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So I decided to create a DPR calculator specific to pathfinder that would take a familiar input, and would give back the percent likely hood of every possible outcome for a round of damage. At its most basic to use the calculator you need 3 things: your Base Attack Bonus (BAB), all to hit modifiers that apply to the attack, and the damage that the attack does (expressed in the standard dice format: 2d6 + 10). There are a lot of other things you can change to change to get exactly the attack profile your looking for, just hit the “About / Help” button for full directions for the tool.

The second main feature of the tool is that it allows you to create multiple profiles so that you can directly compare two or more scenarios against one another to see which is better.

The final main feature of the tool is that while it doesn’t save any data, it does create a link the top of the page. This link will re-create the exact state of the tool for anyone that visits the page: meaning you can share that link about to anyone. For instance click here to see a 6th level, 18-19 strength, power attacking fighter using an unenchanted Great Sword, Great Axe and Falchion.

The tool can be found at: http://fieldofbattlecards.com/dmg_calc/

For anyone who care about the code: this tool is a simple “dumb” page, no data will be saved, there is no server backend beyond severing the HTML, and all of the code is pure JavaScript (meaning all calculations are performed on your side). If you interested in using any of the code, or forking the project, feel free it is all open source.


Even with a +9 instead of a +6 damage bonus the your still only doing 3.31 more damage when not flanking and 3.93 more when you are. If he can shore up his hit points with something like toughness and still get improved critical then I'd say go for it! I'd just prioritize HP before improved critical.

Flanking with +9 damage bonus:
http://www.fieldofbattlecards.com/dmg_calc/?n=Improved%20Crit&b=8&h =7&ia=8,8,3,3&a=fa&d=1d8+6&ed=6d6&c=15&m=2&ch=0 &cd=&cr=cr&ac=8&n1=W%2FOut%20Crit&b1=8&h1=7&ia1 =8,8,3,3&a1=fa&d1=1d8+6&ed1=6d6&c1=18&m1=2&ch1=0&am p;cd1=&cr1=cr&ac1=8

Not Flanking with +9 damage bonus:
http://www.fieldofbattlecards.com/dmg_calc/?n=Improved%20Crit&b=8&h =5&ia=8,8,3,3&a=fa&d=1d8+6&ed=&c=15&m=2&ch=0&am p;cd=&cr=cr&ac=8&n1=W%2FOut%20Crit&b1=8&h1=5&ia1=8, 8,3,3&a1=fa&d1=1d8+6&ed1=&c1=18&m1=2&ch1=0&cd1= &cr1=cr&ac1=8


Not sure how I missed the Falcata...

With Keen Falcata is slightly better than a bastard sword (which is slightly better than a long sword). Without keen the bastard sword is slightly better.

Damage without Keen:
http://www.fieldofbattlecards.com/dmg_calc/?n=Longsword&b=6&h=4& ;ia=6,1&a=fa&d=1d6+4&ed=&c=19&m=2&ch=0&cd=& cr=cr&ac=6&n1=Dwarven%20Waraxe&b1=6&h1=4&ia1=6,1&a1 =fa&d1=1d8+4&ed1=&c1=20&m1=3&ch1=0&cd1=&cr1=cr& amp;ac1=6&n2=Katana&b2=6&h2=4&ia2=6,1&a2=fa&d2=1d6+ 4&ed2=&c2=18&m2=2&ch2=0&cd2=&cr2=cr&ac2=6&n 3=Bastard%20Sword&b3=6&h3=4&ia3=6,1&a3=fa&d3=1d8+4& ed3=&c3=19&m3=2&ch3=0&cd3=&cr3=cr&ac3=6&n4=Falc ata&b4=6&h4=4&ia4=6,1&a4=fa&d4=1d6+4&ed4=&c4=19 &m4=3&ch4=0&cd4=&cr4=cr&ac4=6

Keen Damage:
http://www.fieldofbattlecards.com/dmg_calc/?n=Longsword&b=6&h=4& ;ia=6,1&a=fa&d=1d6+4&ed=&c=17&m=2&ch=0&cd=& cr=cr&ac=6&n1=Dwarven%20Waraxe&b1=6&h1=4&ia1=6,1&a1 =fa&d1=1d8+4&ed1=&c1=19&m1=3&ch1=0&cd1=&cr1=cr& amp;ac1=6&n2=Katana&b2=6&h2=4&ia2=6,1&a2=fa&d2=1d6+ 4&ed2=&c2=15&m2=2&ch2=0&cd2=&cr2=cr&ac2=6&n 3=Bastard%20Sword&b3=6&h3=4&ia3=6,1&a3=fa&d3=1d8+4& ed3=&c3=17&m3=2&ch3=0&cd3=&cr3=cr&ac3=6&n4=Falc ata&b4=6&h4=4&ia4=6,1&a4=fa&d4=1d6+4&ed4=&c4=17 &m4=3&ch4=0&cd4=&cr4=cr&ac4=6

With or without keen Falcata will edge out the competitors once the static damage bonuses get high enough (about 10):
http://www.fieldofbattlecards.com/dmg_calc/?n=Longsword&b=6&h=4& ;ia=6,1&a=fa&d=1d6+10&ed=&c=19&m=2&ch=0&cd=& ;cr=cr&ac=6&n1=Dwarven%20Waraxe&b1=6&h1=4&ia1=6,1&a 1=fa&d1=1d8+10&ed1=&c1=20&m1=3&ch1=0&cd1=&cr1=c r&ac1=6&n2=Katana&b2=6&h2=4&ia2=6,1&a2=fa&d2=1d 6+10&ed2=&c2=18&m2=2&ch2=0&cd2=&cr2=cr&ac2=6&am p;n3=Bastard%20Sword&b3=6&h3=4&ia3=6,1&a3=fa&d3=1d8+10& amp;ed3=&c3=19&m3=2&ch3=0&cd3=&cr3=cr&ac3=6&n4= Falcata&b4=6&h4=4&ia4=6,1&a4=fa&d4=1d6+10&ed4=& c4=19&m4=3&ch4=0&cd4=&cr4=cr&ac4=6


Mechanically they're all pretty similar to one another, and similar to the non-exotics, from a pure damage standpoint.

Here a sample of one handed options (assuming bab 6 and a +4 bump to damage and to hit from strength). There differences will get bigger as the static damage bonuses increase, but they have to get pretty high to see a big difference.

http://www.fieldofbattlecards.com/dmg_calc/?n=Longsword&b=6&h=4& ;ia=6,1&a=fa&d=1d6+4&ed=&c=19&m=2&ch=0&cd=& cr=cr&ac=6&n1=Dwarven%20Waraxe&b1=6&h1=4&ia1=6,1&a1 =fa&d1=1d8+4&ed1=&c1=20&m1=3&ch1=0&cd1=&cr1=cr& amp;ac1=6&n2=Tongi&b2=6&h2=4&ia2=6,1&a2=fa&d2=1d4+4 &ed2=&c2=19&m2=3&ch2=0&cd2=&cr2=cr&ac2=6&n3 =Katana&b3=6&h3=4&ia3=6,1&a3=fa&d3=1d6+4&ed3=&c 3=18&m3=2&ch3=0&cd3=&cr3=cr&ac3=6&n4=Bastard%20Swor d&b4=6&h4=4&ia4=6,1&a4=fa&d4=1d8+4&ed4=&c4=19&a mp;m4=2&ch4=0&cd4=&cr4=cr&ac4=6

From a two-weapon standpoint there really nothing to be gained from a pure damage standpoint. If you want to go two handed it's going to be for a property (reach, disarm, trip, fineseable, etc.)

My advise is to either decide what you want to do from a role playing perspective first and then try to accentuate that with an exotic weapon (if appropriate) OR determine some kind of specific build (reach / trip for instance) and boost your damage a bit by talking an exotic weapon.


Personally I'd take something else instead of Improved Critical (unless your going to be talking other critical based feats later) since the payout when your sneak attacking is only another 3 damage or so out of a total of 70.

http://www.fieldofbattlecards.com/dmg_calc/?n=Improved%20Crit&b=8&h =7&ia=8,8,3&a=fa&d=1d8+6&ed=6d6&c=15&m=2&ch=0&a mp;cd=&cr=cr&ac=8&n1=W%2FOut%20Crit&b1=8&h1=7&ia1=8 ,8,3&a1=fa&d1=1d8+6&ed1=6d6&c1=18&m1=2&ch1=0&cd 1=&cr1=cr&ac1=8

I suppose it helps a bit when you don't have sneak attack (a little less than 3 out of 22). But generally your better off trying to find a way to sneak. Critical in general just don't start being really good until you have a higher static damage bonus.

http://www.fieldofbattlecards.com/dmg_calc/?n=Improved%20Crit&b=8&h =5&ia=8,8,3&a=fa&d=1d8+6&ed=&c=15&m=2&ch=0& cd=&cr=cr&ac=8&n1=W%2FOut%20Crit&b1=8&h1=5&ia1=8,8, 3&a1=fa&d1=1d8+6&ed1=&c1=18&m1=2&ch1=0&cd1=& ;cr1=cr&ac1=8


For whatever its worth here are the stats of the appropriate weapons:
http://fieldofbattlecards.com/dmg_calc/?n=Scimitar&b=6&h=6&ia=6 ,1&a=fa&d=1d6+7&ed=&c=18&m=2&ch=0&cd=&cr=cr &ac=6&n1=Katana&b1=6&h1=6&ia1=6,1&a1=fa&d1=1d8+ 7&ed1=&c1=18&m1=2&ch1=0&cd1=&cr1=cr&ac1=6&n 2=Longsword&b2=6&h2=6&ia2=6,1&a2=fa&d2=1d8+7&ed2=&a mp;&c2=19&m2=2&ch2=0&cd2=&cr2=cr&ac2=6

And here they are keen:
http://fieldofbattlecards.com/dmg_calc/?n=Scimitar&b=6&h=6&ia=6 ,1&a=fa&d=1d6+7&ed=&c=15&m=2&ch=0&cd=&cr=cr &ac=6&n1=Katana&b1=6&h1=6&ia1=6,1&a1=fa&d1=1d8+ 7&ed1=&c1=15&m1=2&ch1=0&cd1=&cr1=cr&ac1=6&n 2=Longsword&b2=6&h2=6&ia2=6,1&a2=fa&d2=1d8+7&ed2=&a mp;c2=17&m2=2&ch2=0&cd2=&cr2=cr&ac2=6

From a mechanics standpoint it doesn't look like it is worth a feat unless you plan on adding keen and then it marginal. Still worth it form an RP stand point though.

If you not talking a feat to wield it one handed its only slightly worse than a Falchion:
http://fieldofbattlecards.com/dmg_calc/index.html?n=Greatsword&b=6& h=4&ia=6,1&a=fa&d=2d6+15&ed=&c=19&m=2&ch=0& cd=&cr=cr&ac=6&n1=Greataxe&b1=6&h1=4&ia1=6,1&a1 =fa&d1=1d12+15&ed1=&c1=20&m1=3&ch1=0&cd1=&cr1=c r&ac1=6&n2=Falchion&b2=6&h2=4&ia2=6,1&a2=fa&d2= 2d4+15&ed2=&c2=18&m2=2&ch2=0&cd2=&cr2=cr&ac2=6& amp;&n3=Katana&b3=6&h3=4&ia3=6,1&a3=fa&d3=1d8+15&am p;ed3=&c3=18&m3=2&ch3=0&cd3=&cr3=cr&ac3=6

And even with keen none of the high critical weapons pull ahead of the great sword / great axe until your static damage bonuses get very high:
http://fieldofbattlecards.com/dmg_calc/index.html?n=Greatsword&b=6& h=4&ia=6,1&a=fa&d=2d6+15&ed=&c=19&m=2&ch=0& cd=&cr=cr&ac=6&n1=Greataxe&b1=6&h1=4&ia1=6,1&a1 =fa&d1=1d12+15&ed1=&c1=20&m1=3&ch1=0&cd1=&cr1=c r&ac1=6&n2=Falchion&b2=6&h2=4&ia2=6,1&a2=fa&d2= 2d4+15&ed2=&c2=18&m2=2&ch2=0&cd2=&cr2=cr&ac2=6& amp;&n3=Katana&b3=6&h3=4&ia3=6,1&a3=fa&d3=1d8+15&am p;ed3=&c3=18&m3=2&ch3=0&cd3=&cr3=cr&ac3=6


It takes standard dice input (xdy where x is number of dice and y is the number of sides) for all of the damage sections. You can also add, subtract, multiple or divide by dice or whole numbers.

It does handles two weapon fighting by clicking "Add Attack." For example this link compares a long sword / short sword combo (with weapon focus on the long sword) vs two short swords (with weapon focus on both) The long sword short sword demonstrates multiple different attacks.

Rapid shot can be done by manipulating iterative attacks, and multishot can be done by just increasing the damage in the damage box (1d8+4+1d8+4).

For more information on how it actually works, just click on About / Help (though, embarrassingly I did forget to mention adding attacks or creating new profiles, I'll do that as soon as I get home)


So awhile back I was looking at creating a Gnome Hunter, and was wonder just how much of a hit I was talking by not going with something like human which would get a bump to strength, rather than a penalty. I looked around for a good A/B DPR calculator that would let me get a sense of the impact and couldn’t find one, so I built my own Pathfinder Probability:

http://fieldofbattlecards.com/dmg_calc/index.html

Hello World and welcome to Probability Pathfinder! This application is designed to calculate the Damage Per Round (DPR) of a protagonist or antagonist in the Pathfinder Role Playing game (or any other game that uses the "3.5" d20 game system). It has some important features that make it different from the typical DPR method:

1. Probability Pathfinder is not designed to simply calculate the average DPR using the standard formula (h(d+s)+tchd). Instead it calculates the percentage likelihood of EVERY possible outcome in a round. This data is then plotted onto a histogram as well as being summed into a single average. The hope is by being able to "see" the probabilities behind the average will help players better understand the basic probabilities behind the game...or maybe I'm just a math nerd and no one else cares.

2. This application is designed for multiple attacker profiles at once, giving you the ability to smoothly and easily compare multiple different builds against one another. For instance if you wanted to compare a 6th level, 18-19 strength, power attacking fighter using an unenchanted Great Sword, Great Axe and Falchion, this tool will let you do that on one screen.

3. The data on this application is built for sharing. While no data is stored in the application itself, as you type data into the form a URL at the top of the page will dynamically change to reflect the form. Anyone who visits that URL will be shown the exact same data you just typed in; perfect for any internet arguments you want to have.


Yeah sorry Broken Wing Gambit, not sure at all where I came up with Chicken Wing...


Remember the only real difference between a good adventurer and an evil one is that you don't actually care about anyone else. You are still just as concerned about money (so being a merc is fine) and you'd be even more concerned about self preservation, so the story hook works.

If you’re lawful evil you’d be concerned with breaking laws (or at least getting caught), and if you’re neutral evil you may or may not be concerned with breaking the law, but you’d probably at least have a concern for your reputation.

Remember total dicks that do what they want when they want with no concern for anyone else only really works if you’re a crazed dictator/king (or at least a lot more powerful than level 3). Everyone else has to actually live in a society and if that society actively wants to kill you don’t live very long. Or to put it another way, evil does not mean your not still a real person.

Of course if you choice to go Chaotic Evil all bets are off. After all “some people just want to watch the world burn.”


errr....bump?


I’m a little confused on the whole monster rules for grapple and have gotten so many conflicting answers I though I’d make a new post and see if any general consensus has been reached. For the record I’m good on the normal rules for grappling.

First Grab:

Grab:
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

So if I understand this correctly you make an attack, and if it hits you do damage as normal and then get a free grapple attempt that does not provoke a AoO. The question is do you also get to do the damage for the attack for on each subsequent successful check to maintain the grapple. So is it either:

So both options have the same round one listed below:
Round 1 Attacker: Attack > Hit and Damage > Grab > Successful Grapple Check (both parties are now grappled)
Round 1 Defender: Either doesn’t try to break the grapple, or fails his check (both parties are still grappled)

Option 1)
Round 2+ Attacker: make a grapple check that succeeds > Auto hit from source of grab, do damage > Get standard grapple action (move, damage, pin/tie up)
Option 2)
Round 2+ Attacker: make a grapple check that succeeds > Auto hit from source of grab, do damage (this is required, and replaces the standard grapple action)
Option 3)
Round 2+ Attacker: make a grapple check that succeeds > Get standard grapple action (move, damage, pin/tie up)

Second Rake:

Rake:
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

So the question here is are rakes in addition to the standard grapple action, or a optional replacement for the attack option of the standard grapple action.

This one has the same round one as above.

Option 1)
Round 2+ Attacker: make a grapple check that succeeds > Get your rake attacks, rolling to hit as normal and doing damage as normal > Get standard grapple action
Option 2)
Round 2+ Attacker: make a grapple check that succeeds > Get your rake attacks these automatically hit and do damage (replacing the attack option on the standard grapple list)
Option 3)
Round 2+ Attacker: make a grapple check that succeeds > Get your rake attacks, rolling to hit as normal and doing damage as normal (replacing the attack option on the standard grapple list)

Finally, for completeness, Constrict:

Constrict:
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.

This one seems strait forward, basically every time you successfully make a grapple check to start or maintain a grapple do you constrict damage, no roll to hit needed. If I’m wrong about this one please let me know.


With hunters you have two basic options for mele 1) lots of attacks and precise strike with chicken wing and paired opportunists to add AoO to stack on more attacks as you get to higher level. As said above this technique is going to have serious problems once you get to higher levels because of DR. That said Big Cats and Raptors are probably the best at this, but if you want to avoid dinos and cats apes, bears, and anything with 3 or more attacks will do. You could even go with an Eagle or Roc if you want to go with a bird. If you’re don’t take something that’s going to get pounce you should probably pick it up with the feat Evolved Companion. This build is amazing at low level, but is likely going to have a little trouble keeping up at higher levels since the animal’s number attacks never increase. With this build your core basics are:

Combat Expertise (feat tax)
Outflank (free at level 2)
Pack Flanking
Precise Strike
All available by level 3

Add to that when you can:
Combat Reflexes (animal will need this too)
Paired Opportunists
Chicken Wing

Option 2 is an pure AoO build. With this you probably want either trip (so wolf)/grab or just lots of damage (t-rex). Either way you actually only want 1 attack on your animal companion typically to get the 1.5 strength bonus. The build I’ve seen use a reach weapon (with lead blades for added fun) to generate even more AoOs. If you go with a reach weapon make sure to get Evolved Companion to give you companion a reach attack as well (or just take giant chameleon). I’m not as familiar with this strategy so I can’t name too many animals but off the top of my head you have Wolf, T-Rex, giant chameleon, Axe Beak (bird), Bat, Boar, etc will all work. With this build your core basics are:

Combat Expertise (feat tax)
Outflank (free at level 2)
Pack Flanking
Combat Reflexes (animal will need this too)
Paired Opportunists
Chicken Wing

You can play with the order of these a bit more since Pack Flanking, while still AMAZING is less mandatory for this build.

Since you want to stack a lot of natural attacks as well (and thus would also greatly benefit from precise strike) I’d probably favor the first build, but it is your call. Keep in mind that if you do go with natural attacks for both of you you have just double to cost to enchant your “weapons” which is going to put a real crimp in you budget. You might want to consider a high crit range weapon instead as each crit while flanking will generate a AoO from your animal companion ( and you once you have Paired Opportunists).