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Joynt Jezebel wrote:
Yup, that’s how it’s described in the guide, as a bonus hex. ![]()
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Joynt Jezebel wrote:
Thanks for looking and taking the time. It is appreciated. Joynt Jezebel wrote:
That's kind of tough. The original Juju (if I understand this right) was meant as an NPC for some AP or scenario of some sort. I'm not sure most DMs allow it as a PC class, because it is rather over-powered. So I'm hesitant to rate the Oracle class based on it, or honestly on a 3rd party mystery. Joynt Jezebel wrote:
I just updated "Lion Shaman" to "Lion Shaman & Saurian Shaman" -- those are in fact the best choices. And totemic summons is already specifically called out. Joynt Jezebel wrote:
Of the categories we rated, I think the "Class Feature Score" best matches what you're talking about with hexes. And the druid & witch rate a 10. I do like the Ashiftah witch quite a bit. Do you think any of our ratings should be adjusted in light of her? ![]()
I looked at Shade of the Uskwood and I see: Quote: Prerequisites: Neutral evil, patron deity Zon-Kuthon. That sounds like a complication I wouldn't throw at a first-time GM. ![]()
The Purity of Violence wrote:
Debilitating Pain is on the Debuff tab of the spreadsheet for that reason. In fact, the fact that you call out that & Glimpse of the Akashic reinforces my (current) understanding of the Psychic as a strong debuff & utility class. ![]()
Melkiador wrote:
Unless/until someone jumps in to disagree I suppose the ratings we have for the Psychic will be sufficient. And thank you Iluzry for that! And I generally agree with your assessment. The abilities you get from those disciplines & amplifications just aren't enough to pull me in. Except maybe for the Psychic Marauder and her Aura of Insanity. ![]()
UnArcaneElection wrote:
My thoughts on the psychic are: You're decidedly weak on control & blasting (until laser blast comes online at 11th level: spontaneous blasting which ignores SR). You have decent spells for buffing & allies, but no additional abilities around them. But after you accept those weak spots, you're pretty golden. The Faith discipline is amazing. Spontaneous cure spells like a cleric, and you replenish your pool by casting these cure spells. Your discipline spell list is a solid off-list selection from the cleric's, ending with miracle. However, you don't have condition removal spells, except remove fear. Relentless Casting gives the psychic a real advantage over other casters once SR becomes an issue. The Psychic Marauder's aura will just win encounters over & over. The Rebirth discipline gives you 1 spell known from any spell list, changeable daily. And the Esoteric Starseeker has varying discipline spells from 12 or so "constellations". Between those (or the Faith discipline) you have a decent number of off-list spells you can pull in. ![]()
Melkiador wrote: I doubt there would ever be 100% agreement on such a list, but you've clearly put a lot of work into it and it looks good. Thanks Melkiador. This is when I wish we had a few long-time psychic players to jump in and advocate for the virtues of some combination of disciplines, amplifications and archetypes. "Now that's how you build a psychic blaster..." Here's the guide I used: So my insights are largely limited to theirs. ![]()
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Here's the scenario: a wizard (or whoever) casts Suggestion on an NPC. If the NPC successfully saves vs that spell then they realize that the wizard just tried to enchant (with spellcraft they can perhaps tell which spell) them. Now you likely have an at least moderately antagonistic NPC. I think that's all pretty broadly agreed upon. So, given that, how do you even use compulsion spells like Suggestion, or Sow Thoughts, or what have you? I mean sure, if you're invisible and have a rod of silent spell then you're set. (Or some other combination of silent & still). But apart from those precautions, how does this work in your campaign? Side note: This is motivated by the fact that the feat Spell Hex generally isn't very good. This is because (particularly past lower levels) it's not worth investing a feat to be able to cast a specific 1st level spell 3/day as a spell-like ability, even if it's with your hex DC. Except perhaps for Sow Thoughts. Spell Hex (Sow Thoughts) could be rather nice, and Split Hex of course applies to it. ![]()
Andostre wrote:
Well. There was bickering. But a handful of us dragged it across the finish line. :) ![]()
I would like to submit the group effort Casters Compared, where the various 9th level spell casters are compared on roughly equal footing. The document A summary spreadsheet And the lengthy discussion thread. ![]()
Melkiador wrote: Did we cover how good the heavens Oracle is at control? You have to grab the metamagics for all the things that are immune to mind effecting, but what field of focus doesn’t eat up a lot of feats. Per our group's earlier discussion of control vs debuffing, I categorized this under debuffing since it affects targets when cast rather than as an ongoing effect (e.g. grease, silence, pits, walls, sleet storm). I did add it to the Oracle write-up there, and bumped her upper range from 7 to 8 accordingly. Thanks again. ![]()
Melkiador wrote: Did we cover how good the heavens Oracle is at control? You have to grab the metamagics for all the things that are immune to mind effecting, but what field of focus doesn’t eat up a lot of feats. I had missed that. Looking through the revelations, I'm guessing you mean: Quote: Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive). Where an 18 or even 18 charisma leaves Color Spray relevant through 8-9 HD opponents. And then boosts Hypnotic Pattern, Rainbow Pattern, and Prismatic Spray as well. Do you think that pushes the Heavens Oracle up to: 9: wizard or sorcerer -- pits, walls, enchantments, the whole kitchen sink 10: arcanist -- the above, along with the counterspell exploit Cheers ![]()
Looking at where we landed, and in particular which classes merit one or more 10's, does this look right? Acknowledging that the 10's are often mutually incompatible, where a build that justifies a 10 in one category might preclude a 10 in another category. Arcanist: buff (brown fur), control (counter-spell), utility (quick study)
And then looking at who merits a 9 or better we have: Arcanist: same
That is, the cleric, sorcerer & wizard are very capable (with the right build) in quite a few areas. ![]()
Alrighty folks. I'll call this version of the spreadsheet & document provisionally complete, excepting the psychic of course. No comparison, certainly not this one, is definitive. Too much subjectivity goes into all of these rating and comparisons. But I think this is a solid baseline that most reasonable folks can reference. I hope it's of use to folks. My last task is the note of thanks I'm adding now. However ... if you see something I've missed or botched please let me know. Boundless thanks,
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Well folks, I'm off work today so I went back through all our comments and integrated them into a final-ish compendium. The spreadsheet gives a good overview. Please look here, across the rows & columns. Does this generally seem cohesive, and rate the classes well with respect to one another? The document goes into more detail. Some of the text is out of synch with adjustments that we've made across the classes. But I don't want to go into those edits until I have broad consensus on our result. I really want to thank you each for what you've added and given. As always, what did I miss? Best,
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I would try to create more tactically sound enemies. A wizard or pair of archers up on a ledge, a group of warriors creating a tight defensive line to protect the cleric who is buffing them, that sort of thing. Not every single encounter of course, but if you ask: how could this group of opponents best array themselves to suit their offensive or defensive goals, then I suspect that opportunities for stunts will present themselves. Then the reward is shutting down that wizard, or what have you. On another tack, stunts can sometimes be parallel to stealth. E.g. if you can get up to that 2nd story window, or across that ravine then opportunities open up. ![]()
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Melkiador wrote:
I had missed the Spirit Guide Oracle. Thanks. ![]()
Moving along, trying to make up for the time I was away due to work. Does this rough ranking sound reasonable for Utility: Shaman (10): wandering spirit, wandering hex, human FCB Arcanist (9): Quick Study exploit Wizard (7-8): great spell list, a couple archetypes add limited divine or witch patron spells Cleric (7): Entire spell list available, hence can leave open slots to fill with anything Druid (5-8): a good spell list, varied class features, and Druidic Herbalism adds potions (at the cost of an animal companion) Witch (6): A wide choice of hexes, a familiar, high int means lots of skills Oracle (6): Perhaps the widest range of builds, though any one build doesn't have a ton of flexibility, and spontaneous caster so fewer spells known Sorcerer (6): Roughy the same as the Oracle, but with a somewhat smaller range of builds but a better spell list That is, no full caster is truly bad at utility. But some class abilities really boost utility/flexibility. ![]()
Lelomenia wrote:
Melkiador wrote: Arcanist also has very easy access to familiar. I suspect most Arcanists have one by mid level, because there are only a handful of better options for arcanist exploits. Both great points. And that certainly puts the Arcanist/Occultist in the running. So what's our 10/10? One or more of the following? Druid/Dinosaur Shaman: spontaneous summoning, standard action summoning, buffed summons, animal companion Cleric/Herald Caller with Animal domain: spontaneous summoning, standard action summoning, communication w/summons, animal companion (level-3) Arcanist/Occultist: standard action summoning, minutes/level, from the arcane reservoir (refilled via Consume Spells, and in addition to spells) ![]()
Melkiador wrote: Duration is also important. Minutes per level matter a lot until fairly high level and even in later levels, the increased duration can allow a single summon to go multiple combats. This is one of the things that makes the Summon Guardian Spirit feat good, just combine it with a good scaling option like aether elemental. Agreed. This applies roughly equally to all classes, right? Melkiador wrote: Not one of your metrics, but Herald Caller has the unique ability to communicate with its summons. You can summon an eagle and tell it to cut the red wire and it will automatically know what you want it to do. Yup, I tried to just sketch the features. But this can be a significant one. Melkiador wrote: There is also the Acadamae Graduate feat for standard action summoning. I'm not sure how widely the older 3.5 material is used by DMs. But worth including regardless. Melkiador wrote:
That's a great catch. How would you adjust the Shaman allies rating, taking that into account? ![]()
Allies (previously Critters) Looking at summoning/animal companion/undead, there are a few factors that drive the ratings: summoning
animal companion
undead (this rating will be marked with an asterisk because most campaigns can't accommodate an evil character)
So where does that leave us? Reading through everyones' entries and comments thus far, is this ranking roughly right? Druid 10
Cleric (7-10)
Wizard (6-9)
Sorcerer (5-9)
Arcanist (5-8)
Oracle (5-8)
Witch (5-7, 10*)
Shaman (4-7)
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Ryze Kuja wrote:
Best of both worlds, your cleric goes for archery via cleric 5/hinterlander 10/cleric 5. hat tip/unarcane ![]()
Mark Hoover 330 wrote:
Most of those aren't witch spells, but wave shield is a great option since a witch has so few swift actions to compete with it. ![]()
If you break your AC down into categories then your options are clearer: armor: corset 4
Then you can cast False Life each morning. Cheers ![]()
So then, looking at Control spells we have these tiers: Sorc/Wizard
There are far fewer class abilities that grant control. e.g. the arcanist's Counterspell, or the witch's hex Swamp's Grasp. The metamagic feats Persistent Spell & Extend Spell are relevant, but apply equally to each class (accounting of course for their varying spell lists). Should we include turn/command or otherwise control undead here? For a necromancer those abilities are better categorized under the woefully named "Critters", but for a good-aligned cleric, oracle and perhaps others this seems like the right category. From there (and reading what others have written) I think the scores should run something like: Arcanist (8-10): best spells + counterspell
As always, what am I missing? ![]()
The line between Debuffing and Control isn't a concrete one, as several folks have noted. I think the best distinction suggested is between spells/abilities that cause an ongoing effect and those that only affect targets when the spell is cast. Hence we have this sort of a breakdown. Control: darkness, silence, black tentacles Debuff: glitterdust, slow, confusion That's perhaps imperfect, but a better delineation than anything else I can come up with. ![]()
Lelomenia wrote:
Tell me more about the shaman's "spells to carry it" and making it stick. By the latter do you mean misfortune or evil eye? Those are great, but hard to justify in the action economy by the time you're casting 4th and higher level spells. And for spells, do you mean thorny entanglement? Maybe fireball (thanks Arcane Enlightenment) or others from the wizard/sorc list? ![]()
IluzryMage wrote:
I've really only looked at lower level spells, up through 4th or 5th level. Partially that's because I'm lazy, but more so because a class really ought to demonstrate its strengths & weaknesses by then. So I have missed most of these higher level spells, but again I'm not sure that's the right way to rate a class (apart of course for campaigns that start at mid-to-higher levels). ![]()
It would help to link to this list of deities & domains. https://aonprd.com/DeitiesByGroup.aspx Which deities have longbow as their favored weapon? Which ones have the luck domain, and what other domains do they have? Just ctrl-f and you're set. These are also handy (thanks google) https://pathfinderwiki.com/wiki/Category:Deities_by_domain https://pathfinderwiki.com/wiki/Deities_Quick_Reference ![]()
IluzryMage wrote:
Your guides are a brilliant addition, in terms of covering up-to-date material, having good breadth, and frankly being fun to read. Cruel comment folks can f'right off. ![]()
IluzryMage wrote:
The best debuff hexes are slumber, misfortune and ice tomb. A shaman doesn’t have access to the witch’s major hexes (ice tomb), but adds silk string snare — which is vs reflex saves. So that’s really pretty solid, in that the witch in only better past 10th level when she gets access to major hexes. I then tried to list out key debuff spells, but I could well have missed stuff. Please call that out. From what I pulled together, it looks like this is a weaker area for the shaman. And I asked, because this is a team effort. I’ve never even been in a campaign with a shaman (nor psychic). I have blind spots ![]()
UnArcaneElection wrote:
I had that in the back of my head, but it certainly seems more daunting. There's such a huge shift from pure spell lists to class abilities. But it's certainly an interesting idea. Again, one I would need a fair bit of support to do justice to. And thank you to everyone who has provided that throughout the 9/9 caster effort. We're nearing the home stretch. ![]()
Hisoka777 wrote:
For the shaman, the hexes Protective Luck, Soothsayer & Chant are an amazing buff, at the cost of the shaman's move action. Note that Protective Luck does not have the 1/day restriction that's found on most hexes. If your party has 2+ members with high crit ranges, e.g. 18-20 scimitar with improved crit for 15-20, then the hex combo Fortune & Chant is flatly broken. Rolling twice to get a 15-20 means getting a crit just over half of your attacks (odds of not getting a crit is 70% * 70% = 49%, hence you get a crit 51% of the time), and then you roll twice to confirm. Cheers. ![]()
Hugo Rune wrote:
Mostly an entire door won't have to be shattered. The weak point will be the hinges, or how they attach to the door, or to the frame. Break the hinges and you get the rest of the door for free. :) Though a blast door is likely set is a frame in such a way that you do in fact need to break the door itself. So there's that. ![]()
Kurald Galain wrote: Druid: 3-8. The druid actually has a large amount of debuff spells, but most of them are not particularly good, for instance because they're poison-based (which is too slow-acting to use in combat). I frankly don't see how this can rate so high; I'd call it 1-4. Druids do a lot of things but debuffing isn't really one of them. There's a huge gap between 3-8 and 1-4. The druid has limited debuffing spells. Adding in Feyspeaker's enchantments, still misses most of the good debuffing spells, and the ones you get are at a level higher -- e.g. hideous laughter as a 3rd level spell. Being perhaps generous to account for situations where poison can be used out of combat, that's still perhaps a 1-5. Iluzry -- I'd like to hear what you think here. Looking at the witch, there aren't any build decisions she needs to take to max out her debuffing. Any patron, any archetype (except white-haired witch I suppose) let's her take slumber & ice tomb. As you point out, from there her biggest problem is over-using those hexes. You're right about the shaman's upper end though, since missing out on ice tomb restricts her to mind-affecting hexes, loses the variety of targeting will or fort saves. I'm hesitant though to lower those class' rating based no some folks playing them poorly. I'm not sure that's what this guide should reflect. However, I just re-worded my comments on the witch to reflect that misfortune & evil eye are occasional support hexes. ![]()
Kurald Galain wrote: I've made some suggestions for the list last week; I note that you've added my suggestions for level 1/2, but not those for 3/4/5. It's fine if you disagree with my ideas but for the sake of discussion, maybe you could tell us why? Work has been very busy. Kurald Galain wrote: I'm assuming that by "control" in these documents we mean "battlefield control" (BFC), as in putting clouds, walls, pits, and other obstacles on the battlefield. There is some overlap between control and debuff. Since most BFC spells are long-lasting area effects (and an obstacle regardless of saving throws), it's often more effective for casters to focus on BFC instead of debuffs. Note that I added a couple mass-control spells in italics, since I'm unconvinced they belong here. Maybe confusion & fear? I'll check later. Kurald Galain wrote:
Thanks again. I'll get to this when time permits. It is all appreciated. ![]()
Kurald Galain wrote: It's not so much about evil, but the question is whether ratings should account for highly specific (or highly campaign-dependent) builds. Just because I can make a wizard that's effective in melee (and I have) doesn't mean that I disagree with its rating of 1 for melee in general. I'm fine with a specific build, but of course these class ratings should reflect what features the class brings to that build. E.g. a wizard could have good scores in int & dex, could invest all of their feats into crossbow archery, and thereby could be a thoroughly competent archer who also had a bunch of spells. But none of that archery is reflective of the wizard class itself. What I'm trying to get at you term "highly campaign-dependent builds". And that sounds right to me. That includes evil characters, as well as perhaps and oracle or cleric that's built to fight undead. Those are all valid builds, but only good builds within the context of those campaigns. Again, assuming the witch has a 6-7 critters score for her familiar & summon monster spell series, and further that the gravewalker merits a 9 or 10, is it useful to denote that as: Witch: 6-7 (9-10*) * An asterisk indicates a build that is highly campaign-dependent, commonly an evil character ![]()
UnArcaneElection wrote:
It's absolutely the right category. The question is more whether an evil-only ability is the right way to rate a class, since that's not an option in most campaigns. Let's say the witch comes in with a 6 for the summon monster spells, but nothing else of note. Is it helpful to then advertise her as optimized up to a 10 because of the gravewalker archetype even though that's only suitable for a sliver of actual campaigns? Setting aside whether those ratings are final/accurate, just using them for example's sake, I feel like we have two options: 1. ignore undead
2. include undead with an asterisk
Equivalently, do you rate the Oracle in light of the Juju Oracle? ![]()
Kurald Galain wrote:
That sounds right to me. Does anyone actively want to consider controlling undead under "critters"?
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