Ok, so topping out at 6 PCS
Blessed by DM
Newbs
Vonna the Huntress (Ranger)- Post legal build
Flame on :)
Leisner wrote:
Respectfully, this statement is bull-pucky. The late Roman Spatha, Viking Sword, Celtic War sword, Straight bladed Arab and Turkish swords, all fall under the single handed "longsword" category. Later in european history (10-13th centuries) the hand and a half sword became more popular as plate armor improved, and much later than that the 2 handed models (13th -15th iirc?) were used to break up pike formations. A light, fast, single handed sword was the single best weapon for almost a millennium. But yes, the overall weapons classification is a bit muddled, but I find it works best that way. one handed, long straight blade, slashing weapon? LS. Done
I think this is less an indictment of the long sword, and more of the relative weakness of the SHIELDS in this genre. In most historical circumstances, if you had to choose between a weapon or a shield, you took the shield. Even a fairly small shield spelled the difference between life and death. Protected from missiles (held over head), most melee weapons, and could be used as an offensive weapon as well. Make shields mathematically more effective (say double the current AC bonus for anything but a buckler) and you would see a lot more Sword and board style fighters.
Orthos wrote:
haha, thats awesome. I once had an enlarged Dragon Sorceror Orc use an unconscious hyena to beat a small group of gnolls to death. It was one of the better "you do WHAT?!?!" moments in that campaign :)
Put me down as very interested. Been a while since I played, but I'm thinking Halfling gunslinger, lots of sailing skills, escaped slave turned buccaneer, but too hot headed for command, yer basic bosun or first mate type. I imagine a great deal of swinging from ropes and shouting ill advised comments about an adversaries choice of mate :)
Caster is the easy choice, but rogue works almost as well. Well, a skill monkey rogue, not a 2 handed DPS rogue. Rog/Wiz is a nice synergistic combination, and lets you use wands without having to spend points on UMD. Use spells for mobility and defense (Exped retreat, spiderclimb, mirror image, etc), and a crossbow for ranged sneak attacks from the ceiling, at least until you get a wand that uses ranged touch attacks (Acid Arrow, Scorching Ray). Rog4/ Wiz2 for now, maybe 3/3 if you want 2nd level spells but are willing to be a bit more fragile.
CoDzilla wrote:
I don't see this at all. I think it comes down to play style. CoDzilla wrote:
Who said nerf? Just make it interesting- mix up enemy types, modes of movement, terrain, intelligent foes vs waves of bruisers. My prepared casters often spend a lot of time maneuvering, because my bad guys make them. And not in a cheesy "must kill the caster" kind of way, EVERYONE is moving and trying to avoid being hit while dishing out as much as possible. Again, I tend to play mostly int he low-mid levels, with the occasional one-off at higher levels, so YMMV greatly. I just try to make sure that at least once per session the players have to deal with something they have never seen before.
CoDzilla wrote:
Don;t forget, Allied casters can buff the martial types too. Though I agree that the main things martials target (AC and HP) are things most Bad Guys have in abundance. Which is where encounter design comes in. Something for everyone to chew on :) CoDzilla wrote: I play with good people. Good people, particularly good gamers are hard to find. Why would I switch? So I can deal with people that can't even decide what words mean, and who will, more likely than not just cause me, and us headaches? Where I recruit from changes the odds of finding bad players a little, but it's still a very high chance no matter what.... Just saying, play styles differ. If you are locked into "one way" thinking, it could be instructive. But hey, you seem to be VERY happy with things as they are, so....
TriOmegaZero wrote:
I see this all the time, especially with 3.5 era stuff like the Transposition spells, wall spells, area control spells especially.
@ CoDzilla- Sounds like you need to play with new people. Not that anything you are doing is "wrong", but differnet groups have different approaches. It may be fun for you to try a new play style. I have to do this every year or two myself, just go out and get a new group at the FLGS, here, or Meetup. Keeps it fresh.
Ringtail wrote: ... A few sessions earlier, however the PC's did battle his Dracolich general of a slightly lower "CR" (that terrible CR system) who nearly TPK'ed the group. Perhaps I'm just better at building casters, but I believe it to be because casters are better equiped to dealing with members of PC classes, but I would hesitate to say that this makes them a superior choice. You could be better at building casters, OR you could have sub-consciously chosen spell that made your party cry- ie you hit the fighter and rogue with will saves, dropped a fireball on the casters, and had enough "time" to stack 3-4 buffs on your Dracolich, where as you just threw the warrior out there without any support at all. That BBEG Caster should have been there to support his boss, no? Or at least SOME other lower level casters should have been there as a personal body guard? So not "character" building problem, more of an ENCOUNTER building problem. IMO, anyway.
Maybe its because my weekly group plays mostly low to mid levels (5-9 seem most common) that I don't see this disparity. In fact, most of my groups end up running Wizard-less (Unless I am a player), and heavy on the martial types. Druid is probably the most commonly played full caster, then cleric, an even split between sorc and wizzy (again, usually only if I'm playing). For some one-offs or the monthly campaign, there are a couple casters, but I think it has more to do witht eh amount of prep-work and research a player has to do between sessions, as opposed to in game power. I see all these "god wizard" builds here and on other boards, and chuckle a bit- most of them, if played in one of my weekly games, would have been dead LONG before they got so strong. Selfish players see characters die fast IME, while team players get and give lots of help. Sure, the Wizzy COULD use spells to duplicate the rogues efforts, but 90%* of the time, they're more likely to cast Silence on a pebble, or Invis on the rogue to let them do it and have their moment to shine than be a "ball hog" and ruin everyone's day. *The other 10% breaks down as follows: 7% Rogue is in prison, and they are trying to get him out, 2.7% No rogue in party, 10.3% butter scotch ripple.
wraithstrike wrote:
Summoner rides in a backpack carried by the Eido- A. Violates the "mount" evolution rulesB. Means Summoner shares the same space as the Eido, violating stacking rules C. Summoner is all buttoned up, acting like a good little arcane battery, completely unable to give direction, or use new spells to help. No line of effect, so can;t even heal effectively. It's a silly tactic, but it's the conceit PB wanted to run with. Narf. Sorry, had to.
Bertious wrote: Not absolutely certain of this but I think a mounted fighter doing ride by's with a lance and lunge or a good polearm standstill build could easily kill the thing by preventing it from ever getting full attacks. It has 15' reach. Large + Reach evolutions. IMO, best way to go is to get in close and kill the Summoner, or at least Sunder the backpack and get him out in the open. Then have the rest of your party gank him. This IS a TEAM sport after all :)
wraithstrike wrote:
I think the Eido CAN replace the 2 handed smashy dumb fighter very easily. But then again, so can a buffed druid pet. What it can't do is replace the versatility of a well built, well rounded Fighter, especially a switch hitter style. If I were a fighter, seeing this thing come down the pike, I'd hide and pick it off from range, since I ALWAYS carry a bow/crossbow. Maneuver it into tight spaces where it's reach isn't as much of a factor, attack it from above/below etc. And once I determined it was a Eidolon, whacking the Summoner would be job #1. Even if I can't kill him out right, the fewer HP he has, the less the Edio has, and he is FAR squishier.
Cartigan wrote:
Then count me in the "Dick" camp as well. I've done this in games in the past, where players roll to determine starting levels, generally 1d4+ something. They stay in a "band" of levels and, after a few sessions, start to even out, to where the lower level guys are usually only 1 level behind most of the time. It gives more of a "Aragorn/hobbits" feel, and my players seemed to like it. The issue here, me thinks, is that the DM has a story in mind, and it may go badly for the group as a whole if the story goes off the rails.
Pinky's Brain wrote:
Sorry, didn't see that, thanks!!! Honestly, I would never send another melee type against this thing. Be like 2 hammers striking each other. Sun Tzu would NOT approve :) I'd probably swarm it with summoned critters, SM/SNA IV would get me a ton of good choices. Or put it to sleep. debuf->debuff->kill (dispel magic->slow->lightning bolt). Or sneak attack it from hiding. Or use archers. Hell, at this things size, use TREBUCHETS :)
Actually, other than the lifelink, I think he is making the best use of it overall. I mean that IS the point of the class, that the Eido IS the character, no? The key is the Large evolution. Without it, a melee Eido is meh. With it, it can really tank very effectively. In my current group, the Eido IS the main melee guy, with a mounted fighter serving as positional DPR. It works really well actually, but leaves a totally different flavor to the trad 4. Which is kind of fun :)
Spes Magna Mark wrote:
See, I would approach this in a MUCH different fashion. All of the fights you designed would be so easy for a melee centric party that they're almost not worth playing out, IMO. 12 book standard orcs? Ok, that's one round. Now 20 book standard orcs, with 3-4 4th level barbarian heroes, 4-5 wolves, and a 6th level Witch or Oracle? THATS a fight. I'm in Kingmaker myself as a player right now, though only at 3rd level, and the AP encounters seem super weak. We are an "optimized for fun" party of experienced players, so that does tilt the field in our favor, but CR=APL we tear right through. CR=APL+1-2 is fun, CR=APL+3-4 is pretty challenging. If you have individual critters that are CR=APL-4 or less, you almost can't throw enough of them out there, they're like confetti. IMO, of course. I really like the new drakes from Bestiary 2 for this sort of thing- they're dragons, so flying, fire breathing engines of death, but manageable for this type of party. A mated pair would be a cool encounter, possibly after one makes off with a party horse or mule.
I agree with Sean FS- Dwarves + Wizzy always seemed to fit to me, I mean, they already HAVE the beard :) The Earth focused Wizard in APG is pretty awesome- I mean Earth glide at 8th level? how is that NOT cool? Con and Wis bonus to saves, leaves more points for INT. You can go in just about any direction, except maybe necro or enchantment, IMO, and be on solid ground.
To the OP- I actually like the monk/rog route you are going. Maybe focus on Comb Exp/Imp Trip/Disarm? Drop TWF, you have IUS and don't need it, IMO. Be the scout/trap finder, climb walls, get some smoke sticks, go all Ninja-ey :) re: DPR- Spoiler: I'm not seeing that Barby's attack bonus adding up like that. I see him at BAB +1 +STR (+7)+ MW (+1) - PA (-2)= 7. No? Also, your other assertions, while fascinating, reveal a seeming lack of table time. Rogues are generally the first class picked in any game I've played, especially now that they can SA so many more critter types. They have strong defenses against anything but a full BAB melee guy, and with the HD bump in PF, are actually pretty durable to boot. Plus, they're versatile and customizable, which a DPR optimized Barby is not. IMO, of course.
Blueluck wrote: re:armored speed +1 a billion. Mind you, I LIKE the fighter armor training, but I really do feel it robbed the dwarf of one of its primary advantages as a fighter. Then again, encumbrance rules being what they are, if most humans were honest, they'd still be moving at 20' due to all that crap they have in their "back pack".
kyrt-ryder wrote:
I get that, I do. You're talking to THE frustrated role player in my group of hack and slash fiends :) BUT When you are playing an AP, there is a Story Railroad you agree to board. If the party is no longer interested in where the railroad is going, they could be just killing time (in a fun way) waiting for the DM to introduce something interesting (to them) to do. And obviously, not everyone in the group is happy with how that is going down, or it wouldn't be an issue. So how does the DM balance the "want to fondle all teh butterflies" players with the "Huh, I'd like to see where this AP goes" players? Both groups can be roleplayers, but both do not share the same goals in game. Claro? (and all IMO, of course) |