Gith Advice? Looking to play a Warrior / Mage


Pathfinder First Edition General Discussion

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RPG Superstar 2012 Top 16

A Man In Black wrote:
Aelryinth wrote:

People, if you want to decry the power of a Full BAB, yuo have to know what you are comparing it to.

Do the Math.

But the point is that balanced classes will mostly all have ~95% chance to hit on that first attack, because they'll either get +5 to hit back from class abilities or won't be rolling to hit. If your point is that -5 to hit is a significant penalty, I don't think anyone here is really going to disagree with you.

So, you're arguing that you want to get rid of a 'significant penalty', and still don't think full BAB is important?

Make up your mind! :)

I have my doubts on that 95% to hit, too, for Medium BAB. A 40 AC is not unreasonable at level 20, and +20 to hit is near the top of what most classes can somehow expect to get. If we're talking spells buffed beyond that, then you should balance that out with buff spells on the enemy, and it should cancel.

==Aelryinth

RPG Superstar 2010 Top 32

Aelryinth wrote:
Note: The Duskblade stabs things while channeling spells into them every round. The bard casts his buffs ahead of time, then sings and stabs them. It works out fairly similar. Noteworthy is that the prancing bard is probably going to hit his opponents a lot more then the Duskblade as his buffed bardsong scales, and his base dmg will be higher.

The bard is getting bigger and more important buffs from singing (especially when the non-core material is, say, Snowflake Wardance), and has a large number of his spells focused on casting a spell instead of stabbin' a dude. Plus, the bard has about 79 million off-focus abilities.

The bard is a class that sings to make skilling, stabbing, and magicing more effective. It's not a very good gish because there's little conceptual link between the spelling and the stabbing. "Good" in this context meaning "This class stabs dudes magically", not "This class deals with level-appropriate challenges" because it does the latter just fine.

Quote:
Noteworthy is that the prancing bard is probably going to hit his opponents a lot more then the Duskblade as his buffed bardsong scales, and his base dmg will be higher.

I do want to pick on this. The Duskblade gets full BAB. The bard gets 3/4 BAB but a scaling +to-hit ability. These two things are essentially the same, except that one of them is more complicated. Unless the more-complication adds some other desirable-as-a-game-designer effect, be it a weakness or a unique ability or whatever, there's really no reason to go with lower BAB combined with a scaling +to-hit ability.

Quote:
So, you're arguing that you want to get rid of a 'significant penalty', and still don't think full BAB is important?

I'm arguing that hitting X% of the time is important, but that full BAB is not. Does that make sense?

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
BobChuck wrote:

Yeah, in my opinion, the Bard as Gish works about as well as the Monk/Wizard as Gish; there's some potential and coverage, but too much is spent on other things.

Also, Bards fight by walking into dungeons and singing at people: http://www.giantitp.com/comics/oots0128.html

The Gish is a popular concept for the same reason fighters and wizards are popular: they are iconic. Gandalf goes toe-to-toe with the Balrog, swinging a staff in one hand and a sword in the other. Elves have been doing the Blade Dancer thing since second edition. Clerics are basically Divine Gishs, which is part of the problem "priest" style classes runs into, as the spells aren't as good.

I started the thread because I didn't see any threads about it, and I was looking for ideas. I've got the basic mechanics, but I'm not sure what works and what doesn't. For instance, does Arcane Power pay off for EKs? for DDs? What should the wizard EK prepare? What are good spells for the DD? I don't know these things, and while I don't believe in min-maxing, I want a character that actually works.

http://www.giantitp.com/comics/oots0397.html

RPG Superstar 2012 Top 16

No, because for melee classes, BAB is also number of attacks, and when you get them.

If you are going to be stuck the rest of your life with SA's in combat, then just raw TH suffices. It's the War Hulk approach to damage. One huge attack, always hits. That's fine, if its balanced against the other approaches.

If you're going to be dealing out full attacks, those iteratives become important.

Your argument is why Gish builds aim for that +16. They don't want the high TH...they buff Str for that. They want the 4th attack. Attacks are important! Whole builds become lousy when you don't get those extra attacks, and your base TH falls behind. It's why people poo-poo the EK...it falls behind on both BAB and Spellcaster level...unacceptable, yet perfectly balanced. People want both.

I will note the Enhancement 'Skilled' exists, which gives you a Medium BAB vs. your level. It's recommended for War Hulks, as it gives them basically up to +7 to hit, and usually 3 attacks. And all it does is supply BAB.

==========
Your concept of a Gish needs clarifying, especially the 'stab with magic' part.
It seems as if you are saying that your Gish needs almost no spells, but he wants SPELL SLOTs...things to spend on attacks that his class abilities give him. I.e. I spend a 4th level slot to give this attack +12 dmg! type things.

==Aelryinth

In such a case, your spell list should be slim to none, the arcane energy itself is what you using to sub for lack of feats/class abilities that deal dmg in melee combat.

==Aelryinth


I'm going to have to withdraw from this thread. Aelryinth and I clearly are not going to see eye to eye on the matter, and to remain further would devolve into a fight posting builds and comparing numbers and just become one big ugly mess.

I'm just going to reiterate once more, the Duskblade is weaker than the 3.5 Fighter, even with his HD raised to match his BAB. I would advocate giving the duskblade a slight buff (in this case changing him from choosing a tiny list of spells known from a tiny list to simply having spontaneous access to said tiny list) for use in pathfinder play, but that's my opinion, and obviously open to disagreement.

Good luck guys (Especially man in black, I'm on your side in this debate)

RPG Superstar 2010 Top 32

Aelryinth wrote:
No, because for melee classes, BAB is also number of attacks, and when you get them.

And I'm saying that that isn't a big deal, because it seriously only matters from level 6 to level 8. Iterative attacks after the first two are not a big deal. People started doing the math and realizing "Hey, +16 BAB really isn't a big deal" even before I stopped posting on the CO boards, and that was more than two years ago.

Most of the "+16 BAB, nine levels of spellcasting" builds are thought experiments and they are not what I am talking about. I am talking about a character who combines arcane magic with stabbing dudes, rather than a character who can stab dudes instead of casting spells or vice versa. Now, there are a looooooooooooot of ways to implement that but PF core implements it fairly poorly if at all, and I'm attacking the premise that the bard does it.

Quote:

Your concept of a Gish needs clarifying, especially the 'stab with magic' part.

It seems as if you are saying that your Gish needs almost no spells, but he wants SPELL SLOTs...things to spend on attacks that his class abilities give him. I.e. I spend a 4th level slot to give this attack +12 dmg! type things.

No, I'm saying that a gish stabs dudes magically. That can mean whatever you want, but it's not choosing between stabbing a dude or casting a spell each turn. A 3.5-style Arcane Strike or Duskblade-channeling ability is one of the ways to do that, but not the only way.

The Exchange

A Man In Black wrote:
MerrikCale wrote:
I like base classes that aren't just multi-class wannabes.
Like the paladin and ranger and bard, amirite?

They are all classes in their own rights and have a set classic part of the party. There is no reason whatsoever that another class cannot fight the stereotypical warrior-mage without needing to be a multiclass or Prestige class.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Aelryinth wrote:
As it stands, Duskblades can do tremendous amounts of damage per attack. They can take a ranged or touch attack spell and stack it on top of weapon damage...

Actually, duskblades can't stack ranged spells on top of weapon damage.

PHB II, pg. 20 wrote:
Arcane Channeling: Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack... At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round."

The spells the duskblade can use Arcane Channeling with is limited to 1st-chill touch, shocking grasp, 2nd-ghoul touch, touch of idiocy, 3rd-dispelling touch, vampiric touch. I'm pretty sure that's about it for touch spells (not ranged touch) on the duskblade list.

This limitation is why I almost never played a straight duskblade. I almost always took duskblade for 5 levels, then spellsword (Complete Warrior) for 4 levels to get Channel Spell (which can be used with any spell, although a limited number of times per day), then switched back to duskblade for 8 more levels to get Arcane Channeling (full attack). I always took Arcane Strike, as well (even though I usually couldn't until 12th character level).

<bards as warrior/mages>

A bard 7/fighter 1/eldritch knight X only gives up 2 from BAB (which is easily regained with the 2nd level bard spell heroism) and two levels of casting ability (which can be partially mitigated with the trait Magical Knack, allowing the character to retain full CL, although spell progression still lags). Granted, the bard list has few damaging spells, but there are quite a few battlefield control and buff/debuff choices. PF RPG's Arcane Strike (+1 damage, with an additional +1 per 5 caster levels), however can help.


a ranged touch spell is still a touch spell, a touch is just anything that targets touch armor class. so rays and orbs work too. however i would love to see the ability to channel debuffs too.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Shuriken Nekogami wrote:
a ranged touch spell is still a touch spell, a touch is just anything that targets touch armor class. so rays and orbs work too. however i would love to see the ability to channel debuffs too.

No, a ranged touch spell attacks touch AC at range, it is not a "touch spell." See pg. 314 of the 3.5 PHB: "touch spell: A spell that delivers its effect when the caster touches a target creature or object. Touch spells are delivered to unwilling targets by touch attacks."

The duskblade can channel dispelling touch and the spellsword can channel any spell (but a limited number of times per day). A duskblade/spellsword can do both.


Dragonchess Player wrote:
Shuriken Nekogami wrote:
a ranged touch spell is still a touch spell, a touch is just anything that targets touch armor class. so rays and orbs work too. however i would love to see the ability to channel debuffs too.
No, a ranged touch spell attacks touch AC at range, it is not a "touch spell." See pg. 314 of the 3.5 PHB: "touch spell: A spell that delivers its effect when the caster touches a target creature or object. Touch spells are delivered to unwilling targets by touch attacks."

but what if that touch was from a distance, itdidn't specify that it had to be your fingers, a falcon familiar or a spectral hand spell effectively turns your touch into a ranged touch, why not count the reverse?. otherwise, a duskblades spell list is worthless. but it only adds a small number of options. but enough to multiply channel options by 1.25.

RPG Superstar 2010 Top 32

Shuriken Nekogami wrote:
but what if that touch was from a distance, itdidn't specify that it had to be your fingers, a falcon familiar or a spectral hand spell effectively turns your touch into a ranged touch, why not count the reverse?. otherwise, a duskblades spell list is worthless. but it only adds a small number of options. but enough to multiply channel options by 1.25.

Ranged touch spells are a separate listing on that same list, and IIRC this has been covered in the PHB2 FAQ. Duskblades do just fine without channeling ranged touch spells.


A Man In Black wrote:
Shuriken Nekogami wrote:
but what if that touch was from a distance, itdidn't specify that it had to be your fingers, a falcon familiar or a spectral hand spell effectively turns your touch into a ranged touch, why not count the reverse?. otherwise, a duskblades spell list is worthless. but it only adds a small number of options. but enough to multiply channel options by 1.25.
Ranged touch spells are a separate listing on that same list, and IIRC this has been covered in the PHB2 FAQ. Duskblades do just fine without channeling ranged touch spells.

guess i must have been in a group that fudged that ruling. i've seen dukblades channeling scorching rays and acidic splatters. (the feat)

RPG Superstar 2010 Top 32

Shuriken Nekogami wrote:
guess i must have been in a group that fudged that ruling. i've seen dukblades channeling scorching rays and acidic splatters. (the feat)

To be honest, it's not that OP to do that. I'd slightly question allowing someone to channel all three rays of a higher-level Scorching Ray, but I suspect it's not that ridiculous at that level.


A Man In Black wrote:
Shuriken Nekogami wrote:
guess i must have been in a group that fudged that ruling. i've seen dukblades channeling scorching rays and acidic splatters. (the feat)
To be honest, it's not that OP to do that. I'd slightly question allowing someone to channel all three rays of a higher-level Scorching Ray, but I suspect it's not that ridiculous at that level.

it's really nothing special, as 75% of your foes by then will be immune to or resistant to fire. or you ahnihallate a single troll. oh yay, 14 damage a ray, even fire resistance 5 is taking a huge chunk out of the benefit.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Shuriken Nekogami wrote:
A Man In Black wrote:
Shuriken Nekogami wrote:
guess i must have been in a group that fudged that ruling. i've seen dukblades channeling scorching rays and acidic splatters. (the feat)
To be honest, it's not that OP to do that. I'd slightly question allowing someone to channel all three rays of a higher-level Scorching Ray, but I suspect it's not that ridiculous at that level.
it's really nothing special, as 75% of your foes by then will be immune to or resistant to fire. or you ahnihallate a single troll. oh yay, 14 damage a ray, even fire resistance 5 is taking a huge chunk out of the benefit.

At low levels, it's not overpowered. However, being able to channel ray of exhaustion (3rd level duskblade spell), enervation (4th level duskblade spell)*, disintegrate (5th level duskblade spell)*, or polar ray (5th level duskblade spell)* into weapon attacks, with the only limit being the number of spell slots available, can be a bit much (IMO).

*-These spells, under that interpretation, can automatically affect multiple targets in a round using Arcane Channeling (full attack).


Dragonchess Player wrote:
Shuriken Nekogami wrote:
A Man In Black wrote:
Shuriken Nekogami wrote:
guess i must have been in a group that fudged that ruling. i've seen dukblades channeling scorching rays and acidic splatters. (the feat)
To be honest, it's not that OP to do that. I'd slightly question allowing someone to channel all three rays of a higher-level Scorching Ray, but I suspect it's not that ridiculous at that level.
it's really nothing special, as 75% of your foes by then will be immune to or resistant to fire. or you ahnihallate a single troll. oh yay, 14 damage a ray, even fire resistance 5 is taking a huge chunk out of the benefit.

At low levels, it's not overpowered. However, being able to channel ray of exhaustion (3rd level duskblade spell), enervation (4th level duskblade spell)*, disintegrate (5th level duskblade spell)*, or polar ray (5th level duskblade spell)* into weapon attacks, with the only limit being the number of spell slots available, can be a bit much (IMO).

*-These spells, under that interpretation, can automatically affect multiple targets in a round using Arcane Channeling (full attack).

Yeah the full attack arcane channeling is where the class lost me and where it became potentially overpowered.

If I were to update this class to 3.P, which I've already begun to in my head, I would reword it to be something like "when making a full attack you may give up one of your attacks to channel a spell into your attack (see Arcane Channeling). This spell may be of a level up to the base attack bonus of the iterative attack you gave up." That way you can still channel when making a full attack so your main class gimmick isn't obviated by BAB progression, but you have to give something up. The idea of the spell affecting every target you hit is absurd.

RPG Superstar 2010 Top 32

meatrace wrote:

Yeah the full attack arcane channeling is where the class lost me and where it became potentially overpowered.

If I were to update this class to 3.P, which I've already begun to in my head, I would reword it to be something like "when making a full attack you may give up one of your attacks to channel a spell into your attack (see Arcane Channeling). This spell may be of a level up to the base attack bonus of the iterative attack you gave up." That way you can still channel when making a full attack so your main class gimmick isn't obviated by BAB progression, but you have to give something up. The idea of the spell affecting every target you hit is absurd.

Try the class first. The nastiest spell you can channel is Vampiric Touch, so on a limited basis you're doing about as much damage as sneak attack.


A Man In Black wrote:
meatrace wrote:

Yeah the full attack arcane channeling is where the class lost me and where it became potentially overpowered.

If I were to update this class to 3.P, which I've already begun to in my head, I would reword it to be something like "when making a full attack you may give up one of your attacks to channel a spell into your attack (see Arcane Channeling). This spell may be of a level up to the base attack bonus of the iterative attack you gave up." That way you can still channel when making a full attack so your main class gimmick isn't obviated by BAB progression, but you have to give something up. The idea of the spell affecting every target you hit is absurd.

Try the class first. The nastiest spell you can channel is Vampiric Touch, so on a limited basis you're doing about as much damage as sneak attack.

But you are addind to your hitpoints and thats massive.

Single attacks with quickened true strike power attacks and channeled spells... chain lightinings takind out areas cast from a single enemy focused arcane warrior etc .... they lost the plot with the way the classes blurb was compared to its abilities. Nevermind the dimensional porting getting round all warriors woes etc. Its like wraith strike the spell or swords of permanent true strike...


A Man In Black wrote:
meatrace wrote:

Yeah the full attack arcane channeling is where the class lost me and where it became potentially overpowered.

If I were to update this class to 3.P, which I've already begun to in my head, I would reword it to be something like "when making a full attack you may give up one of your attacks to channel a spell into your attack (see Arcane Channeling). This spell may be of a level up to the base attack bonus of the iterative attack you gave up." That way you can still channel when making a full attack so your main class gimmick isn't obviated by BAB progression, but you have to give something up. The idea of the spell affecting every target you hit is absurd.

Try the class first. The nastiest spell you can channel is Vampiric Touch, so on a limited basis you're doing about as much damage as sneak attack.

True, but you'd also gaining that amount as temporary hit points which is HUGE if you're using it consistently. Makes up for a lesser HD really. Also you don't have to worry about position like a rogue. I have tried the class for the record :) and it's probably my favorite class in the game there's just a few things about it I thought could do better.


meatrace wrote:
A Man In Black wrote:
meatrace wrote:

Yeah the full attack arcane channeling is where the class lost me and where it became potentially overpowered.

If I were to update this class to 3.P, which I've already begun to in my head, I would reword it to be something like "when making a full attack you may give up one of your attacks to channel a spell into your attack (see Arcane Channeling). This spell may be of a level up to the base attack bonus of the iterative attack you gave up." That way you can still channel when making a full attack so your main class gimmick isn't obviated by BAB progression, but you have to give something up. The idea of the spell affecting every target you hit is absurd.

Try the class first. The nastiest spell you can channel is Vampiric Touch, so on a limited basis you're doing about as much damage as sneak attack.
True, but you'd also gaining that amount as temporary hit points which is HUGE if you're using it consistently. Makes up for a lesser HD really. Also you don't have to worry about position like a rogue. I have tried the class for the record :) and it's probably my favorite class in the game there's just a few things about it I thought could do better.

RESPECT !!

Its a rare player who can see problems in a class that they are playing never mind their favorite. Your a rarer breed than supermodel dnd players!


James Jacobs wrote:

It always boggles me that there's such a strong desire for a fighter/wizard type character (I HATE the word gish, btw... pet peeve of mine), but at the same time there's such a low opinion of the bard.

The bard is pretty much the best option outside of the Eldritch Knight for the fighter/wizard route. The upcoming Advanced Player's Guide will hopefully help to drive this fact home a bit more, with several new bard spells that work well with the fact that he's basically a weapon-wielding armor-wearing spellcaster... something that 3.5's lazy bard spell selection didn't encourage and unfortunately got grandfathered in to PFRPG.

But if you want to play the character that's TWO main characters in one (the super bad-ass fighter and the hard-core explosive wizard), one thing to keep in mind is that the game is built with checks and balances for a purpose. It's hard to do that kind of character for a reason.

Actually, I would like to see a class that can be similar to the bard, but prefer a full attack type, that actually has a spell list that reflects his combat style. Why create the ability to channel spells, which is cool, when you could just have some spells where the somantic component is a melee strike, as well as the weapon is a focus. I found the Duskblade close, but somewhat lacking. Lets face it, most of the spells, not all, but most are rightly geared to the wizard. I don't think anybody as effectively approached the class concept from a fighting style point of view. He doesn't need to be a totally kick butt spellcaster. He doesn't need to be a kick butt fighter, from the traditional sense. He does need to equal the melee combatants when using his mage & blade fighting style.

RPG Superstar 2010 Top 32

Quote:
But you are addind to your hitpoints and thats massive.

No, it's about 21-ish temp HP at level 13. So you have about 8 HP on a straight fighter of your level, when you get your Vamp Touch off. (Remember, you only get this once, because separate instances don't stack.) In addition, you're limited on daily uses and melee only, which are not limitations the rogue faces.

Quote:
Single attacks with quickened true strike power attacks and channeled spells... chain lightinings takind out areas cast from a single enemy focused arcane warrior etc .... they lost the plot with the way the classes blurb was compared to its abilities. Nevermind the dimensional porting getting round all warriors woes etc. Its like wraith strike the spell or swords of permanent true strike...

What are you talking about? Yeah, you can quicken-True-Strike for one big hit...twice a day at level 10. You can cast Chain Lightning...at level 17. Dimension Door is at level 13, behind the effing monk.

You're listing random abilities which aren't just +1 bonuses like most melee classes get, yes. They are simply flashier, not more powerful. I am certain that you've never actually played the class.


I am not sure if this has been mentioned, but the "Book of Experimental Might" has an interesting arcane warrior types called the runeblade. The class is limited to how many runes are known and how many can be active at one time. Most runes augment the runeblade's combat abilities by adding energy damage to attacks, but others assist healing and allow from summoning monsters to assist in crowd control.

Overall, it provides a cool alternative to the spellcasting fighter and works well for viking-style characters.

Dark Archive

Here is a good example of how a multiclass fighter/wizard can work.

RPG Superstar 2010 Top 32

David Fryer wrote:
Here is a good example of how a multiclass fighter/wizard can work.

That dude is best off standing in the back and casting spells, because he lacks the class abilities or durability to enter into melee without standing around and buffing himself with a bunch of short-duration buffs. He's a wizard who felt the need to take four blank levels.


A Man In Black wrote:
David Fryer wrote:
Here is a good example of how a multiclass fighter/wizard can work.
That dude is best off standing in the back and casting spells, because he lacks the class abilities or durability to enter into melee without standing around and buffing himself with a bunch of short-duration buffs. He's a wizard who felt the need to take four blank levels.

One mirror image or displacement spell effectively doubles his HP. He has arcane strike to damage. In hard campaigns all the fighters end up somehow true strike power attacking anyway only you have more true strikes and more effective hitpoints.


Dragonchess Player wrote:
Shuriken Nekogami wrote:
A Man In Black wrote:
Shuriken Nekogami wrote:
guess i must have been in a group that fudged that ruling. i've seen dukblades channeling scorching rays and acidic splatters. (the feat)
To be honest, it's not that OP to do that. I'd slightly question allowing someone to channel all three rays of a higher-level Scorching Ray, but I suspect it's not that ridiculous at that level.
it's really nothing special, as 75% of your foes by then will be immune to or resistant to fire. or you ahnihallate a single troll. oh yay, 14 damage a ray, even fire resistance 5 is taking a huge chunk out of the benefit.

At low levels, it's not overpowered. However, being able to channel ray of exhaustion (3rd level duskblade spell), enervation (4th level duskblade spell)*, disintegrate (5th level duskblade spell)*, or polar ray (5th level duskblade spell)* into weapon attacks, with the only limit being the number of spell slots available, can be a bit much (IMO).

*-These spells, under that interpretation, can automatically affect multiple targets in a round using Arcane Channeling (full attack).

Hate to say it, but by the rules as written, the Duskblade can NOT channel those spells. He can only channel TOUCH spells. Not ranged touch, but actual touch.

RPG Superstar 2010 Top 32

insaneogeddon wrote:
One mirror image or displacement spell effectively doubles his HP. He has arcane strike to damage. In hard campaigns all the fighters end up somehow true strike power attacking anyway only you have more true strikes and more effective hitpoints.

No, it doesn't. HP isn't just about how many attacks you can take, it's also how deep a spike you can eat. 80 HP is better than 40 HP and a 50% miss chance especially when enemies hit for more (and ESPECIALLY at level 12, where things start to get always-on True Seeing). That character is tossing Arcane Strikes but he's about four times more efficient standing in the back and casting those spells. That's the whole problem.

The only reason he's not stepping on the wizard's toes is because he's choosing not to (or possibly because he took 4 blank levels and some bad feats). That's not a good design to force this character concept into.


A Man In Black wrote:
insaneogeddon wrote:
One mirror image or displacement spell effectively doubles his HP. He has arcane strike to damage. In hard campaigns all the fighters end up somehow true strike power attacking anyway only you have more true strikes and more effective hitpoints.

No, it doesn't. HP isn't just about how many attacks you can take, it's also how deep a spike you can eat. 80 HP is better than 40 HP and a 50% miss chance especially when enemies hit for more (and ESPECIALLY at level 12, where things start to get always-on True Seeing). That character is tossing Arcane Strikes but he's about four times more efficient standing in the back and casting those spells. That's the whole problem.

The only reason he's not stepping on the wizard's toes is because he's choosing not to (or possibly because he took 4 blank levels and some bad feats). That's not a good design to force this character concept into.

Your point about hitpoints is correct with the straw man presented.

As the HP difference is more like 7 I think its a rare player that would prefer 7HP to a 50% miss chance. If the 7hp really bother you cast false life or vampiric touch a summoned monster twenty minuites before battle. Also your likely well predicted resist energy or fly or d.door (getting past obstacles without damage) probably means you have and will loose less HP and are less likely to be negated by trips or grapples.

Compliments of KaeYoss:

BAB: 1 (barbarian) + 2 (abjurer) +10 (eldritch knight) = 13. Not as good as a full-fledged fighter, but better than a cleric or rogue.

HP: 1d12 (full) + 5d6 + 10d10. On average, that's 84,5 plus con bonuses. A full-fledged fighter would have 92,5, a full-fledged cleric 75,5 so again, his HP are better than a cleric's or rogue's, while not quite as good as a fighter's.

RPG Superstar 2010 Top 32

insaneogeddon wrote:

Your point about hitpoints is correct with the straw man presented.

As the HP difference is more like 7 I think its a rare player that would prefer 7HP to a 50% miss chance. If the 7hp really bother you cast false life or vampiric touch a summoned monster twenty minuites before battle. Also your likely well predicted resist energy or fly or d.door (getting past obstacles without damage) probably means you have and will loose less HP and are less likely to be negated by trips or grapples.

Compliments of KaeYoss:

BAB: 1 (barbarian) + 2 (abjurer) +10 (eldritch knight) = 13. Not as good as a full-fledged fighter, but better than a cleric or rogue.

HP: 1d12 (full) + 5d6 + 10d10. On average, that's 84,5 plus con bonuses. A full-fledged fighter would have 92,5, a full-fledged cleric 75,5 so again, his HP are better than a cleric's or rogue's, while not quite as good as a fighter's.

I ignored that build the first time around because it doesn't illustrate anything.

To start things off, that's a ridiculous build. Barbarian contributes nothing but HP to that build. Considering you're going to be feat-starved (more on that later) fighter is the obvious choice. Plus, you forgot single-classing benefits, which most middleweight melee classes take in HP. So you're looking at almost exactly the same HP as the cleric/rogue, at the very best point in its career.

Note that, from level 3 to level 12, you're worse off than a cleric or rogue. All of your shiny d10s are backloaded, and after you're done with EK you're stuck not advancing caster levels or not getting decent HP. This character is supposed to be taking the fighter's place, but has the AC of a barbarian (probably worse, he has to feed int) and the HP of a cleric (at best). That's rather worrying.

So no, it's not a strawman, or even false. (BTW, "strawman" is not a synonym for "wrong." You were just claiming I was wrong.) He's not a very good primary melee because he can't hit, tends to lack key feats, and doesn't have very good HP for primary melee. He can't take over the job of any of the other secondary melee, so he's either stealing the wizard's role while making the fighter feel bad or he's the fifth man.

This was a pit the Duskblade fell into (until the Vampiric Touch schtick comes fully online, anyway). If you're not tough enough to take over the fighter's job and don't have the bag of tricks to replace the wizard, then what is it exactly that you do?

RPG Superstar 2010 Top 16

Hey, MiB? I'm curious about your evaluation of this guy. (That's the second draft, if you're interested in some design reasoning or what others have said it's mostly here.)


insaneogeddon wrote:


Compliments of KaeYoss:

BAB: 1 (barbarian) + 2 (abjurer) +10 (eldritch knight) = 13. Not as good as a full-fledged fighter, but better than a cleric or rogue.

HP: 1d12 (full) + 5d6 + 10d10. On average, that's 84,5 plus con bonuses. A full-fledged fighter would have 92,5, a full-fledged cleric 75,5 so again, his HP are better than a cleric's or rogue's, while not quite as good as a fighter's.

How's that character qualifying for EK at level 3?


Moro wrote:
insaneogeddon wrote:


Compliments of KaeYoss:

BAB: 1 (barbarian) + 2 (abjurer) +10 (eldritch knight) = 13. Not as good as a full-fledged fighter, but better than a cleric or rogue.

HP: 1d12 (full) + 5d6 + 10d10. On average, that's 84,5 plus con bonuses. A full-fledged fighter would have 92,5, a full-fledged cleric 75,5 so again, his HP are better than a cleric's or rogue's, while not quite as good as a fighter's.

How's that character qualifying for EK at level 3?

He's saying that the 1 BAB from 1 lvl of Bbn and 2 BAB from 5 lvls of Abj qualify him for EK, and a Bbn1/Abj5/Ek10 has 13 BAB 3 behind a straight melee but 1 ahead of a medium BAB progressing class.

I too was confused for a moment when reading this. He didn't mean levels he meant BAB derived from levels.


meatrace wrote:
Moro wrote:
insaneogeddon wrote:


Compliments of KaeYoss:

BAB: 1 (barbarian) + 2 (abjurer) +10 (eldritch knight) = 13. Not as good as a full-fledged fighter, but better than a cleric or rogue.

HP: 1d12 (full) + 5d6 + 10d10. On average, that's 84,5 plus con bonuses. A full-fledged fighter would have 92,5, a full-fledged cleric 75,5 so again, his HP are better than a cleric's or rogue's, while not quite as good as a fighter's.

How's that character qualifying for EK at level 3?

He's saying that the 1 BAB from 1 lvl of Bbn and 2 BAB from 5 lvls of Abj qualify him for EK, and a Bbn1/Abj5/Ek10 has 13 BAB 3 behind a straight melee but 1 ahead of a medium BAB progressing class.

I too was confused for a moment when reading this. He didn't mean levels he meant BAB derived from levels.

Gotcha, the argument makes more sense now.

Wayfinders

tejón wrote:
I disagree. But then, I'm not scared of UMD. :)

Totally. Bards generally have high Cha and get Use Magic Device as a class skill, and in my experience tend to use this skill more than anyone else. Every type of wand and scroll is accessible.

Rather than "gish," I prefer "Jedi" or "Sith".

Does nobody like the psychic warrior (Expanded Psionics) or swordsage (Tome of Battle)?


James Hunnicutt wrote:

Rather than "gish," I prefer "Jedi" or "Sith".

Does nobody like the psychic warrior (Expanded Psionics) or swordsage (Tome of Battle)?

I actually don't mind the psychic warrior, but it's probably an issue of Vancian casting vs Power Points here and for others, I think just about anything from ToB:BO9S gets called out as a precursor to 4E, which some may pass on. Semantics, I suppose.

RPG Superstar 2010 Top 32

James Hunnicutt wrote:
Does nobody like the psychic warrior (Expanded Psionics) or swordsage (Tome of Battle)?

The psychic warrior is, well, psychic. It's not just the flavor or the power point system (although those are concerns), but also the fact that it fights like a cleric. A psywar puts his buff face on then wades into combat. It's a good example of how to adapt the cleric schtick to a pure melee role (few utility powers, and a pool of a essentially psywar-only psychic feats for interesting class features), but it doesn't feel terribly arcane.

As for the swordsage, the swordsage just isn't very good. You could probably get a whole article about why it isn't very good, either in the "effectively dealing with creatures of level-appropriate CR" sense or in the "fun and exciting to play" sense, but the short version is that it clearly illustrates that having a wide variety of tricks isn't sufficient when you aren't able to use those tricks in order to do your job. The swordsage sits in no chairs and it really shows.


A Man In Black wrote:
James Hunnicutt wrote:
Does nobody like the psychic warrior (Expanded Psionics) or swordsage (Tome of Battle)?
The psychic warrior is, well, psychic. It's not just the flavor or the power point system (although those are concerns), but also the fact that it fights like a cleric. A psywar puts his buff face on then wades into combat. It's a good example of how to adapt the cleric schtick to a pure melee role (few utility powers, and a pool of a essentially psywar-only psychic feats for interesting class features), but it doesn't feel terribly arcane.

I don't want to sound contradictory, but just wanted to put my 2cp in since I've also played a PsyWar extensively. Yes a PsyWar can feel cleric-ey but a lot of its main buffs you can do as a swift action through augmentations, and a lot of decent powers are built as swift actions to begin with. Also the Psionic Weapon feat feels a lot like the sort of "omg extra dice" that we get with Duskblade for example.

Just saying that, optimized, the playstyle is very similar, but it takes the right feat/power selection and a lot of action juggling. I'd like something that feels much the same but operates properly out of the box.

Liberty's Edge

I know it's been said before but until something better comes out then I would throw my hat behind either the Cleric or the Druid. I know it's not exactly what you're looking for in turns of offensive abilities but some DO show up through Domains, not just their normal spell list. It gives a bit more bite to them. In either case the Cleric would likely hold better doing this with their offensive BUFFS they could do to help the fact they dont have a full BAB. Druids would have to be rocking some DEX to make up for the lighter armor.

Another build ... and just go with me here ... would be a Fighter/Rogue/Duelist who wields a rapier in one hand and a wand in the other hand, shooting fireballs or whatever. Given the Duelist's impressive damage output and AC capabilities, they could push the front line just fine.

An option that hasn't been thrown out yet as far as I've read is the arcane trickster. It's not fighter/mage but rogue/mage i know, but most fighter/mages (I am NOT hopping on this "Gish" bandwagon) are going to have a melee weakness anyway for having said spell capabilities. An arcane trickster could still keep you in melee, backstabbing the oponent and flanking them to push out the heavy damage from sneak attack. In my opinion I'd say an arcane trickster would make a better fighter/mage then a bard would (as of now). Their HP is in the toilet but some constitution along with mirror image they might be ok. At least as well off as a rogue in 3.5 used to be considering they only had a d6 hp too.

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