Now that I have actual information to work off of:
Bhampton is currently our highest average rolls without a win sitting at 15.5. lucky roll tomorrow by Nedreow could easily see them overtake though, sitting at 13.5 currently.
Uncle Teddy however is our highest average placements without a win at place 5.5
So I have given you Edit Permissions.
I have left the names of everyone that participated last year.
You will note an ugly looking thing at the bottom of the sheet.
No trouble at all
Please put me on the list again this year, and I will be running the same deal I did last year.
The luckiest least lucky person* over the full twelve days will get something from me, amount is still up in the air at this point unfortunately, but I will finalise before the rolls start.
*The person with the highest average roll that has not won anything.**
**I may extend this to the person with the highest average placing without a win as well, depending on if they are different people.
Might I suggest a kinetecist perhaps?
Your damage is tied directly into your level so you will always be able to do damage.
Stat array 15 15 12 11 11 11
Play a Hobgoblin or Merfolk.
If you go for an Earth Kinetecist Hobgoblin you can get really really good defenses, especially if you go expanded element into water.
You have basically no item dependencies, a really tough defense, and some really awesome utility.
If you want to sacrifice some tankyness for utility you can go expanded element into air or aether.
Tanky Tank Earth Kinetecist 6
Burn, 3 points into Elemental Defence. Elemental Overflow gives you +2 Dex and +2 Con
AC = 10+4+whatever armor you want. DR 5/adamantine
Only important Utility wild Talent for what I am showing you is the one at 6. (Elemental Whispers Greater)
Your Main Blast is:
Damage is (3d6+3(base blast) +4(elemental Overflow) +5(con))*1.5
You are CR6 on your own. And are told you should be able to fight CR 12.
If you want to go for an energy blast element rather your to hit stays the same.
Oh, and all of this can be at 120ft range with an extended range infusion which you can be doing for free.
Basically, you are very difficult to kill. Can have very consistent damage output, and have some pretty nifty utility with no item requirements
I'll have to take a look at some of these ideas to see which one will get closest to the goal. Other than that, I'll probably just have to hang up the dice bag and end a hobby I've had for over 30 years.
Don't hang up your dice.Have a look at play by posts if the IRL group isn't working.
First things first though, I would suggest speaking to the GM and asking what about your sorcerer was too weak. Find out what is actually going on. Find out why the GM seems combative.
You want to be evil?
Don't kill the characters. Make them your play things.
Pull a sneaky on them and have a non evil creature cast dominate on someone.
Boost the DC as much as you can. Kitsune sorcerer, heightened dominate, you can hit a rather high DC for them to make. Persistent spell is great here too.
I have seen builds that get the DC into the 40's and require a reroll take worst.
Bonus points if you have the person that hits them with this be early on in the dungeon, and help them out until they get to the end, and then turn on them and have them kill each other.
I play a paladin in our shattered star game.
It is easy to flavor front liners as people who are protective, it fits the role well. An option that I have not tackled the role from yet is someone who hates pain, a big softy, but knows they are better able to take it than others. A gentle giant so to speak.
You adopt a defensive stance that allows you to absorb and redirect hits.
Prerequisite: Diehard, Endurance, base attack bonus +4.
Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian’s, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.
This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
An idea that could be interesting is to go for a single level in kinetic knight. It lets you dump int and still get combat feats that require Int with Con. It also means you will never be without a weapon.
"Retry? You can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after one hour has passed."
It does not say if it failed you can try again, just that to intimidate someone again you gain a +5 to the dc.
One thing I have noticed in most of my games is that the AP's don't seem to like dropping items for casters. You don't often find a meta magic rod or the like.
The one saving grace is that caster's typically don't need quite as many items. You can play an effective caster with basic protection items and a stat headband.
My characters don't identify by what their class is, but rather what they do.
Tink is a ratfolk crafter in a mythic game. He would introduce himself as a collector, merchant, and purveyor of all things arcane. He is a Wizard x Summoner Mythic Archmage
Jimmy would introduce himself as a caravan guard come pathfinder whose main goal is to protect those who he cares about. He is a paladin.
Clarice wouldn't introduce herself as anything special. She does talk to her scythe though, and it responds. She is a reflavouring of a bladebound/kensai magus. (the scythe is only a scythe in look. Does normal damage for a rapier I think. So it is a rapier, that looks like a scythe)
Harrold would say he is an old man who used to hunt in the woods, and learn't his way around treating ailments with herbs. He is actually an alchemist.
Trytton would have introduced himself as someone who fights with the oceon. He is a water kinetecist.
Gran't' would say he was a guard and a craftsman, out for revenge against the orcs that ransacked his clan's mine. He is a geokinetic knight.
Jo, The Cabin Girl, would probably introduce herself as whatever you wanted her to be. Making it obvious her specialty is in manipulating people. She is a Kitsune Sorceress.
Sana would say she is a protector of those who were enslaved, and a fighter for their freedoms. She is a cleric.
Basically, none of my characters could easily be placed into a class by what they "do". In all honesty that is fine too. What the character is capable of, (in terms of mechanics and in terms of what the character would want to/is willing to do) is far more interesting and important than what the character sheet has down in the class line
When you cleave you do vital strike of one step lower.
So with Vital Strike, you just get normal Cleaves.
Something that I think is great that you can do...
Cleaving Vital Strikes OF DOOOOOOOOM
Improved Vital Strike
Greater Vital Strike
Two-Handed Weapon Trick
Goblin Cleaver (Combat, Dwarf)
Orc Hewer (Combat, Dwarf)
Giant Killer (Combat, Dwarf) (this one is not strictly needed)
Cleave Through (Combat, Dwarf)
1: Open Normal Feat
The fantastic thing about this is that you can cleave everyone your size or lower within your reach, and apply improved vital strike to all of the attacks, and can 5ft step after the first hit.
This synergises amazingly with vital strike, as you want to make yourself large, which lets you increase your reach, and damage dice, so you can potentially hit up to 24 people with improved vital strike.
You can fit greater weapon of the chosen into this build too. To be honest I am not sure how greater weapon of the chosen synergises with cleave.
But here you have a warpriest who can deal really good damage to single opponents via greater vital strike, and can do INSANE damage to mobs of opponents by hitting all of them with vital strike, and at 17, improved vital strike.
You might be slightly behind a full attack in damage against single opponents, but you should do more damage against multiple opponents.
I would say the way to work this is that you ignore the stance to start with.
Dragon ferocity is not actually technically a multiplication, it is an addition.
So you would apply dragon ferocity, and then double. As far as I can tell by raw.
If you decide Dragon Ferocity is actually a multipicative effect, then it would be 0.5+1=1.5 x bonus for a total of 2.5 x strength mod.
Another way to think of it, is that the 2 burn for snake is actually 1 born for the built in extended range, and 1 burn for the extra manipulation of the blast.
I think haremlord's response is pretty clear though. They cannot be used at the same time, which means snake has to increase the range itself.
M Nerd 1/Geek 2
I have no horse in the DR race. I just want to explain my feeling on this whole thing.
Raltus, nobody wants to feel like we are bullying you changing the rule. I truly just want to know how you reach the conclusion you do.
I have been reading and rereading the section on DR. If you read through that section and change the specefic thing that bypasses the DR into a placeholder like "A" or "B", it makes things clearer.
Others are vulnerable to D, E, or F.
Some monsters are vulnerable to G. Any weapon with at least a H magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters.
A few very powerful monsters are vulnerable only to I —that is, magic weapons with at least a J enhancement bonus.
I fail to see how any of those examples are functionally different from each other.
I want to be clear that I have ZERO issue with a houserule that says that DR/epic is not overcome by non mythic means.
Don for example, I doubt would have spent a mythic feat to bypass DR if he had been told it wasn't going to do anything against the DR a large number of our foes are going to have.
That is my issue here. The rules have been changed from the norm, and you have experienced this being a contentious issue before, in your irl game and when running this previously. I think you should have brought up how you were going to manage this rules interaction in order to manage people's expectations.
It is too late to go back and change this with regards to this DR issue, but if you have any rules that you interpret differently from the norm, or that you have had arguments about with players before, perhaps we should sort that out now before incomes up in game?
This goes to everyone, players and Raltus. If you interpret a rule differently from how most people do, let's put it on the table and figure out what's going on.
One that I know is contentious to many people is that I believe that you can maximise the dice on an eratic demiplane to guarantee a 1 round:1 day ratio.
I think that one of the great features of the kinetecist is causing you problems.
Most classes in pathfinder have very wide ranges of effectiveness and optimisation.
For example you can build rage lance pounce barbarians and do some of the best damage in the game, or you can not do that and be a lot less effective.
A kinetecist on the other hand has most of it's damage hard baked into the class. It has a very high floor, and a lower ceiling.
So if the floor of the kinetecist is higher than the rest of the party is optomising to, you have issues.
Franz Lunzer wrote:
I missed that AC scaled with level. That makes things quite interesting.
Unless 20's auto hit it is impossible for 200 level 1 goblins to threaten a level 20 wizard . Which does actually make a lot of sense if you think about it, the wizard being able to summon tidal waves and call meteors from the sky... It kinda makes sense those goblins don't achieve much.
If we can get the gobo's to a +23 bonus, then we suddenly can start threatening the wizard again, so when is that feasible?
Why are people saying that a horde of 200 goblins firing arrows at a wizard won't be a threat?
I know level will be tied to stuff like attack bonus, but I don't know of it increasing AC. Have I missed something?
I really really like that this thread is being used for it's intended purpose (with a few attempts to derail that have been summarily shut down).
I am really happy that this thread is still going, and to see people talking about what they like, rather than just what they don't has put a smile on my face once more.
As to what I am liking from the blogs:
Sorcerer! I am loving the concept behind the sorcerer, and the idea that different bloodlines get different kinds of magic is something that I never knew that I needed.
Resonance. I love the base concept, and what they said they were trying to achieve (reduce book keeping). I will not talk about the current implementation though
Cool and flavorful small magic items. I absolutely love that these are being codified. I try to do this kind of thing for my players already so to see it in a book is nice.
There are plenty of other things I am liking, but these are what came to mind quickly.
I live in South Africa.
I know that my house was without power for 8 hours a day, during peak hours, every day, for at least 6 months.
I would think about granting each blade some aspect of control over its realm.
Perhaps have each blade allow only minor access to the abilities unless the wielder actually sacrifices the corresponding ability scores,
So allow the red and the blue to do what is explained above, but say, if the wielder of the blue blade sacrifices 1-2 of every physical ability score they can do something incredible. Like completely reshape the landscape within a 100 mile radius.
The wielder of the red can sacrifice mental ability scores to do something like cast a geas on an entire city, or some mass manipulation of souls.
When they are combined you can completely reshape reality to your wim, but you have to sacrifice all your ability points.
The important thing here is that it is not ability damage or anything like that. Your base ability score becomes less. So if you had STR 12 and you use the blue blade you now actually have a STR of 10.
M Nerd 1/Geek 2
Beyond classes I mean party roles.
Ranged operative could end up with a large skill repertoire but probably best suited to gunner or pilot?
Mechanic lends itself to engineering or science officer.
Solarian video star lends itself to Captain quite well, in terms of roleplay and stats. Wanting to be center stage and might have a decent enough CHA to bull off diplomacy.
The Mystics can kind of do most things cant they?
That leaves most things covered I would think. Depending on Solarian build we might be lacking someone to support our vesk in melee, at which point I might need to do a melee option to back them up, which puts me at Solarian, Operative, or Soldier I think.
That is of course unless our Vesk is happy being the only thing running at the scary monsters.
Have I missed anything or completely missed the point anywhere? Thoughts?