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At low level an archery ranger can stand against other classes, and is fun to play, but when level increases, archery ranger became incredibly weak, compared to all meele fighters ... his damage remains more or less the same he did at first/second level, while meele fighters can easily go for enormous amount of damage ... TWF has feats decreasing penalities for the many attack he gets, and increasing damage, other fighters can do devastating blows, for hundreds of damage, archer can edventualy get a few precision feats more, but his damage remains the same, not even usable against any creature with damage reduction ( at highter level is a rule), and many archery feats became unusefull .. yes, he can gain a little more precision, but that is all ... mostly archery feats are incredibly low for middle or high level classes ...

I beleive a few better archery based feats are required...

I shoud say a few, not unbalancig, shoud be something like these ( forgive my very poor english) ..

[b]Improved Rapid Shot [\b}

Preq. Rapid Shot, Dex 15

Bonus: You can make an additional ranged attack.
Without improved rapid shot all of your attack rolls take a –2 penalty

[b]Weapon Specialization (Archery weapon)[\b]

A ranger who has taken the Archery path becames so skilled in his weapon, he can get Weapon Specialization in his favorite Archery weapon as one of his bonus feats after 6 level.

Preq.
Dex 15
Weapon Focus in the selected weapon
At least 3 more archery related feats

Bonus: You gain a +2 bonus on all damage rolls you
make using the selected weapon


Well, while i like the changes to the fighter, i have to say that compatibily with 3.5 is very low ... i mean, at hight level a Pathfinder fighter can easily win against a 3.5 fighter with 2 or 3 level more ...

Let's get for example an human fighter with two weapons ... pathfinder fighter gets everything a 3.5 fighter has, and gets more, at level 20:

+4 AC for armor mastery
Up to +4 ac for dextery in complete armor for armor mastery
Up to + 4 attack for weapon mastery
May get a + 2 strenght as human ( giving +1 to hit and damage)
May get 20 h.p. more selecting favourite class

Summing all these bonus, he gets:

up to +8 AC ( at least + 4)
+ 5 to hit
+1 damage
20 H.P. more
Better saves from bravery

How many epic levels must a 3.5 fighter gain before he can stand against Pathfinder Fighter?

It is not that i do not like all this feats, i feel the problem is about balancng, both CR of mosters and fights, and all other fighting classes in Pathfinder ( paladin and rangers comes to mind), they should be weaker in combat than pure fighter, i agree, but now the difference is becaming too wide, maybe they need a little bost too ...


In old 2 ed. you could play a good or evil cleric, with no real difference in party role.
Yes, good clerics scared undead, evil rebuke them, but that was all .. with no undead, there was no real difference .. an evil cleric could even try to disguise his allignement with no real trouble ...

In 3 ed. thing changed, when "healing" and "good" concept where confused.

While good clerics can have fun, with spontaneus healing, non more forced to sacrifice all their spell to cure, evil clerics had just the most unusefull option of converting spell into "inflict spell", an option really useless in most game ( never seen a cleric using this spell, just swing your mace and do more harm taking less risk), and complettly useless out of combat.

In Pathfinder the difference is even greater ... good clerics can really speed up the game a lot using Channel Energy to heal the party, quite powerfull spell, but very goot to let the game flow smoothly ...

On the other side an evil cleric can't use Channel energy to heal players, leaving the game slow and unfun.

Surelly, he can use Channel energy to do more damage then a sorcerer, after all using Channel energy with negative energy is nearly the same than casting the 7 level spell "Inflict Serious Wounds, Mass:" ... and a 16 cha cleric can use it 6 times a day ... is a deadly spell at low or middle level.

But the 'slow game problem' remains, unless the party can find lots and lots of healing wands. A way to let the evil cleric get more and better healing is necessary to let the game be fun ...

Besides, the fact that healing is linked with allignement prevents any kind of plot with a cleric disguising his allignent ...

Hope you will excuse me for my poor english ...


I do not like the rules about positive and negative energy.
They are very unbalancing vs. evil gods clerics ... loosing spontaneus cure spell is really bad ... anyone needs cure after all .. inflict damage is nearly never used ...

Not only ... using this rule an evil cleric cannot disguise his allignement .. ruining most plot ... and relating positive ( life) energy to good, and negative (death) energy evil is not so immediate.

I think all living clerics should channel positive energy, regardless of allignement, and all undead clerics should channel negative energy, regardless of allignement ( yes, there are also good liches).

Rebuking undead, if needed, should be at most a feat, with the prerequisite : not good allignement.

I like very much the option of Turn healing ... save a lot of spell and make the clerics more playable ... i will surely adopt this rule in my current game ...i'm afraid that Turn damage could result too strong, and unbalance the class ..