Worldwalker Druid4/Barb1/Ranger rest is the way to go if you ask me.Druid Ranger with Shaping Focus and Shapeshifting hunter has the best synergy as you advance Wildshape, Favoured Enemy and Favoured terrain at full level, you can even have a full level animal companion with Boon Companion.
I would go pure Ranger Druid myself but a Barbarian dip gives you an immense boost in DPR. With Rage and a Furious AmoMF you are looking at +3 to hit and damage for all attacks just from one level of Barb.The main problem I see is feats, You need Shaping Focus obviously, you also need Shapeshifting Hunter or you will always be stuck with two uses of Wildshape/per Day.That would seriously limit the full potential of wildshape(no changing your shape from combat oriented Allosaurus to a stealthy diminuitive animal for snaking around etc.).With Barbarian Rage you would also need Extra Rage at least once and then there is Boon companion,Power Attack and Lunge.Thats 6 feats that are absolute must haves already although you could forgo Boon companion and pick the Growth subdomain to give you some melee Punch before Wildshape becomes an option.
I wouldn't use monk the AC bonus is not worth it, since you won't have very good wisdom. How much will you be able to afford? 14 wis? Thats just a +2 and it doesn't stack with wild armor wich can give you a much better AC.
The 8xweight is just for creatures(square-cube law), enlarged gear only doubles in weight point your GM towards the equipment section of the rulebook where it says:
Quote:
1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
So doubling your carrying capacity is just perfect, you can actually carry more weight while enlarged because of the strenght increase.
So I had ample opportunity to test the arcanist in the last couple of months, and it has become blantantly obvious that this is one of ,if not the, worst balanced class I have ever seen.
One should expect that a sorcerer wizard hybrid should end up somewhere between the the two classes as far as powerlevel is concerned but this one outstrips both classes by far.
Multiability dependence? No trace of that.
There is no reason to ever invest anything into charisma with the arcanist as the powers you can choose are limited and the powers that are not reliant on charisma are ten times better than those that are.
And man are those powers powerful.
Problems due to the lower number of spells? Nuh-uh.
It might be a problem if it wasn't for the arcanist exploits(fittingly named BTW) that can easily serve as a mainstay on top of spells at lower levels and that get downright ridiculous at mid to higher levels.
Limited number of pool points? Nope.
The number of pool points arcanists get is large enough to more than make up for the lost spells compared to its parent classes at very low levels and after a few levels these things are pretty much an unlimited resource.Not only do you get the ability to sacrifice a first level spell to get an arcane pool point that can then be used to create effects that are better than first level spells, you can simply buy a second level wand for 4500gp and get 10 arcane pool points for each whenever you need them.
Or in short: the limitations placed on the arcanist that are supposed to keep them balanced are a farce.
What you get with this class is an arcane caster with a hugely superior casting mechanic,more staying power than a sorcerer,the spell versatility of a wizard, a simple way to boost all of your spell DC's by two,your choice of a sorcerer bloodline arcana(wich then can be used to boost your spell DC's even higher). And a bunch of class features where one is more broken then the last.
The arcanist is a more effective caster then its parent classes in virtually every way, and there are no drawbacks at all.
Why? What are you really missing out on? What do you need these for?
Like it or not, player entitlement is a thing, and this just reeks of it. You want more things for every character, for no reason other than you don't like playing with less things it seems.
It would be different if the game actually put requirements on characters that necessitated you max one skill on every character, but it doesn't. Perception was never a class skill for them before, when all you did was Spot and Listen for things. Sure, everyone likes to max perception, but that comes from a metagame decision not a role playing one.
You want a fighter who has a role attached to him and baked into the mechanics? There are archetypes for that. But that's not good enough for anyone in this thread either. You are literally refusing to be pleased even though you have the ability to achieve the things you want with the materials printed.
EDIT: I'm serious. It's really beginning to upset me. I don't understand why people come to a forum where the only way of communication short of us all engaging in interpretive ACSII-art is to read what each other says. I swear, people aren't even trying. In my response to Marthkus I said cover SEVEN TIMES. Seven. Each time noting that not only did the kobolds both have cover but I also pointed out the mechanical rammifications of having cover (such as their increased AC and immunity to AoOs).
What does he do? Ignores most of my post but responds to it like he didn't, and then looks slack-jawed when he can't explain why the kobolds have more than 17 AC vs the party's attacks, while crying "Barbar OP, Barbar OP" over and over again. My mind = blown.
I just don't get it. Why even bother if you're not actually going to exercise your ability to read.
Maybe ,only maybe, people wouldn't zone out during the first sentences of your posts if you tone down your gobshite attitude by a bit.
Maneuvers are awesome. Unfortunately they seem to be to complex of a mechanic for newer players. I was thinking about writing a guide to combat maneuvers but I'm too lazy for that and I don't like guides anyway ,so good thing that I can just open a thread right?
Let this be a collection of effective maneuver builds.I'll start right away with some trip builds:
Ki Mystic/Lore Warden:
versatile Human Starting stats: 18(16+2)STR,14(12+2)DEX,14CON,10WIS,13INT,10CHA
Gear: +2 Belt of Physical might 10000gp,+2 Greatsword 8000gp,+1 Amulet of nat armor,+1Ring of Protection 4000gp,Jingasa of the fortunate Soldier 5000gp,Ioun Stone(+1AC) 5000gp,Gloves of dueling 15000gp,+2 Cloak of Resistance 4000gp,+3 Breastplate9000gp
60000gp
Feats:
F1 Power Attack ,Medium Armor Prof
F2 Weapon Focus,Furious Focus,Combat Expertise
M3 Improved Trip,Furys Fall,Improved Unarmed Strike
M4 Combat Reflexes
F5 Vicous Stomp
F6 Weapon Spec
M7 Greater Trip
M8 empty
F9 Ki Throw
F10Enhanced Ki Throw
10 level stats 22STR.16DEX,14CON,10WIS,10INT,10CHA
AC 26 ,hp 86 Fort 13, Ref 11, Will 9 CMB 24(31 for trip)
Attack +21/+16(2d6+24/19-20x2)
....up to 4 attacks as a standard action and can trip opponents larger than large by spending Ki points.Very mobile ,very deadly.
For those who are interested in such things as DPR:
Spoiler:
Against Fire Giant AC 24 CMD 31(the overall best CR 10 Melee Monster)
=94.20225 with a Ki point spent on enhanced Ki throw.Not half bad for a fighter/monk.
A similar build with a stronger class combo:
Urban Barbarian/ Fighter:
Human starting Stats 16(14+2)STR,14DEX,14CON,10WIS,14INT,10CHA
Gear: +2Furious Greatsword 18000gp,+4 belt of strenght 16000gp,Gauntlets of Skilled Maneuvers(trip) 4000gp,+3 Full Plate 9000gp,(+1Amulet,Ring, Jingasa)9000gp,+2 Cloak of res 4000gp
60000gp
10 Level Stats while raging(controlled rage)
26STR,14DEX,14CON,10WIS,14INT,10CHA
AC 28,hp 95 ,CMB 24(25 with reckless)(32(33) for trip)
Attack 24/19(2d6+26)(19-20x2)
...only three attacks per standard action but better to-hit and damage(also better AC and hitpoints but who cares).Can't trip enemies larger than large so should probably bring along potions of enlarge person.
yeah this class is the flavour bomb. You get everything that you always wanted. The curseless Oracle, the male witch/warlock,the binder,the godless cleric....etc.
I don't even know why I should play anything else in the future.
From reading only the arcane bloodline seems absolutely crazy, do you really get to choose these spells each time you rage and have them activated as a free action? Greater arcane Bloodrage is the big offender for me the rest looks cool.
Abyssal seems to be the next best option. Demonic Bulk is super strong for the level.I would at least switch Abyssal Resitances to 4th level and push Demonic Bulk to 8th.
The other thing to bear in mind is that if it *was* for sale, it'd go to whoever was willing to pay the most.
Now, that would have to be a company that wanted the name badly enough, had a real use for it (which means they can see it improving their business substantially), and could afford it.
With that in mind, I could see the name going to a non-RPG company in order to use the trademark, and the RPG being completely abandoned,
Golarion has probably the most interesting african settings I have seen in a fantasy world yet.
Have you seen Garund, Nex and Thuvia all predominantly black ethnic settings, and none of them are cliched,also Nex and Thuvia are among the more prominent and influential settings for flavour and lore.
Gnolls are not new and have always been from the desert so having them located in Garund/Mwangi is not racist.Assuming that Gnolls and sentient apes are somehow an analogy for black people on the other hand is racist.
Its not about it being better.You can't have a small mount with a small character, your mount must be at least medium. Hence dogs at level 4,they can't be choosen as a mount before that.
Sex and violence has nothing to do with maturity.Including it in your games and then calling it mature is just silly.
Your reply betrays a lack of thought and foresight. In other words, you sound really immature yourself.
Sex and violence by themselves are not mature nor immature. They are just facts of biology and society. Good writers, however, can craft them into something that goes beyond disturbing, and enters the realm of scarring. Because of that, we relegate them to an audience better equipped to deal with what they are seeing and experiencing: the mature.
Yes, we understand your game of semantics and how clever you are. Congratulations, you bothered the folks at the grown up table and got a bit of attention. Now sit down before you hurt yourself.
Sweet man,
Deliberately trying to piss me off is an excellent way of validating your points.Your halfwitted attempt at sounding smart really hit home for me.
I bet the explicit picturing of rape and murder at your table would really scar my innocent soul forever.
Game of Thrones isn't exactly a mature show.Typical hollywood crap mix of everything in every episode. Don't say I don't watch it but its fantasy tailored to people who don't like fantasy.
Lord of the Rings meets Desperate Housewives.
I mean seriously I'm not prude at all , but the theres a completely not story related sex scene every 20 minutes in every f*@%ing episode.
They should call it F~$$ing Game of f%ing Thrones.
Damage Bite 2d6+27+15+5+d6Energy+5Arcane avg. 62.5 85.3
Damage Claws 1d8+18+10+5+d6energy+5Arcane avg. 46 125.56
Damage Gore 2d6+18+10+5+d6energy+5Arcane avg. 48.5 33.1
Damage Slam 3d6+18+10+5+d6energy+5Arcane 52 35.65
Damage Rend Claw Damage +27 avg.73
Evolution Points 35
Huge 10points
Limbs 2points
Clawsx2 2points
Bite 1point
Gore 2points
Tail+TailSlap 2points
Rend 2points
Natural Armor x5 5points
Ability Score Increase(Strenght) 4points
Energy Attacks 2points
Pounce 1point
Feats
Extra Evolutions,Skill Focus Perception
Power Attack
Extra Evolutions
Arcane Strike
Dimensional Agility
Extra Evolutions
Dimensional Assault
Extra Evolutions
Dimensional Dervish
Skills:9points per level
Diplomacy+41,Bluff+38,Intimidate+38,Spellcraft+32,Knowledge(arcana)+32,Know ledge(Planes)+32,Knowledge(Local)+32,Perception+36,Knowledge(History)+17,Kn owledge(Nature)+17,Knowledge(Geography)+17,Knowledge(Dungeoneering)+13,Know ledge(Engineering)+13,Knowledge(religion)+13,Knowledge (History)+13,UMD+24
Gear:Belt of Physical Perfection +6 144000gp,Headband of Mental Superiority+6 144000gp,Tome of Leadership and Influence+5 137500gp,Bracers of Armor+8 64000gp,Ring of Protection+5 50000gp,AmoMF+5 100000gp,Cloak of Resistance +5 25000,Circlet of Persuasion 4500gp, Boots of Haste 12000gp,Robe of Gates 64000gp,Tome Of Clear Thought +4 110000gp
880000gp spend 0gpremaining
Spells Known
Level1 Shield,Reduce Person,Grease,Identify,Protection From Evil,Unseen Servant
Level2 Alter Self,Summon Eidolon,Barkskin,Invisibility,Haste,Restore Eidolon
Level3 Charm Monster,Dispel Magic;Displacement,Heroism,Evolution Surge,Dimension Door
Level4 Wall of Stone ,Overland Flight,Teleport,Protection from Energy Communal,Transmogrify,Baleful Polymorph
Level5 Greater Dispel Magic,Etheareal Jaunt,Planeshift,Spell Turning ,True Seeing
Level6 Dominate Monster,Create Demiplane,Maze,Protection from Spells,Dimensional Lock
Im going to assume your not trolling Buri and are willing to be open minded about this build. Can you answer my previous request? What is the requirements needed to fill the "Do it All" role? This would give us a starting point for future debates.
Well, essentially it'd be a mash of the iconic roles: combat, skills and casting. You won't get the versatility of a wizard, granted. However, it should be robust in terms of concentration checks, spells per day a few heightened DCs, bonuses for penetrating SR and/or metamagic capabilities. SR is a very good to have but not an absolute necessity.
It should contain at least a few "core" skills easily capable of DC 40 checks by taking 10 at level 20. These are the skills that are essentially the character's bread and butter. Another, larger set of skills should be able to hit DC 30s at level 20. These are the "I can do it when I need to" type of skills and are largely situation-depdant such as fly, perhaps, if your character wants to be good at flying while not really focusing on maxing out that ability, for instance. Any others I wouldn't criticize as much as being ancillary in a "only if I gotta" role. Given the pervasiveness of magic in the system and it's essential role in all things magic I would consider spellcraft an essential bread and butter skill.
In a combat perspective it should have an AC of at least 40, again at level 20, with a single attack bonus of at least +25 doing at least 200 damage per round. A meaty DR rating would merit an AC below this but I can't see anything below a 30 base, 20 touch, 25 flat-footed to be considered robust at 20.
If that is what you want then I don't see whats your gripe here.The build I posted is level 10 and already pretty close to meeting your 20th level requirements.That same build built to 20th level would have AC well over 50,DPR of 400+ and could have more than 10 skills that could bet DC 40's.And there would even be room for some really high DC Dominate Monsters or Plane Shifts and he would have acces to pretty much all gamechanging spells exept Wish.
You're still not out performing everyone else in the party.
We didnt say this, your extrapolating what you want to hear.
Quote:
this is about being head and shoulders above the rest of the party.
What's this mean, then?
Slacker2010 wrote:
With one point in each knowledge skill, and his Evo surge he has competitive knowledge skills through level 10.
I specifically said you not out damaging the fighter or out casting the wizard, but the fact that you can fill every roll effectively in the party might be taking a bit much of the spot light.
Any character with some casting potential built correctly can take any role in the party. You can have the skill-focused built, combat build, etc regardless of class. Only full martial types are constrained to either combat or skills.
Slacker2010 wrote:
Are you trying to understand other peoples view points? Or just doing this to argue for the sake of it?
I'm open to seeing this "do it all" build but until I do I'm saying it doesn't exist.
So your point is you can't have a build that can max out all skills?
Synthesists are B.R.O.K.E.N. thats what people are arguing you can try to steer the discussion towards irrelevant details but that does not change anything.
(+22Bite,+22Claw,+22Claw,+22Slam if Grab sticks +22Rake,+22Rake)
Damage Bite 15+9+d6Energy+3Arcane+2AmoMF+d8
Damage Claws 10+6+d6Energy+3Arcane+2AmoMf+d6
Damage Slam 10+6+d6Energy+3Arcane+2AmoMF+2d6
Damage Rakes 10+6+d6Energy+3Arcane+2AmoMF+d8
(these numbers are with Heroism active)
Evolution Points 18
Quadruped
Evolutions
Large 4points
Pounce 1point
Bite 1point
Claws 1point
Grab(Claws) 2points
Rake 2points
Limbs(Arms)2points
Slam 1point
Natural Armorx2 2points
Energy Attacks 2points
Feats
Extra Evolutions,Skill Focus(Perception)
Power Attack
Extra Evolutions
Arcane Strike
Lunge
Gear:16000gp Belt+4strenght,16000,Headband+2 Int and Cha,10000gp AmoMF,Cloak+3 Saves9000gp,Ring of Protection+2 8000gp,Circlet of Persuasion 4500gp
Skills: 5 Skills per level +Skill Focus+ Evolution Surge+Heroism
This guy can Fly,Burrow,Swim,Climb and Teleport, has 5 Skillpoints Per level can cast charm person and dominate detect magic has acces to all senses(scent,low light,darkvision even tremorsense and blindsense per evolution surge) and all that stuff.
I agree. They are completely different, but please, don't call me a dumb f~+!. It hurts my feelings.
Anyway, from fighting games, I learned something very interesting. Something that is consistently true to pretty much every game ever, from DnD to Mortal Kombat, passing by Magic The Gathering and Super Mario Bros. And quite possibly, to many aspects of real life as well:
Options are the most valuable resource you can have.
Read it again, it's important. It's the whole point of this post.
In fighting fames, just like in PF, we have the concept of "tiers". These tiers are based on character effectiveness. While there is never 100% consensus, there are many points where the players of any given game will agree. e.g.: In Ultimate Marvel vs Capcom 3, people might disagree about who's better, Vergil, Zero or Dr.Doom, but they'll tell you that all 3 of them are incredibly effective.
Bad Example with the fighting games here if you ask me.I'm not so on top with the fighting games nowadays but I know my classics, and one thing I can say for sure:The complex fighters where always the weak choice
Again I'm speaking about the classics here,and there can be no debate that the top tiers where all the 1-2-3 kind of guys.
Paul in Tekken(Yoshimitsu or Lei had way more options in almost all incarnations but they where simply sucky pros choose Paul over all others although he always was one of the most limited chars but those stonefist where the best move in the game)
Sagat in Street Fighter( I don't have to elaborate on him right?)
Mitsurugi in Soul Edge(again less moves than most others but better ones)
So what did we learn? Simple and effective is the way to go.
Sorry for the nerdrage but you brought this on yourself
They are reprinted in Varisia Birthplace of Legends.
Available are:
Avaria: When used to cast bear’s endurance, bull’s strength, cat’s
grace, eagle’s splendor, fox’s cunning, or owl’s wisdom, the spell
grants a +5 enhancement bonus to the affected ability score.
Avidais: When used to cast a spell that allows you to make
a dispel check (such as dispel magic or mage’s disjunction),
you gain a +2 bonus on that check.
Carnasia: When used to cast any spell of the charm
subschool, a threatened target does not gain the usual +5
bonus on its saving throw to resist the effect.
Idolis: When used to cast summon monster or summon nature’s
ally, the summoned creature’s maximum hit points increase
by +2 for every Hit Die it possesses.
Ragario: When used to cast a spell that deals energy
damage, you gain a +2 bonus on caster level checks made
to overcome spell resistance.
Vangloris: When used to cast a spell of the glamer
subschool with a duration measured in minutes or less
(such as displacement or invisibility), the effects of that spell
persist for 1 round longer than normal.
Voratalo: When used to cast a spell of the necromancy
school that deals hit point damage, you also deal a number
of points of bleed damage equal to the spell level. This
bleed effect lasts for 5 rounds.