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MiB, thanks for the reply-- let me correct and clarify. Yes, I made a mistake on the fully-buffed DPR and your number is right(I think you made a mistake on the Round 1 calculation, though). That means that Fred is slightly outgunned by Farshot Fallon, even with some happy assumptions. Fred is at 69.4 DPR, 2 DPR behind Fallon, even with Flame Arrow+ stacked elemental damage on his bow + Arcane Strike. If Fred can't do an elemental cocktail, DPR drops by 2. If can't use flame arrow (or Fallon borrows it), Fred loses 9.6 DPR. If Fred can't Arcane Strike (say, because it is round 1), Fred loses 11.8 DPR (slightly less, actually, because at this point he has no reason not to deadly aim and recover some damage). Worst case, that's a very chumpy 49.8 DPR. And honestly that makes me feel better about the fighter comparison, since Fred has a better melee backup, similar HP (with false life), similar defenses (with mage armor), and a bunch of utility spells and hexes for when neither sword nor bow is the right tool. Plus, with any warning at all he adds a 10 minute Gravity Bow (7.6 DPR), and any to hit bonus he gains (say, from casting haste on the party) can readily translate into more damage via the application of Deadly Aim. Addressed in detail below. Spoiler: A Man In Black wrote:
As you point out, I can casually share flame arrows with any other archers in the party and non-archers can't have the buff. I think it's reasonable to include under the challenge rules... but you've handily pulled out the damage bonus it provides for comparison in any case. I could try to weasel in Gravity bow for an extra 7.4 DPR, but it only lasts 10 minutes and I can't yet swift-cast it. A Man In Black wrote:
Agreed. At that point Fred would spam hexes. A Man In Black wrote:
My mistakes, two of them (and thanks for showing the math-- helped me figure out where I went wrong). I allowed manyshot to crit, and double-counted base damage on crits. Corrected and I see your numbers on my version of the formula. Note I have the option of ditching +2 enhancement for +2d6 on an enemy without energy resistances. That inches non-DA damage back up to 69.44. Combining that with deadly aim is a straight downgrade, however. On your math for Round 1 attacks:
A Man In Black wrote:
Negatory. All Fred loses on from Arcane Strike is +4 damage. To hit remains 7 BAB+6 DEX +1 Bracers+1 Weapon Focus +5 Enhancement-2 Rapid Shot= +18x2/18/13 d8+8(3 Str 5 Enh) +d6 That yields a DPR of 56.1 with my corrected calculations, or 58 with deadly aim. On round 1 Fred will still be sorely tempted to Evil Eye a big bad guy so the party can alpha strike and/or caste haste on the party, but this is a DPR competition, so 58 is the relevant number.A Man In Black wrote:
No. because Evil Eye came free with the Hexcrafter ACF-- the character as built gets Evil Eye, Slumber, AND Cackle. That lets me be a Fell Cheerleader maintain Evil Eye indefinitely with Cackle despite my weak DC's, and throw a Slumber at the bad guy (or evil eye at his minions) while I'm at it. Of course, no full attacks while cackling. A Man In Black wrote:
In Fred's case, gold pieces. (Actually, I pretty much stole Farshot Fallon's gear wholesale, with minor fiddling on defense and melee backup). Black Blades can't be longbows. In a real game, Fred would cast GMW on his weapon and invest in +Holy... but the rules of the challenge say no, because Fred's friends would do that too if they were traveling with Fred. Fred would be grumpy if they didn't buy level 3 pearls of power, though. ![]()
Fellshot Fred, human magus 10
Spoiler:
Ability Scores:
HP: 73 (9+6*9+10), plus 15.5 temporary (false life) Saving Throws:
AC: 24- Touch 21, Flatfooted 18 (+4 mage armor +2 +1 mithral buckler +6 dex +1 ring of protection +1 amulet of natural armor) Attacks: +5 composite longbow +18x2/18/13 d8+2d6+12 (20/x3)
BAB +7 CMB: +11 CMD: 25 Feats:
Skills:
Alternative Class Features that Provide No Benefit to Archery:
Magus Arcana:
Gear:
Fred's Rapidshot routine is:
Fred does 2d6 fire damage and increases his bow to +5 from +3 via Flame Arrow and Arcane Pool. His average damage per round is 71.4 without deadly aim. +1 to hit nets 5.2 DPR; +1 to damage adds 4.1 DPR. An additional full-BAB attack adds 19.5 DPR. If he did use deadly aim, it would add .4 DPR-- but I've excluded that in favor of consistent accuracy, and to provide flex for the melee backup below the next fold. Caveats:
Other Notable Abilities:
Spoiler:
Drop Deadly Aim (we're not using it anyway) and gravity bow to get a Black Blade Kukri and Weapon Finesse. Use your arcane pool to raise the black blade from +3 to +5 and Keen. Use a free action to activate black blade strike (+3 damage) and after the first round, also use arcane strike(swift action, +4 damage). Hope for an armored opponent (assumed in below calculations) to max out the utility of shocking grasp. Result: To Hit +16/13/11 (15/x2) d4+15 with a 5d6 (15/x2) shocking grasp on the first swing, for 72.3 DPR, or 64.3 if the target isn't wearing metal armor.
... for close to the same damage, that will have zero impact on the ranged capability above. As built, though, Fred will typically not fire when moving, preferring to deliver a slumber hex (DC 17 or sleep for 10 rounds) or an Evil Eye (-4 to saves to a target for 10 rounds, 1 round with successful save). Slumber hexes have a decent shot against a mook with a weak will save, and become dangerous if they follow an Evil Eye. Evil Eye also seriously enables other party members. ![]()
I would think that a "magocracy" would still suffer if ruled by an un-charismatic git, simply because no one likes technocrats with good policy ideas and the soul of a robot. The uncharismatic Magocrat would be a lousy inspirational leader-- but might make up for it via other means. Pathfinder has thinned out the spells that will do this kind of thing, but teleporting your ambassadors and high level trade envoys around, spamming walls of iron and stone, and such remains darn useful. E.G: "Instead of spending an extra BP to create a road over this river, I cast Teleport to hex X, cast wall of stone a bunch of times, and teleport back here. Woo, bridge for 0 BP. But really... your magister can do this too. The question your asking here is:
Since Pathfinder doesn't let you do two jobs part-time, the Intelligent Un-Charismatic ruler does suffer from not being able to be a part-time magister. I think the easiest way to accomplish this is to assume that a wizard ruler would employ a PR flack, designate the PR flack "ruler" by game rules (a different title in game: Perhaps Adjutant, Regent, or Chancellor), and designate the wizard "magister." And cast baleful polymorph whenever the PR flack gets uppity. Troubleshooter wrote:
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We've actually got a monarch with basically the exact stats Wraith laid out (plus a +2 racial bonus to charisma). It's a Cavalier/Rogue rather than a Fighter, but still-- plate mail and shiny weapons. The party includes an Oracle of the Heavens with a higher Charisma, but for personality reasons it was the Cavalier and a gishy Bard who duked it out for leadership. A point or two in your starting kingdom stats isn't that big of a deal. That said, making it a "pick a stat" is problematic too--honestly it's hard to see a CHA7 character making a good ruler regardless of how bright he or she is, and this will just perpetuate the "Spell casting is a prerequisite to optimal rulership" effect. ![]()
So back when Magus was in playtest, I was unimpressed with Spell Combat and got to thinking: Would a Magus actually be better off ignoring it and focusing on archery? Now that Ultimate Magic has hit retail, I think it is time to dust this off and try again with the fully-matured class. I think the result is a powerful, well-balanced character that deals respectable damage per round and has a lot of combat support and out-of-combat utility choices from spellcasting. Better than the revamped Magus-- perhaps not. But a viable Arcane Archer-in-a-can? You decide. Assumptions: Pathfinder Society (20 Point Build, 12 Level Progression)
Progression
Killing People at Level 12:
Attack bonus Calculation: BAB 9 -2(RS)-3 (DA) +7(Dex 20, +4 Dex Item) +3 (Greater Magic Weapon) +1PB Shot+1WF+1Haste= +17x2+17/+17/+12 to hit. To increase accuracy: arcane accuracy (+3 to hit, -4 to damage, burns a scarce resource), arcane pool to +2 enhancement +d6 (+2 to hit, -5 to damage); don't use deadly aim (+3 to hit, -6 to damage).
Life at Level 12
Looks viable to me, but perhaps I'm overlooking some thing(s)..... EDIT: Statblock: Human Magus 12
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