We finally got around to running the first playtest module yesterday, and we got halfway through. Rather than try to remember what happened in the first part after we finished it, I wanted to get it here.
Adventure Group and Recap:
We had a Dwarf Cleric of Nethys (Knowledge), Dwarf Fighter (w/ Power Attack), Goblin Rogue (Dex to damage?), and an Elf Sorcerer (Draconic bloodline).
The first encounter went really well for the players, and we were all amazed at the fighter putting out 20 points of damage with his Power Attack. The ooze was able to get one action out, so it used the Filth Wave, but it only affected a single PC.
In the second encounter in the sleeping chambers, the Sorcerer first tried to find a spell they could use to get attention away from them, but was frustrated that the rules are now VERY clear that you have to loudly and strongly say the magic words for verbal components. No more whispering. So they tried to sneak past the goblins. I wasn't sure how to run that situation of a bunch of clanky people moving sneakily, and rather than stop play to look into the Stealth and Sneaking rules, I rolled Perception for each goblin, and said that the Goblins needed 2 successes to notice them, rather than bicker at each other about that great statue that kept on falling. The cleric with the -7 penalty to sneaking did surprisingly well. The elf, who was the only one with Low-light vision, had a bullseye lantern with a very small beam.
Once the goblins caught wind of weird things happening (they didn't see the light, due to good usage), the party tried to book it into the Purification Chamber. The elf unfortunately tripped on the first step (I ruled that hastily running with a very small beam would make it very hard to get full details, including steps). We paused at this point to figure out if people who hadn't acted yet were flat-footed. We ruled they were, since I wasn't finding as much as I was hoping. Since the information is all over the place, not finding it doesn't necessarily mean it's not the rule, so we reverted to PF1e. After looking around the rulebook while writing this, I think in the future I won't have them be flat-footed.
Then we had the first real good combat playtest (using theater of the mind, rather than the grid, as there was still cheese on the table), and it went pretty well. A goblin critted against the rogue, but somehow only did 8 damage (rolling 1,1,and 6). The fighter was very, very good at their job.
I appreciated how easy it was to parse the Goblin Warrior statblock. It solved a major complaint I had with 1e. The cleric did a lot of Chill Touch, and the Sorcerer did a lot of throwing the recently-unattended dogslicers using Telekinetic Projectile. I think they both enjoyed the more powerful cantrips. The rogue did some great roleplaying, and I think sneak attack helped out quite a bit. The last goblin tried to run, but clever positioning meant that it couldn't Step safely away from the fighter (it was blocked by the rogue and the crumbled statue), and then the fighter used the AoO to do enough damage to knock it out.
At this point, their healing reserves were at about half. They really wanted a healer's tool, but couldn't afford it right away. They did find the ring, and sold it for a healer's tool once they went back, but they still went to the next room.
(Of note, I told the Goblin PC that the centipede room was "Pet Bug Trash Room", "Motivation Chamber", and "Weird Plant Room", so he recommended they didn't venture into those rooms. Probably wise, but they seem to be convince that there'll be a vampire, and Motivation Chamber disproves that.)
They did find the Idol in the Purification Chamber, but I forgot about the set DC to get it out with a tool, so I just said the cleric spent 3 minutes moving it out with his staff. He then put it in his backpack, at which point Lamashtu birthed out two quasits.
This was was a fight that was interesting in some ways, but not in others. It almost knocked out the Sorcerer due to the Quasit poison, but she quaffed a potion of healing, and rolled max. That is what kept her alive in the end. I still haven't shaken the idea that AoOs aren't really a thing for most PCs, so I didn't move the enemies around as much as I could've. I wasn't sure how to figure out how Quasits turned back into their normal shape, as their ability didn't mention that. It had the concentrate trait, and rather than look that up, I made some assumptions and just had them not maintain the changed form, so they reverted on their round again.
Then, all out of the healz, they retreated to town, and got a healer's kit. Once we got the kit, we looked up the rules for resting, realized it would be easier to just use the healer's kit, and did that for 2.5 hours in-game. Lots of TLC that night. We realized that with the healer's kit, there was no real reason to Rest to restore HP, as you get far less. There were no critical failures, so the party wasn't bolstered against it.
Thoughts: (list functionality seems busted :( )
I didn't have time to fully read the new DC setting guidelines, so I just winged it. Most DCs I came up with were 11 or 15. Some of them were 5.
The group thought that player character generation took way too long, and wasn't streamlined enough. I suspect this was primarily due to jumping around PDFs constantly to get all info. Jumping around PDFs is apparently much slower than physical books for us. Part of the problem was also probably the lack of suggested starting items, lack of "kits" of items, and few suggestions on what to do. Also, learning a new system as we made them.
We all really liked baselining silver as the main coinage used.
Some players felt like you needed to max out your main stat, and that this made boring attribute spreads. It turns out they forgot the 4 free boosts.
Some players found remembering all the traits to be a really high cognitive load. It is perhaps not as accessible to those with mental disabilities or a lot on their minds due to life. As an example, our rogue said he did not enjoy having to remember under what circumstances his dogslicer (agile, finesse, goblin, backstabber) did special things in, even though it was relatively few situations.
Personally, I think the mental load of learning all the traits will be fairly high, but once they are known, using them will be much less complex.
I think everyone generally liked the 3-action system. The only complaint I saw was comparing to 5e's ease of moving in and out, and hitting in the middle of your movement. I just don't think they tried that out, as it seems like it would still work better in PF2.
Some complaints about things that used to be free now taking up an action. No specifics were actually given on this, but I suspect it was stuff that we had an unknown house rule about. My assumption is that Recall Knowledge is the one in mind. Only getting 1-2 tidbits of information per action, and then increasing DC when you spend the most important resource in the game didn't sit well, even though it's pretty realistic.
We all noted that it's so much more codified. I commented to them that it felt like many rules were specifically added to prevent forum arguments. I appreciate this, but it does increase cognitive load a bit. "If this was a computer program's source code, it would be beautiful"
I think we all expected a less complex system than Pathfinder 1e, given current market trends. I suspect that we will in the end prefer a less complex system (save me from 5e please!), but everyone said they thought 2e has potential, and that they want to play again.
I'm going to give the rules a twice-over, and am really excited to run the second half of the Last Star. It felt very nostalgic to me, due to being back into Pathfinder again. I'll update this thread once we finish the scenario.
Whenever I refresh a page, a pop up, well, pops up, saying "f" with an OK button.
Then another pops up with 27, a radio box to say "Don't pop up again" essentially, and an OK button. And then another one pops up after I click that one, saying another number.
This is for every page, and another user has seen this happen on theirs too.
I'm still getting my feet wet with SoP, but I'm curious if it's possible to convert the character I had in mind to use SoP. It was going to be a Heavens Shaman for the ACG, with rotating other spirit, focusing on divinations and effects related to outer space. One thing I wanted to work on specifically was getting a "meteor" to crash down on command. The other thing I was looking for was ability to be versatile and possibly heal, as our healer is a bit unpredictable in her attendance (and we have a party member who does a lot of damage to himself with vicious weapons).
What class would people use for this? I'm looking at Incanter, with a custom advanced talent that mixes Destruction and Conjuration to call down a created object, and then have it explode. Then obviously grabbing the Divination sphere.
45 people marked this as FAQ candidate.
3 people marked this as a favorite.
Hey all!
A few years ago, I asked the following question, and after some FAQ clickage, it was marked as answered in the FAQ. Except, I don't see it in the FAQ. The question was born from questions about the tentacle discovery of the alchemist, and there is this FAQ, but it doesn't answer the main question I had, and one that comes up often enough. So, I am reposting the question and asking that others click the FAQ button. The main question is posted below, with some edits to make it less reliant on temporal context.
How do natural attacks an unarmed attacks interact for purposes of number of attacks per round?
And yes, the rules say that if you're using a manufactured weapon or unarmed strikes, you CAN use them in conjunction with natural attacks, "so long as a different limb is used for each attack."
The intent of that was to allow you wield a 1H weapon and make a secondary claw attack with your other hand, or to let you wield a 1H weapon and make a secondary bite attack with your mouth, or to let you wield a 2H weapon and make a secondary bite attack with your mouth.
The intent was to prevent you from making a full attack sequence with your natural attacks and a bunch of unarmed strikes by specifically defining your undefined unarmed strikes as conveniently different limbs than your natural attacks. Which is exactly what you're trying to do.
(Emphasis his)
There are more posts in there going over it, but that's the main one.
The questions I have boil down to:
Does using natural attacks use up potential unarmed strikes? Can you make full attack with natural attacks and then use unarmed strikes in the same round? If so, under what circumstances? (Is it fine if you use tail whips as your natural attacks, but not fine if you use claw attacks?)
I think this would be a fine candidate for a new FAQ entry, as it seems to rely on an understanding most of us don't have, similar to the THF / TWF issue that came up in the past.
So, most wonderful and level-headed of people, please hit the FAQ button here so that perhaps we can finally lay this one to rest.
I would like to give my appreciation for the continued support of Ranger Traps. It seems like every other companion has new traps to use, or new archetypes to make use of them, and as someone who really likes the idea of using traps, this is awesome. It makes me look forward to each player companion to see what's available.
I think this would be a great opportunity for a Player Companion book as well: Trapper's Toolbox. It could contain all the ranger traps released so far, as well as references for what other books contain trap using archetypes.
The Ranged Tactics Toolbox had a good amount of advice on avoiding common issues related to ranged combat, and I think there is ample space to give the same sort of advice for trap using. For example, how do you deal with the need to prepare the battlefield before hand? Ideas on scouting, trap placement, ways to hide them further, how not to bog down every combat by spending 20 minutes alone time with the GM on scouting and trap placement, etc.
I'm also curious if we'll see any Ranger Skirmisher Tricks, as there are now three core classes/archetypes that make use of them, and they're in a similar vein to the traps!
These are my notes for a playtest of the five characters listed above.
Our party was built to be reasonably average, and not minmaxed. I was not aware of the details of each class when I came up with each encounter, so they were general encounters to test a wide variety.
We had:
Mox, the Dwarven Geokineticist
Maggie, the Dwarven Pyrokineticist
Viv, the Medium of Bear, Big Sky, and Cricket
Sylvia, the Mesmerist. Tower of Blood, the mirror image one, a few others that I'm forgetting.
Gabriel Silence, the Occultist of Abjuration, Transmutation, Divination, Conjuration, and Necromancation--y. He focused on skills and spells, as well as Minions.
The first encounter was one that was CR 13. A CR equal encounter. It took place in one of the 'stomachs' of a quarter mile wide undead abomination, and the stomach housed:
Pyrohydra
Rift Drake
Cyrohydra
Giant Lake Octopus that was hiding until the second turn, when it tried to pull the Occultist into the acid.
The map was 120+ feet long. About 15 feet on the party's side of walkable area, 20 feet on the opposite side. The rest was all open air, with a 20 foot drop before the acid "lake".
The party started out refreshed from fighting their way into the Abomination's body, due to GM Handwavium. The goal was to hit 4 encounters.
Prebuffs: Air Walk
Encounter:
The medium was in front with his 60' blindsense from focus points in his Divination focus, I believe, as they marched into the room. They could've used Greater Invisibility to go through, as none of the monsters had See Invisible. Some 40+ perception checks later, and they saw all the creatures.
Mox one init, and used Snaking Blast + Ride the Blast + the entangle blast + earth blast to attack the rift drake. He used a move action to reduce the burn to 0. He rolled a 31 against the rift drake's 20 AC. But the drake makes the DC 21 reflex save against Entangle. Mox is now right next to the rift drake, air walkin'.
Maggie used fireblast + extended range to burninate the Cyrohydra. Rolled a nat 12 on the touch AC, which alone beats the touch AC. Rolled 117 fire damage...which was multiplied by 1.5 for 175.5 damage. It was... very surprised, and very, very dead.
Sylvia the mesmerist was up net. She air walked over to the rift drake, stared at it, and then cast Oppressive Boredom. I have a new found disliking of that spell. The drake failed the DC on its next turn, thanks to the Stare.
Gabriel cast Phantom Steed, and hopped on.
The octopus moves into range, and Gabriel senses it. He then feels it as a tentacle thwaps him. It rolled 10, with a +16, for a total of 26. Missed Gabriel's AC of 30.
At this point, I realized I terribly misread the Hydra entries, because they had a poor reach, with slow move speed, and a breath weapon that was less than their reach. Realizing I sort of screwed up the encounter by putting the hydras at the far end of the chamber, the pyrohydra moved closer. Slowly.
Viv attacked the octopus, getting a total of +37 and +35 on her two attacks. She dealt 99 points of damage split over those two hits. Her 30' range helped tremendously, as it meant she could whack the octopus (technically, whacked the octopus' tentacles. They were waving around, as they do.)
Mox used Earth Blast + Kinetic Whip + Entangle against the rift drake. No AoO due to oppressive boredom. He got 34 to-hit, which easily hit the rift drake's AC. 51 points of damage. Rift drake got a total of 16 on the save against the entangle, so it was entangled. Mox rolled 39 damage on his iterative, and again the drake failed the save. It was now rooted in place.
Maggie was up. She rolled a 2, got a 23 against touch AC. She blasted the octopus for 60 points of damage.
Sylvia was up, and decided to feint the octopus. No one, even her, knew why she did this, but she did. Feinted with a 45. But first, she stared against it. Then she used Unadulterated Loathing, and selected Viv. Which made the octopus nauseated, since it only got 20 on its save.
Not really able to do anything, Gabriel cast Resist Fire on himself.
Rift Drake drools on itself.
The octopus tries to move down, but Viv's AoO against it kills it. Since it was a crit. And she did 100 damage on that crit.
The pyrohydra pounces against Viv, and this provokes an AoO for her. She has Combat Reflexes (and 30' reach), so she hits for 43 damage. He bites her once out of 8 times, because he has a +10 bonus on bites, and I think she had 32 AC. His one hit was a nonconfirmed crit, for 8 damage.
Viv attacks, easily hitting twice. She does 49 damage, and 44 on the second attack. This kills the Pyrohydra quite well.
At this point, the drake was bored and rooted in place, so we just fast forwarded. They all got across the stomach just fine.
Thoughts: Most of these monsters were CR 9 or 10. I wanted an encounter that was CR equal with a good number of monsters, to avoid the action economy issues of on CR equal enemy. The party absolutely used less resources than the oft-toted "25% of party resources per encounter". I think this was partially due to how good at the game the players are, partially due to poor reading on my part with the hydra's placement far back, and partially because the classes just... didn't need to use resources. The only spell cast that was actually necessary was Phantom Steed. The party would've whomped the enemies just fine without Oppressive Boredom, Unadulterated Loathing, and Resist Fire. The damage of the kineticist was surprisingly high to me, and it had no problem hitting. That was most likely due to the AC of CR 9 creatures, but the +5 AC that the average CR 13 creature has wouldn't have caused much of a difference. He still would've hit most of them. I think it was mostly player skill, followed by the classes handily handling the foes, and then poor placement of the hydras. The occultist didn't really do much. This was partially the build, for sure, since it avoided prebuffs etc. But it was interesting to see what a more "scholarly" occultist would look like. He later felt that the minion focus didn't make up for not selfbuffing to bash faces in. A delicate act to balance the two, I imagine, but something we noted. He did make most of the Knowledge checks, I believe, and that was really helpful.
I'd like someone to take a look at my subscriptions, and see what's up with them. The payment was originally denied, but I've since resolved that issue.
My subscriptions page also says I'm queued up for Occult Mysteries and the Harrow Handbook (I should be getting two comp copies of this, and confirmation on that would be nice too!), which I don't need either of. If you could cancel those two, and reprocess the order, that'd be appreciated!
I needed to figure out the average number of attacks a creature of a given CR would be doing for some design work of mine, and thought I'd share the results. Where the numbers came from:
Wrote a program (not going to release it, sorry!) to parse the Monster DB, and get the CR and Melee / Ranged attacks each monster had.
From there, through trial and error I was able to parse the melee and ranged lines to figure out how many attacks each monster got, taking into consideration things like "or" (and in that case, taking whichever had more attacks), commas, iteratives, etc. The heuristics aren't perfect. In fact, to preserve sanity, I just hardcoded all the natural attacks in, and checked to see if the attack was one of those or not. So any non-standard natural attacks may not count right.
Regardless, there are 2843 monsters in the DB, and I'm now fairly confident that my numbers are about right. If they aren't, the number of wrong numbers probably won't influence the averages too much. These numbers are rounded to the nearest whole number. For example, CR 20 is actually 4.93, not 5. But that's a lot closer to 5 than it is 4, so it rounds up.
Any CRs less than 1 were rolled into 0, which isn't displayed here. Any CRs greater than 20 were rolled into 20, since the reason why I needed these only needed to go up to 20.
Much like Table 1-1, this assumes all attacks hit.
Quote:
CR Base Dmg Avg Attacks Avg Damage Per Attack
CR 01 Base Dmg: 7 Avg Attacks: 1 Avg Damage Per Attack: 7
CR 02 Base Dmg: 10 Avg Attacks: 2 Avg Damage Per Attack: 5
CR 03 Base Dmg: 13 Avg Attacks: 2 Avg Damage Per Attack: 6.5
CR 04 Base Dmg: 16 Avg Attacks: 2 Avg Damage Per Attack: 8
CR 05 Base Dmg: 20 Avg Attacks: 2 Avg Damage Per Attack: 10
CR 06 Base Dmg: 25 Avg Attacks: 2 Avg Damage Per Attack: 12.5
CR 07 Base Dmg: 30 Avg Attacks: 2 Avg Damage Per Attack: 15
CR 08 Base Dmg: 35 Avg Attacks: 3 Avg Damage Per Attack: 11.6666666666667
CR 09 Base Dmg: 40 Avg Attacks: 3 Avg Damage Per Attack: 13.3333333333333
CR 10 Base Dmg: 45 Avg Attacks: 3 Avg Damage Per Attack: 15
CR 11 Base Dmg: 50 Avg Attacks: 3 Avg Damage Per Attack: 16.6666666666667
CR 12 Base Dmg: 55 Avg Attacks: 3 Avg Damage Per Attack: 18.3333333333333
CR 13 Base Dmg: 60 Avg Attacks: 4 Avg Damage Per Attack: 15
CR 14 Base Dmg: 65 Avg Attacks: 4 Avg Damage Per Attack: 16.25
CR 15 Base Dmg: 70 Avg Attacks: 4 Avg Damage Per Attack: 17.5
CR 16 Base Dmg: 80 Avg Attacks: 4 Avg Damage Per Attack: 20
CR 17 Base Dmg: 90 Avg Attacks: 4 Avg Damage Per Attack: 22.5
CR 18 Base Dmg: 100 Avg Attacks: 5 Avg Damage Per Attack: 20
CR 19 Base Dmg: 110 Avg Attacks: 5 Avg Damage Per Attack: 22
CR 20 Base Dmg: 120 Avg Attacks: 5 Avg Damage Per Attack: 24
Of course, now that I posted this, people are going to find all the problems with it, but oh well :)
I'd like to request that the sections in Animal Archive that relates to tricks, Handle Animal, and the magic items that animals can use be posted on the PRD. This is an oft-requested explanation of core mechanics that shouldn't require purchasing of a Player Companion book just to fully understand.
Given the news that the Technology Guide will be posted to the PRD, I think it is now fair game to add other sections of books that help explain mechanics in the Core rules.
Hey...well, more or less, Patrick. But I'll say all. So, Hey all.
Are there any plans to errata through the Golarion FAQ the thundercaller archetype from Varisia, Birthplace of Legends? Sean seemed to think it could use a quick whack, but I'm curious if that'll ever turn into errata on the FAQ page, since I know those books don't get a second printing.
Thanks!
Spoiler:
I just made a post that's kinda asking Paizo Developers for attention. I feel...so...dirty...
I was perusing the bestiaries yesterday when a thought occurred to me: if a monster's schtick is to deceive humanoids by looking like a humanoid, it's almost always going to be a beautiful human female. Sometimes they have Elven features as well, but in general it seems to be a human female.
And I got to thinking. What does that mean? Surely monsters that evolved similar tactics on other planets would reflect the indigenous races there. So why are the vast majority of these types of creatures on Golarion masquerading as a beautiful human female?
Is it just because humans are so populous? Because the standard of beauty (or lust, as many of these monster's ply) holds humans to be the epitome?
Does anyone have experience with the Artisan in play? I'm specifically wondering how the incentive to craft all the time, combined with the very cheap crafting, plays out.
While I don't wish to dwell on the circumstances around this, suffice to say, I wish to show some gratitude for the solid products LPJr Design puts out. To that end, let's get a little Mikazemas going, eh? It's still cold out, and that's what really matters about Mikazemas, right?
I will gift the following items to the first person to request them, one per person. Please leave a request in this thread with which book you want.
Thank you Paizo for turning this feat into something reasonable.
Quote:
Benefit: Once per round, when f ighting defensively
with at least one hand free, you can designate one melee
attack being made against you before the roll is made.
You receive a +4 dodge bonus to AC against that attack.
If you using the total defense action instead, you can
def lect one melee attack that would normally hit you.
An attack so def lected deals no damage and has no other
effect (instead treat it as a miss). You do not expend an
action when using this feat, but you must be aware of the
attack and not f lat-footed.
I'm currently in the middle of a project to get a good feel for the math behind Pathfinder, using what I believe to be baseline examples of CRB classes and Table 1-1 of the Bestiary. This is primarily for my own benefit for when designing, but other people seem to enjoy the information, so I'm posting it in various threads.
To expand past the fighter, I'm curious if there's any data collating and averaging the encounters of the Paizo APs and modules, and if so, if I can have access to it.
What I'm mostly curious about is the percentage of type/subtype and alignment pairs used in encounters, and maybe if there are classed levels or not. This would all tie to a certain CR, and from this we can get a very rough idea of the usage of certain types of creatures.
If there's not already one of these DBs, I'm aware of how silly it would be to ask you guys to suddenly make one, so I'll leave that to Karui Kage :)
What aspects of items have you liked, even if you had to vote against them? This is quite different from "What items did you like?", mind you. Remember, no identifying items.
One of my favorites has been an item that dealt with channel energy in a cool way, providing utility for channel energy, but not in a way that's overpowered (well, not too overpowered :))
I've also been pretty impressed with some of the items that have been able to meld cinematic awesomeness with solid rules design. Those have been a real treat.
This is much the same deal as this thread, but for a different build. One that is not optimized and that I made trying to emulate the more average player.
Here's the rough run-down on their build:
Rough Build:
//CRB only human fighter
//longsword / shield
//Elite array
//first level feats: Power Attack, Weapon Focus (longsword)
//power attack always on
//weapon spec at 4, greater weapon spec at 15.
//greater weapon focus at 11
//improved critical at 9th
//critical focus at 13
//sword enhancements:
// +1 at 3rd
// +2 at 7
// +3 at 9th
// +4 at 12th
// +5 at 16th
//belts:
// +2 at 5th
// +4 at 11th
// +6 at 15
//tomes:
// +2 at NEVER
// +5 at NEVER
//dusty green ioun:
// NEVER
//boots of speed:
// MAYBE
The basics are that he's too busy selecting other feats, so he gets his feats later. He's not as aggressive on getting the good magic items, so those get pushed back as well. He puts a few of his HD based points (specifically, 8 and 16) into a non-Str. He still starts out with 15 Str though.
He uses a sword and board, but doesn't want to go for the offensive-shield-use feats, since that's a bit complicated and honestly, doesn't really fit his character.
This guy gets up there, gets some solid hits in, and has a nice AC (abstracted away), allowing his rogue buddy to get in there and tear up the foe with sneak attacks. Then he puts one foot on the head of his vanquished foe, strikes a heroic pose, and then goes to the tavern for some good old fashion ale and wenches.
Due to the nature of the character, I've modified the program to run it both with Power Attack always on and with it never on. I'll post both results.
This version HAS the boots of speed, which I think is sort of pushing it. But it'll be interesting. Next post will have the data without the boots of speed.
Again, I'm not posting these to prove a point (lookin' at you, "Math break down?!" thread :P), but to get data out there for what I believe to be reasonable "most optimized" and "average" fighters in the CRB only.
Calculating against CR = level, using Power Attack All the Time:
Level 01 CR: 1:
Avg longsword to-hit: +1 (BAB) +3 (str bonus) +1 (weapon focus) +0 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) -1 (PA penalty): 4
Avg longsword Damage (no crits): 2d4+0 (enhancement) + 2 (Power Attack) +3 (Str Bonus) +0 (weapon training) +0 (weapon spec): 9.5
DPR: 6.7925
Monster Average HP at CR 1: 15
Monster Average AC at CR 1: 12
Rounds to solo monster: 2.20831799779168 Level 02 CR: 2:
Avg longsword to-hit: +2 (BAB) +3 (str bonus) +1 (weapon focus) +0 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) -1 (PA penalty): 5
Avg longsword Damage (no crits): 2d4+0 (enhancement) + 2 (Power Attack) +3 (Str Bonus) +0 (weapon training) +0 (weapon spec): 9.5
DPR: 6.27
Monster Average HP at CR 2: 20
Monster Average AC at CR 2: 14
Rounds to solo monster: 3.18979266347687 Level 03 CR: 3:
Avg longsword to-hit: +3 (BAB) +3 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) -1 (PA penalty): 7
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 2 (Power Attack) +3 (Str Bonus) +0 (weapon training) +0 (weapon spec): 10.5
DPR: 7.5075
Monster Average HP at CR 3: 30
Monster Average AC at CR 3: 15
Rounds to solo monster: 3.996003996004 Level 04 CR: 4:
Avg longsword to-hit: +4 (BAB) +4 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) -2 (PA penalty): 8
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 4 (Power Attack) +4 (Str Bonus) +0 (weapon training) +2 (weapon spec): 15.5
DPR: 10.23
Monster Average HP at CR 4: 40
Monster Average AC at CR 4: 17
Rounds to solo monster: 3.91006842619746 Level 05 CR: 5:
Avg longsword to-hit: +5 (BAB) +5 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) -2 (PA penalty): 11
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 4 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 17.5
DPR: 13.475
Monster Average HP at CR 5: 55
Monster Average AC at CR 5: 18
Rounds to solo monster: 4.08163265306122 Level 06 CR: 6:
Avg longsword to-hit: +6 (BAB) +5 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) -2 (PA penalty): 12
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 4 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 17.5
DPR: 22.1375
Monster Average HP at CR 6: 70
Monster Average AC at CR 6: 19
Rounds to solo monster: 3.16205533596838 Level 07 CR: 7:
Avg longsword to-hit: +7 (BAB) +5 (str bonus) +1 (weapon focus) +2 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) -2 (PA penalty): 14
Avg longsword Damage (no crits): 2d4+2 (enhancement) + 4 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 18.5
DPR: 25.4375
Monster Average HP at CR 7: 85
Monster Average AC at CR 7: 20
Rounds to solo monster: 3.34152334152334 Level 08 CR: 8:
Avg longsword to-hit: +8 (BAB) +5 (str bonus) +2 (weapon focus) +2 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) -3 (PA penalty): 15
Avg longsword Damage (no crits): 2d4+2 (enhancement) + 6 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 20.5
DPR: 28.1875
Monster Average HP at CR 8: 100
Monster Average AC at CR 8: 21
Rounds to solo monster: 3.54767184035477 Level 09 CR: 9:
Avg longsword to-hit: +9 (BAB) +5 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (pale green ioun) +0 (haste bonus) +2 (weapon training) -3 (PA penalty): 18
Avg longsword Damage (no crits): 2d4+3 (enhancement) + 6 (Power Attack) +5 (Str Bonus) +2 (weapon training) +2 (weapon spec): 22.5
DPR: 33.4125
Monster Average HP at CR 9: 115
Monster Average AC at CR 9: 23
Rounds to solo monster: 3.44182566404789 Level 10 CR: 10:
Avg longsword to-hit: +10 (BAB) +5 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (pale green ioun) +0 (haste bonus) +2 (weapon training) -3 (PA penalty): 19
Avg longsword Damage (no crits): 2d4+3 (enhancement) + 6 (Power Attack) +5 (Str Bonus) +2 (weapon training) +2 (weapon spec): 22.5
DPR: 36.45
Monster Average HP at CR 10: 130
Monster Average AC at CR 10: 24
Rounds to solo monster: 3.56652949245542 Level 11 CR: 11:
Avg longsword to-hit: +11 (BAB) +6 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (pale green ioun) +1 (haste bonus) +2 (weapon training) -3 (PA penalty): 22
Avg longsword Damage (no crits): 2d4+3 (enhancement) + 6 (Power Attack) +6 (Str Bonus) +2 (weapon training) +2 (weapon spec): 23.5
DPR: 80.37
Monster Average HP at CR 11: 145
Monster Average AC at CR 11: 25
Rounds to solo monster: 1.80415577951972 Level 12 CR: 12:
Avg longsword to-hit: +12 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +2 (weapon training) -4 (PA penalty): 23
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 8 (Power Attack) +6 (Str Bonus) +2 (weapon training) +4 (weapon spec): 28.5
DPR: 90.63
Monster Average HP at CR 12: 160
Monster Average AC at CR 12: 27
Rounds to solo monster: 1.76541983890544 Level 13 CR: 13:
Avg longsword to-hit: +13 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) -4 (PA penalty): 25
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 8 (Power Attack) +6 (Str Bonus) +3 (weapon training) +4 (weapon spec): 29.5
DPR: 96.17
Monster Average HP at CR 13: 180
Monster Average AC at CR 13: 28
Rounds to solo monster: 1.87168555682645 Level 14 CR: 14:
Avg longsword to-hit: +14 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) -4 (PA penalty): 26
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 8 (Power Attack) +6 (Str Bonus) +3 (weapon training) +4 (weapon spec): 29.5
DPR: 96.17
Monster Average HP at CR 14: 200
Monster Average AC at CR 14: 29
Rounds to solo monster: 2.07965061869606 Level 15 CR: 15:
Avg longsword to-hit: +15 (BAB) +7 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) -4 (PA penalty): 28
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 8 (Power Attack) +7 (Str Bonus) +3 (weapon training) +4 (weapon spec): 30.5
DPR: 106.75
Monster Average HP at CR 15: 220
Monster Average AC at CR 15: 30
Rounds to solo monster: 2.06088992974239 Level 16 CR: 16:
Avg longsword to-hit: +16 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) -5 (PA penalty): 29
Avg longsword Damage (no crits): 2d4+5 (enhancement) +10 (Power Attack) +7 (Str Bonus) +3 (weapon training) +4 (weapon spec): 33.5
DPR: 124.285
Monster Average HP at CR 16: 240
Monster Average AC at CR 16: 31
Rounds to solo monster: 1.93104558072173 Level 17 CR: 17:
Avg longsword to-hit: +17 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -5 (PA penalty): 31
Avg longsword Damage (no crits): 2d4+5 (enhancement) +10 (Power Attack) +7 (Str Bonus) +4 (weapon training) +4 (weapon spec): 34.5
DPR: 134.55
Monster Average HP at CR 17: 270
Monster Average AC at CR 17: 32
Rounds to solo monster: 2.0066889632107 Level 18 CR: 18:
Avg longsword to-hit: +18 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -5 (PA penalty): 32
Avg longsword Damage (no crits): 2d4+5 (enhancement) +10 (Power Attack) +7 (Str Bonus) +4 (weapon training) +4 (weapon spec): 34.5
DPR: 134.55
Monster Average HP at CR 18: 300
Monster Average AC at CR 18: 33
Rounds to solo monster: 2.22965440356745 Level 19 CR: 19:
Avg longsword to-hit: +19 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -5 (PA penalty): 33
Avg longsword Damage (no crits): 2d4+5 (enhancement) +10 (Power Attack) +7 (Str Bonus) +4 (weapon training) +4 (weapon spec): 34.5
DPR: 134.55
Monster Average HP at CR 19: 330
Monster Average AC at CR 19: 34
Rounds to solo monster: 2.45261984392419 Level 20 CR: 20:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 34
Avg longsword Damage (no crits): 2d4+5 (enhancement) +12 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 37.5
DPR: 196.875
Monster Average HP at CR 20: 370
Monster Average AC at CR 20: 36
Rounds to solo monster: 1.87936507936508 Level 20 CR: 21:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 34
Avg longsword Damage (no crits): 2d4+5 (enhancement) +12 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 37.5
DPR: 183.75
Monster Average HP at CR 21: 400
Monster Average AC at CR 21: 37
Rounds to solo monster: 2.17687074829932 Level 20 CR: 22:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 34
Avg longsword Damage (no crits): 2d4+5 (enhancement) +12 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 37.5
DPR: 157.5
Monster Average HP at CR 22: 400
Monster Average AC at CR 22: 39
Rounds to solo monster: 2.53968253968254 Level 20 CR: 23:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 34
Avg longsword Damage (no crits): 2d4+5 (enhancement) +12 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 37.5
DPR: 150
Monster Average HP at CR 23: 480
Monster Average AC at CR 23: 40
Rounds to solo monster: 3.2
Calculating against CR = level + 2, using Power Attack All the Time:
Level 01 CR: 3:
Avg longsword to-hit: +1 (BAB) +3 (str bonus) +1 (weapon focus) +0 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) -1 (PA penalty): 4
Avg longsword Damage (no crits): 2d4+0 (enhancement) + 2 (Power Attack) +3 (Str Bonus) +0 (weapon training) +0 (weapon spec): 9.5
DPR: 5.225
Monster Average HP at CR 3: 30
Monster Average AC at CR 3: 15
Rounds to solo monster: 5.74162679425837 Level 02 CR: 4:
Avg longsword to-hit: +2 (BAB) +3 (str bonus) +1 (weapon focus) +0 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) -1 (PA penalty): 5
Avg longsword Damage (no crits): 2d4+0 (enhancement) + 2 (Power Attack) +3 (Str Bonus) +0 (weapon training) +0 (weapon spec): 9.5
DPR: 4.7025
Monster Average HP at CR 4: 40
Monster Average AC at CR 4: 17
Rounds to solo monster: 8.50611376927166 Level 03 CR: 5:
Avg longsword to-hit: +3 (BAB) +3 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) -1 (PA penalty): 7
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 2 (Power Attack) +3 (Str Bonus) +0 (weapon training) +0 (weapon spec): 10.5
DPR: 5.775
Monster Average HP at CR 5: 55
Monster Average AC at CR 5: 18
Rounds to solo monster: 9.52380952380952 Level 04 CR: 6:
Avg longsword to-hit: +4 (BAB) +4 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) -2 (PA penalty): 8
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 4 (Power Attack) +4 (Str Bonus) +0 (weapon training) +2 (weapon spec): 15.5
DPR: 8.525
Monster Average HP at CR 6: 70
Monster Average AC at CR 6: 19
Rounds to solo monster: 8.21114369501466 Level 05 CR: 7:
Avg longsword to-hit: +5 (BAB) +5 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) -2 (PA penalty): 11
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 4 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 17.5
DPR: 11.55
Monster Average HP at CR 7: 85
Monster Average AC at CR 7: 20
Rounds to solo monster: 7.35930735930736 Level 06 CR: 8:
Avg longsword to-hit: +6 (BAB) +5 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) -2 (PA penalty): 12
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 4 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 17.5
DPR: 18.2875
Monster Average HP at CR 8: 100
Monster Average AC at CR 8: 21
Rounds to solo monster: 5.46821599453178 Level 07 CR: 9:
Avg longsword to-hit: +7 (BAB) +5 (str bonus) +1 (weapon focus) +2 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) -2 (PA penalty): 14
Avg longsword Damage (no crits): 2d4+2 (enhancement) + 4 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 18.5
DPR: 19.3325
Monster Average HP at CR 9: 115
Monster Average AC at CR 9: 23
Rounds to solo monster: 5.94853226432174 Level 08 CR: 10:
Avg longsword to-hit: +8 (BAB) +5 (str bonus) +2 (weapon focus) +2 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) -3 (PA penalty): 15
Avg longsword Damage (no crits): 2d4+2 (enhancement) + 6 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 20.5
DPR: 21.4225
Monster Average HP at CR 10: 130
Monster Average AC at CR 10: 24
Rounds to solo monster: 6.0683860427121 Level 09 CR: 11:
Avg longsword to-hit: +9 (BAB) +5 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (pale green ioun) +0 (haste bonus) +2 (weapon training) -3 (PA penalty): 18
Avg longsword Damage (no crits): 2d4+3 (enhancement) + 6 (Power Attack) +5 (Str Bonus) +2 (weapon training) +2 (weapon spec): 22.5
DPR: 28.4625
Monster Average HP at CR 11: 145
Monster Average AC at CR 11: 25
Rounds to solo monster: 5.09442248572683 Level 10 CR: 12:
Avg longsword to-hit: +10 (BAB) +5 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (pale green ioun) +0 (haste bonus) +2 (weapon training) -3 (PA penalty): 19
Avg longsword Damage (no crits): 2d4+3 (enhancement) + 6 (Power Attack) +5 (Str Bonus) +2 (weapon training) +2 (weapon spec): 22.5
DPR: 28.35
Monster Average HP at CR 12: 160
Monster Average AC at CR 12: 27
Rounds to solo monster: 5.64373897707231 Level 11 CR: 13:
Avg longsword to-hit: +11 (BAB) +6 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (pale green ioun) +1 (haste bonus) +2 (weapon training) -3 (PA penalty): 22
Avg longsword Damage (no crits): 2d4+3 (enhancement) + 6 (Power Attack) +6 (Str Bonus) +2 (weapon training) +2 (weapon spec): 23.5
DPR: 63.45
Monster Average HP at CR 13: 180
Monster Average AC at CR 13: 28
Rounds to solo monster: 2.83687943262411 Level 12 CR: 14:
Avg longsword to-hit: +12 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +2 (weapon training) -4 (PA penalty): 23
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 8 (Power Attack) +6 (Str Bonus) +2 (weapon training) +4 (weapon spec): 28.5
DPR: 76.95
Monster Average HP at CR 14: 200
Monster Average AC at CR 14: 29
Rounds to solo monster: 2.59909031838856 Level 13 CR: 15:
Avg longsword to-hit: +13 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) -4 (PA penalty): 25
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 8 (Power Attack) +6 (Str Bonus) +3 (weapon training) +4 (weapon spec): 29.5
DPR: 82.01
Monster Average HP at CR 15: 220
Monster Average AC at CR 15: 30
Rounds to solo monster: 2.68259968296549 Level 14 CR: 16:
Avg longsword to-hit: +14 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) -4 (PA penalty): 26
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 8 (Power Attack) +6 (Str Bonus) +3 (weapon training) +4 (weapon spec): 29.5
DPR: 82.01
Monster Average HP at CR 16: 240
Monster Average AC at CR 16: 31
Rounds to solo monster: 2.9264723814169 Level 15 CR: 17:
Avg longsword to-hit: +15 (BAB) +7 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) -4 (PA penalty): 28
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 8 (Power Attack) +7 (Str Bonus) +3 (weapon training) +4 (weapon spec): 30.5
DPR: 92.11
Monster Average HP at CR 17: 270
Monster Average AC at CR 17: 32
Rounds to solo monster: 2.93127781999783 Level 16 CR: 18:
Avg longsword to-hit: +16 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) -5 (PA penalty): 29
Avg longsword Damage (no crits): 2d4+5 (enhancement) +10 (Power Attack) +7 (Str Bonus) +3 (weapon training) +4 (weapon spec): 33.5
DPR: 104.6875
Monster Average HP at CR 18: 300
Monster Average AC at CR 18: 33
Rounds to solo monster: 2.86567164179104 Level 17 CR: 19:
Avg longsword to-hit: +17 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -5 (PA penalty): 31
Avg longsword Damage (no crits): 2d4+5 (enhancement) +10 (Power Attack) +7 (Str Bonus) +4 (weapon training) +4 (weapon spec): 34.5
DPR: 117.90375
Monster Average HP at CR 19: 330
Monster Average AC at CR 19: 34
Rounds to solo monster: 2.79889316497567 Level 18 CR: 20:
Avg longsword to-hit: +18 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -5 (PA penalty): 32
Avg longsword Damage (no crits): 2d4+5 (enhancement) +10 (Power Attack) +7 (Str Bonus) +4 (weapon training) +4 (weapon spec): 34.5
DPR: 107.8125
Monster Average HP at CR 20: 370
Monster Average AC at CR 20: 36
Rounds to solo monster: 3.43188405797101 Level 19 CR: 21:
Avg longsword to-hit: +19 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -5 (PA penalty): 33
Avg longsword Damage (no crits): 2d4+5 (enhancement) +10 (Power Attack) +7 (Str Bonus) +4 (weapon training) +4 (weapon spec): 34.5
DPR: 107.8125
Monster Average HP at CR 21: 400
Monster Average AC at CR 21: 37
Rounds to solo monster: 3.71014492753623 Level 20 CR: 22:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 34
Avg longsword Damage (no crits): 2d4+5 (enhancement) +12 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 37.5
DPR: 157.5
Monster Average HP at CR 22: 400
Monster Average AC at CR 22: 39
Rounds to solo monster: 2.53968253968254 Level 20 CR: 23:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 34
Avg longsword Damage (no crits): 2d4+5 (enhancement) +12 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 37.5
DPR: 150
Monster Average HP at CR 23: 480
Monster Average AC at CR 23: 40
Rounds to solo monster: 3.2 Level 20 CR: 24:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 34
Avg longsword Damage (no crits): 2d4+5 (enhancement) +12 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 37.5
DPR: 131.25
Monster Average HP at CR 24: 520
Monster Average AC at CR 24: 42
Rounds to solo monster: 3.96190476190476 Level 20 CR: 25:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 34
Avg longsword Damage (no crits): 2d4+5 (enhancement) +12 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 37.5
DPR: 120
Monster Average HP at CR 25: 560
Monster Average AC at CR 25: 43
Rounds to solo monster: 4.66666666666667
Calculating against CR = level, NEVER using Power Attack:
Level 01 CR: 1:
Avg longsword to-hit: +1 (BAB) +3 (str bonus) +1 (weapon focus) +0 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) 0 (PA penalty): 5
Avg longsword Damage (no crits): 2d4+0 (enhancement) + 0 (Power Attack) +3 (Str Bonus) +0 (weapon training) +0 (weapon spec): 7.5
DPR: 5.775
Monster Average HP at CR 1: 15
Monster Average AC at CR 1: 12
Rounds to solo monster: 2.5974025974026 Level 02 CR: 2:
Avg longsword to-hit: +2 (BAB) +3 (str bonus) +1 (weapon focus) +0 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) 0 (PA penalty): 6
Avg longsword Damage (no crits): 2d4+0 (enhancement) + 0 (Power Attack) +3 (Str Bonus) +0 (weapon training) +0 (weapon spec): 7.5
DPR: 5.3625
Monster Average HP at CR 2: 20
Monster Average AC at CR 2: 14
Rounds to solo monster: 3.72960372960373 Level 03 CR: 3:
Avg longsword to-hit: +3 (BAB) +3 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) 0 (PA penalty): 8
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 0 (Power Attack) +3 (Str Bonus) +0 (weapon training) +0 (weapon spec): 8.5
DPR: 6.545
Monster Average HP at CR 3: 30
Monster Average AC at CR 3: 15
Rounds to solo monster: 4.58365164247517 Level 04 CR: 4:
Avg longsword to-hit: +4 (BAB) +4 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) 0 (PA penalty): 10
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 0 (Power Attack) +4 (Str Bonus) +0 (weapon training) +2 (weapon spec): 11.5
DPR: 8.855
Monster Average HP at CR 4: 40
Monster Average AC at CR 4: 17
Rounds to solo monster: 4.51722190852626 Level 05 CR: 5:
Avg longsword to-hit: +5 (BAB) +5 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) 0 (PA penalty): 13
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 0 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 13.5
DPR: 11.88
Monster Average HP at CR 5: 55
Monster Average AC at CR 5: 18
Rounds to solo monster: 4.62962962962963 Level 06 CR: 6:
Avg longsword to-hit: +6 (BAB) +5 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) 0 (PA penalty): 14
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 0 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 13.5
DPR: 20.0475
Monster Average HP at CR 6: 70
Monster Average AC at CR 6: 19
Rounds to solo monster: 3.4917071954109 Level 07 CR: 7:
Avg longsword to-hit: +7 (BAB) +5 (str bonus) +1 (weapon focus) +2 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) 0 (PA penalty): 16
Avg longsword Damage (no crits): 2d4+2 (enhancement) + 0 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 14.5
DPR: 23.1275
Monster Average HP at CR 7: 85
Monster Average AC at CR 7: 20
Rounds to solo monster: 3.67527834828667 Level 08 CR: 8:
Avg longsword to-hit: +8 (BAB) +5 (str bonus) +2 (weapon focus) +2 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) 0 (PA penalty): 18
Avg longsword Damage (no crits): 2d4+2 (enhancement) + 0 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 14.5
DPR: 24.7225
Monster Average HP at CR 8: 100
Monster Average AC at CR 8: 21
Rounds to solo monster: 4.04489837192841 Level 09 CR: 9:
Avg longsword to-hit: +9 (BAB) +5 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (pale green ioun) +0 (haste bonus) +2 (weapon training) 0 (PA penalty): 21
Avg longsword Damage (no crits): 2d4+3 (enhancement) + 0 (Power Attack) +5 (Str Bonus) +2 (weapon training) +2 (weapon spec): 16.5
DPR: 29.9475
Monster Average HP at CR 9: 115
Monster Average AC at CR 9: 23
Rounds to solo monster: 3.84005342683029 Level 10 CR: 10:
Avg longsword to-hit: +10 (BAB) +5 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (pale green ioun) +0 (haste bonus) +2 (weapon training) 0 (PA penalty): 22
Avg longsword Damage (no crits): 2d4+3 (enhancement) + 0 (Power Attack) +5 (Str Bonus) +2 (weapon training) +2 (weapon spec): 16.5
DPR: 32.67
Monster Average HP at CR 10: 130
Monster Average AC at CR 10: 24
Rounds to solo monster: 3.97918579736762 Level 11 CR: 11:
Avg longsword to-hit: +11 (BAB) +6 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (pale green ioun) +1 (haste bonus) +2 (weapon training) 0 (PA penalty): 25
Avg longsword Damage (no crits): 2d4+3 (enhancement) + 0 (Power Attack) +6 (Str Bonus) +2 (weapon training) +2 (weapon spec): 17.5
DPR: 68.25
Monster Average HP at CR 11: 145
Monster Average AC at CR 11: 25
Rounds to solo monster: 2.12454212454212 Level 12 CR: 12:
Avg longsword to-hit: +12 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +2 (weapon training) 0 (PA penalty): 27
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 0 (Power Attack) +6 (Str Bonus) +2 (weapon training) +4 (weapon spec): 20.5
DPR: 79.95
Monster Average HP at CR 12: 160
Monster Average AC at CR 12: 27
Rounds to solo monster: 2.00125078173859 Level 13 CR: 13:
Avg longsword to-hit: +13 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) 0 (PA penalty): 29
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 0 (Power Attack) +6 (Str Bonus) +3 (weapon training) +4 (weapon spec): 21.5
DPR: 84.28
Monster Average HP at CR 13: 180
Monster Average AC at CR 13: 28
Rounds to solo monster: 2.13573801613669 Level 14 CR: 14:
Avg longsword to-hit: +14 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) 0 (PA penalty): 30
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 0 (Power Attack) +6 (Str Bonus) +3 (weapon training) +4 (weapon spec): 21.5
DPR: 84.28
Monster Average HP at CR 14: 200
Monster Average AC at CR 14: 29
Rounds to solo monster: 2.37304224015187 Level 15 CR: 15:
Avg longsword to-hit: +15 (BAB) +7 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) 0 (PA penalty): 32
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 0 (Power Attack) +7 (Str Bonus) +3 (weapon training) +4 (weapon spec): 22.5
DPR: 91.35
Monster Average HP at CR 15: 220
Monster Average AC at CR 15: 30
Rounds to solo monster: 2.40831964969896 Level 16 CR: 16:
Avg longsword to-hit: +16 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) 0 (PA penalty): 34
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +7 (Str Bonus) +3 (weapon training) +4 (weapon spec): 23.5
DPR: 109.98
Monster Average HP at CR 16: 240
Monster Average AC at CR 16: 31
Rounds to solo monster: 2.18221494817239 Level 17 CR: 17:
Avg longsword to-hit: +17 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 36
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +7 (Str Bonus) +4 (weapon training) +4 (weapon spec): 24.5
DPR: 117.845
Monster Average HP at CR 17: 270
Monster Average AC at CR 17: 32
Rounds to solo monster: 2.29114514828801 Level 18 CR: 18:
Avg longsword to-hit: +18 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 37
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +7 (Str Bonus) +4 (weapon training) +4 (weapon spec): 24.5
DPR: 117.845
Monster Average HP at CR 18: 300
Monster Average AC at CR 18: 33
Rounds to solo monster: 2.54571683143112 Level 19 CR: 19:
Avg longsword to-hit: +19 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 38
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +7 (Str Bonus) +4 (weapon training) +4 (weapon spec): 24.5
DPR: 117.845
Monster Average HP at CR 19: 330
Monster Average AC at CR 19: 34
Rounds to solo monster: 2.80028851457423 Level 20 CR: 20:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 40
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 25.5
DPR: 155.55
Monster Average HP at CR 20: 370
Monster Average AC at CR 20: 36
Rounds to solo monster: 2.37865638058502 Level 20 CR: 21:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 40
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 25.5
DPR: 153
Monster Average HP at CR 21: 400
Monster Average AC at CR 21: 37
Rounds to solo monster: 2.61437908496732 Level 20 CR: 22:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 40
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 25.5
DPR: 145.35
Monster Average HP at CR 22: 400
Monster Average AC at CR 22: 39
Rounds to solo monster: 2.75197798417613 Level 20 CR: 23:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 40
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 25.5
DPR: 141.525
Monster Average HP at CR 23: 480
Monster Average AC at CR 23: 40
Rounds to solo monster: 3.39162692103869
Calculating against CR = level + 2, NEVER using Power Attack:
Level 01 CR: 3:
Avg longsword to-hit: +1 (BAB) +3 (str bonus) +1 (weapon focus) +0 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) 0 (PA penalty): 5
Avg longsword Damage (no crits): 2d4+0 (enhancement) + 0 (Power Attack) +3 (Str Bonus) +0 (weapon training) +0 (weapon spec): 7.5
DPR: 4.5375
Monster Average HP at CR 3: 30
Monster Average AC at CR 3: 15
Rounds to solo monster: 6.61157024793388 Level 02 CR: 4:
Avg longsword to-hit: +2 (BAB) +3 (str bonus) +1 (weapon focus) +0 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) 0 (PA penalty): 6
Avg longsword Damage (no crits): 2d4+0 (enhancement) + 0 (Power Attack) +3 (Str Bonus) +0 (weapon training) +0 (weapon spec): 7.5
DPR: 4.125
Monster Average HP at CR 4: 40
Monster Average AC at CR 4: 17
Rounds to solo monster: 9.6969696969697 Level 03 CR: 5:
Avg longsword to-hit: +3 (BAB) +3 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) 0 (PA penalty): 8
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 0 (Power Attack) +3 (Str Bonus) +0 (weapon training) +0 (weapon spec): 8.5
DPR: 5.1425
Monster Average HP at CR 5: 55
Monster Average AC at CR 5: 18
Rounds to solo monster: 10.6951871657754 Level 04 CR: 6:
Avg longsword to-hit: +4 (BAB) +4 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +0 (weapon training) 0 (PA penalty): 10
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 0 (Power Attack) +4 (Str Bonus) +0 (weapon training) +2 (weapon spec): 11.5
DPR: 7.59
Monster Average HP at CR 6: 70
Monster Average AC at CR 6: 19
Rounds to solo monster: 9.22266139657444 Level 05 CR: 7:
Avg longsword to-hit: +5 (BAB) +5 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) 0 (PA penalty): 13
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 0 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 13.5
DPR: 10.395
Monster Average HP at CR 7: 85
Monster Average AC at CR 7: 20
Rounds to solo monster: 8.17700817700818 Level 06 CR: 8:
Avg longsword to-hit: +6 (BAB) +5 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) 0 (PA penalty): 14
Avg longsword Damage (no crits): 2d4+1 (enhancement) + 0 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 13.5
DPR: 17.0775
Monster Average HP at CR 8: 100
Monster Average AC at CR 8: 21
Rounds to solo monster: 5.85565802957107 Level 07 CR: 9:
Avg longsword to-hit: +7 (BAB) +5 (str bonus) +1 (weapon focus) +2 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) 0 (PA penalty): 16
Avg longsword Damage (no crits): 2d4+2 (enhancement) + 0 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 14.5
DPR: 18.3425
Monster Average HP at CR 9: 115
Monster Average AC at CR 9: 23
Rounds to solo monster: 6.26959247648903 Level 08 CR: 10:
Avg longsword to-hit: +8 (BAB) +5 (str bonus) +2 (weapon focus) +2 (enhancement) +0 (pale green ioun) +0 (haste bonus) +1 (weapon training) 0 (PA penalty): 18
Avg longsword Damage (no crits): 2d4+2 (enhancement) + 0 (Power Attack) +5 (Str Bonus) +1 (weapon training) +2 (weapon spec): 14.5
DPR: 19.9375
Monster Average HP at CR 10: 130
Monster Average AC at CR 10: 24
Rounds to solo monster: 6.52037617554859 Level 09 CR: 11:
Avg longsword to-hit: +9 (BAB) +5 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (pale green ioun) +0 (haste bonus) +2 (weapon training) 0 (PA penalty): 21
Avg longsword Damage (no crits): 2d4+3 (enhancement) + 0 (Power Attack) +5 (Str Bonus) +2 (weapon training) +2 (weapon spec): 16.5
DPR: 26.3175
Monster Average HP at CR 11: 145
Monster Average AC at CR 11: 25
Rounds to solo monster: 5.50964187327824 Level 10 CR: 12:
Avg longsword to-hit: +10 (BAB) +5 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (pale green ioun) +0 (haste bonus) +2 (weapon training) 0 (PA penalty): 22
Avg longsword Damage (no crits): 2d4+3 (enhancement) + 0 (Power Attack) +5 (Str Bonus) +2 (weapon training) +2 (weapon spec): 16.5
DPR: 26.73
Monster Average HP at CR 12: 160
Monster Average AC at CR 12: 27
Rounds to solo monster: 5.98578376356154 Level 11 CR: 13:
Avg longsword to-hit: +11 (BAB) +6 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (pale green ioun) +1 (haste bonus) +2 (weapon training) 0 (PA penalty): 25
Avg longsword Damage (no crits): 2d4+3 (enhancement) + 0 (Power Attack) +6 (Str Bonus) +2 (weapon training) +2 (weapon spec): 17.5
DPR: 59.85
Monster Average HP at CR 13: 180
Monster Average AC at CR 13: 28
Rounds to solo monster: 3.00751879699248 Level 12 CR: 14:
Avg longsword to-hit: +12 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +2 (weapon training) 0 (PA penalty): 27
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 0 (Power Attack) +6 (Str Bonus) +2 (weapon training) +4 (weapon spec): 20.5
DPR: 75.03
Monster Average HP at CR 14: 200
Monster Average AC at CR 14: 29
Rounds to solo monster: 2.66560042649607 Level 13 CR: 15:
Avg longsword to-hit: +13 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) 0 (PA penalty): 29
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 0 (Power Attack) +6 (Str Bonus) +3 (weapon training) +4 (weapon spec): 21.5
DPR: 78.26
Monster Average HP at CR 15: 220
Monster Average AC at CR 15: 30
Rounds to solo monster: 2.81114234602607 Level 14 CR: 16:
Avg longsword to-hit: +14 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) 0 (PA penalty): 30
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 0 (Power Attack) +6 (Str Bonus) +3 (weapon training) +4 (weapon spec): 21.5
DPR: 78.26
Monster Average HP at CR 16: 240
Monster Average AC at CR 16: 31
Rounds to solo monster: 3.06670074111935 Level 15 CR: 17:
Avg longsword to-hit: +15 (BAB) +7 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) 0 (PA penalty): 32
Avg longsword Damage (no crits): 2d4+4 (enhancement) + 0 (Power Attack) +7 (Str Bonus) +3 (weapon training) +4 (weapon spec): 22.5
DPR: 85.05
Monster Average HP at CR 17: 270
Monster Average AC at CR 17: 32
Rounds to solo monster: 3.17460317460317 Level 16 CR: 18:
Avg longsword to-hit: +16 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +3 (weapon training) 0 (PA penalty): 34
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +7 (Str Bonus) +3 (weapon training) +4 (weapon spec): 23.5
DPR: 101.05
Monster Average HP at CR 18: 300
Monster Average AC at CR 18: 33
Rounds to solo monster: 2.96882731321128 Level 17 CR: 19:
Avg longsword to-hit: +17 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 36
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +7 (Str Bonus) +4 (weapon training) +4 (weapon spec): 24.5
DPR: 110.25
Monster Average HP at CR 19: 330
Monster Average AC at CR 19: 34
Rounds to solo monster: 2.99319727891156 Level 18 CR: 20:
Avg longsword to-hit: +18 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 37
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +7 (Str Bonus) +4 (weapon training) +4 (weapon spec): 24.5
DPR: 105.35
Monster Average HP at CR 20: 370
Monster Average AC at CR 20: 36
Rounds to solo monster: 3.51210251542477 Level 19 CR: 21:
Avg longsword to-hit: +19 (BAB) +7 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 38
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +7 (Str Bonus) +4 (weapon training) +4 (weapon spec): 24.5
DPR: 105.35
Monster Average HP at CR 21: 400
Monster Average AC at CR 21: 37
Rounds to solo monster: 3.796867584243 Level 20 CR: 22:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 40
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 25.5
DPR: 145.35
Monster Average HP at CR 22: 400
Monster Average AC at CR 22: 39
Rounds to solo monster: 2.75197798417613 Level 20 CR: 23:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 40
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 25.5
DPR: 141.525
Monster Average HP at CR 23: 480
Monster Average AC at CR 23: 40
Rounds to solo monster: 3.39162692103869 Level 20 CR: 24:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 40
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 25.5
DPR: 133.875
Monster Average HP at CR 24: 520
Monster Average AC at CR 24: 42
Rounds to solo monster: 3.88422035480859 Level 20 CR: 25:
Avg longsword to-hit: +20 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +0 (pale green ioun) +1 (haste bonus) +4 (weapon training) 0 (PA penalty): 40
Avg longsword Damage (no crits): 2d4+5 (enhancement) + 0 (Power Attack) +8 (Str Bonus) +4 (weapon training) +4 (weapon spec): 25.5
DPR: 124.95
Monster Average HP at CR 25: 560
Monster Average AC at CR 25: 43
Rounds to solo monster: 4.48179271708683
Results: CR = Level, using Power Attack All the Time wrote:
Recently I was interested in seeing what the DPR is of a baseline CRB only fighter. I wrote a program up to calculate everything for me, and I figured I'd share the results with others, in case they are interested.
Here's the basic build. I didn't fully stat out at every level, and I figure the left over money and feats will go to shoring up defenses or other areas. Elite Array, human fighter only, falchion, abstracted away everything but bonuses to-hit and damage, as they should have enough Whatever to fill in the rest.
But first a few things:
Why CRB only? I wrote this for my own use when designing class options. If a 15 PB character with my options is outdamaging the core fighter, there are problems. Since I believe everything should be balanced around Core so it doesn't cause a powerclimb, I chose CRB only. Yes, that means no Gloves of Dueling. This also provides a benchmark for powerclimb in later books.
Why Elite array? Because I wanted a standard baseline. It was either this or 15 point buy, and in the interest of reducing variability, I just went with the Elite array, putting the 15 into Str. Plus, PF is technically designed around 15 PB, 4d6 drop lowest, or elite array, and elite array seemed like the best choice for this.
Why falchion? Falchion Fred is, from what I recall, the most optimized CRB fighter, so I went with his weapon choice.
Is this using power attack? Yes. All power attack, all the time. Why? Because I'm lazy, and fighters aren't too badly off always using it.
When did he get everything? I roughly guessed when he got all the items, and didn't do a thorough check against WBL. The trends would stay the same, even if the exact numbers change.
Rough build:
first level feats: Power Attack, Weapon Focus (falchion)
weapon spec at 4, greater weapon spec at 12.
greater weapon focus at 8
critical focus at 7
sword enhancements:
+1 at 3rd
+2 at 6
+3 at 8th
+4 at 11th
+5 at 14th
belts:
+2 at 4th
+4 at 9th
+6 at 14
tomes:
+2 at 16
+5 at 19
dusty green ioun:
14th
boots of speed:
11th
But gloves of dueling! Tough. I need to compare the numbers against the CRB. (Although for fun, they seemed to increase DPR by 25% against creatures with CR +2 over the fighter's level)
Calculating against CR = level:
Calculating against CR = level Level 01 CR: 1:
Avg falchion to-hit: +1 (BAB) +3 (str bonus) +1 (weapon focus) +0 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +0 (weapon training) -1 (PA penalty): 4
Avg falchion Damage (no crits): 2d4+0 (enhancement) + 3 (Power Attack) +4 (Str Bonus * 1.5) +0 (weapon training) +0 (weapon spec): 12
DPR: 8.97
Monster Average HP at CR 1: 15
Monster Average AC at CR 1: 12
Rounds to solo monster: 1.67224080267559 Level 02 CR: 2:
Avg falchion to-hit: +2 (BAB) +3 (str bonus) +1 (weapon focus) +0 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +0 (weapon training) -1 (PA penalty): 5
Avg falchion Damage (no crits): 2d4+0 (enhancement) + 3 (Power Attack) +4 (Str Bonus * 1.5) +0 (weapon training) +0 (weapon spec): 12
DPR: 8.28
Monster Average HP at CR 2: 20
Monster Average AC at CR 2: 14
Rounds to solo monster: 2.41545893719807 Level 03 CR: 3:
Avg falchion to-hit: +3 (BAB) +3 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +0 (weapon training) -1 (PA penalty): 7
Avg falchion Damage (no crits): 2d4+1 (enhancement) + 3 (Power Attack) +4 (Str Bonus * 1.5) +0 (weapon training) +0 (weapon spec): 13
DPR: 9.7175
Monster Average HP at CR 3: 30
Monster Average AC at CR 3: 15
Rounds to solo monster: 3.08721378955493 Level 04 CR: 4:
Avg falchion to-hit: +4 (BAB) +5 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +0 (weapon training) -2 (PA penalty): 9
Avg falchion Damage (no crits): 2d4+1 (enhancement) + 6 (Power Attack) +7 (Str Bonus * 1.5) +0 (weapon training) +2 (weapon spec): 21
DPR: 15.6975
Monster Average HP at CR 4: 40
Monster Average AC at CR 4: 17
Rounds to solo monster: 2.54817646121994 Level 05 CR: 5:
Avg falchion to-hit: +5 (BAB) +5 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +1 (weapon training) -2 (PA penalty): 11
Avg falchion Damage (no crits): 2d4+1 (enhancement) + 6 (Power Attack) +7 (Str Bonus * 1.5) +1 (weapon training) +2 (weapon spec): 22
DPR: 17.71
Monster Average HP at CR 5: 55
Monster Average AC at CR 5: 18
Rounds to solo monster: 3.1055900621118 Level 06 CR: 6:
Avg falchion to-hit: +6 (BAB) +5 (str bonus) +1 (weapon focus) +2 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +1 (weapon training) -2 (PA penalty): 13
Avg falchion Damage (no crits): 2d4+2 (enhancement) + 6 (Power Attack) +7 (Str Bonus * 1.5) +1 (weapon training) +2 (weapon spec): 23
DPR: 33.0625
Monster Average HP at CR 6: 70
Monster Average AC at CR 6: 19
Rounds to solo monster: 2.117202268431 Level 07 CR: 7:
Avg falchion to-hit: +7 (BAB) +5 (str bonus) +1 (weapon focus) +2 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +1 (weapon training) -2 (PA penalty): 14
Avg falchion Damage (no crits): 2d4+2 (enhancement) + 6 (Power Attack) +7 (Str Bonus * 1.5) +1 (weapon training) +2 (weapon spec): 23
DPR: 34.615
Monster Average HP at CR 7: 85
Monster Average AC at CR 7: 20
Rounds to solo monster: 2.45558283980933 Level 08 CR: 8:
Avg falchion to-hit: +8 (BAB) +5 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +1 (weapon training) -3 (PA penalty): 16
Avg falchion Damage (no crits): 2d4+3 (enhancement) + 9 (Power Attack) +7 (Str Bonus * 1.5) +1 (weapon training) +2 (weapon spec): 27
DPR: 44.145
Monster Average HP at CR 8: 100
Monster Average AC at CR 8: 21
Rounds to solo monster: 2.26526220410012 Level 09 CR: 9:
Avg falchion to-hit: +9 (BAB) +6 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +2 (weapon training) -3 (PA penalty): 19
Avg falchion Damage (no crits): 2d4+3 (enhancement) + 9 (Power Attack) +9 (Str Bonus * 1.5) +2 (weapon training) +2 (weapon spec): 30
DPR: 52.95
Monster Average HP at CR 9: 115
Monster Average AC at CR 9: 23
Rounds to solo monster: 2.17186024551464 Level 10 CR: 10:
Avg falchion to-hit: +10 (BAB) +6 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +2 (weapon training) -3 (PA penalty): 20
Avg falchion Damage (no crits): 2d4+3 (enhancement) + 9 (Power Attack) +9 (Str Bonus * 1.5) +2 (weapon training) +2 (weapon spec): 30
DPR: 52.95
Monster Average HP at CR 10: 130
Monster Average AC at CR 10: 24
Rounds to solo monster: 2.45514636449481 Level 11 CR: 11:
Avg falchion to-hit: +11 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (dusty green ioun) +1 (haste bonus) +2 (weapon training) -3 (PA penalty): 23
Avg falchion Damage (no crits): 2d4+4 (enhancement) + 9 (Power Attack) +9 (Str Bonus * 1.5) +2 (weapon training) +2 (weapon spec): 31
DPR: 115.475
Monster Average HP at CR 11: 145
Monster Average AC at CR 11: 25
Rounds to solo monster: 1.25568304827885 Level 12 CR: 12:
Avg falchion to-hit: +12 (BAB) +7 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (dusty green ioun) +1 (haste bonus) +2 (weapon training) -4 (PA penalty): 24
Avg falchion Damage (no crits): 2d4+4 (enhancement) +12 (Power Attack) +10 (Str Bonus * 1.5) +2 (weapon training) +4 (weapon spec): 37
DPR: 128.205
Monster Average HP at CR 12: 160
Monster Average AC at CR 12: 27
Rounds to solo monster: 1.24800124800125 Level 13 CR: 13:
Avg falchion to-hit: +13 (BAB) +7 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (dusty green ioun) +1 (haste bonus) +3 (weapon training) -4 (PA penalty): 26
Avg falchion Damage (no crits): 2d4+4 (enhancement) +12 (Power Attack) +10 (Str Bonus * 1.5) +3 (weapon training) +4 (weapon spec): 38
DPR: 141.55
Monster Average HP at CR 13: 180
Monster Average AC at CR 13: 28
Rounds to solo monster: 1.27163546450018 Level 14 CR: 14:
Avg falchion to-hit: +14 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +3 (weapon training) -4 (PA penalty): 30
Avg falchion Damage (no crits): 2d4+5 (enhancement) +12 (Power Attack) +12 (Str Bonus * 1.5) +3 (weapon training) +4 (weapon spec): 41
DPR: 172.405
Monster Average HP at CR 14: 200
Monster Average AC at CR 14: 29
Rounds to solo monster: 1.16005916301731 Level 15 CR: 15:
Avg falchion to-hit: +15 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +3 (weapon training) -4 (PA penalty): 31
Avg falchion Damage (no crits): 2d4+5 (enhancement) +12 (Power Attack) +12 (Str Bonus * 1.5) +3 (weapon training) +4 (weapon spec): 41
DPR: 172.405
Monster Average HP at CR 15: 220
Monster Average AC at CR 15: 30
Rounds to solo monster: 1.27606507931905 Level 16 CR: 16:
Avg falchion to-hit: +16 (BAB) +9 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +3 (weapon training) -5 (PA penalty): 32
Avg falchion Damage (no crits): 2d4+5 (enhancement) +15 (Power Attack) +13 (Str Bonus * 1.5) +3 (weapon training) +4 (weapon spec): 45
DPR: 207
Monster Average HP at CR 16: 240
Monster Average AC at CR 16: 31
Rounds to solo monster: 1.15942028985507 Level 17 CR: 17:
Avg falchion to-hit: +17 (BAB) +9 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -5 (PA penalty): 34
Avg falchion Damage (no crits): 2d4+5 (enhancement) +15 (Power Attack) +13 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 46
DPR: 221.95
Monster Average HP at CR 17: 270
Monster Average AC at CR 17: 32
Rounds to solo monster: 1.21649020049561 Level 18 CR: 18:
Avg falchion to-hit: +18 (BAB) +9 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -5 (PA penalty): 35
Avg falchion Damage (no crits): 2d4+5 (enhancement) +15 (Power Attack) +13 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 46
DPR: 221.95
Monster Average HP at CR 18: 300
Monster Average AC at CR 18: 33
Rounds to solo monster: 1.35165577832845 Level 19 CR: 19:
Avg falchion to-hit: +19 (BAB) +11 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -5 (PA penalty): 38
Avg falchion Damage (no crits): 2d4+5 (enhancement) +15 (Power Attack) +16 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 49
DPR: 253.085
Monster Average HP at CR 19: 330
Monster Average AC at CR 19: 34
Rounds to solo monster: 1.30390975364008 Level 20 CR: 20:
Avg falchion to-hit: +20 (BAB) +11 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 38
Avg falchion Damage (no crits): 2d4+5 (enhancement) +18 (Power Attack) +16 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 52
DPR: 356.2
Monster Average HP at CR 20: 370
Monster Average AC at CR 20: 36
Rounds to solo monster: 1.03874227961819 Level 20 CR: 21:
Avg falchion to-hit: +20 (BAB) +11 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 38
Avg falchion Damage (no crits): 2d4+5 (enhancement) +18 (Power Attack) +16 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 52
DPR: 348.4
Monster Average HP at CR 21: 400
Monster Average AC at CR 21: 37
Rounds to solo monster: 1.14810562571757 Level 20 CR: 22:
Avg falchion to-hit: +20 (BAB) +11 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 38
Avg falchion Damage (no crits): 2d4+5 (enhancement) +18 (Power Attack) +16 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 52
DPR: 332.8
Monster Average HP at CR 22: 400
Monster Average AC at CR 22: 39
Rounds to solo monster: 1.20192307692308 Level 20 CR: 23:
Avg falchion to-hit: +20 (BAB) +11 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 38
Avg falchion Damage (no crits): 2d4+5 (enhancement) +18 (Power Attack) +16 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 52
DPR: 325
Monster Average HP at CR 23: 480
Monster Average AC at CR 23: 40
Rounds to solo monster: 1.47692307692308
Calculating against CR = level + 2:
Calculating against CR = level + 2 Level 01 CR: 3:
Avg falchion to-hit: +1 (BAB) +3 (str bonus) +1 (weapon focus) +0 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +0 (weapon training) -1 (PA penalty): 4
Avg falchion Damage (no crits): 2d4+0 (enhancement) + 3 (Power Attack) +4 (Str Bonus * 1.5) +0 (weapon training) +0 (weapon spec): 12
DPR: 6.9
Monster Average HP at CR 3: 30
Monster Average AC at CR 3: 15
Rounds to solo monster: 4.34782608695652 Level 02 CR: 4:
Avg falchion to-hit: +2 (BAB) +3 (str bonus) +1 (weapon focus) +0 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +0 (weapon training) -1 (PA penalty): 5
Avg falchion Damage (no crits): 2d4+0 (enhancement) + 3 (Power Attack) +4 (Str Bonus * 1.5) +0 (weapon training) +0 (weapon spec): 12
DPR: 6.21
Monster Average HP at CR 4: 40
Monster Average AC at CR 4: 17
Rounds to solo monster: 6.44122383252818 Level 03 CR: 5:
Avg falchion to-hit: +3 (BAB) +3 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +0 (weapon training) -1 (PA penalty): 7
Avg falchion Damage (no crits): 2d4+1 (enhancement) + 3 (Power Attack) +4 (Str Bonus * 1.5) +0 (weapon training) +0 (weapon spec): 13
DPR: 7.475
Monster Average HP at CR 5: 55
Monster Average AC at CR 5: 18
Rounds to solo monster: 7.35785953177258 Level 04 CR: 6:
Avg falchion to-hit: +4 (BAB) +5 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +0 (weapon training) -2 (PA penalty): 9
Avg falchion Damage (no crits): 2d4+1 (enhancement) + 6 (Power Attack) +7 (Str Bonus * 1.5) +0 (weapon training) +2 (weapon spec): 21
DPR: 13.2825
Monster Average HP at CR 6: 70
Monster Average AC at CR 6: 19
Rounds to solo monster: 5.27009222661397 Level 05 CR: 7:
Avg falchion to-hit: +5 (BAB) +5 (str bonus) +1 (weapon focus) +1 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +1 (weapon training) -2 (PA penalty): 11
Avg falchion Damage (no crits): 2d4+1 (enhancement) + 6 (Power Attack) +7 (Str Bonus * 1.5) +1 (weapon training) +2 (weapon spec): 22
DPR: 15.18
Monster Average HP at CR 7: 85
Monster Average AC at CR 7: 20
Rounds to solo monster: 5.59947299077734 Level 06 CR: 8:
Avg falchion to-hit: +6 (BAB) +5 (str bonus) +1 (weapon focus) +2 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +1 (weapon training) -2 (PA penalty): 13
Avg falchion Damage (no crits): 2d4+2 (enhancement) + 6 (Power Attack) +7 (Str Bonus * 1.5) +1 (weapon training) +2 (weapon spec): 23
DPR: 27.7725
Monster Average HP at CR 8: 100
Monster Average AC at CR 8: 21
Rounds to solo monster: 3.6006841299847 Level 07 CR: 9:
Avg falchion to-hit: +7 (BAB) +5 (str bonus) +1 (weapon focus) +2 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +1 (weapon training) -2 (PA penalty): 14
Avg falchion Damage (no crits): 2d4+2 (enhancement) + 6 (Power Attack) +7 (Str Bonus * 1.5) +1 (weapon training) +2 (weapon spec): 23
DPR: 25.645
Monster Average HP at CR 9: 115
Monster Average AC at CR 9: 23
Rounds to solo monster: 4.48430493273543 Level 08 CR: 10:
Avg falchion to-hit: +8 (BAB) +5 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +1 (weapon training) -3 (PA penalty): 16
Avg falchion Damage (no crits): 2d4+3 (enhancement) + 9 (Power Attack) +7 (Str Bonus * 1.5) +1 (weapon training) +2 (weapon spec): 27
DPR: 33.615
Monster Average HP at CR 10: 130
Monster Average AC at CR 10: 24
Rounds to solo monster: 3.86732113639744 Level 09 CR: 11:
Avg falchion to-hit: +9 (BAB) +6 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +2 (weapon training) -3 (PA penalty): 19
Avg falchion Damage (no crits): 2d4+3 (enhancement) + 9 (Power Attack) +9 (Str Bonus * 1.5) +2 (weapon training) +2 (weapon spec): 30
DPR: 45.15
Monster Average HP at CR 11: 145
Monster Average AC at CR 11: 25
Rounds to solo monster: 3.21151716500554 Level 10 CR: 12:
Avg falchion to-hit: +10 (BAB) +6 (str bonus) +2 (weapon focus) +3 (enhancement) +0 (dusty green ioun) +0 (haste bonus) +2 (weapon training) -3 (PA penalty): 20
Avg falchion Damage (no crits): 2d4+3 (enhancement) + 9 (Power Attack) +9 (Str Bonus * 1.5) +2 (weapon training) +2 (weapon spec): 30
DPR: 41.25
Monster Average HP at CR 12: 160
Monster Average AC at CR 12: 27
Rounds to solo monster: 3.87878787878788 Level 11 CR: 13:
Avg falchion to-hit: +11 (BAB) +6 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (dusty green ioun) +1 (haste bonus) +2 (weapon training) -3 (PA penalty): 23
Avg falchion Damage (no crits): 2d4+4 (enhancement) + 9 (Power Attack) +9 (Str Bonus * 1.5) +2 (weapon training) +2 (weapon spec): 31
DPR: 91.295
Monster Average HP at CR 13: 180
Monster Average AC at CR 13: 28
Rounds to solo monster: 1.97163042882962 Level 12 CR: 14:
Avg falchion to-hit: +12 (BAB) +7 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (dusty green ioun) +1 (haste bonus) +2 (weapon training) -4 (PA penalty): 24
Avg falchion Damage (no crits): 2d4+4 (enhancement) +12 (Power Attack) +10 (Str Bonus * 1.5) +2 (weapon training) +4 (weapon spec): 37
DPR: 108.965
Monster Average HP at CR 14: 200
Monster Average AC at CR 14: 29
Rounds to solo monster: 1.83545175056211 Level 13 CR: 15:
Avg falchion to-hit: +13 (BAB) +7 (str bonus) +2 (weapon focus) +4 (enhancement) +0 (dusty green ioun) +1 (haste bonus) +3 (weapon training) -4 (PA penalty): 26
Avg falchion Damage (no crits): 2d4+4 (enhancement) +12 (Power Attack) +10 (Str Bonus * 1.5) +3 (weapon training) +4 (weapon spec): 38
DPR: 121.79
Monster Average HP at CR 15: 220
Monster Average AC at CR 15: 30
Rounds to solo monster: 1.80638804499548 Level 14 CR: 16:
Avg falchion to-hit: +14 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +3 (weapon training) -4 (PA penalty): 30
Avg falchion Damage (no crits): 2d4+5 (enhancement) +12 (Power Attack) +12 (Str Bonus * 1.5) +3 (weapon training) +4 (weapon spec): 41
DPR: 159.285
Monster Average HP at CR 16: 240
Monster Average AC at CR 16: 31
Rounds to solo monster: 1.50673321405029 Level 15 CR: 17:
Avg falchion to-hit: +15 (BAB) +8 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +3 (weapon training) -4 (PA penalty): 31
Avg falchion Damage (no crits): 2d4+5 (enhancement) +12 (Power Attack) +12 (Str Bonus * 1.5) +3 (weapon training) +4 (weapon spec): 41
DPR: 159.285
Monster Average HP at CR 17: 270
Monster Average AC at CR 17: 32
Rounds to solo monster: 1.69507486580657 Level 16 CR: 18:
Avg falchion to-hit: +16 (BAB) +9 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +3 (weapon training) -5 (PA penalty): 32
Avg falchion Damage (no crits): 2d4+5 (enhancement) +15 (Power Attack) +13 (Str Bonus * 1.5) +3 (weapon training) +4 (weapon spec): 45
DPR: 186.75
Monster Average HP at CR 18: 300
Monster Average AC at CR 18: 33
Rounds to solo monster: 1.60642570281125 Level 17 CR: 19:
Avg falchion to-hit: +17 (BAB) +9 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -5 (PA penalty): 34
Avg falchion Damage (no crits): 2d4+5 (enhancement) +15 (Power Attack) +13 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 46
DPR: 201.25
Monster Average HP at CR 19: 330
Monster Average AC at CR 19: 34
Rounds to solo monster: 1.63975155279503 Level 18 CR: 20:
Avg falchion to-hit: +18 (BAB) +9 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -5 (PA penalty): 35
Avg falchion Damage (no crits): 2d4+5 (enhancement) +15 (Power Attack) +13 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 46
DPR: 190.9
Monster Average HP at CR 20: 370
Monster Average AC at CR 20: 36
Rounds to solo monster: 1.93818753273965 Level 19 CR: 21:
Avg falchion to-hit: +19 (BAB) +11 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -5 (PA penalty): 38
Avg falchion Damage (no crits): 2d4+5 (enhancement) +15 (Power Attack) +16 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 49
DPR: 225.4
Monster Average HP at CR 21: 400
Monster Average AC at CR 21: 37
Rounds to solo monster: 1.77462289263532 Level 20 CR: 22:
Avg falchion to-hit: +20 (BAB) +11 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 38
Avg falchion Damage (no crits): 2d4+5 (enhancement) +18 (Power Attack) +16 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 52
DPR: 332.8
Monster Average HP at CR 22: 400
Monster Average AC at CR 22: 39
Rounds to solo monster: 1.20192307692308 Level 20 CR: 23:
Avg falchion to-hit: +20 (BAB) +11 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 38
Avg falchion Damage (no crits): 2d4+5 (enhancement) +18 (Power Attack) +16 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 52
DPR: 325
Monster Average HP at CR 23: 480
Monster Average AC at CR 23: 40
Rounds to solo monster: 1.47692307692308 Level 20 CR: 24:
Avg falchion to-hit: +20 (BAB) +11 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 38
Avg falchion Damage (no crits): 2d4+5 (enhancement) +18 (Power Attack) +16 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 52
DPR: 299
Monster Average HP at CR 24: 520
Monster Average AC at CR 24: 42
Rounds to solo monster: 1.73913043478261 Level 20 CR: 25:
Avg falchion to-hit: +20 (BAB) +11 (str bonus) +2 (weapon focus) +5 (enhancement) +1 (dusty green ioun) +1 (haste bonus) +4 (weapon training) -6 (PA penalty): 38
Avg falchion Damage (no crits): 2d4+5 (enhancement) +18 (Power Attack) +16 (Str Bonus * 1.5) +4 (weapon training) +4 (weapon spec): 52
DPR: 286
Monster Average HP at CR 25: 560
Monster Average AC at CR 25: 43
Rounds to solo monster: 1.95804195804196
Check out the jump from 19 to 20! Most of that is actually from the auto-confirmation of crits, not the x3 multiplier. I had included the x3, but only caught that I missed the auto-confirm later. Once I added that in, DPR jumped!
Level 11 is when the most optimized (or close to most optimized) CRB fighter can kill a creature 2 CRs above his level in 2 rounds. I find this to be a pretty interesting benchmark! But it's mostly due to the boots of speed kicking in. Such is the power of those boots!
If you have any questions, let me know. I can finagle the numbers easily enough.
But again, this was for my own knowledge when designing, and isn't meant to make much else of a point :)
The, rather amusing, thought occurred to me today that a contestant could stand out by using the word filigree, as everyone else is going to avoid it like the plague.
I went for the Envoy alternative racial trait, and using that, I picked up Arcane Strike. This was in response to the reports of investigator's not having all that great combat at low levels. I used Arcane Strike on all of my attacks, and while the ability to overcome DR didn't come up, I'm sure I would've been very grateful if it had.
The first encounter was with a pair of spider swarms, but we dropped them really fast with a burning hands and an alchemical fire.
Our second encounter was with the Minotaur. The rest of my party elected to fight it, drawing its attention from Janira. We made use of the difficult terrain, and while we blew most of our resources (arcanist used grease twice, I used 2 points for Inspiration on a key attack roll), we did eventually take it down. We lost the Hunter's badger animal companion in the process though. RIP Badgah.
The hunter was fairly optimized from what I could tell. He made use of Tribal Scars to start out with 16 HP, so he was sort of our tank. I don't know which option he used for that feat. He also had Rime Spell and Magical Lineage (snowball), allowing him to augment that wonderful spell snowball so it could cause a foe to be staggered and entangled for a round. He used it on the minotaur and hit, but the mino saved against the staggered. He was still entangled for a round tho, which really helped the characters in melee to pull out.
My character ran for the backpack after throwing a sling at the minotaur, and picked up a tanglefoot bag from it. After that, he spent hte next round moving closer to the minotaur, and finally throwing it. I rolled a 3 on the attack roll, but had said I was spending Inspiration on it, so I got a total of 9. Had I read the class more carefully, I would've known that you choose to add inspiration only AFTER the roll. I wouldn't have added it in this case had I known that. HOWEVER! 9 hit him, keeping him entangled, and more or less forcing him to attack the badger, rather than us.
Poor badger died at this point.
With regard to this fight, I felt that I was able to contribute, but this was in many ways due to not having anything else to contribute with, making it so checking out that backpack was my best option. Kind of counter intuitive.
After dropping the Minotaur, we built a cairn for Badgah and said our prayers. We then went spelunking. Inspiration didn't help much with the first few parts of the cave, but I was able to use Linguistics and the free inspiration to learn about the pictographs on the wall. It was fun to be able to get that extra 1d6, despite how simple it is.
After crossing the pit, I was able to decipher parts of the old Azlant paintings depicting sections of Aroden's holy book, again using Inspiration. This was fun too. Yay!
We met the Gillman, and after waffling on what to do, we went to greet him. I walked up to him, and said "Hello, friend" in Abolethese (which I had because I wanted to take advantage of the free Linguistics Inspiration, so I needed the rank). Turns out he couldn't hear me, but we were able to handle this event peacefully. I believe I spent my last point of Inspiration here too, on a Perception check to notice his cloak. We ended up trading the cloak we got with his wand of shield of faith, which proved key for later on, when the AC bonus saved our warpriest from a nasty hit by a critter.
Following this, we went to one of the caves, and faced off against some skeletons. At this point, our arcanist was left with just using a whip to try and trip enemies. Kind of clever, come to think of it. He didn't have any offensive cantrips, so that's about all he could do.
I mostly used my sling against the skeletons we faced, and got unlucky and then very lucky with rolls. Nothing specific to report about the investigator here, other than that taking Arcane Strike to make up for the lack of offensive capabilities proved helpful.
We then found the second passageway out. Fast forward to the next cave path...I used my extract of blend to be able to scout ahead. This was very, very helpful, and let me see which creatures we were going to face before facing them. There was a communication breakdown with the GM, and he thought we were closer to them than we all thought, so it ended up being that the mites heard us discussing our plan of attack. Ah well, element of surprise lost.
During the battle, I didn't much use investigator abilities, but did use Comprehend Languages from the Envoy racial trait to understand what the mites were saying. Again, I got that trait primarily for Arcane Strike, but those 4 spells it grants (comprehend languages, detect magic, read magic, and detect poison) fit the Investigator very well, and I wanted to be able to cast them despite not having cantrips. I could just use my own extracts for comprehend languages.
As other comments:
There was some question on who should have the wand of Cure Light Wounds, but after learning that the investigator was not meant to be able to use wands, that was resolved pretty quickly.
I took a look at the 2nd level stuff an investigator gets, and wasn't too interested. It's a very boring level, especially due to how expensive poison is.
To just be able to use my class features, I needed to spend 55 gp on thieves tools (trapfinding) and alchemist's crafting kit (extracts). This leaves 50 gp on average left for the investigator to spend on anything else. Armor, weapons, food, backpack, bed roll, etc. Thankfully, this was for PFS, so I had 150 gp to spend total. But still, having to use either 1/2 or 1/3rd of starting gold just for the bare minimum tools to use your class features is really painful.
The alchemist's crafting kit gives the supplies for bombs, mutagens, and extracts. The investigator only needs a third of those, so an item that just has the material for extracts would be helpful, especially if it were much cheaper.
GM was a bit frustrated with Inspiration. It messes up secret rolls as he doesn't know if I would've spent inspiration or not. It also doesn't let him just ask for random perception checks, a very common thing to do that I think is even recommended in the GMG, as if I spend a point of inspiration on it, it's literally a wasted point. In a home game, he could give it back, but in PFS, I don't think that's an option. He didn't ask for random rolls this game, due to that.
Overall (Investigator):
Was it fun to play an investigator? Yes, I enjoyed myself.
Was it fun to create an investigator? Not particularly. I spent a lot of time trying to figure out the gold stuff due to the cost of the tools to use extracts and trapfinding. I also spent a lot of time looking for ways to be useful in combat, settling on Arcane Strike. It seemed most of my stuff went to shoring up weaknesses, rather than making someone who was fun and awesome.
Was he useful in combat? Yep, thanks to Arcane Strike and his sling.
Was he useful out of combat? Yes! Inspiration was a great help.
Thoughts on other party members:
Warpriest: He seemed to work pretty well. I believe he had War and Sun as his blessings? He used War to buff himself and the hunter up a few times, and that was helpful.
Arcanist: He dumped Charisma and Str, and chose Potent Spells for that +2. The minotaur made his save against a greased-up-weapon, but failed it against the grease on the ground. Ended up whipping things in combats after the minotaur.
Hunter: Lost the animal companion really fast, so I don't think I can really comment on how his class worked.
I just upgraded to Android 4.3, and now the forums aren't quite working. With the recent change to loading the forums with the spinny thing, the spinning wheel won't stop spinning, and the message boards won't load. I can go to individual posts if they are in the Recent Messages RSS box, or if I click on a specific thread.
Yes, I tried turning it on and off again. Twice.
Screenshots available at request, but something isn't finishing its loop. Just like corgiloop
It was a made up encounter. Originally, it was going to be a troll, a battle mage, daring bravo, and a traitorous brigand, but the loss of 2 players right before the playtest meant the troll got ixnayed.
The rules were pretty simple: 15 point buy (the way god intended!), core races only.
All were 5th level.
Characters:
Dr. Ianto Williams, Horc Investigator.:
HP: 32
Abilities:
AC: 18
Str 14 Dex 14 Con 10 Int 16 Wis 13 Cha 8
Feats: Catch Off Guard, Improved Unarmed Strike, XXX (not sure)
Talents: Perceptive Tracking, Inspired Alertness
Formula:
1st: 3 CLW, 1 Keen Senses
2nd: 3 CMW (not sure why he didn't have infusion, but eh)
Used a swordcane
Slayer, the Halfling Slayer:
HP: 34
Abilities:
AC: 22
Str 8 Dex 20 Con 14 Int 7 Wis 14 Cha 9
Feats: Point Blank Shot, Precise Shot, Deadly Aim
Talents: Camo, fast stealth
Longbow +1 (1d6+2+4(DA)+1d6(SA))
Bardbarian, the Horc Skald:
Uhh, don't actually have his stats. He had Power Attack, Weapon Focus, and a greataxe. Also used Raging Song (Superstitious) and cast Ear Piercing Scream and Soundburst.
The encounter setup:
Daring Brave (gnome) is up top of a mountain’s overhang, with his bow.
Battle Mage (elf) is behind a tree
Traitorous Brigand (horc) is half behind another rock
Half the squares were foliage / trees of some sort, as they were in a forest. A number of large rocks.
Here are my as-they-happened notes:
Quote:
Slayer snuck up and sneak attacked from range the brigand
brigand walked up (due to difficult terrain, couldn’t charge) to slayer and attacked. rolled 13, total of 20. missed the slayer’s 22 AC.
skald moved up and raged. has superstitious. Slayer turns down the rage
slayer moved into other foliage and stealthed, then sneak attacked. did 12 damage. Same as what he did before
investigator rolled a 9, +6 for 15 against AC 16 wizard
scorching ray, did 7 damage against the investigator. Argh!
Brigand 5’ stepped back, swung at the Bardbarian. Rolled a 2, missed.
Bardbarian did Ear piercing scream. Brigand did took 4 damage, and rolled 2 on the save. Dazed for one round
Slayer stealthed up to near the mage, shot. Critically hit and confirmed, but hit one of the mirror images.
mage 5’ stepped above the investigator, but stayed within reach, and used shocking grasp. missed with that.
gnome jumped down, trying to land on the slayer. didn’t land on him, but got an attack in. rolled 16 and hit him for 3 points of damage.
the bardbarian attacked the brigand, hit. Did 9 damage. Brigand is at negative, but has orc ferocity, so he’ll get one more attack in.
Slayer provokes an AoO, gets critically hit for 7 damage. Moves across the field, then stealths.
mage touches the investigator, for 5 shocking damage
brigand swings, hits with power attack. Deals 7 damage to the bardbarian. Goes unconscious after this due to orc ferocity.
The skald dropped sound burst. 3 damage, killing the brigand and stunning both the others.
Investigator drops swordcane, and picks up a stick. He has catch off guard. Hits the gnome with the stick. Does 10 damage.
Bardbarian attacked the mage, did 18 damage. One off from the total HP.
The slayer shot the mage, killing her.
Somehow, the investigator was the tank.
The enemies were plagued with a lot. of. bad. rolls. I think that throws a lot of the data from this playtest into the "questionable use" bin, but we'll see.
I'm having the players answer 9 questions related to their experience.
From what I saw, given the right tools, the slayer was pretty deadly. They were getting sneak attacks off round after round due to all the spare foliage they could hide in. And after the first few rounds, enemies were in the open, so they weren't protected by the foliage's concealment. He used favored target twice. Once against the Brigand, once against both the mage and the daring bravo. Given his playstyle, the move action cost didn't hurt at all.
The bardbarian messed up, and cast spells while raging. He thought it wasn't clear, as he recalled seeing clarification that bards could cast spells while using performance. He thought that rage song was a bardic performance, so that he could cast during it. Wouldn't have affected the outcome, I think, as once he started casting spells, he didn't really move. He was alright, overall. The Slayer turned down the rage, since then he wouldn't be able to stealth. The investigator was never in range to use it. The skald tried to give out superstitious. He chose half-orc solely so he could use the greataxe.
The investigator drew the short end of the stick. He ended up being the tank, at no fault of his own. Enemies just rolled poorly against him, and I don't think he ever used any class abilities other than tracking to figure out the right away the enemies went (for a better approach). And he used sneak attack once, after the bardbarian stunned the bravo and the mage. He also missed quite a bit, but that was partially due to the caster using Mirror Image. Ok, not just partially. Mostly due to that. At one point, he threw down his +1 swordcane in frustration and used a stick. He said he was more built for roleplaying, so it was sort of what he expected.
I'll post their responses to these 9 questions once I get them.
Quote:
• 1:What was the most fun aspect of your character's class? (This is to gauge what works, it's important to let the design team to know this).
• 2:What was the least fun aspect? (This is just to gauge what the player didn't enjoy about the class. They don't need to have an answer to this if they enjoyed it all. This is important data.)
• 3:What bit of rules did you have most trouble with, for example what did you find confusing, or not useful about your abilities, what abilities didn't you use at all this session? (This question is to gauge what language might be unclear, and whether some abilties need to be cut or changed)
• 4:Would you still play [component of class] knowing this class exists as an alternative? (This question is to gauge whether the hybrid robs too much of the parent classes uniqueness.)
• 5:Do any of the classes seem exceptionally powerful or weak in combat, especially compared to its related classes?
• 6:Do any of them seem especially fragile?
• 7:Are they particularly good or bad at performing tasks expected of them, both as adventurers and for their role in the party (skills, NPC interaction, investigation, and so on).
• 8:Any mechanics that are cumbersome in play?
• 9:Any rules that were confusing or you had to make a ruling on?
Much like my brawler/monk thread, this thread is to hopefully contain the majority of discussion on the rogue and it’s place in the game following the introduction of the ACG.
This one is going to get even more heated than the brawler/monk one.
Stay level-headed. There are many perspectives for balance. The one you have isn’t the only. :)
In an attempt to lower the noise to signal ratio, I’ve created this thread to hopefully contain the majority of the discussion on the effects of the introduction of the brawler class on the monk.
So, what are your thoughts on the Brawler versus the Monk? Does the brawler obsolete the monk? Will the people who enjoy the smack-yo-face aspects of the monk migrate to the brawler, leaving the fans of the monk’s mysticism behind?
Stay civil. We're all trying to make the game better.
This topic comes up fairly often, so I figured I'd spread the word on this new tidbit that I hadn't seen elsewhere. Since this isn't about Dreamscarred Press' material primarily, I didn't post it in the Compatible Products forum.
Question wrote:
Psionics has been well covered by third-party publishers like Dreamscarred Press. Is that a subject that you can see Paizo tackling at some point?
Jason Bulmahn wrote:
Personally, I like what Dreamscarred has done with psionics, and I wouldn’t want to come in and do the exact same thing. I think if Paizo ever decides to look into psionics, we’ll go in a different direction. It’s not currently in our plans, but I wouldn’t rule it out in the future.
Often times, people wonder if they'd just use DSP's work, and this lends more support to the idea, often espoused by Mr. James Jacobs, that Paizo would go its own way, rather than using Dreamscarred Press' material.
But in other news, the lead designer likes Psionics Unleashed, so there's that :)