How Do They Hold Up? A Comparative Build Thread.


Advice

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Liberty's Edge

Any criticisms?


I'll suggest that you guys spoilerize your builds, so it's easier to read the thread.

You might want to use the HeroLab template for character sheet too. As I find it rather easy to read. I'll post it here later. (Not home right now).
But if you want you can check it out the Build Thread 3. All of my builds use that template.

Of course, these are just my suggestions. Although the one about using spoilers is one I really recommend. I saves a lot of space.


A build I have been toying with for a while just for giggles. I strongly suspect he won't scale as well as I might hope (lack of bonus feats + TWF isn't a great combo), but he sounds like fun.

Built with PFS rules.

Muty McMuterson:

Muty McMuterson
Human Barbarian (Invulnerable Rager/Urban Barbarian) 1
LN Medium Humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 15 (1d12+3)
Fort +4, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +2 (1d6+6 18-20/x2) and
. . Kukri +2 (1d4+3/x2)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 7, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 18
Feats Double Slice, Two-Weapon Fighting
Traits Auspicious Tattoo, Savant
Skills Perception +5, Perform (Charades) +4, Profession (mime) +5
Languages Common
Combat Gear Kukri, scimitar, wooden armor, whatever else I can afford/feel like
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Angry Muty McMuterson:

Muty McMuterson
Human Barbarian (Invulnerable Rager/Urban Barbarian) 1
LN Medium Humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 15 (1d12+3)
Fort +4, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +4 (1d6+8 18-20/x2) and
. . Kukri +4 (1d4+4/x2)
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 14, Int 7, Wis 13, Cha 7
Base Atk +1; CMB +7; CMD 20
Feats Double Slice, Two-Weapon Fighting
Traits Auspicious Tattoo, Savant
Skills Perception +5, Perform (Charades) +4, Profession (Mime) +5
Languages Common
Combat Gear Kukri, scimitar, wooden armor, whatever else I can afford/feel like
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

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Theodric, Society Fighter and Improvisational fighter. By Third I plan for Improved Improv.

Spoiler:
Theodric Kelmorist
Male Human (Taldan) Fighter (Lore Warden) 1
LN Medium Humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +4 (1d4+3/19-20/x2) and
. . Guisarme +5 (2d4+4/x3)
Ranged Shortbow +2 (1d6/x3)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Fast Learner, Improvisation, Weapon Focus (Guisarme)
Traits Ease of Faith, Eyes and Ears of the City
Skills Acrobatics +2, Appraise +5, Bluff +3, Climb +4, Diplomacy +6, Disable Device +0, Disguise +3, Escape Artist +2, Fly +2, Handle Animal +3, Heal +2, Intimidate +3, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +5, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +5, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +5, Perception +5, Ride +2, Sense Motive +2, Sleight of Hand +2, Spellcraft +3, Stealth +2, Survival +4, Swim +4, Use Magic Device +3
Languages Common, Kelish, Varisian
Combat Gear Alchemist's fire (2); Other Gear Studded leather armor, Arrows (20), Dagger, Guisarme, Shortbow, Backpack (17 @ 19 lbs), Bedroll, Belt pouch (7 @ 3 lbs), Candle (2), Charcoal stick (2), Crowbar, Fishhook (2), Flint and steel, Mug/tankard, Sewing needle, Signal whistle, Silk rope, String or twine, Thread (50 ft.), Trail rations (7), Waterskin, Whetstone, 19 GP, 9 SP, 8 CP
--------------------
Special Abilities
--------------------

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So is the Dual Talent legal for this?

Joe Paladin, Dual Talent Version

Spoiler:

Oathbound Paladin 1 (Oath agaisnt the Wyrm)
LG medium humanoid (human)
-------
DEFENSE
-------
HP 14 (d10 +1 CON + 1 favored class)
AC 17, Touch 11, Flat-Footed 16 (+6 Armor, +1 Dex)
AC 20, Touch 14, Flat-Footed 19 (+3 Deflection while smiting)
Fort 3, Ref 1, Will 1
-------
OFFENSE
-------
Speed 20 ft.
melee +4 Bastard Sword (d10 +4)
melee +3 Power Attack (d10 +7)
melee +7 Smite Evil (d10 +5)
melee +6 Power Smite (d10 +8)
-------
STATISTICS
-------
STR 17(15 +2 racial), DEX 12, CON 13, INT 13, WIS 8, CHA 17(15 +2 racial)
Traits: Extremely Fashionable; Eyes and Ears of the City
Feats:
1) Power Attack
3)
5)
7)
9)
11)
13)
15)
17)
19)
Skills:
+8 Diplomacy
+8 Intimidate
+4 Perception
Languages: Common, Elven
-------
GEAR (starting 175 gp)
-------
-41 gp Paladin's Kit (This kit includes a backpack, a bedroll, a belt pouch, a cheap holy
text, a flint and steel, an iron pot, a mess kit, rope, soap, torches
(10), trail rations (5 days), a waterskin, and a wooden holy symbol.);
-35 gp Bastard Sword;
-20 gp Armored Kilt;
-50 gp Scale Mail;
+29 gp
-------

Joe Paladin, Regular Version
Spoiler:

Oathbound Paladin 1 (Oath agaisnt the Wyrm)
LG medium humanoid (human)
-------
DEFENSE
-------
HP 14 (d10 +1 CON + 1 favored class)
AC 18, Touch 11, Flat-Footed 17 (+7 Armor, +1 Dex)
AC 20, Touch 13, Flat-Footed 19 (+2 Deflection while smiting)
Fort 3, Ref 1, Will 1
-------
OFFENSE
-------
Speed 20 ft.
melee +5 Great Sword (2d6 +4)
melee +4 Power Attack (2d6 +7)
melee +8 Smite Evil (2d6 +5)
melee +7 Power Smite (2d6 +8)
-------
STATISTICS
-------
STR 17(15 +2 racial), DEX 12, CON 13, INT 13, WIS 8, CHA 15
Traits: Rich Parents; Noble
Feats:
1) Power Attack; Cosmopolitan
3)
5)
7)
9)
11)
13)
15)
17)
19)
Skills:
+7 Diplomacy
+7 Intimidate
+7 Knowledge (Nobility)
+3 Perception
Languages: Common, Elven, Dwarven, Draconic
-------
GEAR (starting 900 gp)
-------
-41 gp Paladin's Kit (This kit includes a backpack, a bedroll, a belt pouch, a cheap holy
text, a flint and steel, an iron pot, a mess kit, rope, soap, torches
(10), trail rations (5 days), a waterskin, and a wooden holy symbol.);
-250 Banded Mail;
-350 Masterwork Greatsword
+259 gp

Back story is simple: this knightly young lad, born of a noble family who worships Abadar, serving as a proud guardsman had his home city attacked by a dragon, which he was unable to defeat. Swearing an oath to prevent it from happening again to him or anyone else, he leaves his city with the goals of finding and slaying the dragon that laid waste to his home.

Sovereign Court

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Even though not listed in the challenge. I consider Inquisitor's to be a martial class. SO here is a 1st level Inquisitor.
Note: I had him leveled to 2 but had not bought anything past starting equipment. So ignore the excess gold.

And yes he is a PFS character.

Spoiler:
Toric Kelistan
Male Human (Ulfen) Inquisitor (Spellbreaker) 1
NG Medium Humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2); judgement of sacred healing 1
Fort +4, Ref +3, Will +4; +2 trait bonus vs. fear, +1 trait bonus vs. enchantment spells & effects
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light mace +2 (1d6+2/x2)
Ranged Longbow +3 (1d8/x3)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic), wooden fists (5 rounds/day)
Inquisitor (Spellbreaker) Spells Known (CL 1):
1 (2/day) Cure Light Wounds, Stalwart Resolve
0 (at will) Disrupt Undead, Acid Splash, Detect Magic, Light
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Point Blank Shot, Precise Shot
Traits Courageous, Indomitable
Skills Acrobatics +2, Climb +1, Escape Artist +2, Fly +2, Heal +6, Intimidate +5, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Knowledge (religion) +4, Perception +6, Ride +2, Sense Motive +7, Stealth +2, Survival +6, Swim +1
Languages Common, Skald
SQ domains (plant), judgement (1/day), strong-willed
Combat Gear Acid; Other Gear Studded leather armor, Arrows (40), Light mace, Longbow, Backpack (empty), Erastil, 1404 GP
--------------------
Special Abilities
--------------------
Courageous +2 save vs. fear.
Indomitable +1 to saves vs. enchantment spells and effects.
Inquisitor (Spellbreaker) Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
Wooden Fists +1 (5 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +1 damage.

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Fost, a Shoanti Ranger (guide). Going two weapon style and am going to see how Thunder and Fang works.

Spoiler:
Fost
Human (Shoanti) Ranger (Guide) 1
CG Medium Humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Earth breaker +4 (2d6+3/x3) and
. . Klar +4 (1d6+2/x2)
Special Attacks ranger's focus +2 (1/day)
Ranger (Guide) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 14, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +4; CMD 14
Feats Weapon Focus (Earth breaker), Weapon Focus (Klar)
Traits Bred for War (Shoanti), Observant (Sense Motive)
Skills Acrobatics -1, Climb +4, Escape Artist -1, Fly -1, Handle Animal +5, Intimidate +2, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6, Ride -1, Sense Motive +7, Stealth -1, Survival +6 (+7 to track), Swim +0
Languages Common, Shoanti
SQ track, wild empathy
Combat Gear Acid, Sunrod (2); Other Gear Lamellar (leather) armor, Earth breaker, Klar, Backpack (empty), Belt pouch (empty), Blanket, Charcoal stick, Flint and steel, Silk rope, Whetstone, 8 GP, 9 SP, 8 CP
--------------------
Special Abilities
--------------------
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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I'm gonna say Inquisitor is out. I don't think anyone would disagree that 6th level spellcasting gives an edge in versatility over classes without it, and this is mostly a comparison of the classes considered to be pure or almost pure martial characters, both in combat and out of combat.

I like the class and think it's very cool, but I don't consider it a pure martial any more than the Magus or Alchemist.

Sovereign Court

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A Kellid Savage Barbarian.

Spoiler:
Unnamed Hero
Human (Kellid) Barbarian (Savage Barbarian) 1
CN Medium Humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (1d12+4)
Fort +5, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee Greatsword +3 (2d6+3/19-20/x2)
Ranged Sling +3 (1d4+2/x2)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 16, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Furious Focus, Power Attack -1/+2
Traits Storied Scars, Veteran of Battle
Skills Acrobatics +0 (+4 jump), Climb +4, Diplomacy +0 (+1 with Kellids), Escape Artist +0, Fly +0, Handle Animal +4, Intimidate +4 (+5 with non-Kellids), Perception +5, Ride +0, Stealth +0, Survival +5, Swim +0
Languages Common, Hallit
SQ fast movement +10
Other Gear Lamellar (leather) armor, Greatsword, Sling, Backpack (3 @ 13 lbs), Bedroll, Belt pouch (1 @ 0 lbs), Blanket, winter, Flint and steel, Silk rope, 25 GP, 4 SP
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Storied Scars +1 diplomacy with Kellids, +1 Intimidate with non-Kellids.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

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Drexel, A Mendev Crusader in the service of Iomedae. (Also put together in 5 minutes)

Spoiler:
Drexel
Human (Chelaxian) Paladin 1
LG Medium Humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +4; +1 vs. evil outsider's spells and effects
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +3 (1d4+2/x2) and
. . Light mace +3 (1d6+2/x2) and
. . Longsword +3 (1d8+2/19-20/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Special Attacks smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 14, Int 10, Wis 12, Cha 16
Base Atk +1; CMB +3; CMD 14
Feats Animal Affinity, Charge of the Righteous
Traits Purity of Faith, Scholar of the Great Beyond (Knowledge [planes])
Skills Acrobatics -5 (-9 jump), Climb -4, Escape Artist -5, Fly -5, Knowledge (planes) +5, Knowledge (religion) +4, Ride +1, Sense Motive +5, Stealth -5, Swim -4
Languages Common
SQ aura of good
Other Gear Scale mail, Heavy steel shield, Light crossbow, Light mace, Longsword, 25 GP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Charge of the Righteous You charge undead and fiends with confidence in your righteous cause.

Prerequisite: Base attack bonus +1.

Benefit: When you charge an undead creature or an evil outsider, you do not take the -2 penalty for charging.
{br
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Purity of Faith Your soul is clean, and you are deeply committed to fulfilling your duties to the church. You take +1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

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Rynjin wrote:

I'm gonna say Inquisitor is out. I don't think anyone would disagree that 6th level spellcasting gives an edge in versatility over classes without it, and this is mostly a comparison of the classes considered to be pure or almost pure martial characters, both in combat and out of combat.

I like the class and think it's very cool, but I don't consider it a pure martial any more than the Magus or Alchemist.

other than some condition removal spells and a handful of buffs, an inquisitor is no more a caster than a paladin is. in fact, they are about as martial as ninja, paladins, and rangers. even if they aren't full bab.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

So now I can go back and read all the builds. I did not want to have the other builds influence mine.


Rynjin wrote:

I'm gonna say Inquisitor is out. I don't think anyone would disagree that 6th level spellcasting gives an edge in versatility over classes without it, and this is mostly a comparison of the classes considered to be pure or almost pure martial characters, both in combat and out of combat.

I like the class and think it's very cool, but I don't consider it a pure martial any more than the Magus or Alchemist.

What about monks? Are they ok? I kinda took the liberty of throwing one into the mix because of all the monk hate, I thought I would see how long he lasts.

Sovereign Court

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I'll work on my level 3 builds tomorrow and post them tomorrow night. We going standard WBL for each level?


Now, the real question is

Would rinjyn have all the time to compareall the builds? at all levels? :p


I dunno. I thought we were coming to some sort of group consensus on the matter. I just started the thread to host the "event".

And yeah, Monks are fine. They're martial characters.

Really this thread is for:

Fighters
Barbarians
Paladins
Rangers

^Primarily

But Monks, Rogues/Ninjas, and Cavaliers/Samurai are fair game too.


Rynjin wrote:
I dunno. I thought we were coming to some sort of group consensus on the matter.

Concensus? in an internet forum?....XD


1 person marked this as a favorite.

Oh pish posh, I think most of our participants are mature enough to accept "Eh that build doesn't hold up to the others really".

But what encounters were we planning on using, by the by? Any ideas from anyone?

I think the main issue with using published materials is that they usually assume more than one party member.


So have we settled on an appropriate challenge for these characters yet?


ciretose wrote:

Jan Eric, First Level Fighter

** spoiler omitted **

So I hit pretty well in melee, and I can afford a backup ranged weapon and a Chain Shirt and two weapons thanks to the high starting gold. I will need to address my will saves at 3rd level or so, but for now I'm pretty much with everyone else.

A Barb will out damage me when raging with the same feat choices, but will lose AC and not be able to do that very often. And they don't have the starting gold for the armor and two quality weapons.

I may do a monk next. Even I won't try a rogue, but I would love to see what someone else can do. Let me know if this is "good enough" and I'll level it up.

Your Perception is off. It should be a +2, not a +5.


Byrdology wrote:
What about monks? Are they ok? I kinda took the liberty of throwing one into the mix because of all the monk hate, I thought I would see how long he lasts.

Yep, same reason that I built a rogue, byrd


Rynjin wrote:

Oh pish posh, I think most of our participants are mature enough to accept "Eh that build doesn't hold up to the others really".

But what encounters were we planning on using, by the by? Any ideas from anyone?

I think the main issue with using published materials is that they usually assume more than one party member.

And why assume just one party member


So who would the other party members be?

Y'know what might be fun? Just say f$+! it and run an actual game with these characters and see who struggles (if anyone) at which parts and why. We'd have to narrow the participation down a bit, probably, but Nicos/Eldon/Ciretose/Lemmy are pretty much the 4 I started this for anyway.

Not sure if that would prove anything but it might be cool in any case.


Running a module, scenario or ap for one person at a time would just be like putting lead boots on Lebron during a game because you have like a crazy a-team of smart peeps in this thread and it could instead just be like lob city up in this piece


Nah, I don't mean 1 at a time. Just, all at once. Keep a tally of who takes care of the most diverse number of situations, and who still does well in combat. Just a party of 4 guys. Maybe each one running a different one of the classes based on their preference.

Or maybe I'm just suffering from withdrawal because I haven't played in over a month. My players have a tendency to become disheartened when one of our specific players is missing. =/


Rynjin wrote:

Nah, I don't mean 1 at a time. Just, all at once. Keep a tally of who takes care of the most diverse number of situations, and who still does well in combat. Just a party of 4 guys. Maybe each one running a different one of the classes based on their preference.

Or maybe I'm just suffering from withdrawal because I haven't played in over a month. My players have a tendency to become disheartened when one of our specific players is missing. =/

Just be careful of the metrics because if you start measuring things by DPR or kills then pretty soon you have a party full of builds that are strictly out to do damage and one up each other, score-style...and at that point you aren't a party anymore


Nah, that defeats the purpose of this in the first place.

This was meant to prove (or disprove) that Fighters could: A.) At LEAST match, possibly exceed other classes IN combat and B.) Match, or at LEAST come close to another class' out of combat utility (includes traps and NPC interactions, information gathering, etc.) without overly sacrificing that in combat power.


The quest for a will lead to problems with b and vice versa because you also have to work with actual people to make things happen

The Exchange

If you guys want a test, I can put something together for you.

I have a ton of of modules, from all sorts of levels. I'll let you post builds until Sunday morning (Australian time). That's another day and night for me.

After that, I'll post the encounters from a randomly determined scenario (random roll from alphabetic list).

Assume you have a wizard, bard and cleric in party. You don't know their abilities yet cos you've only just met.

You can post your proposals for how your character would work in those situations and everyone can discuss the merits of the build.

Characters posted after the scenarios are posted cant be considered for this round, since its probable they'll be built specifically to deal with situations at hand.

I'll not participate in comparative discussions, I'll just post the challenges from the modules.

Completely random, and I'll be impartial since I'm not competing.

We may have to iron out some rules for damage caused and taken during encounters etc.

Could be fun, if nothing else.

Cheers

Liberty's Edge

Neo2151 wrote:
ciretose wrote:

Jan Eric, First Level Fighter

** spoiler omitted **

So I hit pretty well in melee, and I can afford a backup ranged weapon and a Chain Shirt and two weapons thanks to the high starting gold. I will need to address my will saves at 3rd level or so, but for now I'm pretty much with everyone else.

A Barb will out damage me when raging with the same feat choices, but will lose AC and not be able to do that very often. And they don't have the starting gold for the armor and two quality weapons.

I may do a monk next. Even I won't try a rogue, but I would love to see what someone else can do. Let me know if this is "good enough" and I'll level it up.

Your Perception is off. It should be a +2, not a +5.

You are correct, sorry.

Liberty's Edge

Rynjin wrote:

So who would the other party members be?

Y'know what might be fun? Just say f&+* it and run an actual game with these characters and see who struggles (if anyone) at which parts and why. We'd have to narrow the participation down a bit, probably, but Nicos/Eldon/Ciretose/Lemmy are pretty much the 4 I started this for anyway.

Not sure if that would prove anything but it might be cool in any case.

I would be fine with that. Just let me know if you want the fighter or the monk.

Liberty's Edge

We could actually make this even more interesting and see if an all martial class can get through an AP...maybe Carrion Crown since Rynjin already knows it.

Liberty's Edge

*sheesh*...or we could just have a generic discussion thread, and never get a consensus and do it at all. I thought this was going to be kept pretty simple...at this rate, it'll be next month, and we'll be looking at level 5 builds...by sometime next year, we might break 10th.

Liberty's Edge

This discussion has been going on since 3.0 was first released. We were not going to resolve it quickly :)


Mr Scar
Human Barbarian (Invulnerable Rager) 1
CN Medium Humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 18 (-22 negative hp)
Rage hp 20 (-26 negative hp)
Fort +7, Ref +0, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee Greatsword +2 (2d6+2/19-20/x2)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 20, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 11
feats Endurance, Diehard
Traits Veteran of Battle
Racial Trait Heart of the Wilderness
Skills Climb +4, Handle Animal +4, Intimidate +4 , Perception +4
Languages Common,
SQ fast movement +10
Other Gear Lamellar (leather) armor, Greatsword,
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
Heart of the Wilderness +1/2lvl to survive checks. +5 to stabilize. +1/2Con score when determinisg the negative hit point totatl necessary to kill then.

Liberty's Edge

ciretose wrote:
This discussion has been going on since 3.0 was first released. We were not going to resolve it quickly :)

I doubt it'll ever be resolved...I thought this thread was about gathering some relevant data. If it turns into a six-month project, then:

A) It will probably never be completed.
B) Very few will care enough to follow it if it does.
C) Things will have likely changed, bringing a whole new set of variables into the deal.

I don't expect this thread will change people's minds...and it won't change mine. I've seen what multiple fighters can do, on the table, in a real game. My assertions that they work just fine...and that others are NOT always in their element (in truth, the fighter isn't either, but in those cases, all martials suffer) are grounded in the reality of first-hand experience. I've seen barbarians out of rage, and incapable of doing anything but aid another. Everybody has seen rangers fight enemies that were not favored, and out of spells (I would hope). I've seen dead animal companions, too. That sucks. I couldn't begin to tell you the number of times I've faced enemies that a paladin couldn't smite.

In all of those occasions, I've seen fighters pull through, as if it didn't change a thing for them...because it didn't.

I've played a fighter who loved fighting wizards...and killed a few...of his own level or higher (though I don't think he got played over 9th or so) and others that just did it because it needed to be done, and they could.

I've played barbarians, paladins, and rangers, too. They all rock pretty hard.

I know my experience, but I don't think it'll change anyone's opinions...in fact, I've seen how far people will go to discount the experiences of people that they don't know, over the internet.

Cabbages.

...and that person never knew that I, personally, drove a small party crazy with a single kobold, and all of his earlier prepared secret tunnels and traps.

As if kobolds are assumed to be tacticians the moment they can use a javelin.


In order to represent the lose of per day abilities and caster we can do something.

At low levels we can assume bless is in place for one fight. For another fight we can assume bless is not in play. We can do the same for haste at level 5.

For classes like the ranger and barbarian that have limited power we can run the numbers with and without their powers on, and compare how long it might take them to kill certain monsters, and how much damage they take in return. That is what we did for a high level comparison I was on.


ciretose wrote:
We could actually make this even more interesting and see if an all martial class can get through an AP...maybe Carrion Crown since Rynjin already knows it.

Carrion Crown would be pretty interesting. The all martial party would probably wreck the combat encounters pretty good, but the Haunts and b!!*&*~* "Thing comes from nowhere, save or roll a new char kthxbye" stuff would be funny to see.

How would we run it? Just as a play by post? I've never done a play by post before actually.

And Eldon, we can still do the theorycraftin' number crunchin' stuff too if it makes you feel better.

I'd have to dust off book 1 and mark the stuff I dun goofed on or changed though. I ran Haunts all wrong (That's the first campaign I started running) and just did away with the "-1 Villagers Like You Thingy Per Day" mechanic because I thought it was kinda pointless what with all the OTHER ways the villagers can decide they want to ram a pitchfork up your ass.


Nicos and I were discussing how to run these character through a series of challenges in a practical way.

PbP is a possible answer, but it's too much time and lot of work, even if we reduced it to 3~4 participants. There are those old generic same-game tests somewhere in the internet too, but some people might not like them.

We'd also need a impartial Judge/GM with a good knowledge of RAW. (Remember, we're discussing RAW in here. Although some reasonable GM calls might be necessary from time to time, I believe we should stick to RAW as closely as possible in a internet discussion, for RAW is our only common ground.)

The martial character's companions would be an Elf Wizard and a Dwarf Cleric. Both decently optimized, but not game-breaking. I might even still have their sheets.

Any suggestions???


Categories!

1) To hit % vs CR 1
2) avg dmg
3) AC%
4) skill challenge success% vs DC 15
5) durability: HP vs avg dmg of CR 1 mobs.

Gather the avgs from the categories and determine a cut off score. Advance to lvl 3.


Byrdology wrote:


3) AC%

To be more precise here this should be done calcuating the monster DPR against the PC AC.


In addition to the encounters, it might be worth posting builds at Rynjin's assigned levels and comparing them. Hopefully there could be a consensus on one or two most powerful builds from each class at the assigned levels- comparing builds to other builds of that class first, then comparing the consensus optimized builds at those levels.

I like the idea of running the builds through encounters from published adventures. If anyone has the time and inclination, they could be run with a four person party filled out by npcs from the NPC Codex. In addition to comparing optimized dpr (against dragon or evil outsider for a paladin, against favored enemy on favored terrain for a ranger, while raging for a barbarian) and comparing non-optimized damage (against a neutral construct for paladins, non-favored conditions for rangers, when rage wears off for barbarians) it would give a sense of how the builds work in published adventure scenarios.


I'm not really, the best at optomisation, but here's my attempt:

Perayne Patori, a generic human paladin with a bit of UMD thrown in, though it's not of much use at this level.

Spoiler:

Human Paladin (Oath of Vengence) 1
Favoured Class: Paladin (+1 skill rank)
CN Medium Humanoid (human)
Init +1; Senses: Perception +0, Detect Evil at will
--------------------
Defense
--------------------
No Shield:
AC 17, touch 11, flat-footed 16

Shield:

AC 19, Touch 11, FF 18

hp 12 (-14 negative hp)
Fort +4, Ref +1, Will +1 (+1 in general vs spells, spell like abilities and poison)
--------------------
Offense
--------------------
Speed 20 ft.
Melee
Greatsword: +5 (2d6+9 [19-20/x2]) (Always power attacking with furious focus)
Warhammer: +4 [Power attacking] (1d8+6 [x3])
Warhammer: +5 [Not Power attacking] (1d8+4 [x3])
Special Attacks: Smite Evil
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +5; CMD 16
feats Power Attack, Furious Focus
Traits: Adopted (Dwarf), Glory of Old, Dangerously Curious
Skills: Diplomacy +6, Perception +0, Sense Motive +3, Use Magic Device +7
Languages Common
Special Qualities: Aura of Good
Equipment: Four Mirror Armour, Greatsword, Warhammer, Heavy Steel Shield, Paladin's Kit, 7gp
--------------------
Special Abilities
--------------------
Smite Evil 1/day: +2 to hit, +1 damage, +2 deflection to AC, bypass any damage reduction on the target of her smite
Detect Evil at will

Sovereign Court

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Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I'm terrible at judging people's builds. Any character can be playable. Depends on a lot of circumstances. I posted to see critique on MY builds.

Liberty's Edge

I think a simple way to do this is take a sample encounter day and discuss how each would contribute a party with 3 other iconics.

I think the first day from RoTRL is perfect for first levels, but any first day encounter from any of the AP's or level one modules works for me.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I would suggest using Exren, Kyra, and Merisiel(or Amiri, if Merisiel and your character would step on each others toes.)

Liberty's Edge

Tim Statler wrote:

I would suggest using Exren, Kyra, and Merisiel(or Amiri, if Merisiel and your character would step on each others toes.)

Works for me.


Heisen Lvl 3:

Heisen
Human
fghter 3

=== Stats ===
Str 16,Dex 16,con 14,Int 12,Wis 12, Cha 7
=== Defense ===
Ac: 21 (+7 armor +3 dex +1 dodge)
Touch AC: 13
FF AC: 16
Hp: 27 (3d10+6)
CMD: 19 (22 Against Trip and Grapple)
=== Saves ===
Fort +6
Ref +4
Will +5*
+1 Against fear effects.
=== Offense ===
Speed: 30 ft
Melee Masterwork Falchion Falchion: +6 (2d4+4 18-20/x2)
or power attak Masterwork Falchion Falchion: +5 (2d4+7 18-20/x2)
or power attak and furious focus Masterwork Falchion Falchion: +6 (2d4+7 18-20/x2)

BAckup weapon: Armor Spikes: +6 (1d4+3 20/x2)
or Armor Spikes: +5 (1d4+5 20/x2)

Ranged Composite long bow: +6 (1d8+3 20/x3)
Or with deadly Aim
Composite long bow: +5 (1d8+5 20/x3)
CMB:+6
=== Traits ===
Carefully Hiden, Defender of the society.
=== Feats ===
1. Power attack, Furious Focus, Dodge.
2. Deadly Aim
3. Iron will
=== Skills ===
Climb +5
Swim +5
Intimidate +5
Knowledge (dungeoneering) +7
Knowledge (Engineering) +5
Survival +5
Perception +3
=== Special ===
Bravery 1, Armor training 1.
=== Gear ===
Composite long bow (450 gp), Masterwork Falchion (370 gp), Masterwork Breastplate (300 gp), Armor Spikes, Masterwork tool (intimidate), Ioun torch, Heavy shield.

Money remaining: about 1800 gp. Mostly used in potions, oils and elixirs.

Silver Crusade

I like Byrd's plan, although AC% and durability should be put together into 1 test. So the tests should be:

1. % chance to hit a selected "average CR = character level" mob
2. Survivability versus that same mob's DPR
3. Avg DPR
4. % chance to succeed at a DC 15 Diplomacy, Knowledge, and Perception check added together

Your score will be:

Avg DPR x # of rounds you survive x % chance to hit x sum of skill check success %

That will give us a nice round number that should be similar for every character. Anybody can submit a character for consideration. It must be in the Bestiary stat block format (not everyone has HeroLab) and I will volunteer to tabulate the results. First round submissions must be posted by Midnight central time on Sunday night/Monday morning.

How does that sound?

As an example, here is the character I posted earlier. I chose a goblin dog as the CR1 creature because you fight a lot of them at low levels.

1. % chance to hit = 55% or .55
2. Rounds of survivability = 4 rounds (10 HP vs 2.73 avg DPR)
3.DPR = 6.34 (I assumed sneak attack 50% of the time)
4. Diplomacy check = .55, Knowledge check = 0, Perception check = .50

Score = .55 x 4 x 6.34 x 1.05 = 14.6454

After everybody's score has been determined, the top 75% move on to the level 3 challenge.


Only problem I have is format. I have a hard time getting it right from my phone. Other than that, yay!

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