Companion to Wizard Playtest - Optimized HLvl Fighter


Playtest Reports


Ok, there were some calls to run an optimized fighter through the same adventure I ran my wizard through (see here). Obviously, I’m not going to bother the DM to run this one, so this will be more in thought experiment land.

I will be assuming a cleric cohort for some consistency. Do note the cleric is far more involved this time, and what this says about the fighter’s capabilities vs. the awesome that is the leadership feat I’m not sure. This fighter would actually be fun to play, but I’ve never seen anything at all like this in a real game (whereas my wizard, while optimized, isn’t too far from some of the high-level shenanigans I’ve seen in principle). But this appears to be RAW legal, and I think this is the best I’m going to come up with. One of the things that could be taken away from this is that some of these effects are so essential to maintaining caster/non-caster parity that perhaps non-casters should be able to do them too. (I’m notably thinking of the cash-savers like GMW and MV).

Before I think my way through the adventure, I’ll leave some time for comments and suggestions on the build, which follows. But first, some notes on some of my decisions: (1) I chose TWF because THF got seriously nerfed in a number of ways in the beta, and thus is weaker than it would otherwise be. My other thought was a scythe-wielding Devastating Blow based fighter, but given just the beta it was too hard to come up with enough damage that would be multiplied on a critical to make that especially interesting. (2) I chose Light Picks because (a) its only a 2 damage less than a bastard sword on average, (b) they’re light weapons, (c) they have a x4 critical. In fact, the Light Pick and the Kukri are the only light weapons which break the typical martial x3 or 19-20 standard for criticals. Losing 1 average damage for that is a pittance, and losing 2 attack bonus to go up to a non-light weapon isn’t worth it. Further, using 2 different weapons means the WF feat only applies to one hand – boo.

The build has 3 ‘tricks’. He can melee with TWFing, he is fairly competent at archery, which it can do from the air with airwalk, and he can intimidate everyone within 30’ to make them Shaken. If he rolls high enough for it to last 2 rounds he can do it again to make them frightened (shaken + shaken = frightened), or he can just melee them. His biggest weakness is his 20’ move speed.

Fighter 15

Spoiler:
Starting: Str 18 Dex 15 Con 12 Int 5 Wis 12 Cha 10
Current: Str 27 Dex 21 Con 18 Int 5 Wis 12 Cha 10

Half-Orc: +2 Str/Wis, -2 Int, DkV 60’, Wp Familiarity Orc, Orc Ferocity, Orc Blood,

Languages: Common, Orc

Init: +5
Senses: DkV 60’, Perception +1
BAB/Attack: +15/ +31 Light Pick or +26 Composite Longbow
Full Melee Attack: +29/+29/+24/+24/+19/+19 (primary weapon varies)
Full Ranged Attack: +24/+24/+19/+14 (1st attack sends 2 arrows, ignores miss chance)
Damage: (Option: Vital Strike)
Holy Ghosttouch Light Pick: 1d4 + 11 (+2 +2d6 vs. evil) | x4
Thundering Acidic Burst Light Pick: 1d4 +11 +1d6 acid (+3d8 sonic +3d10 acid crit) | x4
Rend: 1d10 + 12 1/r
Seeking Composite Longbow: 1d8+11 | x3

Math Note: Vital Strike with the longbow averages 3 more damage than not Vital Striking. Vital Striking the TWFing averages 1 less damage than not vital striking. Both calculations assume every attack hits and no criticals occur - obviously vital strike frontloads some of that damage on the more likely attack rolls, should hitting be problematic.

hp: 153.5 = 83 (10 + 14d10) + 15x 4 (Con Mod) + 10.5 temp (heroes’ feast)
AC: 36 = 10 + 15 armor + 5 shield + 5 Dex + 1 insight +2 deflection
Svs: F +18, R +15, W +14
SR 20

[u]Active Spell Effects – See cohort for exact details[/u]
Resist Acid, Cold, Electricity, Fire, and Sonic 30.
+4 morale vs. Fear and Poison (HF)
Circle vs. Evil (Imm Magic Jar, Charm and Compulsion effects, Summoned Creatures)
Can cast Divine Favor, Obscuring Mist, and Lesser Restoration each once as if cast by cohort
+Air Walk, Freedom of Movement, Delay Poison, Endure Elements, etc…

8x Bonus Feat
Bravery (+4 vs. fear)
Armor Training +4 (+4 AC and max dex, -4 ACP)
Weapon Training +3 (Axes +3, Bows +2, Hammers +1)

Skills: Intimidate (Cha) +35
Feats: WF (Light Pick) (1), TWF (F1), Dazzling Display (F2), Skill Focus (Intimidate) (3), Double Slice (F4), Stunning Defense (5), ITWF (F6), Leadership (7), PBS (F8), Iron Will (9), Rapid Fire (F10), Vital Strike (11), TW Rend (F12), GTWF (13), Intimidating Prowess (F14), Manyshot (15)

Expenses*:
Armor + Weapons (55.5kgp): Moderate Fortification Platemail +1 (8k), Blinding Animated Heavy Shield +1 (8k), Holy Ghost Touch Light Pick +1 (16k), Thundering Acidic Burst Light Pick +1 (16k), Seeking Composite Longbow (+8) +1 (4k), +base costs of armor/weapons (~3.5k)
Other Items (142.65kgp): Handy Haversack (1k), Belt of Physical Perfection +6 (72k), Vest of Resistance +5 (12.5k), Dusty Rose Ioun Stone (2.5k), Ring of Protection +2 (4k), Winged Boots (8k), Circlet of Persuasion (2.25k), Scarab of Protection (19k), 2x ‘Scabbard’ of Keen Edges (16k), Cape of the Mountebank (5.4k)
Consumables (2850): 2x Potion of See Invisible (600), 3x Wand of CLW (2250, 150 total charges)
Other: up to 1000gp, including a bunch of arrows.
Total: 200k

*The Cohort has extensively used Craft Wondrous, Forge Ring, and Craft Arms and Armor for the fighter.

Cohort: Cleric 13

Spoiler:
For the sake of argument, assume the cohort has Extend Spell, Craft Wondrous Item, Craft Arms and Armor, Forge Ring, and otherwise doesn’t really participate in combat except to heal the fighter afterwards and do daily buffing (long-duration buffs). (Ie, more participation than the cleric assisting the wizard)

Spells cast on Fighter each day:
Endure Elements (1st, 24h)
Delay Poison (2nd, 13h)
Status (2nd, 13h)
Ext Resist Energy (3rd, 4.5h) x5 (resist 30 for each type)
Ext Magic Circle Vs. Evil (3rd, 4.5h)
Ext MV (4th, 26h) x2 (+3 Enh to Armor/Shield)
GMW (4th, 13h) x3 (+3 Enh to each pick and the composite longbow)
Imbue w/ Spell Ability (4th, until discharged: Divine Favor (+3), Obscuring Mist, and Lesser Restoration)
Ext Freedom of Movement (5th, 4.5h)
Ext. Air Walk (5th, 4.5h)
Heroes’ Feast (6th, 12h)
Greater Scrying (7th, 13h)
*Refuge (not cast every day, permanent until discharged)

Pre-adventuring buff spell slots: (of 4/6/6/6/6/4/3/2)
1st – 1 spell
2nd – 2 spells
3rd – 6 spells
4th – 6 spells
5th – 2 spells
6th – 1 spell
7th – 1 spell

We’ll also assume that the Cleric has extensively used Craft feats for the Fighter’s benefit (something the Wizard did not benefit from, but cohort as item factory is actually quite appealing to melee types). I’m going to be especially kind and not even check spell pre-requisites closely (as that would potentially require me going to the effort of specifying domains to know for sure what spells I had access to). Presumably in a party there would be a wizard who could cast the spells the cleric doesn’t have access to during crafting.

40k of the Cohort’s 110k gets spent on a Ring Gate (can you tell I really love this item?) – we’re going to rig it so that the ring gate sits where the cleric can reach through and touch the fighter easily – seeing is not desired (the cleric can scry for that). The Cleric also shells out for a wizard to cast telepathic bond and make it permanent between the two of them. The rest of the cleric’s cash is spent on personal items like +6 enhancement to wisdom, +competence to various skills (see below), and pearls of power or other useful items.

In terms of build, the clerics attribute priorities are Wis, Int, Cha. Invests heavily in knowledge skills and perception. Keeps tabs on the fighter with Greater Scrying and Status.

For the sake of sanity, it is assumed the cohort does not take leadership to get an 11th level wizard cohort (more buffing fun, spread out the buffing load), and recursively again to get a 9th level druid cohort (yay Longstrider and Barkskin, among other effects). Cohorts being able to take leadership is silly.

Basically, the fighter uses Leadership to acquire a Heal/Buff/Craft Bot and tactical support caster. Remember The Matrix? The cohort is the guy in the ship who gets the phone call and goes ‘uploading Blackhawk helicopter program now,’ done D+D style.


There's no such thing as a potion of See Invisible.

I also think it's dumb to use a half-orc unless you really, really like wandering around in pitch darkness (and not using your cohort's Light cantrip).

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16

Ouch a 5 INT... dumb as a box of rocks. good thing this is only a thought experiment otherwise the cohort would have to do all his thinking.

As Hogarth pointed out, but should be reiterated as I see this a lot, Personal Only spells cannot be made into potions. See invisibility can be had with the Hand of Glory or if you need a good scout the Onyx dog...


hogarth wrote:

There's no such thing as a potion of See Invisible.

I also think it's dumb to use a half-orc unless you really, really like wandering around in pitch darkness (and not using your cohort's Light cantrip).

Pathfinder beta isn't especially clear about what potions exist. In fact, according to the description of potions, any spell that "targets one or more creatures" is valid. Now, 'target: you' is targeting one creature (you), and the potion treats the imbiber as the caster of the spell, so it seems to be a valid potion under 3.P beta. Basically, I have no reason to assume the SRD restrictions still apply since Pathfinder has a full potion description in the magic items section.

Half-Orcs happen to have a number of useful features (like +2 str/wis, and Orc Ferocity), but Dark Vision is useful.


Squirrelloid wrote:
Pathfinder beta isn't especially clear about what potions exist. In fact, according to the description of potions, any spell that "targets one or more creatures" is valid. Now, 'target: you' is targeting one creature (you), and the potion treats the imbiber as the caster of the spell, so it seems to be a valid potion under 3.P beta.

Well, I'd interpret it differently, but YMMV.

Squirreloid wrote:
Half-Orcs happen to have a number of useful features (like +2 str/wis, and Orc Ferocity), but Dark Vision is useful.

I'd rather have the extra feat and a halfway decent intelligence. I also find low-light vision better than darkvision (for range) as long as you have a light source (just don't stand in the light; have an unseen servant carry your light source, or use dancing lights).

My major comment is that (in my experience) an optimized "solo" fighter involves staying as far away from your enemies as possible (just like your "solo" wizard did). That usually involves archery. I'd also max out Use Magic Device and take a wizard cohort instead of a cleric cohort.

But then we would get into the exact same discussion that we had when you were running "barbarian vs. wizard" comparisons: in your comparisons, it seems that the fighter is constrained to be an "iconic" melee fighter, whereas the wizard is free to optimize in various weird and wonderful ways that aren't "iconic" at all (ring gates, simulacra, running away and using a bow, etc.). I'll just agree to disagree on that point.


I'm not clear on one thing: where is the cohort's wealth coming from? Normally it would be a share of the leader's, reducing his total wealth accordingly. Although cohorts do get free xp -- that apparently appears out of the ether and not out of the pool of earned xp for an adventure -- I don't believe their gold appears likewise.


Kirth Gersen wrote:
I'm not clear on one thing: where is the cohort's wealth coming from? Normally it would be a share of the leader's, reducing his total wealth accordingly. Although cohorts do get free xp -- that apparently appears out of the ether and not out of the pool of earned xp for an adventure -- I don't believe their gold appears likewise.

First, Cohort's start with wealth appropriate to their level (probably PC wealth, as they basically gain PC wealth of their level thereafter). Then they get a half-share of party treasure. As this is character creation, ergo, the cohort has wealth appropriate to its level (13th), which is 110kgp.

Generally the presence of one or more characters with the leadership feat logically necessitates an increase in average treasure amount, because ultimately all the characters should be on the WBL table, and cohorts are taking extra half-shares out of the treasure. This generally isn't a problem as most adventures in my experience hand out more treasure than they're supposed to anyway unless the DM is being very careful to regularly audit and track party wealth.


Squirrelloid wrote:
This generally isn't a problem as most adventures in my experience hand out more treasure than they're supposed to anyway unless the DM is being very careful to regularly audit and track party wealth.

Amen to that, brother. Even after paying for multiple resurrection costs, most prewritten APs have more than enough loot for PCs and cohorts alike.

Sovereign Court Contributor

Isn't there a provision in Pathfinder point buy that prevents you from reducing a stat below seven even including the racial modifier?

I don't have my book in front of me.

EDIT: Otherwise, interesting build. I totally agree with your assessment of light pick as a good weapons choice. As a DM, I probably wouldn't give as much leeway in some of the decisions you've mad as you have, but for the purposes of this thought experiment, I understand the value of giving more lee-way to the class you expect to have a poorer performance, to err on the side of overpowering him than underpowering him.

I look forward to your results.

Shadow Lodge

Great work on this Squirrelloid. A few things I thought were missing from the build:

(1) Either a Lavender and green ioun stone or a Rod of Absorption (at 40k each, this will absorb 50 spells levels each, he should have at least one of these two items)
(2) He should have a custom "silence" item - either added to a ring or some other item
(3) He should have "speed" added to his boots.

I would sacrifice the fortification armor to help pay for this but of course that is not enough. Are there reasons why you didn't include some of these items?

The build looks good to me from a RAW standpoint, but I can't help thinking there is something missing (read as a trick or two to pull). I can't my finger on it now; maybe I will post again when I come up with it.

Again, thanks for this effort.


If I had to guess, I'd say it's because of a combo of not wanting to get into custom items which might get him shot down for that reason, and not having enough cash to cover his bases even with an item factory on his side, and other intelligent resource use such as GMW/Magic Vestment instead of blowing more cash on plain bonuses.


Crusader of Logic wrote:
If I had to guess, I'd say it's because of a combo of not wanting to get into custom items which might get him shot down for that reason, and not having enough cash to cover his bases even with an item factory on his side, and other intelligent resource use such as GMW/Magic Vestment instead of blowing more cash on plain bonuses.

If I had to guess, I'd say it's because (a) he's not as used to equipping high-level fighters compared to high-level wizards and (b) he has some idea in mind of an "iconic" fighter which doesn't involve a sack full of potions/wands/scrolls/magic arrows of 50 different types/etc.

For what it's worth (not much), when I did some playtesting with a "solo" level 7 barbarian (in Alpha), I had the following stuff:

  • tanglefoot bags
  • potions of Prot from Evil
  • potions of Invisibility
  • potions of Enlarge Person
  • oils of Bless Weapon
  • oils of Curse Weapon
  • potions of Delay Poison
  • a potion of Fly
  • oils of Silence

And that's just for level 7.

Another major omission is a mount (an obsidian steed is particularly nice).


The cleric cohort saves on bags of overpriced consumables. The steed is a normal heavy warhorse in terms of durability, aka a single hit kills it.


Crusader of Logic wrote:
The cleric cohort saves on bags of overpriced consumables. The steed is a normal heavy warhorse in terms of durability, aka a single hit kills it.

But until then, it's a 24-hour Ethereal Jaunt spell.


Lich-Loved wrote:

Great work on this Squirrelloid. A few things I thought were missing from the build:

(1) Either a Lavender and green ioun stone or a Rod of Absorption (at 40k each, this will absorb 50 spells levels each, he should have at least one of these two items)
(2) He should have a custom "silence" item - either added to a ring or some other item
(3) He should have "speed" added to his boots.

I would sacrifice the fortification armor to help pay for this but of course that is not enough. Are there reasons why you didn't include some of these items?

The build looks good to me from a RAW standpoint, but I can't help thinking there is something missing (read as a trick or two to pull). I can't my finger on it now; maybe I will post again when I come up with it.

Again, thanks for this effort.

I'm actually willing to make some alterations before play, but some of these I can't really agree with. Basically, the Fighter is more cash-limited than the wizard because he has to spend money on armor and weapons - even if I've saved a bundle through cash-saving via crafting and GMW/MV.

Similarly, the fighter needs to pay elsewhere for the numbers to stay relevant - and pathfinder is *not helping* here, as they've basically forced me to use one item for str/dex/con, which costs an extra 18k over three separate items from the SRD. I don't understand why they moved all the attribute bonuses to one slot - its a tax that hurts high level martial characters the most. Casters generally want one mental and 1-2 physical, meaning they don't get hit nearly as badly.

On your specific suggestions:
1) SR20 seems to fulfill this role reasonably well. I don't see the need to spend more money on that yet. Some more Ioun Stones are certainly on my wishlist of items to acquire, although I'm far more interested in a Robe of Eyes at present.
2) If it makes you happy, Imbue With Spell Ability can give him 1 casting of Silence instead of Lesser Restoration. Or the Cleric can just cast Silence on him through the Ring Gate.
3) I was trying to avoid custom items. I didn't build any for the wizard except his Arcane Bonded item (the flavor of which really encourages custom-building items). And the boots were a good way to get some high speed and more maneuverable flight than was available via airwalk. Would a source of haste be nice? Yes. What he really wants is a 2nd cohort (a wizard) to fill out the buffing suite.

I don't think dropping moderate fortification is an especially good idea, either. Getting nailed by a nasty critical could ruin his day - especially as he's getting to levels where some monsters might have Vorpal attacks.


hogarth wrote:
Crusader of Logic wrote:
If I had to guess, I'd say it's because of a combo of not wanting to get into custom items which might get him shot down for that reason, and not having enough cash to cover his bases even with an item factory on his side, and other intelligent resource use such as GMW/Magic Vestment instead of blowing more cash on plain bonuses.

If I had to guess, I'd say it's because (a) he's not as used to equipping high-level fighters compared to high-level wizards and (b) he has some idea in mind of an "iconic" fighter which doesn't involve a sack full of potions/wands/scrolls/magic arrows of 50 different types/etc.

For what it's worth (not much), when I did some playtesting with a "solo" level 7 barbarian (in Alpha), I had the following stuff:

  • tanglefoot bags
  • potions of Prot from Evil
  • potions of Invisibility
  • potions of Enlarge Person
  • oils of Bless Weapon
  • oils of Curse Weapon
  • potions of Delay Poison
  • a potion of Fly
  • oils of Silence

And that's just for level 7.

Another major omission is a mount (an obsidian steed is particularly nice).

He's got Magic Circle vs. Evil up for the entire adventuring day, as well as Delay Poison. He's got Air Walk up all day and hasboots of Fly. The cleric can cast silence on him, or align weapon, etc...

The cleric can't provide Enlarge Person or Invisibility, so I might add a few potions thereof.

As you can't train the Obsidian Steed, it can't air walk. (Only specially trained mounts can air walk.)

RPG Superstar 2009 Top 8

Craig Shackleton wrote:
Isn't there a provision in Pathfinder point buy that prevents you from reducing a stat below seven even including the racial modifier?

That is a rule for Pathfinder Society character creation.


Zynete wrote:
Craig Shackleton wrote:
Isn't there a provision in Pathfinder point buy that prevents you from reducing a stat below seven even including the racial modifier?
That is a rule for Pathfinder Society character creation.

That may be the stupidest rule I've ever heard of...

(Ok, I exaggerate, but why would you possibly implement such a thing? '6' is a common stat for races with a -2 penalty ('5' in 3.P), and it should be. Stat minimums mean that races which are supposed to be exceptionally bad at a particular attribute aren't, because they've got the same minimum as everyone else)

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16

Squirrelloid wrote:
Zynete wrote:
Craig Shackleton wrote:
Isn't there a provision in Pathfinder point buy that prevents you from reducing a stat below seven even including the racial modifier?
That is a rule for Pathfinder Society character creation.

That may be the stupidest rule I've ever heard of...

(Ok, I exaggerate, but why would you possibly implement such a thing? '6' is a common stat for races with a -2 penalty ('5' in 3.P), and it should be. Stat minimums mean that races which are supposed to be exceptionally bad at a particular attribute aren't, because they've got the same minimum as everyone else)

It's to make well balanced characters. You don't have to crank your primary stat as high as possible at creation. Sure some people might say you'd be dumb not to, but I imagine the average player would rather have a bonus over more stats than one really high one, I do.


Squirrelloid wrote:
As you can't train the Obsidian Steed, it can't air walk. (Only specially trained mounts can air walk.)

It's not for flying around on, it's for being ethereal as much as you like all day.

You could still fly using Overland Flight, though. (Presumably you could come up with some bizarre argument that it can't fly even though it has the ability to use Overland Flight, but that would be just perverse.) Not to mention that having a mount gives you the equivalent of the Shot on the Run feat (sort of).

RPG Superstar 2009 Top 8

Squirrelloid wrote:
Zynete wrote:
Craig Shackleton wrote:
Isn't there a provision in Pathfinder point buy that prevents you from reducing a stat below seven even including the racial modifier?
That is a rule for Pathfinder Society character creation.

That may be the stupidest rule I've ever heard of...

(Ok, I exaggerate, but why would you possibly implement such a thing? '6' is a common stat for races with a -2 penalty ('5' in 3.P), and it should be. Stat minimums mean that races which are supposed to be exceptionally bad at a particular attribute aren't, because they've got the same minimum as everyone else)

It may be to avoid people ignoring the penalty to less necessary ability scores while getting as many points as they can to increase their other ability scores.

However, I do not see the same rule in the Beta and so it only applies to those who make characters for organized play.

Shadow Lodge

Squirrelloid wrote:
wrote an explanation of why he chose what he did

I understand your points, thanks for the response. I was just wondering if you considered the items. I tried to see what I would give up for the items I suggested and it always came down to the scarab and the fortification, and I can see why you chose those items.

Let the playtest begin!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Squirrelloid wrote:
As you can't train the Obsidian Steed, it can't air walk. (Only specially trained mounts can air walk.)

Why couldn't you train it? It's treated as a heavy warhorse, which you can train; ipso facto, you can train it. Sure, it would take time, but we are creating a high-level character; just as your cleric cohort has infinite time to craft magic items, your PC has infinite time to train his warhorse.


Squirrelloid:
Any exotic materials used for the melee weapons or arrows?
Or any Silversheen carried?
Edit:
Silversheen being a wondrous item with no pre-requisites other than the CWI Feat and the cash to craft it.


I'd also recommend having a weapon that can sunder (since we all know that in D&D a metal pick can't break through a stone wall, but a wooden club can :-).


Charles Evans wrote:

Squirrelloid:
Any exotic materials used for the melee weapons or arrows?
Or any Silversheen carried?
Edit:
Silversheen being a wondrous item with no pre-requisites other than the CWI Feat and the cash to craft it.

Don't need exotic materials for the most part - +3 enhancement automatically qualifies as most materials for the beta iirc. Someone tell me if I'm wrong, because I was assuming that when writing up the character, and I forget where in the beta I saw that.

hogarth wrote:


I'd also recommend having a weapon that can sunder (since we all know that in D&D a metal pick can't break through a stone wall, but a wooden club can :-).

One of the picks does acid damage and sonic damage on a critical - I'm pretty sure that makes for a great tunneling implement. And as to picks not being able to break down a wall... *scratch head*... wtf?

-----

You make the Obsidian Steed sound very appealing. I'll take a look. Etherealness is cool. Where am I supposed to get Overland Flight from with a Cleric cohort, however? (Reasonably sure its just a S/W spell).

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Squirrelloid wrote:
Charles Evans wrote:

Squirrelloid:
Any exotic materials used for the melee weapons or arrows?
Or any Silversheen carried?
Edit:
Silversheen being a wondrous item with no pre-requisites other than the CWI Feat and the cash to craft it.

Don't need exotic materials for the most part - +3 enhancement automatically qualifies as most materials for the beta iirc. Someone tell me if I'm wrong, because I was assuming that when writing up the character, and I forget where in the beta I saw that.

hogarth wrote:


I'd also recommend having a weapon that can sunder (since we all know that in D&D a metal pick can't break through a stone wall, but a wooden club can :-).
One of the picks does acid damage and sonic damage on a critical - I'm pretty sure that makes for a great tunneling implement. And as to picks not being able to break down a wall... *scratch head*... wtf?

The idea there is that a pick doesn't do enough damage on its own to get over the wall's hardness. You can get around it with Power Attack, of course, and I seem to recall seeing a rule someplace (though I can't find it now that I'm looking for it) in the SRD or PF that states that specific weapons are particularly good for attacking certain kinds of objects (and names axes vs. wooden doors and picks vs. stone walls as specific examples) and ignore hardness.

-----

Squirrelloid wrote:

You make the Obsidian Steed sound very appealing. I'll take a look. Etherealness is cool. Where am I supposed to get Overland Flight from with a Cleric cohort, however? (Reasonably sure its just a S/W spell).

Don't need OF to craft the item. Here are the prereqs from the SRD:

Strong conjuration and transmutation; CL 15th; Craft Wondrous Item, animate objects, etherealness, fly, plane shift; Price 28,500 gp.

Looks like regular fly is your tougher nut to crack. You could buy scrolls of it and UMD, or you could pay an NPC caster to assist by casting the spell.

Or you could bite the bullet and just buy the darn thing straight up.


Squirrelloid wrote:
hogarth wrote:


I'd also recommend having a weapon that can sunder (since we all know that in D&D a metal pick can't break through a stone wall, but a wooden club can :-).
One of the picks does acid damage and sonic damage on a critical - I'm pretty sure that makes for a great tunneling implement. And as to picks not being able to break down a wall... *scratch head*... wtf?

You can only sunder with a slashing or bludgeoning weapon. Actually, Pathfinder says "Generally, you can smash an object only with a bludgeoning or slashing weapon", so you're probably safe for wall-excavation duty. But it doesn't help with the sunder combat maneuver.

The idea of having a thundering light pick seems bizarre to me. A 1/10 chance of doing 3d8 damage? Whoopee. I'd still go with a two-handed weapon + armor spikes if you want to do TWF.

Squirreloid wrote:

You make the Obsidian Steed sound very appealing. I'll take a look. Etherealness is cool. Where am I supposed to get Overland Flight from with a Cleric cohort, however? (Reasonably sure its just a S/W spell).

That's one of the abilities of an Obsidian Steed.

Squirreloid wrote:
Don't need exotic materials for the most part - +3 enhancement automatically qualifies as most materials for the beta iirc. Someone tell me if I'm wrong, because I was assuming that when writing up the character, and I forget where in the beta I saw that.

Greater Magic Weapon specifically doesn't count towards breaching DR, though.


hogarth wrote:
Squirrelloid wrote:
hogarth wrote:


I'd also recommend having a weapon that can sunder (since we all know that in D&D a metal pick can't break through a stone wall, but a wooden club can :-).
One of the picks does acid damage and sonic damage on a critical - I'm pretty sure that makes for a great tunneling implement. And as to picks not being able to break down a wall... *scratch head*... wtf?

You can only sunder with a slashing or bludgeoning weapon. Actually, Pathfinder says "Generally, you can smash an object only with a bludgeoning or slashing weapon", so you're probably safe for wall-excavation duty. But it doesn't help with the sunder combat maneuver.

The idea of having a thundering light pick seems bizarre to me. A 1/10 chance of doing 3d8 damage? Whoopee.

A x4 critical has the same expected damage increase as an 18-20 x2 critical does before any threat-range increases. (ExpVal(3d8) = 13.5 x .05 = .675 damage per hit. Compare to EV(1d8) = 4.5 x .15 = .675). When you use a threat range enhancing feat/item/spell it becomes 13.5 x .1 = 1.35 vs. 4.5 x .3 = 1.35, or still the same. In both cases the expected contribution to damage per attack is identical, and superior to anything with a worse threat range or critical multiplier. Ie, if there's any weapon its worth putting on, this is one of them.

Really, I'd rather have an ability that just adds 1d6 sonic per attack, but said enchantment does not exist. And sonic damage is nice because (a) its rarely resisted and (b) it ignores hardness.

And sundering in combat is bad tactics - you're destroying treasure that you would otherwise gain at the end of the combat. Furthermore, you have to pass a CMB check, which is stupidly hard because it uses 15+CMB as its DC, not 10+CMB like it should. Thanks, but no thanks.

hogarth wrote:


Squirreloid wrote:

You make the Obsidian Steed sound very appealing. I'll take a look. Etherealness is cool. Where am I supposed to get Overland Flight from with a Cleric cohort, however? (Reasonably sure its just a S/W spell).

That's one of the abilities of an Obsidian Steed.

Yeah, I noted that afterwards... I like the obsidian steed, but that's a steep price for a 24h/wk item when I've only got 200k to play with. I think it goes on my wishlist.

hogarth wrote:


Squirreloid wrote:
Don't need exotic materials for the most part - +3 enhancement automatically qualifies as most materials for the beta iirc. Someone tell me if I'm wrong, because I was assuming that when writing up the character, and I forget where in the beta I saw that.
Greater Magic Weapon specifically doesn't count towards breaching DR, though.

You know, for metaphysical reasons I object to a +N enhancement bonus not being the same as a +N enhancement bonus. That's just silly. But all right, there are a variety of metal types for the arrows, whatever.


Squirrelloid wrote:
[analysis snipped] Ie, if there's any weapon its worth putting on, this is one of them.

My point is that it's not worth it. I'd rather have Spell Storing or Merciful (say).

Squirreloid wrote:
And sundering in combat is bad tactics - you're destroying treasure that you would otherwise gain at the end of the combat. Furthermore, you have to pass a CMB check, which is stupidly hard because it uses 15+CMB as its DC, not 10+CMB like it should. Thanks, but no thanks.

Sundering expensive treasure is bad tactics. Summoning spell component pouches, holy symbols, backpacks, quivers of arrows, scrolls, potions, etc. has worked well for me in the past, though.

Scarab Sages

hogarth wrote:
Squirrelloid wrote:
[analysis snipped] Ie, if there's any weapon its worth putting on, this is one of them.

My point is that it's not worth it. I'd rather have Spell Storing or Merciful (say).

Squirreloid wrote:
And sundering in combat is bad tactics - you're destroying treasure that you would otherwise gain at the end of the combat. Furthermore, you have to pass a CMB check, which is stupidly hard because it uses 15+CMB as its DC, not 10+CMB like it should. Thanks, but no thanks.
Sundering expensive treasure is bad tactics. Summoning spell component pouches, holy symbols, backpacks, quivers of arrows, scrolls, potions, etc. has worked well for me in the past, though.

And to point this out again, mending will allow your cleric cohort to fix most items that haven't been destroyed. Sunder also allows you to inflict the "broken" condition.


The cheap items could easily exist in multiples which just makes attacking them a waste of an action.

If the item is damaged but not destroyed, what was the point of wasting actions attacking it, and not sundering the enemies' face?

Anyways, I'd personally take something like Vicious, since I have a Cleric following me around anyways eating 1d6 to self isn't so bad (and almost certainly less than the enemy is doing).

Dark Archive

Squirrelloid wrote:
And sonic damage is nice because (a) its rarely resisted and (b) it ignores hardness.

Where is this hardness ignoring rule? The closest rule I can find only says that sonic & acid attacks deal normal damage to objects, which is not the same as ignoring hardness.


Jal Dorak wrote:
And to point this out again, mending will allow your cleric cohort to fix most items that haven't been destroyed. Sunder also allows you to inflict the "broken" condition.

Yes, but the broken condition is not really that debilitating, IMO (except maybe for armor).

Crusader of Logic wrote:
The cheap items could easily exist in multiples which just makes attacking them a waste of an action.

That makes about as much sense as saying "the enemy you're casting a spell at could be an illusion, so you should never cast spells".

Marko Westerlund wrote:
Where is this hardness ignoring rule? The closest rule I can find only says that sonic & acid attacks deal normal damage to objects, which is not the same as ignoring hardness.

Sonic damage doesn't bypass hardness in general (at least in 3.5 it doesn't), although there are a few specific psionic powers that can do sonic damage that bypasses hardness.


Incorrect. If the enemy has multiple pouches, it will be obvious by looking at them. Seeing as spending a few dozen gold to counter something like that is trivial, there is no reason why everyone wouldn't counter it if it were an option at all.

If the enemy is an illusion, and you know it, that's a waste of actions as well. In order for your example to be valid, the extra pouches or whatever would have to be invisible so that you did not have prior awareness of them. Even then, as long as you have a rare chance to swing at them you're better off sundering their face.


I don't want to clog up this thread any more than it is, but just for kicks, here's my version of an "optimized" fighter:

Spoiler:
Half-Elven Fighter

Feats:
Skill Focus (Use Magic Device) [racial]
Improved Unarmed Strike [1st]
Two-Weapon Fighting [fighter 1]
Weapon Focus (unarmed strike) [fighter 2]
Intimidating Prowess [3rd]
Blindfight [fighter 4]
Dazzling Display [5th]
Stunning Defense [fighter 6]
Improved Two-Weapon Fighting [7th]
Scorpion Style [fighter 8]
Leadership [9th] ==> wizard sidekick
Gorgon's Fist [fighter 10]
Medusa's Wrath [11th]
Vital Strike [fighter 12]
WF (Bow) [13th]
GWF (Bow) [fighter 14]
Deadly Stroke [15th]

Stats: S 15+3+6, D 15+6, C 13+6, I 12+2, W 10+2, C 10+2 [15 pt buy]
Saves: +17/+14/+10
Skills: Intimidate +26 [15 ranks, +7 str, +3 class skill, +1 cha], Perception +18/20 [15 ranks, +1 wis, +2 see/hear], Use Magic Device +19 [15 ranks, +3 feat, +1 cha], Stealth +20 [15 ranks, +5 dex]
Items: Amulet of wounding merciful spell-storing ghost touch mighty fists +0 [5K gp base + 60K in additions], Headband of int/wis/cha +2 [5K gp], Belt of str/dex/con +6 [45K], Bow of distance +1 [4K], permanent Greater Magic Fang +4 on unarmed strike [~10K?], wand of beast shape II [10.5K], obsidian steed [28.5K], golembane scarab [2.5K], cloak of resistance +4 [8K], handy haversack [1K], various scrolls (mirror image, invisibility, see invisibility, silence, shield, etc.), cold iron gauntlet, silver gauntlet, various wands (CLW, mirror image, shield, true strike, etc.)

Attacks:
Giant octopus form -- 3 unarmed strikes +24/+19/+14 [+15 BAB, +1 WF, +3 training, -2 TWF, +7 str, -1 size, +4 enh] plus 2 unarmed strikes +24/+19 [ditto] plus 8 tentacles +14 [+15 BAB, -2 TWF, +7 str, -1 size, -5 secondary] OR 8 tentacles +21
Leopard form (pouncing from surprise) -- 5 unarmed strikes +25/+25/+25/+20/+15 plus 2 unarmed strikes +25/+20 plus 2 claws +15 plus 1 bite +15
Regular form -- 3 unarmed strikes +25/+20/+15 plus 2 unarmed strikes +25/+20

Notes:
-Deadly Stroke + bow are used for long-distance sniping
-uses Mirror Image for defense instead of bothering with trying to get a high AC
-uses a wizard cohort (+ cohort's simulacrum) instead of a cleric cohort
-uses polymorph spells to maximize number of natural attacks (to get maximum benefit out of Amulet of Mighty Fists)
-Scorpion Style and Gorgon's Fist are complete wastes of feats, only taken for access to Medusa's Wrath


What purpose does the unarmed focus and half elf race serve?


Crusader of Logic wrote:
What purpose does the unarmed focus and half elf race serve?

Half-elf is because I wanted Skill Focus anyway, and you get some other things on top of that (better senses, bonus to save vs. enchantment, elven secret door radar).

Weapon Focus (unarmed) is because I might want to use Dazzling Display when not holding a bow.

I also forgot to include another maxed-out skill (for favored class) -- add 15 ranks in Acrobatics.


You've seriously undercosted some items (even assuming crafting, +6 to 3 stats costs 72k (144k base cost). Even if you could buy 3 separate items without slot overlap it would be 54k to craft. You have it listed as 45k...)

I similarly suspect your 5k for +2 to 3 mental stats to be undercosted.

Amulet of Mighty Fists +0? What the heck - you can't do that with weapons.

-----

Cohort: Part of the assumption here was a Cleric cohort so it couldn't be claimed a wizard was still doing everything, as the wizard also had a Cleric cohort.

-------
Feats/Tricks:
Medusa's Wrath + Stunning Defense is cute. I'm not convinced you wouldn't do better as a monk, however.

For comparison, my build is better with a bow than yours (PBS/RF/Manyshot vs. WF/GWF/Deadly Stroke). I'm pretty sure I deal more damage per round no contest. (+2 attacks with a -2 penalty (and maybe +1att/dam), vs. a damage bonus at a much larger penalty with a +2 bonus, but to fewer attacks).

I'm also far better at Dazzling Display - I've got ~10 points on you in intimidate, which is a huge difference. Sure, I can't Medusa's Wrath, but I might at least make them shaken reliably. Remember, the DC is set by HD - seeing creatures with 20-30 HD isn't unreasonable at these levels.

Finally, I really don't believe you can TWF with just Unarmed Strike. A humanoid only has one unarmed strike. Now, you can use an unarmed strike as an primary or offhand weapon with another weapon, but you can't treat the unarmed strike as both a primary and secondary weapon.

--------

Is it just me, or is this turning into a race to the bottom to see who can become the most like a caster without actually being a caster. Why not just play a F/W/EK and get it over with already. Using UMD for shapechanging is hardly saying anything good about the fighter class. Don't get me wrong, I go in buffed to the teeth, but I'm still relying on another character to cast those spells for me, and I'm mostly using day-long buffs that can easily be pre-cast. At some point here I'm even going to advocate the fighter innately get to do some of those things. I'm sure we'll agree the fighter shouldn't innately use polymorph spells.

The same reasons I don't consider PAOing the fighter something that should be mandatory or accounted for also forces me to conclude that your version isn't a reasonable judge of the fighter class.

BTW, are you sure Beastshape II actually gives you the animal's attack forms? The spell description doesn't say you gain those. (At least PAO would work because you actually become the new creature).


Squirrelloid wrote:
You've seriously undercosted some items (even assuming crafting, +6 to 3 stats costs 72k (144k base cost). Even if you could buy 3 separate items without slot overlap it would be 54k to craft. You have it listed as 45k...)

Yes, I got those prices completely wrong. I got confused by names like "Belt of Awesome Physicality +6" vs. "Belt of Supreme Athleticism +6" (or whatever the hell they're called).

Squirreloid wrote:
Amulet of Mighty Fists +0? What the heck - you can't do that with weapons.

Yup, pretty silly if you ask me.

Squirreloid wrote:

Feats:

Medusa's Wrath + Stunning Defense is cute. I'm not convinced you wouldn't do better as a monk, however.

You could certainly do better with a little bit of monk, but the point was to build a 15th level fighter (only).

Squirreloid wrote:
Is it just me, or is this turning into a race to the bottom to see who can become the most like a caster without actually being a caster. Why not just play a F/W/EK and get it over with already.

Well, we had this discussion before. A viable solo fighter-type character has to be a bit of a spellcaster because there are things that only a spellcaster can do; you can shore up some of those weaknesses with potions and wondrous items, but not all of them. My conclusion is not that non-spellcasters are useless, but rather that solo comparisons are kind of dumb (no offense).

The wizard playtest had some merit because it showed that Leadership is a silly feat (I'd like to turf it and replace it with general rules for hiring henchmen and attracting followers a la AD&D) and that Simulacrum is a goofy spell (please, let's get rid of the idea that HD is a good indicator of power level) and that you can do some kooky things with Ring Gates.

Squirreloid wrote:
BTW, are you sure Beastshape II actually gives you the animal's attack forms? The spell description doesn't say you gain those. (At least PAO would work because you actually become the new creature).

It's in the boilerplate for Polymorph subschool spells.


hogarth wrote:


Well, we had this discussion before. A viable solo fighter-type character has to be a bit of a spellcaster because there are things that only a spellcaster can do; you can shore up some of those weaknesses with potions and wondrous items, but not all of them. My conclusion is not that non-spellcasters are useless, but rather that solo comparisons are kind of dumb (no offense).

For the record, I'm doing this mostly because I was asked to in the wizard thread for comparison purposes.

As it is, the wizard playtest was originally going to be a party (C/D/W), but it was too hard finding enough people who wanted to run a game just for playtesting purposes, and it would be insanely complicated to run 3 full spellcasters by myself (Edit: Each with full caster cohort). We finally decided the wizard could probably handle whatever the adventure happened to throw at him, and ran with it.

(I also haven't put in a lot of time to understand the changes to the druid in any detail - building 1 15th level character is a lot of work, having 3 ready for a game would have been brutal).


Best way to get off the ground is Wind Walk, off the cleric list.

Don't overlook summoning a Djinn either. With the one summon spell, you can get two plane shifts, and a wind walk for remaining duration, which will put you anywhere on the Material Plane in ~15 rounds.


Squirrelloid wrote:
For the record, I'm doing this mostly because I was asked to in the wizard thread for comparison purposes.

Understood.

People who asked Squirreloid to build a "one-man band" fighter:

  • That request doesn't really make sense. The only way to be an "army of one" is to be a spellcaster (or to fake it via UMD, cohorts, etc.). And the point is that having a single character capable of being an "army of one" is a bad thing, not a good thing that all classes should aspire too.
  • (My personal opinion, of course.)

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