Bigdaddyjug
|
So, Rynjin posted that thread that got a lot of attention. It seemed like we found a good 4 part Challenge to run the builds through. The 4 parts to the challenge are:
1. Avg DPR vs a goblin dog
2. # of rounds you survive vs a goblin Dog's avg DPR
3. % chance to succeed at a DC 15 Diplomacy, Knowledge, and Perception skill check
4. % chance to make a DC 12 Fort, Reflex, and Will save
I eliminated % chance to hit because it already factors into avg DPR. If you have a special attack like Smite Evil, Sneak Attack, or Favored Enemy, your DPR will be computed with and without the special attack and then averaged. The knowledge skill check will assume a bonus of (1+ 3 + Int bonus) unless you have some other bonus to a particular knowledge skill from traits or feats.
Please note this is for martial builds only as it can be very difficult to determine the average DPR of a full caster. The classes that will be considered are: Fighter, barbarian, ranger, rogue, ninja, cavalier, samurai, inquisitor, paladin, cleric (battle variety), and bard. If your class gets access to buff spells, your DPR will be figured out with and without all buffs and then averaged. Thankfully rangers do not get their animal companion until,later, so we can put off burning that bridge.
Characters will be built with PFS creation rules. 20 point buy and no Rich Parents are the important parts of the creation rules. Every character starts with 150 gold. At higher levels we will be following the average wealth by level chart for determining gear.
Each entrant may submit 1 build. Any build that wishes to be considered must be posted in this thread by the end of the day tomorrow GMT -6 (that's central time for my fellow Americans). Your build must also be posted in the format used in the D20 bestiary, just so I do not have to decipher multiple different posting styles. If you look at the original thread, Lemmy posted a blank template of the build you can copy and paste.
The scores will be tabulated by the end of the week and the top 75% will move on to the round 3 challenge.
Thank you, and good luck!
| master_marshmallow |
John H. Paladin
Oathbound Paladin 1 (Oath agaisnt the Wyrm)
LG medium humanoid (human)
-------
DEFENSE
-------
HP 12 (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 Greatsword (2d6 +4)
melee +3 Power Attack (2d6 +7)
melee +7 Smite Evil (2d6 +5)
melee +6 Power Smite (2d6 +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
-------
SQ
-------
Dual Talent (+2 STR/CHA), Aura of Good, (At Will) Detect Evil, Smite Evil 1/day
-------
GEAR (starting 175 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.); (41)
-GreatSword; (50)
-Armored Kilt; (20)
-Scale Mail; (50)
+14 gp
| Elosandi |
Perayne Patori
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, Knowledge (Religion) +5, Perception +0, 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
| Wind Chime |
Devril Shamale
Favoured Class: Paladin (+ skill)
LG Medium Humanoid (human)
Init +4; Senses: Perception +5, Detect Evil at will
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15
Hp 11 (-12 negative hp)
Fort +6, Ref +6, Will 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee
Lucrene Hammer: AB: 3(1d12+3 [20/x2]) Reach
Ranged:
Longbow AB:4(1d8 [20/3])
Special Attacks:
Smite Evil 1/day: +3 to hit, +1 damage, +3 deflection to AC, bypass any damage reduction on the target of her smite
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 12, Int 7, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 16
Feats: Point Blank Shot, Precise Shot
Traits: Eyes and Ears of the Watch, Magical Knack
Skills: Perception 5, Diplomacy 7, Detect Motive 4
Languages Common
Special Qualities: Aura of Good,
Equipment: Longbow (75gp), Scale Mail (50gp), Lucrene Hammer (15gp), 100 arrows (5gp), Paladin’s Kit (11gp), 19gp
--------------------
Special Abilities
--------------------
Smite Evil
Detect Evil at will
Gorbacz
|
master_marshmallow wrote:You are going to need GM approval before you can take.shallowsoul wrote:Dual Talented Human, listed under SQmaster_marshmallow wrote:How are you getting two racial bonuses?John H. Paladin
** spoiler omitted **
The criteria are PFS-legal build, and Dual Talent is PFS legal. No need to have Mister Cavern approval there.
ciretose
|
I'm going to bow out as hitting goal posts this specific is going to...well...hit goal posts this specific.
If people want to take the same approach to an entire AP, which would be more similar to actual game play, because, well, actual game play, I would be interested.
This isn't saying this thread is "Bad". In fact I think this thread is awesome and I hope it reflects a shift toward more evidence based discussion and less grandstanding.
So Kudos to the OP, but not what I personally am looking to participate in.
Bigdaddyjug
|
Trying to run multiple characters through an AP is a ton of work. This way, you cover the 5 things that are really needed. As the characters advance, I will add more criteria such as other skill checks. This obviously will not be a perfect comparison, but it should be a jumping off point for what needs to be done to balance the martial classes.
And I cannot and will not take credit for this. It was Rynjin's idea. I am just moderating at this point.
In regards to the 3 traits, he took adopted which allows you to immediately take a race trait from a race other than your own. You still get your standard 2nd trait as normal.
| Elosandi |
There are visible goalposts, for this one particular level. Think of it as setting up prerequisites for builds at minimum functionality.
The goalposts at higher levels are currently unknown, and since builds can't be started after the beginning, it's effectively a judgement call on what you think will come up later on.
EldonG
|
Str: 16
Dex: 14
Con: 14
Int: 13
Wis: 12
Cha: 10
Init: +2
AC: 17 (18 w/2-h style)
Flat: 12
Touch: 13
CMB: +4
CMD: 15
HP: 12
Fort: +4
Ref: +2
Will: +1
Attack:
Meteor Hammer +4, 1d8+4, Reach, Trip
Shortbow +2, 1d6 (x3)
Dagger +4, 1d4+3 (19-20/x2)
Feats(3): EWP: Meteor Hammer, Combat Reflexes, Dodge
Traits: Jenivere Crew: Acrobatics, Armor Expert
Skills: Acrobatics +6, Climb +6, Intimidation +4, Know: Dungeoneering +5, Perception +2
Gear: Chain Shirt (100), Meteor Hammer (10), Shortbow (30), Dagger (2), Pathfinder's Kit (12), 20 Arrows (1), 20 gp
If it's going to happen, go ahead and try him out. He's not min-maxed, so I doubt he'll be at the top...I just wanted to see how I'd build a Meteor Hammer fighter using Pathfinder only, and see how he'd turn out.
Oh...and I don't know how to set up a spoiler tag, but I will, if someone shows me how.
| ezrider23 |
Took a stab for consideration but don't know if it's up to snuff.
Fletcher Bowman
Human Ranger (Urban Ranger) 1
N Medium Humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Longsword +1 (1d8+2/19-20/x2) and
. . Unarmed strike +1 (1d3+2/x2)
Ranged Longbow +4/+4 (1d8+1/x3)
Special Attacks favored enemy (animals +2)
Ranger (Urban Ranger) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 16
Feats Point Blank Shot, Rapid Shot
Traits Absalom Hotspur, Resilient
Skills Acrobatics +1 (-3 jump), Bluff -1 (+1 vs. animals), Climb +3, Disable Device +5, Escape Artist +1, Fly +1, Knowledge (local) +5 (+7 vs. animals), Perception +6 (+8 vs. animals), Ride +1, Sense Motive +2 (+4 vs. animals), Stealth +5, Survival +6 (+8 vs. animals, +7 to track), Swim +3
Languages Common
SQ track, wild empathy
Other Gear Hide armor, Arrows (40), Longbow, Longsword, Grappling arrow, Ranger's kit, Thieves' tools, 2 GP, 9 SP, 5 CP
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/40
--------------------
Special Abilities
--------------------
Absalom Hotspur You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks.
Favored Enemy (Animals +2) (Ex) +2 to rolls vs Favored Enemy (Animals).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
| Rynjin |
I'll go ahead and repost Morty the Barbarian.
Str: 18
Dex: 14
Con: 14
Int: 12
Wis: 12
Cha: 7
=== Defense ===
HP: 15 (17 Rage)
AC: 16 (14 Rage)
Touch AC: 12
Flatfooted AC: 14
CMD: 16
=== Saves ===
Fort +4
Ref +2
Will +1 (+3 Rage)
=== Attacks ===
Melee: Scythe +5 (2d4+6/x4), Power Attack: Scythe +4 (2d4+9/x4)
Melee: Scythe +7 (2d4+8/x4), Power Attack: Scythe +6 (2d4+11/x4)
Ranged: Javelin +2 (1d6+4/x2)
CMB: 15
=== Traits ===
Reactionary (+2 Initiative)
Berserker of the Society (+3 Rage rounds)
=== Feats ===
1. Power Attack, Intimidating Prowess
2.
3.
4.
5.
6.
7.
8.
9.
10.
=== Skills ===
Climb +8
Intimidate +6
Perception +5
Survival +5
Swim +8
=== Special ===
Rage (9 rounds)
Fast Movement (+10 ft speed)
=== Gear ===
Chain Shirt, Scythe, 10 javelins, Miscellaneous adventuring gear
| ezrider23 |
Another for consideration(Not much thought, just thrown together)
Smashum
Male Human (Shoanti) Fighter (Lore Warden) 1
N Medium Humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +4 (1d4+6/19-20/x2) and
. . Javelin +0 (1d6+6/x2) and
. . Lucerne hammer +4 (1d12+9/x2) and
. . Unarmed strike +4 (1d3+6/x2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +1; CMB +5; CMD 18
Feats Combat Reflexes (3 AoO/round), Dodge, Power Attack -1/+2
Traits Auspicious Tattoo (Shoanti), Deft Dodger
Skills Acrobatics +0, Climb +6, Escape Artist +0, Fly +0, Knowledge (local) +5, Knowledge (nature) +5, Linguistics +5, Perception +2, Ride +0, Stealth +0, Survival +5, Swim +6
Languages Common, Giant, Goblin, Shoanti
Other Gear Chain shirt, Dagger, Javelin (8), Lucerne hammer, Pathfinder's kit, 19 GP, 1 CP
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Javelin - 0/8
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
shallowsoul
|
“Robin”
Male Human Urban Ranger 1
Medium
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15
hp: 1d10 + 1
Fort +3, Ref +4, Will +1 (+3 vs Mind effects)
--------------------
Offense: Longsword + 5 1d8+3 19-20x2 (+2 to hit and damage vs Favored Enemy)
Power Attack: Longsword + 3 1d8 + 5 19-20x2
Longbow: + 3 1d8 x3
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 12, Wis 13, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats: Power Attack, Weapon Focus (Longsword)
Skills(8): Climb: + 7, Disable Device: + 6, Knowledge Dungeoneering: + 5, Knowledge Local: + 5, Perception: + 6, Stealth: + 6, Survival: + 5, Use Magic Device: + 6
Traits: Latent Psion, Dangerously Curious
Languages Common
Other Gear: Longsword, longbow, (30) arrows, leather armor, light steel shield
--------------------
Special Abilities: Favored Enemy (Human), Wild Empathy, Track
--------------------
shallowsoul
|
Flightarrow
Male Human Archer Fighter 1
Medium
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12
hp 1d10+1
Fort +3, Ref +4, Will +1 (+3 vs Mind Effects
Traits: Eyes and Ears of the City, Latent Psion
--------------------
Offense (str + 1 composite longbow): + 3/+3 1d8+1-1d8+1 x3 (While using Rapid Shot)
Normal: + 5 1d8 + 1
Using Rapid and Point Blank Shot: + 4/+4 1d8 + 2-1d8+ 2 x3
Longsword: + 3 1d8 + 2
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 14, Wis 12, Cha 7
Base Atk +1; CMB +0; CMD 10
Feats Rapid Shot, Point Blank Shot, Precise Shot
Skills: Climb: + 6, Knowledge Dungeoneering: + 6, Ride: + 8, Survival: + 5, Perception: + 6
Languages Common
Other Gear: (str + 1)composite longbow, longsword, leather armor, adventurer’s kit
--------------------
Special Abilities
--------------------
| Pupsocket |
Klaus and Skullkicker, a boy and his horse.
Agathion-blooded Scion of Humanity Aasimar Oracle of Nature (Dual-cursed, Tongues, always Lame). Feat: Huntsmaster, Traits: Adopted (gnomes) --> Animal Friend, reactive. Str 8 Dex 12 Con 18 Int 12 wis 8 cha 18, Initiative +3, Diplomacy +8, Handle Animal +10 (+16 with Skullkicker), other stats whatever.
Skullkicker, horse companion.
HD 3d8+6 (19 Hp), saves fort +5, ref +4, will +2, link, share spells.
Skills: Escape artist 1 (+2), Perception 2 (+6).
Feats: Narrow Frame, power attack.
Tricks: All of them (19 tricks at Int 6)
Speed 50, Initiative +1. Perception +6 (low-light, scent)
AC 16 (Touch 10, FF 15; +4 natural armor +2 leather barding, CMD 16)
Attack: Bite +5 1d4+3, 2 Hooves +0/+0, 1d6+1. CMB+6.
str 16, dex 13, con 15, int 6, wis 12, cha 6.
| Elosandi |
Just noticed that this was a 150 starting gold situation, and it's too late to edit the post. Remove the warhammer, heavy shield and paladin's kit and replace them with an armoured kilt and pathfinder's kit.
Greatsword: 50
Four Mirror Armour: 45
Armoured Kilt: 20
Pathfinder's Kit: 12
= 127gp
23gp remaining.
Just remove the optional (With Shield and warhammer) entries and increase the without shield AC by 1.
shallowsoul
|
Flightarrow
Male Human Archer Fighter 1
Medium
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12
hp 1d10+1
Fort +3, Ref +4, Will +1 (+3 vs Mind Effects
Traits: Eyes and Ears of the City, Latent Psion
--------------------
Offense (composite longbow): + 3/+3 1d8-1d8 x3 (While using Rapid Shot)
Normal: + 6 1d8 + 1 (With Point Blank Shot
Using Rapid and Point Blank Shot: + 4/+4 1d8 + 1/1d8 + 1 x3
Longsword: + 3 1d8 + 2
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 14, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 17
Feats Rapid Shot, Point Blank Shot, Precise Shot
Skills: Climb: + 6, Knowledge Dungeoneering: + 6, Ride: + 8, Survival: + 5, Perception: + 6
Languages Common
Other Gear: composite longbow, longsword, leather armor, adventurer’s kit
--------------------
Special Abilities
--------------------
Bigdaddyjug
|
Wind Chime wrote:I thought we were starting with max gold.shallowsoul wrote:** spoiler omitted **I am pretty certain you went over the wealth limit a strength 1 composite longbow has a price of 200gp (100+100) which is over the 175gp the fighter gets.
PFS build guidelines. Every class starts with 150g and no Rich Parents traits. As far as gear, I don't care because so e of the things PFS restricts makes no sense.
EldonG
|
shallowsoul wrote:PFS build guidelines. Every class starts with 150g and no Rich Parents traits. As far as gear, I don't care because so e of the things PFS restricts makes no sense.Wind Chime wrote:I thought we were starting with max gold.shallowsoul wrote:** spoiler omitted **I am pretty certain you went over the wealth limit a strength 1 composite longbow has a price of 200gp (100+100) which is over the 175gp the fighter gets.
My gear will be less, then...swap the Pathfinder's for a cheaper kit...need to save 5 gold...and the 20 extra will be gone.
| ashern |
If anyone is interested, I actually took a THW fighter, barbarian, ranger, and paladin gave them the same stats, and compared DPR/Defense/save chances like in OP. It's not the "monster manual stat block", but it backs up what we expected. Fighters survived the longest(except for paladin self healing), barbarians did the most damage when raging (but actually died the fastest, because of the loss of AC), and rangers didn't do quite as well as fighters, unless facing favored enemy (as you would expect). Finally Paladins lagged in damage, unless against an evil enemy with DR.
2. # of rounds you survive vs a goblin Dog's avg DPR (DPR: +2/1d6+3)
3. % chance to succeed at a DC 15 Diplomacy, Knowledge, and Perception skill check ()
4. % chance to make a DC 12 Fort, Reflex, and Will save ()
Standard Greatsword wielding character
-Ranger: 18(+2), 14, 14, 8, 12, 10 -
-Scale Mail: (5) + 2 dex = AC 17
HP: 12, Saves: +4, +4, +1
Feats: Power Attack, Weapon Focus
Attack: +5/2d6+9 (with favored enemy: +7/2d6+11)
-Fighter: 18(+2), 14, 14, 8, 12, 10
-Scale Mail: (5) + 2 dex = AC 17
HP: 15, Saves: +4, +2, +1
Feats: Power Attack, Weapon Focus, Toughness
Attack: +5/2d6+9
-Barbarian 18(+2), 14, 14, 8, 12, 10
-Scale Mail: (5) + 2 dex = AC17 (15)
HP: 14 (16 in rage), Saves: +4(6), +2, +1(+3)
Feats: Weapon focus, Power Attack
Attack: +5/2d6+9 (+7/2d6+12)
-Paladin 18(+2), 10, 14, 8, 12, 14
-Scale Mail: (5) + 0 dex = AC 15
HP: 12 , Saves: +4, +0, +3
Feats: Fey Foundling, Power Attack
Attack: +4/2d6+9 (+5/2d6+10)
1. DPR = (.65 x 16) = 10.4 DPR for Fighter/Barb/Ranger. (.75 x 17/18 for FE/Rage cases)= 12.75/13.5 for FE/in rage respectively. Paladins definitely come in behind with (..60 x 16) = 9.6 DPR normally, though when smiting it bumps to (.7 x 17 ) = 11.9 that ignores DR (so basically only on evil things with DR does the paladin come out ahead).
2. Goblin dog DPR = ( 6.5 x .3) = 1.95 DPR (2.6 against raging barbarian),
-Ranger: 7 rounds, Fighter: 8 rounds, Barbarian: 8 (7 when he rages).
-Paladin REALLY shines here (sorta), with his whole self healing thing. With his lower dex and 15 AC he’s taking 2.6 damage a round, which means he survives 5 rounds before falling unconscious… except! He has Lay on Hands for 2d6+4 self healing, which gives him an effective 11 more hitpoints. This bumps him up to 9 rounds of survival against average DPR. When smiting his AC jumps back to 17, and he has a staggering 12 rounds of survival (23 total effective HP vs. 1.95 DPR)
3. Save chances are Fighter (65%, 55%, 50%), Ranger (65%, 65%, 50%), Barbarian (65, 55, 50 OR 75, 55, 60 when raging), Paladin (65,45, 60). So shockingly enough, saves were about equal, with a raging barbarian having the best and ranger a close second (this will change next level with the paladin jumping in front)
4. Skill challenge: None of these guys really has much of a chance, but it basically falls out like this: with 1 skill point apiece, fighters and pally’s pick a skill and hope for the rest. Barbs can put a rank in each skill and at least roll. Rangers have enough skill points to diversify. That’s about it at first level.
EldonG
|
If anyone is interested, I actually took a THW fighter, barbarian, ranger, and paladin gave them the same stats, and compared DPR/Defense/save chances like in OP. It's not the "monster manual stat block", but it backs up what we expected. Fighters survived the longest(except for paladin self healing), barbarians did the most damage when raging (but actually died the fastest, because of the loss of AC), and rangers didn't do quite as well as fighters, unless facing favored enemy (as you would expect). Finally Paladins lagged in damage, unless against an evil enemy with DR.
** spoiler omitted **...
Well...it's what I expected, at any rate. :)
Chernobyl
|
Sigvard Human Barbarian 1 (Fighter favored Class)
DEX 17
CON 14 (18 Raging)
INT 10
WIS 12
CHA 7
Init +3
HP: 14 (16 Raging)
BAB: 1
CMB: 4 (6 Raging)
CMD: 17
AC: 18 (16 Raging)
Flat: 15 (13 Raging)
Touch: 13 (11 Raging)
Speed: 30
Fort +4/+6 Raging
Ref +3
Will +1/+3 Raging
Feats
Exotic Weapon Proficiency (Two Bladed Sword)
Two-Weapon Fighting
Skills
Acrobatics 1+3+3-2=+5
Kn. Nature 1+3+0 =+4
Survival 1+3+1 =+5
Perception 1+3+1 =+5
Swim 1+3+3-2=+5 (+7 Raging)
Attacks
+4/+4 (1d8+5/1d8+2) 19-20/x2 (TWF) or
+6 (1d8+7) 19-20/x2 (THF)
(D6 with Quarterstaff) (20/x2)
+4 (1d6+5) Javelin (20/x2)
Equipment
Two Bladed Sword (100)
Kikko Armor (30)
10 Javelins (10)
Quarterstaff (free)
Misc. adventuring gear (10)
Traits
Armor Expert (-1 ACP to armor)
Adopted/Ruthless (+1 to confirm critical hits)
SQ:
Fast Movement, Rage
shallowsoul
|
If anyone is interested, I actually took a THW fighter, barbarian, ranger, and paladin gave them the same stats, and compared DPR/Defense/save chances like in OP. It's not the "monster manual stat block", but it backs up what we expected. Fighters survived the longest(except for paladin self healing), barbarians did the most damage when raging (but actually died the fastest, because of the loss of AC), and rangers didn't do quite as well as fighters, unless facing favored enemy (as you would expect). Finally Paladins lagged in damage, unless against an evil enemy with DR.
** spoiler omitted **...
Quick nitpick.
Paladins don't receive Lay on Hands till level 2.
| ezrider23 |
ashern wrote:Oh jeez, you're totally right, that's embarrassing. In that case paladins are basically inferior to everybody else until level 2.Level 1 is indeed the hardest level for Paladins. They only start being awesome at 2nd level, when they get LoH and Divine Grace.
Play it smart and start out with a sword and board build with some decent armor and try to survive till lvl 2 because i totally agree with it being a tad difficult.
| Wind Chime |
ashern wrote:Oh jeez, you're totally right, that's embarrassing. In that case paladins are basically inferior to everybody else until level 2.Level 1 is indeed the hardest level for Paladins. They only start being awesome at 2nd level, when they get LoH and Divine Grace.
Oh my saves are off need to alter that.
Human Paladin (Divine Hunter) 1
Favoured Class: Paladin (+ skill)
LG Medium Humanoid (human)
Init +3; Senses: Perception +5, Detect Evil at will
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15
Hp 11 (-12 negative hp)
Fort +3, Ref +3, Will 2
--------------------
Offense
--------------------
Speed 20 ft.
Melee
Lucrene Hammer: AB: 3(1d12+3 [20/x2]) Reach
Ranged:
Longbow AB:4(1d8 [20/3])
Special Attacks:
Smite Evil 1/day: +3 to hit, +1 damage, +3 deflection to AC, bypass any damage reduction on the target of her smite
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Statistics
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Str 14, Dex 17, Con 12, Int 7, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 16
Feats: Point Blank Shot, Precise Shot, Fey Foundling
Traits: Eyes and Ears of the Watch, Magical Knack
Skills: Perception 5, Diplomacy 7, Detect Motive 4
Languages Common
Special Qualities: Aura of Good,
Equipment: Longbow (75gp), Scale Mail (50gp), Lucrene Hammer (12gp), 40 arrows(2gp), Paladin’s Kit (11gp)
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Special Abilities
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Smite Evil
Detect Evil at will
| ezrider23 |
My final submission.
Thundar
Thundar the Hammerfang
Male Human (Shoanti) Fighter (Two-Weapon Fighter) 1
CN Medium Humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +2
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Offense
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Speed 20 ft.
Melee Earth breaker +6 (2d6+6/x3) and
. . Gauntlet (from Armor) +5 (1d3+4/x2) and
. . Javelin +1 (1d6+4/x2) and
. . Klar +6 (1d6+4/x2) and
. . Unarmed strike +5 (1d3+4/x2)
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Statistics
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Str 18, Dex 15, Con 14, Int 9, Wis 13, Cha 7
Base Atk +1; CMB +6; CMD 17
Feats Two-weapon Fighting, Weapon Focus (Earth breaker), Weapon Focus (Klar)
Traits Bred for War (Shoanti), Indomitable Faith
Skills Acrobatics -2 (-6 jump), Climb +4, Escape Artist -2, Fly -2, Intimidate -1, Ride -2, Stealth -2, Survival +5, Swim +4
Languages Common, Shoanti
Other Gear Scale mail, Earth breaker, Javelin (4), Klar, Pathfinder's kit, 35 GP
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TRACKED RESOURCES
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Javelin - 0/4
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Special Abilities
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Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
This guy should hold up but probably won't meet some benchmarks, i'm new to opping Pathfinder. He will most likely kick into gear @2nd and 3rd level onced i grab feats like Thunder and Fang, Power attack and maybe Double Slice.
I was unhappy with all my rogues and decided against the Barb.
shallowsoul
|
Here is my dumb brute build.
Brutus
Male Human Two-handed Fighter
Medium
Init +2; Senses Perception +1
Traits: Latent Psion, Defender of the Society
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Defense
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AC 18, touch 12, flat-footed 16
hp: 1d10 + 3
Fort +5, Ref +2, Will +1 (+3 vs Mind effects)
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Offense: Greatsword: + 6 2d6 + 8 19-20 x2
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Speed 20 ft.
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Statistics
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Str 18, Dex 14, Con 16, Int 07, Wis 13, Cha 07
Base Atk +1; CMB +5; CMD 17
Feats: Power Attack, Furious Focus, Weapon Focus (Greatsword)
Skills: Climb: + 8
Languages Common
Other Gear: greatsword, scalemail, adventurer’s kit
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Special Abilities
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Caderyn
|
A Basic PFS legal tank
Karath Warblade
Male Human Fighter 1
Medium
Init +3; Senses, Perception +6
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Defense
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AC 23(5 armor, 1 trait, 1 dodge, 3 dex, 3 shield), touch 14, flat-footed 19
hp 1d10+2 (12)
Fort +4, Ref +3, Will +1
Traits: Defender of the Society, Eyes and Ears of the City
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Offense
Longsword (Power attack) +4 1d8+6
Longsword: + 5 1d8+4
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Speed 20 ft.
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Statistics
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Str 18(16+2), Dex 16, Con 14, Int 7, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 19
Feats Dodge, Shield Focus, Power Attack
Skills Trained: Climb (+8-ACP), Perception (+6)
Languages Common
Other Gear: Scale Mail, Long Sword, Heavy Steel Shield, Fighters Kit, Oil of magic weapon (with some change from 150gp)
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Special Abilities
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