Did we make magic weapons overpowered?


Rules Questions

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When I realized the party fighter's greatsword was dishin almost the damage of my wizards Fireball, I started gettin a lil' confused. Why does his greatsword do 4d6 damage?

It seems to me, that after adding a +1 Enchantment to a weapon, you may add as many Special Properties as you wish so long as the total enhancement isn't above 10. This, however, has led my group to taking a +1 enhancement, then say Flaming and Shocking. Is this the correct way, or have we missed some other limit on Special Properties?

Grand Lodge

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Nope, seems good. The wizard is a poor example of damage, as that is not his focus. If your fighter is doing the most damage, he is doing it right.

Dark Archive

Fireball is not supposed to outdamage a greatsword. Working as intended.

Also, straight enhancement bonuses are usually better than flaming and other +1d6 enhancements.

The Exchange

everyone has a job the fighters is to hit stuff you should not limit yourself to fireballs.


Well . . . XD. Thaaat is frustrating. But thanks for clearing that up guys.

Grand Lodge

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What is frustrating? The fighter sucks at casting spells.

Dark Archive

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A fighter's fireball is a burlap sack with ten vials of alchemist's fire.

Actually, now I want to try that.


The fighter does suck at castin spells, for sure. I'm figurin now that wizard just isn't my play style (First one I've played) and that casters don't mesh with my group. We're in love with fast paced, running battles. Kinda neutralizes the effectiveness of a battlefield controller iffin the battlefield moves faster than my spells.

An Mergy, you're a player after my own heart. XD.


Question is Mergy, have you tried it irl? :D
As a kid my cousins and I took a whole case of finger poppits...spent over a day removing the charge from each, put it all in a sack and then tossed it into the street.

- Gauss


Mergy wrote:

Fireball is not supposed to outdamage a greatsword. Working as intended.

Also, straight enhancement bonuses are usually better than flaming and other +1d6 enhancements.

This isn't necessarily true. If you run the math you'll find that in many cases an additional d6 of damage gives you a more consistent damage increase than a +1 to hit.

Do the math each time to make the best call. For a typical level 8 fighter a +1 flaming longsword will do more damage than a straight +2 longsword.

Grand Lodge

Well, hitting more often means doing more damage.


blackbloodtroll wrote:
Well, hitting more often means doing more damage.

Do the math BBT.

Let's say your typical full BAB is properly built and is hitting on a roll of a 5 or better with a +1 flaming sword. That means he's hitting on a 4 or better with a +2 sword. Out of 20 rolls that means he hits one more time. But for the 15 times he does hit with the flaming sword, he's doing a d6 - 1 of additional damage or 15d6-15 damage, which averages to 37.5 more damage on those 15 hits. If he's doing less than 37.5 damage per hit, then he is better off with the +1 flaming longsword.

Just do the math for your character.

Grand Lodge

It's the DR and energy resistances that muddles things up.


Plus, your a stinking fighter. You got SO MANY feats, pretty sure you can afford some Weapon Focus and Greater Weapon Focus.

Dark Archive

Adamantine Dragon wrote:
Mergy wrote:

Fireball is not supposed to outdamage a greatsword. Working as intended.

Also, straight enhancement bonuses are usually better than flaming and other +1d6 enhancements.

This isn't necessarily true. If you run the math you'll find that in many cases an additional d6 of damage gives you a more consistent damage increase than a +1 to hit.

Do the math each time to make the best call. For a typical level 8 fighter a +1 flaming longsword will do more damage than a straight +2 longsword.

Not necessarily true, no. Of course once your hit is high enough that your first attack hits on everything but a 1, you should stop stacking hit or find better enemies.

That said, I did say "usually"; the min-maxers and the optimizers will be doing the math on a level to level basis.


blackbloodtroll wrote:
It's the DR and energy resistances that muddles things up.

Those are not usually a problem for characters choosing between a +2 or a +1 flaming longsword. At least not in my experience.

Actually I should say "+1 thundering" since sonic has less resistance to worry about than flaming. Flaming is actually your worst choice, but it's the one everyone recognizes.

My level 8 druid (not even a full BAB combat character) has a +1 thundering bow because it was significantly better in terms of overall damage and maximum damage than a +2 bow.

Just do the math. There are rare situations where a +2 is better than a +1 energy weapon, but usually that's when you are not hitting very frequently, which means you've got other problems with your build or your tactics.


Mergy wrote:
Adamantine Dragon wrote:
Mergy wrote:

Fireball is not supposed to outdamage a greatsword. Working as intended.

Also, straight enhancement bonuses are usually better than flaming and other +1d6 enhancements.

This isn't necessarily true. If you run the math you'll find that in many cases an additional d6 of damage gives you a more consistent damage increase than a +1 to hit.

Do the math each time to make the best call. For a typical level 8 fighter a +1 flaming longsword will do more damage than a straight +2 longsword.

Not necessarily true, no. Of course once your hit is high enough that your first attack hits on everything but a 1, you should stop stacking hit or find better enemies.

That said, I did say "usually"; the min-maxers and the optimizers will be doing the math on a level to level basis.

LOL, I've never been accused of being a min-maxer or an optimizer Mergy, but I do the math anyway.

But I also like the flavor of the energy weapons. My druid's bow goes "KaBOOOOM!" when she hits. She likes it.


Note that a +1 flaming, shocking weapon costs as a +3 weapon - not as three +1 weapons.

Straight plussed are best vs high-ac opponents and for breaking DR. Its reliable, not vulnerable to resistances.

Flaming & co are best for non-resistant enemies that aren't too hard to hit.


Straight plusses have lower volatility. You hit more often, your minimum damage per hit is the same, and you get another type or two of DR that you bypass except I think going from +1 to +2. High volatility builds seem to be all the rage, but they have a higher risk of underperforming at a bad time.


stringburka wrote:

Note that a +1 flaming, shocking weapon costs as a +3 weapon - not as three +1 weapons.

Straight plussed are best vs high-ac opponents and for breaking DR. Its reliable, not vulnerable to resistances.

Flaming & co are best for non-resistant enemies that aren't too hard to hit.

Not going to get into another argument on this.

Do the math, decide for yourself. If you do the math right, you'll find that it is a much more rare situation where a +2 weapon does more damage than a +1 energy weapon. That's just the fact.

Been down this road before. No point in arguing with people who won't do the math. And the people who do the math will realize the truth.

Grand Lodge

Wanting your PC to do what he/she does well, does not mean you are a min-maxer. Search up on practical optimization, because that's what I advocate.


blackbloodtroll wrote:
Wanting your PC to do what he/she does well, does not mean you are a min-maxer. Search up on practical optimization, because that's what I advocate.

As do I BBT. For decisions like this I build spreadsheets and run a wide variety of scenarios through them, including DR and resistance. Then I determine the optimal choices.

Then I make a decision based on what I think my character would do anyway. I don't always choose the "optimal" choice if there is a compelling story reason not to.

But when there's no compelling reason, I generally pick the most effective choice.

Dark Archive

Adamantine Dragon wrote:

LOL, I've never been accused of being a min-maxer or an optimizer Mergy, but I do the math anyway.

But I also like the flavor of the energy weapons. My druid's bow goes "KaBOOOOM!" when she hits. She likes it.

I didn't accuse you, or didn't mean to at least.

The maths you gave is a bit simplistic because it doesn't cover crits, DR or energy resistance/immunity.

If your archer likes the explosion, of course. On the other hand, an extra +1 enhancement to a weapon will cover the negative from Deadly Aim, and a straight +3 to damage is starting to approach always better than +1d6. Average damage of +3 versus +3.5, but multiplied on a critical hit, and not subject to that very common fire resistance.


Errant Inlad wrote:

When I realized the party fighter's greatsword was dishin almost the damage of my wizards Fireball, I started gettin a lil' confused. Why does his greatsword do 4d6 damage?

It seems to me, that after adding a +1 Enchantment to a weapon, you may add as many Special Properties as you wish so long as the total enhancement isn't above 10. This, however, has led my group to taking a +1 enhancement, then say Flaming and Shocking. Is this the correct way, or have we missed some other limit on Special Properties?

Okay, so your fighter is doing 'almost' as much damage with his 4d6 greatsword as you do with your fireball. I'm guessing that your wizard is somewhere around 6th level then?

First off - Fireball is a terrible spell to measure against a single-target attack - fireball makes a great spell if used on multiple foes. Frankly, the fighter *should* be dealing more damage against a single target with his greatsword than you with your fireball.

Now, your Scorching Ray on the other hand - fires two rays each dealing 4d6 damage as a touch attack at seventh level. And, unlike your fighter, you can be standing as far as 40 feet away while doing this.

At seventh level, you'll be able to summon a rhinoceros into combat - a creature able to make a powerful charge dealing 6d6+21 damage - with you still out of harm's way.

Another option is to work with the fighter. Make use of his extra damage by casting Haste on him. That extra attack is effectively your damage, and with one standard action continues on for 5+ rounds.

In short, think beyond fireball. Wizards are extremely versatile, with plenty of options for dealing damage, surviving encounters, and *this one is big* controlling the flow of battle.


stringburka wrote:

Note that a +1 flaming, shocking weapon costs as a +3 weapon - not as three +1 weapons.

Straight plussed are best vs high-ac opponents and for breaking DR. Its reliable, not vulnerable to resistances.

Flaming & co are best for non-resistant enemies that aren't too hard to hit.

THIS. THIS RIGHT HERE. That honestly makes a lotta sense to me, as the Base Price Chart has the costs listed all the way up to a +10 bonus.

. . . Well, my play group's about to be hatin me just a bit. Perhaps I'll just ask for more Spells Per day to kinda make up for the other players higher DPR.


Adamantine Dragon wrote:
Mergy wrote:

Fireball is not supposed to outdamage a greatsword. Working as intended.

Also, straight enhancement bonuses are usually better than flaming and other +1d6 enhancements.

This isn't necessarily true. If you run the math you'll find that in many cases an additional d6 of damage gives you a more consistent damage increase than a +1 to hit.

Do the math each time to make the best call. For a typical level 8 fighter a +1 flaming longsword will do more damage than a straight +2 longsword.

If you'd like I can do that math in about 5minutes. Ill use my 2handed fighter archetype build since its already made up in my excel file. - Gauss

Dark Archive

Errant Inlad wrote:
stringburka wrote:

Note that a +1 flaming, shocking weapon costs as a +3 weapon - not as three +1 weapons.

Straight plussed are best vs high-ac opponents and for breaking DR. Its reliable, not vulnerable to resistances.

Flaming & co are best for non-resistant enemies that aren't too hard to hit.

THIS. THIS RIGHT HERE. That honestly makes a lotta sense to me, as the Base Price Chart has the costs listed all the way up to a +10 bonus.

. . . Well, my play group's about to be hatin me just a bit. Perhaps I'll just ask for more Spells Per day to kinda make up for the other players higher DPR.

Wizards don't need any help being better than fighters. Blasty wizards are agreed to be the worst, but they're still wizards.

Spell Specialization and Greater Spell Specialization are your friends. The fighter needs haste and other buffs to function well, so memorize a ton of utility spells to help your group out, and Specialize in your favourite blasty spell so you can bring the pain with it when there isn't something better to do.


Gauss wrote:
Adamantine Dragon wrote:
Mergy wrote:

Fireball is not supposed to outdamage a greatsword. Working as intended.

Also, straight enhancement bonuses are usually better than flaming and other +1d6 enhancements.

This isn't necessarily true. If you run the math you'll find that in many cases an additional d6 of damage gives you a more consistent damage increase than a +1 to hit.

Do the math each time to make the best call. For a typical level 8 fighter a +1 flaming longsword will do more damage than a straight +2 longsword.

If you'd like I can do that math in about 5minutes. Ill use my 2handed fighter archetype build since its already made up in my excel file. - Gauss

The more weapon damage a weapon does on its own, the less you gain from energy vs an additional +1. Two handed greatsword might not work out as a good one for energy above a +2.


+1 on a 2hander provides +1 to hit which can cancel out a point of power atack penalty. which is 4 points of damage. which beats the 3.5 of 1d6, and it multiplies on a crit, it also provides +1 to hit.


Thanis Kartaleon wrote:


First off - Fireball is a terrible spell to measure against a single-target attack - fireball makes a great spell if used on multiple foes. Frankly, the fighter *should* be dealing more damage against a single target with his greatsword than you with your fireball.

Now, your Scorching Ray on the other hand - fires two rays each dealing 4d6 damage as a touch attack at seventh level. And, unlike your fighter, you can be standing as far as 40 feet away while doing this.

At seventh level, you'll be able to summon a rhinoceros into combat - a creature able to make a powerful charge dealing 6d6+21 damage - with you still out of harm's way.

Another option is to work with the fighter. Make use of his extra damage by casting Haste on him. That extra attack is effectively your damage, and with one standard action continues on for 5+ rounds.

In short, think beyond fireball. Wizards are extremely versatile, with plenty of options for dealing damage, surviving encounters, and *this one is big* controlling the flow of battle.

Nice pointers, thanks dude. I picked FireBall as my example, simply because it's the iconic damage dealing spell of the wizard, encounter endin kinda destruction. It wasn't doin that for me, kinda made me just a lil' curious.

As to upgrading my Fighter, . . . eh. I love the feeling I get when working with my team, when we win by the skin of our teeth, dragging each other over the finish line. What I don't love is buffin my friend, then sittin there while he does everything exciting.


Shuriken Nekogami wrote:
+1 on a 2hander provides +1 to hit which can cancel out a point of power atack penalty. which is 4 points of damage. which beats the 3.5 of 1d6, and it multiplies on a crit, it also provides +1 to hit.

Using Power attack on a 2HW might turn out better for a +2 strictly because of the damage you do per hit, not so much due to a -1 to hit. That one more hit per 20 attacks could easily overshadow the 30 or so damage you gain over the remaining hits.

As I said, you need to do the math for each scenario, if you want to know what the optimal choices are.

There are points where they are more or less equal and then it's just flavor.

In general the less damage a single attack with a weapon does, the more you will benefit from an energy damage boost. The more damage it does per single attack, the more you will benefit from an additional +1 to attack bonus. Every situation will be different.

I keep a spreadsheet ready and plug in variables to see what the results are.


The purpose of a fireball is not to do heavy damage to a single target. A wizard can do 5d6 (reflex save for half) when he first gets the spell. In your example, the fighter can do 4d6 plus strength.

So, the fighter can do more damage on average against a single target than a wizard using fireball. And that's how it should be. Fireball isn't meant to heavily damage a single target; a fireball is meant to damage a large group of enemies. A tribe of charging goblins should fear a fireball spell. One single person can save and take less than 10 points of damage from the spell. Magic missile would be better to use than that.

Compare Fireball to Scorching Ray when it comes to single target damage. Scorching Ray is a second level spell but it can do much more damage against a single target than a Fireball spell.

Compare the spells when cast by a fifth level wizard. He can do 5d6 (Reflex save for half) vs a group or 4d6 (no save) against one target. The attack roll is not likely to miss since it's ranged touch. Also, that means the spell damage can double on a crit.

It gets even more obvious at higher levels. A level 11 wizard can do 10d6 (reflex for half) with a fireball and the save DC is at least 2 behind his best spells without metamagic. Meanwhile, the Scorching Ray will do 12d6 damage to one target assuming you make three very easy attack rolls.

So, if your wizard is using a fireball to outdamage the fighter, he's not make the best use of his magic. A haste spell to give that fighter (and everyone else in the group) another attack at their full BAB is a much better use of magic.

In your example, the fighter is doing damage equal to or higher than the fireball spell. So, if the wizard helps him do that attack an extra time each round, it's a free Fireball each round. And that's not counting the attacks done by the other members of the party, and the defensive boosts offered by the Haste spell.

In short, you should avoid using Fireball against one target unless you have no other choice.


Done:
At level 8 a +1 energy greatsword vs +2 greatsword (2handed fighter archetype build) does 51.21DPR vs 51.32DPR.
At level 11 that +1 energy*2 greatsword vs +3greatsword is: 98.24 vs 98.40.
At level 13 (+1 energy*3 vs +4) it becomes 113.43 vs 116.88
At level 16 (+1 energy*4 vs +5) it becomes 166.30 vs 189.00

However, lets factor in the addition of greater magic weapon because we alllll know...someone is going to:
level 8: 56.57 vs 51.32
level 12: 115.04 vs 101.04
level 16: 211.66 vs 189.00
level 20: 298.45 vs 262.05

Of course, you wont bypass DR that way. But, oh well.

- Gauss

Edit: bah, took 15minutes.


By the way, I probably should point out that when I was making the decision for my druid's bow, I went into the situation thinking that a +2 would clearly be superior. I was somewhat surprised after running the numbers to realize that the +1 thundering bow was significantly better in just about every way. I had sort of figured being a 3/4 BAB character that her hit probability would be low enough that the +2 would end up being better, but even for her the +1 thundering ended up being quite a bit better.


Gauss wrote:

Done:

At level 8 a +1 energy greatsword vs +2 greatsword (2handed fighter archetype build) does 51.21DPR vs 51.32DPR.
At level 11 that +1 energy*2 greatsword vs +3greatsword is: 98.24 vs 98.40.
At level 13 (+1 energy*3 vs +4) it becomes 113.43 vs 116.88
At level 16 (+1 energy*4 vs +5) it becomes 166.30 vs 189.00

However, lets factor in the addition of greater magic weapon because we alllll know...someone is going to:
level 8: 56.57 vs 51.32
level 12: 115.04 vs 101.04
level 16: 211.66 vs 189.00
level 20: 298.45 vs 262.05

Of course, you wont bypass DR that way. But, oh well.

- Gauss

Edit: bah, took 15minutes.

Gauss, yeah, the fact that our cleric is fond of casting GMW on party members is a relevant point in my druid's case too.

Again, 2-handed greatsword is probably the worst possible scenario for the comparison from the energy weapon's point of view. And even then it's worth a look.


I can compare it on the twf fighter or archer...I have those builds done in my excel file. Still havent gotten around to a sword and board yet. - Gauss

Grand Lodge

Got a link to this spreadsheet?


Mergy wrote:


Wizards don't need any help being better than fighters. Blasty wizards are agreed to be the worst, but they're still wizards.

Spell Specialization and Greater Spell Specialization are your friends. The fighter needs haste and other buffs to function well, so memorize a ton of utility spells to help your group out, and Specialize in your favourite blasty spell so you can bring the pain with it when there isn't something better to do.

The way the rules are bein played in my group, I'm a lil' bit screwed. At fith level, I can once per day deal 5d6 damage to everything in a 20 foot burst. My figher, as the rules are being played, has been able to afford Flaming and Shocking on his weapon. He does 4d6+12 (Strength, feats, weapon training) PER ATTACK. His MINIMUM DAMAGE his higher than the spell I use ONCE per day. I'm playin a nova build who doesn't even shine one round per day. Where's the fun? Attached to the Flaming Shocking Greatsword, that's where.


More Wizarding advice: Try looking at these guides:

Treantmonk's Guide to Pathfinder Wizards: Being a God (Core Rulebook only)
Professor Q's Guide to the Core+ Wizard (Core Rulebook + Advanced Player's Guide + Ultimate Magic + Ultimate Combat)


Gauss wrote:
I can compare it on the twf fighter or archer...I have those builds done in my excel file. Still havent gotten around to a sword and board yet. - Gauss

It is worth factoring in the possibility of GMW buffs which will give your weapon a temporary boost so that the energy damage is just gravy...

You took this further than I did. I only compared +1 weapons with a single energy enchantment. Even I would be skeptical of the benefits of a +1 weapon with four energy enchants vs. a +5 weapon... That's a bit different scenario than I was discussing.

I suspect there's a point of declining returns where adding more energy enchantments stops being a net positive. But even that would be different for different situations.


blackbloodtroll, nope...just on my computer. And unfortunately its not that simple a sheet. The reason being is that I built the sheets so that I can tweak any variable and to find out what is better. The funny part? I didn't care about these things until I got active on the board. I still dont. Im not that great a min-maxer but I like to back up what I say with numbers since that is the discussion at hand.

- Gauss


Errant Inlad wrote:
Mergy wrote:


Wizards don't need any help being better than fighters. Blasty wizards are agreed to be the worst, but they're still wizards.

Spell Specialization and Greater Spell Specialization are your friends. The fighter needs haste and other buffs to function well, so memorize a ton of utility spells to help your group out, and Specialize in your favourite blasty spell so you can bring the pain with it when there isn't something better to do.

The way the rules are bein played in my group, I'm a lil' bit screwed. At fith level, I can once per day deal 5d6 damage to everything in a 20 foot burst. My figher, as the rules are being played, has been able to afford Flaming and Shocking on his weapon. He does 4d6+12 (Strength, feats, weapon training) PER ATTACK. His MINIMUM DAMAGE his higher than the spell I use ONCE per day. I'm playin a nova build who doesn't even shine one round per day. Where's the fun? Attached to the Flaming Shocking Greatsword, that's where.

As others have pointed out, trying to outdamage, or even compete with, a well-built fighter is going to give you fits. I suspect this fighter hits almost every time too.

In a situation like that, I would personally start trying to figure out how my wizard can manage the battlefield to drive the hapless enemy into the great whirling cuisenart that is my fighter companion....


Errant Inlad wrote:
At fith level, I can once per day deal 5d6 damage to everything in a 20 foot burst.

Once per day?! Ah, my friend - you're missing your bonus spells from Intelligence! Take a look here, and scroll down about 3/4 of the way to the Table: Ability Modifiers and Bonus Spells. Assuming you have at least a 16 Intelligence, you get an extra 1st, 2nd, and 3rd level spell slot each day. Also, you might look into specialization - a school-specialized wizard gains an additional spell slot of each available spell level dedicated to their school of magic. It's supposed to be a choice you make at first level, but your GM might allow it if you weren't aware of it beforehand.


Thanis Kartaleon wrote:

More Wizarding advice: Try looking at these guides:

Treantmonk's Guide to Pathfinder Wizards: Being a God (Core Rulebook only)
Professor Q's Guide to the Core+ Wizard (Core Rulebook + Advanced Player's Guide + Ultimate Magic + Ultimate Combat)

Kickass, thanks dude.


What's most effective depends on playstyle and build. If you're mostly up against animals, undead, abberations, magical beasts and non-spellcadting humans, energy is the way to go for an optimized full-BaB class with additional to hit bonuses such as weapon training.

If youre mostly up against spellcasters, dragons, and outsiders (especially), straight plussed are far better. If we take acid energy damage for example, as its the least resisted, angels, asura, daemons, demodands, demons, devils, divs, kami, proteans, qlippoths, and some dragons can all ignore the weapon property completely.

If you dont have a high bab with good offensive class features and stats, or aren't optimized for that weapon, you might hit on 10+ instead of 5+ and the math is vastly different. If you have a higher base damage hitting more softens is more important. On a crit-heavy build enhancement bonus is better.

Then there's other benefits; straight plusses can overcome DR, are harder to sunder, and have higher saves.

In a theoretical simulation with optimized fighters energy is better, but there are a LOT of circumstances where it isn't. Compare dpr vs any evil outsider, for example.


Adamantine Dragon wrote:


As others have pointed out, trying to outdamage, or even compete with, a well-built fighter is going to give you fits. I suspect this fighter hits almost every time too.

In a situation like that, I would personally start trying to figure out how my wizard can manage the battlefield to drive the hapless enemy into the great whirling cuisenart that is my fighter companion....

It's maddening . . . but the main point here is, he isn't JUST a well built fighter, he's a broken fighter. He has spent 6,000 GP on what should be an 18,000GP item. Wealth and item pricing is an essential part of game balance, and this oversight on my and my friend's part has let the fighter do the damage of a 9th or 10th level fighter, at level 5. I can still only do the damage of a 5th level wizard.

Thanis Kartaleon wrote:
Once per day?! Ah, my friend - you're missing your bonus spells from Intelligence! Take a look here, and scroll down about 3/4 of the way to the Table: Ability Modifiers and Bonus Spells. Assuming you have at least a 16 Intelligence, you get an extra 1st, 2nd, and 3rd level spell slot each day. Also, you might look into specialization - a school-specialized wizard gains an additional spell slot of each available spell level dedicated to their school of magic. It's supposed to be a choice you make at first level, but your GM might allow it if you weren't aware of it beforehand.

You, Good Sir, are a Gentleman and a Scholar.


Adamantine Dragon wrote:


Actually I should say "+1 thundering" since sonic has less resistance to worry about than flaming. Flaming is actually your worst choice, but it's the one everyone recognizes.

You realize that the thundering enchantment only adds 1d8 (2d8 for x3, 3d8 for x4) sonic damage on a critical hit, right? It does nothing on a normal hit.


Errant Inlad wrote:
As to upgrading my Fighter, . . . eh. I love the feeling I get when working with my team, when we win by the skin of our teeth, dragging each other over the finish line. What I don't love is buffin my friend, then sittin there while he does everything exciting.

Keep in mind that that would be only one action, and would hasten the entire party for several rounds. After casting that, you can go back to firing scorching rays or battlefield control spells. Try these out:

(level one)
Protection from Evil Renders the protected creature entirely immune to melee attacks from summoned creatures. Also grants a nice bonus on AC and saves.
Grease prevents enemies from running away, pretty much (useless against flyers)
Obscuring Mist Shuts down ranged opponents so you can focus on any melee happening. Alternately, grants you concealment and easy escape.
True Strike Cast this before combat begins and then fire off a scorching ray. Ignores concealment, too!
Magic Missile 3d4+3 damage at fifth level - BUT always hits, and ignores damage reduction/energy resistances. A classic fallback spell when you've exhausted the rest of your repertoire.
Ray of Enfeeblement Inflicts a 1d6+2 Strength penalty on the target with a ranged touch. Diminishes the effect of high Strength characters a bit, but on low-Strength enemies? It can knock them out of the fight if the penalty exceeds their total Strength.
Enlarge Person Another buff spell, but it's a goodie. Increases the target's size and Strength, and bumps their weapon damage up as well as giving them a 10-foot threat range. Turns an already deadly fighter into a battlefield destroyer.
Reduce Person The opposite effect here. The target's size and Strength drop, and their weapons do less damage as well. Use it on a Small target and they have to enter a foe's square to attack, provoking attacks of opportunity while unable to take any in return.

(level two)
Glitterdust Blinds creatures in an area, and reveals invisible opponents
Summon Swarm Swarms are a pain to deal with - difficult to damage unless you have AoE effects like fireball - and they make it difficult to cast spells as well!
Flaming Sphere Conjures a rolling ball of fire that you can control with a move action. Cast it early in the fight and watch it engulf your foes in flames. Deals 3d6 fire damage each round to whoever's space you put it in. Also sets things on fire!
Blindness/Deafness Like Glitterdust, but doesn't remove invisibility. However, permanent!

(level three)
Magic Circle Against Evil As Protection from Evil, but hits an area of ground rather than a single target. Perfect for point defense.
Stinking Cloud Those in the cloud get nauseated - meaning that for the duration the spell lasts on them, they can only take a single move action a round. Shuts down damn near anyone who fails the Fortitude save.
Deep Slumber Takes an entire turn to cast, but can shut down foes your party shouldn't even be able to face at 5th level. (Most CR 9 foes have ~10 HD) Once the giant drops, the party deals out a collective coup de grace and picks up the loot while the GM gently weeps.
Ray of Exhaustion Exhausted characters take a -6 penalty on Strength and Dexterity, and can't run or charge.

And of course don't forget about Scorching Ray and Haste!


Thanis, Protection from Evil does not make the protected creature entirely immune to melee attacks from summoned creatures. It will however, make them immune to the natural melee attacks from evil summoned creatures. Additionally, the moment you attack an evil summoned creature the restriction against that creature's natural attacks is broken. - Gauss


Errant Inlad wrote:
You, Good Sir, are a Gentleman and a Scholar.

Thank you, thank you.

Errant Inlad wrote:


It's maddening . . . but the main point here is, he isn't JUST a well built fighter, he's a broken fighter. He has spent 6,000 GP on what should be an 18,000GP item. Wealth and item pricing is an essential part of game balance, and this oversight on my and my friend's part has let the fighter do the damage of a 9th or 10th level fighter, at level 5. I can still only do the damage of a 5th level wizard.

Okay - so you've definitely got a balance issue here. You need to bring this up with your group. Sounds like everyone's pretty new to the game, so hopefully it will go over alright. A 12,000gp discrepancy is a tall order to change… maybe you can get a free Rod of Extend Magic and a Pearl of Power (1st level) out of the deal, rather than nerfing everyone down. Other good options would be a Headband of Vast Intelligence +2 and a Scarlet and Blue Sphere Ioun Stone* for a total of +4 to Intelligence.

Gauss wrote:
Thanis, Protection from Evil does not make the protected creature entirely immune to melee attacks from summoned creatures. It will however, make them immune to the natural melee attacks from evil summoned creatures. Additionally, the moment you attack an evil summoned creature the restriction against that creature's natural attacks is broken. - Gauss

Good point - don't want to oversell the spell. It's still quite good, however.

*EDIT: Gauss pointed out that you can't combine the Headband and the Ioun Stone. Check my next post for another option.

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