I see it. ![]()
shroudb wrote:
Yeah the issue is that the makeshift bomb usage for Versatile Vials is a lot worse than normal bombs. Once you hit level 9, you can use 1-action Quick Alchemy to turn 2 Versatile Vials into bombs. But it's still inferior to having a pile of 20 or so Infused Reagents bombs that you could just Quick Bomber without having to waste an extra action turning vials into useful bombs. And remastered Quick Bomber will not save you because you still have to draw the Vials before you can Quick Alchemy them into something decent. Better at low level because you actually get something, worse at high level because the damage is worse than generic pre-remaster alchemist bomb damage. ![]()
Deriven Firelion wrote: No AC penalty? That would be nice. Yeah no AC penalty, no "when you run out of enemies you fall out of rage", free action rage at start of combat, the ability to re-up rage when you fall out of it without having to wait a minute, speed bonuses, speed bonuses on top of those while raging...it's decent. ![]()
shroudb wrote:
That is the best news of the remaster, honestly. ![]()
exequiel759 wrote:
It's a holdover from PF 1e and 3.x I'm surprised monks don't have them too, but monks don't have subclasses in the same way that barbarians and champions do. ![]()
Blave wrote:
I see an issue with Versatile Vials. Namely, they do FAAAAAR less damage than existing bombs. Compare to alchemist's fire. It deals 1d8 damage per tier (lesser/moderate/greater/major) plus 1 splash and 1 persistent per tier. These things deal 1d6 per tier (lesser/moderate/greater/major) rather than 1d8, same splash, and have no persistent damage. Nondamaging elements like frost vial speed penalty have been removed. There may be a saving grace in the feats...but that's eating feat slots. The "bomber" subclass has some bonuses (splash damage is optional to other targets besides the person you hit, you can deal your Int mod instead of normal splash damage, you can convert the damage type to fire, electricity, or cold rather than acid damage when you strike, and when you strike you can make it count as special materials like silver or cold iron) but they are not enough to mitigate that basic fact. Obviously you get more vials at low levels which is great, but at higher levels you wind up losing out on about 6-8 damage per attack, which REALLY matters. ![]()
Jonathan Morgantini wrote: I recently attended the American Library Association's annual convention, this year in San Diego. I told a couple of the librarians about Reign of Winter, and it blew their minds! I have the PDFs I should really read them, I only know the bare bones. I absolutely love reign. My players are having a blast with it! ![]()
In general (by explicit system math) one level [x] monster is equal to a level [x] PC. So you can use normal system math to balance out encounters just like you would if you were running a nonstandard (read: 5-person) party size. Troops, ironically enough, have their own issues besides clogging the battlefield. For instance - you somehow have to justify being able to heal them. Though you probably can justify it between rests if you can get in touch with your organization and armies, I suppose. Or just say that people get added to the casualty list but aren't dead when the troop takes damage. I actually really like the idea of adding troops to a party to simulate their army though. ![]()
ottdmk wrote:
Yeah that's the brilliance of the plan. It's no different than creating an alchemical bomb - the effect is instantaneous. ![]()
Mathmuse wrote:
Yep, I've done similar swaps before. It's definitely helpful. Heck, I've even done the janky thing where you downsize a fire giant to Medium and call it a fighter. Or reflavor a balor into a really high level warrior-wizard and remove some of its hit points and weaknesses. The painful part is that you actually have to invest time and effort into that, or in the case of published NPCs you have to locate the NPC and then determine what class "Emaliza Zandivar" even is. Whereas having a level 20 "archmage" statblock removes that ambiguity. ![]()
Sanityfaerie wrote:
...weird lightbulb moment. What does true seeing reveal as the true form for someone who's chugged one of those? I would presume they see whatever sex the person currently has, given it's instantaneous, can't be counteracted, and the alternative is some frankly yikes implications. If that is so, I can think of about a million new uses for that serum in espionage. So you've got an enormous secondary market for that alchemist as well! (also if you're looking for ways to do it earlier, I believe that witch Cauldron and Temporary Potions has you safely covered by level 13. The potion itself may only last until your next daily preparations, but it's duration instantaneous so you should be fine) ![]()
Perses13 wrote: Well, I have good news for you then, because Paizo has announced an NPC Core book. Unfortunately you will have to wait until 2025 for it. Huzzah! Less huzzah about the 2025 thing, but that's great. Hopefully it'll have room for more NPCs than the old Gamemastery Guide did, if it's just NPCs... ![]()
SuperBidi wrote:
I agree that the monster creation rules work for that. However, since we were discussing useful tools, my point was that some basic flat "this is a level x NPC" statblocks honestly would help a lot. I don't disagree that slapping the Rage action onto a troll will make it more colorful (okay, actually what it'll do is create a troll with slightly more hp via temp hp and a higher bonus to damage rolls than a normal troll, since barbarians don't actually get that many unique abilities) but my point is that those templates don't address the basic gap in PF 2e monster design - which is that there literally aren't any "vanilla wizard" statblocks for a decent level range. For the record, this is one of my biggest issues with all the undead templates we have in Monster Core as well - it's great to have a way to turn anything you want into a vampire! Or a lich! Or...apparently not a mummy for whatever reason. Except for the fact that there are minimal humanoid statblocks to graft that "lich" template onto, so in order to create a human lich (this should not be that difficult of an ask...) you either have to a) Use one of the prepublished lich statblocks (there aren't that many)
It's just obnoxious that there are all these templates pretty obviously designed for humanoids lying around, and the only things you can apply them to are non-humanoids and a small smattering of NPCs. And I also agree it would be nice to be able to create a frost giant mage or whatever, since we currently don't have the ability to that much at all. Unicore wrote:
Exactly this, yes. ![]()
SuperBidi wrote:
I mean sure, but I'm not sure a template is feasible or satisfactory here. Most of the wizards the party encounters are not going to be troll wizards, or frost giant wizards. They're going to be humanoid wizards whose main power does not come from being a troll or a frost giant, but from being a WIZARD. Currently, those do not exist. I guess you could graft on the template to something vaguely humanoid like a giant and then shrink it to Medium, but that is horrible and hacky and WHY? I'm also not sure that there exists a template to make a troll into a wizard that would make actually casting spells a viable option. This was a big problem in PF 1e and 3.x, where you had all of these options (multiclassing, innate spells, bloodrager) that let a fighter or barbarian cast burning hands...at CL 1...using his awful Int or Cha modifier...and why would you even bother past level 3 or so? I suspect that a "troll wizard" would run into the exact same problems, where he winds up looking exactly the same as a normal troll (maybe with a few buff spells?) in combat. You also don't really need to cover the full range of classes. Sure, having gunslingers or magi or thaumaturges would be nice, but practically most NPCs fall into a few well-defined archetypes split along the martial/caster divide - "the arcane caster", "the divine caster", "guy who is good with a sword." I expect that just doing player core 1 would be fine. 1/5/10/15/20 doesn't give you the full range of 20 levels, but it gives you 11/20 levels, which is plenty. It's like dragons - sure, you can no longer fight red dragons at every single point of CR because "young adult" and "juvenile" and such got whacked, but it's enough of a level range that you can fight red dragons at a wide variety of levels. And best of all it's all relatively cheap to write. If you did 1/5/10/15/20 for every class in player core 1, that is only 40 statblocks. Monster core alone has 410 statblocks, and I'd wager there are 40 of them that most people would GLADLY trade in for having high level wizard or cleric stats ready to go. I'm thinking things like ankhravs, krooths, boars, and such. 87 monsters in Monster Core are "animals." I feel you could probably cut half of those, trade them out for NPCs with classes, and wind up with more statblocks that would see more use. ![]()
Unicore wrote:
Personally when I have free reign to design a fortification or enemy base I will deliberately fill it with trivial encounters. That way the PCs get to feel cool carving through lots of monsters (and actually using their critical specializations, what a concept) and the location actually FEELS dynamic, rather than the artificial "you kick in the door, only one group of monsters fights you, you kick in the next door, the monsters in the other room who somehow didn't hear the the previous combat attack you next" and so on. Though sometimes my NPCs also defend in depth. If the PCs do one fight and not every monster comes out to fight them, it's probably because they're literally entrenching. And the PCs can generally hear the sound of shovels digging fresh trenches as they heal up. ![]()
SuperBidi wrote:
Don't we already have templates? Just for undead like vampires and liches and ghosts and such - but they exist. If I'm being honest, the thing I would like to see more of is "generic humanoid statblocks". Having 15 million weird monsters (ankhravs, I'm looking at you) that you'll only use once every few campaigns is in my opinion way less useful than a generic "this is roughly a level 10 wizard" statblock. I get that some GMs want to build their own NPCs for everything, but I know that I personally don't and the fact that there isn't a level 1/5/10/15/20 generic version of some of the core classes (rogue, wizard, fighter, cleric) in statblock form feels like a huge gap, in my opinion. ![]()
OrochiFuror wrote:
The weird thing about swashbuckler feats is that they're good but...for lack of a better way to put it...feel like they should be part of the base class? Lots of the upgrades to opportune riposte are great, but it also doesn't come up (monsters are infamous for having high numbers and NOT critically missing much) enough that they feel justified in eating feat slots. ![]()
TriOmegaZero wrote:
Never been a problem for me or my group, honestly. Most people I play with don't actually care about or know the official lore - the system is what matters, and story is determined by the GM. Usually it's close to some portion of the official lore...or what was the official lore...sometime in the past few decades. The nations of Golarion are so disconnected from each other that it's not like you can't have the Worldwound sitting right next to ancient Thassilon right next to War For the Crown Taldor right next to modern Strength of Thousands. I freely admit to using Pathfinder 2e mechanics in D&D settings like Planescape or Forgotten Realms, too. ![]()
Jnaaathra wrote:
Ehm. I'm pretty sure the devs would prefer to NOT be known as a clone of D&D. Not just because of lawsuits. Anyway, there are a whole host of things D&D cheerfully plundered from the Tolkien estate and were promptly mercilessly sued over - namely hobbits, balrogs, and ents. Also orcs, wargs, goblins, dragons dwarves, and elves, but they didn't win those lawsuits because the words were already in pop culture long before Tolkien. So...yeah. TriOmegaZero wrote:
That wasn't for legal reasons. That was for "we're worried about being painted by the Satanic Panic as demon-worshipping blood-drinking pedophiles" reasons. Because the 1980s were a truly wonderful time to be alive. I'd also like to point out that the lore is the most flexible thing about the setting. Myself, I run a dark version of Golarion that's essentially unrecognizable because the villains actually won several of the 1E APs. The pre-remaster monsters are also all still available and require basically zero modification - I put together a thread here that goes through all of Monster Core and tl;dr you can use basically all the pre-remaster monsters without worrying about it breaking remaster balance. It's also easy enough to reskin the five berjillion humanoid statblocks to be drow - I do it all the time when I run out of orcs in the bestiaries. ![]()
Squiggit wrote:
Agreed. Just pointing it out, because let's be honest here. There are lots of weird immunities and tags hiding in strange places in PF 2e - like verbal component spells having the concentrate tag (no longer a thing) or undead bleed immunity being hidden in the bleed condition despite having no mention in the undead statblocks. "Oozes can't be prone" isn't one of them. The rules are quite clear that oozes can be tripped. But that immunity absolutely could have been hiding in some random place in the ruleset, and the fact that swimming explicitly says you can't be knocked prone implies that it's not unreasonable to houserule that way or assume someone just forgot to put it in the game. Much less likely post-remaster of course, given they tried to patch stuff like that. ![]()
Regarding "tripping oozes" you can make exactly all the same arguments regarding swimming. Why can't you knock someone off-balance in the water? I have no idea, but evidently that's different from knocking a blob of jello on its back. And much like Deriven, my empirical study of every table I've played at says no GM allows it. So let's do some actual math regarding trip builds vs. other builds. I'm going to be looking at levels people actually play, let's say level 9 or 10. Since that's when the Slam Down trick actually gets fully rolling. Fighter Math:
At level 10 you've got your typical slam down build, which on average will make two attacks on its turn (it does have to move to get into melee and third attacks are pretty awful as a fighter). Assuming it's using a d12 weapon, it's attacking at: + 10 (level) + 6 (master) + 5 (strength modifier) + 2 (item bonus) = +23, as is the corresponding eldritch archer fighter. Slam down will make the enemy off-guard, adding an additional +2 most of the time. Its attacks deal: 2d12 (striking rune) + 5 (strength modifier) + 3 (weapon specialization) + 2d6 (property runes, might be only 1d6 given level 10 is when you get your second rune) = 28 damage per hit. Rises by +6 on a slam down. Expectation value from two attacks against AC 30, which is the standard "High" value for most monsters at level 10 and therefore the number we'd expect, hit (non-crit) chance is 50% (both off-guard and not off guard), and crit chance is 30% (if off guard) and 20% (if not off guard). Secondary attack is at -5, meaning it's got a hit (non-crit) chance of 50% and a crit chance of 5% (if off guard) and a hit chance of 40% and a crit chance of 5% otherwise. Expectation damage of first attack, no off guard: 30
Assuming combat goes roughly along the lines of Round 1: move, slam down (adds +6 damage)
you're looking at an average effective damage per round (across three rounds of combat) of maybe...40 damage per turn? If you can get off a reactive strike, rises to total of 65 since you're making an attack against someone who is not off guard. Meanwhile the eldritch archer (takes psychic dedication at 2, some other psychic feat or basic spellcasting at 4, psi development at 6 and eldritch archer dedication at 8) is firing at the same +23 or effective +25 (against someone off-guard) but with a composite shortbow and un-amped imaginary weapon is hitting for: 2d6 (base) + 3 (weapon specialization) + 2 (half str modifier) + 2d6 (property runes) + 6d8 (imaginary weapon) = 46 With amped imaginary weapon it's instead 73 damage. Expectation value un-amped (hit chances the same, no off-guard): 42
Assuming three rounds, you're looking at about 59 damage since you have two focus points. At higher levels of course you get more.
So if you don't get a reactive strike, eldritch archer blows slam down out of the water. If you do, eldritch archer is still decently competitive. This is, as Deriven says, party-independent. The main advantage of tripping therefore is mostly in the other person provoking reactive strikes. If they don't stand up, no free attacks. And unless you have a reach weapon, good luck forcing them to stand up. Prone is a modest penalty to attack rolls and AC, and it's not like flanking doesn't already exist. So yeah. The countermeasure to this build isn't even oozes. It's things with reach. Given that Giantslayer is an actual campaign in Pathfinder, and at levels above 10 enemies get increasingly enormous, I am dubious this thing is going to outdamage an eldritch shot fighter consistently or by enough for anyone to actually tell. Now, in a party with lots of reactive strikes or a caster capable of casting Enlarge? Yeah, it's a very solid build. But that wasn't the argument being made - the argument was that it was the #1 fighter, period. It's not - it's good, make no mistake, but not out of line with other builds. Also note that the math I was using was at level 10, which is a weak level for the eldritch archer because cantrips scale at odd-numbered levels. At level 11, the archer's expected damage over three rounds matches or exceeds that of the slam down build WITH a free reactive strike every round. ![]()
Errenor wrote: And by the way oozes are NOT at all immune to Trip and prone :) Technically, yes. Though I don't think I've ever seen a GM who allowed it, and the Swimming rules do say you're immune to prone so it's entirely possible it's a weird oversight. It's reminiscent of Ye Olde 3.x Positive Energy Plane. Where technically, undead healed just fine from it and gained arbitrarily many bonus hit points from it because they didn't have Con scores and therefore couldn't explode. Some rules-as-written stuff gets tossed so frequently people remember the houserules more than they do the actual rules. ![]()
Sanityfaerie wrote:
Oh yeah most encounters can ignore it pretty handily, but honestly the spell as a whole is just sort of silly against solo bosses. ![]()
Kaspyr2077 wrote:
I'd just like to point out that Jubilex is in fact a major villain in the Pathfinder universe, and it's totally valid to build a campaign around The Faceless Lord. I haven't actually run a campaign with Jubilex and Jubilex's cult as the primary villains, but I've been meaning to for a while now. Now, if I ran that campaign, I certainly wouldn't make it all oozes. That would be cruel to lots of people besides just the fighter (occult casters and rogues, for instance) and I appreciate some enemy diversity. But it'd probably be mostly oozes. Which would probably make that specific fighter build rather sad. Sword and board? Doesn't matter what campaign you're in, you'll probably be fine. So I think it's entirely fair to criticize the Slam Down build for spectacularly failing against an entire creature type, when no other fighter build has that problem. The argument that's being made is sort of like saying that Frost is the best property rune or that Silence Under Snow is the best witch patron. Sure it is. Until you play Reign of Winter. ![]()
Ravingdork wrote:
The issue being highlighted is that versatility is not power. Parties are somewhat designed for specialization - it's a little like asking "why should the wizard stop pumping Strength and investing money into a magic sword, it gives him great versatility in melee?" The answer is because he's a wizard, and swording people to death is something the fighter is actually specialized to do. Twin Takedown/Hunted Shot are very, very good because they give you two actions for the price of one, freeing up your remaining actions to do other things (move around, demoralize, hide, cast spells like gravity weapon, use a multiclass ability, whatever). They're a form of specialization - they make you more efficient at hitting people. ![]()
Ravingdork wrote:
I wouldn't worry too much about that. Vrocks are infamously overtuned. That double attack of opportunity is murder, and they have a ton of 1-action AoE special abilities that don't add any MAP at all. I had to start fudging die rolls to avoid murdering a level 6 party with them myself. Electricity isn't that commonly resisted overall, though! At level 6+ these are the numbers of monsters from bestiaries 1-3 with resistance or immunity to damage types: Acid 35
The top 5 least resisted types in the game are force, sonic, acid, electricity, and cold. ![]()
Deriven Firelion wrote:
We may have to agree to disagree. Having played a sword-and-board champion, I personally found it to be a little sad. Redeemer has a lot of issues bouncing off things that use finesse weapons or spells (it's a lot more than you'd think at first glance), and its reaction isn't very repeatable - once someone is enfeebled, enfeebling them again doesn't help. So your core boost at high level ("get more champion reactions") winds up being weaker than it should be. Meanwhile liberator falls off the more reach enemies get (which is especially true at higher level), since the step can't get your ally out of range. And the evil champions (especially desecrator and antipaladin) just don't have good reactions. The only really good champion option at higher level is paladin, but its reaction is pretty similar to reactive strike - and has the usual issues of being lower damage because you're wielding a 1-handed weapon rather than 2-handed and perhaps even more importantly is totally negated by large enemies with reach, who at high level can maul your allies without ever stepping into your aura. The biggest difference is that the fighter can spend a single action per combat to turn on their shield, whereas the champion is burning an action every round. Combined with the fighter's higher attack bonus, that's costing the champion equal damage to an entire MAPless attack, if not more. Which really hurts for someone using a 1-handed weapon. And while it's true that champion shields have more HP (especially at high level), at the highest levels that's offset by the fact that indestructible shields exist, and even champions should probably pick them up. So that ability winds up mattering quite a bit less. Overall I think sword-and-board champion just isn't a great choice. It's not awful if you go paladin, but in my opinion it's not as strong as sword-and-board fighter. ![]()
Squiggit wrote:
Yeah Aragorn isn't really a ranger. At all. Apart from the name and the one time he finds plants in the wilderness that...sort of help Frodo. But not entirely. That would be cheating and stealing Elrond's thunder. Most of the motifs for the D&D/PF ranger come from Robin Hood and Drizzt Do'Urden. The latter of whom comes from D&D. On the other hand, it's pretty much the same story with paladins. Holy knights have a long and illustrious history dating back to King Arthur, Galahad, Lancelot, Roland in mythology and many more figures such as Valdemar the Victorious, Eric the Holy, and eight whole crusades' worth of knights and saints in real-life history. But the idea of a spellcasting guy in plate armor who can "fall" is still D&D-inflected. ![]()
Xenocrat wrote:
Agree with this. Facilitating action economy is extremely strong. Of course, I have to call things out from my favorite class, the KING of action economy: the kineticist. Effortless impulse (comes online even earlier than effortless concentration!)
Likewise, "champion's reaction" (the 6th level feat for the champion archetype) is great for everyone and appallingly cheap (it only costs 1 or 2 class feats, depending on if you're a human or not). And then there's rogue. Which is just nuts. Opportune Backstabber and Nimble Strike are the foundations of the rogue throne as "king of damage". Combo with Preparation and it's just sickening. ![]()
Angwa wrote:
1. I'm actually not sure there. Ranger has a heavy action cost with hunting prey. Fighter doesn't, and that helps a lot. And the fighter probably gets enough crits to offset the fact that the ranger sometimes gets one additional attack, since the fighter's double slice is being made with less MAP and has more accuracy to begin with. The fighter also has a lot of reactive strike abuse. I've played in a party with both before and damage was usually a tossup. 3. In fairness, I've played both starlit span magus and eldritch archer and they're pretty even. Starlit span is nice, of course, but it really suffers from accuracy issues (you can't sure strike every round). That means fewer crits and hits, and this build really wants those. 4. As for shields...well, fighter and fighter alone does get the all-important "your shield is always raised" stance (paragon's guard), which is really helpful from an action cost. Adding on tactical reflexes and quick shield block (the latter of which is available to bastions as well but they don't get paragon's) means that you can make a reaction strike and a shield block every round for literally no action cost at all. If you want champion reactions, just multiclass. It's fairly cheap and you're a fighter, you have feats to spare. Especially if you use half-elf/human tricks to get around the Charisma prerequisite and the class feat cost. And of course, as a fighter you have way more accuracy than the champion does. Fighter really is a LOT better than champion with shields. I've played a shield champion and having to burn that extra action every round REALLY hurts. Anyway, I do agree with you that I think most fighter builds are viable (beyond the ones I listed). Those pluses can carry you through a lot. ![]()
Ravingdork wrote:
Ah, okay, I see. Yeah so in general past level 6 or so I tend to think casters shouldn't be using cantrips as their main trick. The sorcerer has access to a ton of healing and decent control but not much damage. This is the level range where focus damage spells like the druid blasting ones and psychic amps are premium, since you don't have as many spell slots but you actually can multi class for good focus spells and they scale enough to be good. Just my two cents. The druid already blasts a lot - blasting is good additively because aoe damage is "wasted" more often the more single-target characters you have. Honestly it sounds like you just have a new party. ![]()
I'm curious what Deriven thinks is the "one good fighter build." Because in my experience there are several. Though it depends on party composition. 1. Two weapon fighting. Extremely good with a flurry ranger that can share edge at high level. Or a haste caster. 2. The knockdown chain. Best with a giant weapon, preferably one with reach. Especially decent if you have a caster who is also capable of knocking things prone - for instance, a cleric with naga domain or just anyone capable of casting command. Or someone capable of casting enlarge. 3. The Eldritch Archer. Uses its very high attack bonus and imaginary weapon/telekinetic projectile to make enemies implode. 4. Sword and board. Got a fair bit better in the remaster with reinforcement runes. Focuses slightly less on damage and more on not dying and helping friends to not die. I'd say #4 is probably the lowest damage, but having seen all four of the above in play they're all quite similarly "high performance" and I'd be hard pressed to declare one of them absolutely superior to the rest. ![]()
PossibleCabbage wrote:
Yeah pretty much. They don't get Reactive Strike at 6 like other martials - because they got it at level 1. But the feats they do get are still very strong, and it's fairly straightforward to build a good fighter because they just have high pluses.
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