At what level would you say the martial / caster 'flip' happens?


Pathfinder First Edition General Discussion

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Marthkus wrote:
Regardless they end up very subpar. They are one of the better classes for killing casters, but little else.

Monks are awful at killing casters, certainly at higher level. Their saves are decent, their SR is a bad joke and they have no way to find the enemy (no divinations), to locate him once combat is joined (no way to see invisible), no way to close (cant fly, dimension door equals falling badly) and their vaunted grapple skill is negated by a whole host of options.

Monks are mostly an annoyance. Zen Archers on the other hand can be quite dangerous at least until Fickle Winds turns up. Mostly the best thing to kill a caster is another caster.


A couple thoughts/observations:

Casters get a lot of utility in addition to dealing damage and defense from spells. For arcane casters, 5th level spells give a very nice offensive spell in feeblemind and utility spells passwall and teleport, to name a few. Sixth level gives distinegrate, legend lore, guards and wards, to name a few. A full caster keeps pace with damage output and battlefield control of a combat character and have a lot of versatility with scrying, travelling, illusions, enchantments, etc. A combat character has to increasingly specialize to be effective with archery, a two-handed weapon, twf sneak attack, or their specialty of choice. A combat character can be very effective at all levels, but it takes a lot of work and planning and optimization.

That said, a well designed encounter should give all character types a chance to shine, and should require front line tanks, stealthy troubleshooters, and casters. At higher levels most encounters I design will have a construct, elemental, or outsider, and usually a combination of opponents. I usually set up a bad guy organization that the PCs have to thwart (along the lines of the Zhentarim in FR). The bad guys are familiar with the abilities of the PCs and send agents who have a chance of succeeding- an iron golem accompanied by a barbarian and a sorcerer, for example. If the sorcerer has antimagic field (and it is likely the sorcerer has the spell or a scroll) a magic dependent party will likely have trouble.

I agree that it does take work to make sure all the players can have fun and contribute, but that happens without casters. My gaming group started out as a playtest group for a freelance game developer, and started out with several guys with a lot of system mastery (with any system) and a few guys with little or no system mastery with any system (when playtesting a system or adventure, it's good to have players with a lot of system mastery and players with little or no system mastery). Over the years, the guys with a lot of system mastery have gotten married and are often too busy to game, and the guy with no system mastery has been joined by a few more players with no system mastery. Which is a long way of prefacing how a group of all fighters or all rogues might have a huge disparity in effectiveness. Different levels of system mastery might tend to contribute to a disparity between casters and martials in some groups, players with a lot of system mastery sometimes gravitate towards casters and players with little or no system mastery sometimes are more comfortable playing a fighter or rogue.


ParagonDireRaccoon wrote:
players with a lot of system mastery sometimes gravitate towards casters and players with little or no system mastery sometimes are more comfortable playing a fighter or rogue.

Which is why our group encourages the exact opposite behavior. All of our noobs are pointed towards druids and clerics, with the thought that "can't f#@$ up the build, with minimum advice"

We consider fighter to be a class for experienced players only.


Mind you he did not realize how bad the Monk class was until he was 13 levels in. So in fairness him watching the Caster sling around 7th Level Spells was a contributing factor. Also while his AC was the best amongst the party at the start of the campaign and he was often difficult for enemies to hit by this point most enemies were capable of hitting him with reasonable reliably (Dex/Wis focused). On the flip side, even with +4 Magic Fang he was having trouble hitting the enemies reliably and since he was using Magic Fang, Greater for +hit/dmg, DR made those attacks that did land underwhelming. Also while he would often serve as the party's walking "trap detector" relying on his high saves to keep him safe, when high level spells/abilities got tossed around the 1's he rolled subjected him to much nastier effects then they had at lower levels. Intelligent high leveled enemies would frequently ignore him after his attacks missed/did low damage. The only thing he really had over the other players at this point was that his saves were higher than theirs, which didn't give him much to enjoy.

Still the end of the campaign was happy(?) for him as with help from the party Sorcerer, they succeeded in betraying the party and retrieving a divine artifact for their new employer, despite the BBEG and the rest of the party (temporarily) joining forces to prevent their escape.


So my feelings were right monks are a martial/skillmonkey hybrid.

Silver Crusade

Ah, more Hybrid than leaning towards any particular function. Thanks for putting the Monk class into perspective for me.


monks can survive anything that requires a reflex save, doesn't mean they are useful.

they can take a feat tax to negate lone bosses that make single attacks. such as T-Rexes or specific gunslinger/crossbowman builds.

doesn't mean they are a decent class.


Monks dump dex for strength just like rogues. :P


Lumiere Dawnbringer wrote:

monks can survive anything that requires a reflex save, doesn't mean they are useful.

they can take a feat tax to negate lone bosses that make single attacks. such as T-Rexes or specific gunslinger/crossbowman builds.

doesn't mean they are a decent class.

They're more effective than Rogues, though... Not that such a thing is something to brag about...


Marthkus wrote:
There's DR, but yeah martial "I hit it with my sword" is the most effective and efficient damage dealing tactic in the game.

Yes. Well, sort of, it's slightly below "I full round every single round with 2 extra attacks with my bow" and "I pounce and do six gazillion natural attacks at max bonus", but it's close there.

But the problem is that it is better done by other classes. Inquisitors, alchemists, druids, summoners, etc all of them can hit with their swords (or better yet, with their bows or claws) at the same level (or higher) than martials, and they have a lot of free stuff for utility and party resources than martials don't

What happened with the 12 level example fighter?


Marthkus wrote:
ParagonDireRaccoon wrote:
players with a lot of system mastery sometimes gravitate towards casters and players with little or no system mastery sometimes are more comfortable playing a fighter or rogue.

Which is why our group encourages the exact opposite behavior. All of our noobs are pointed towards druids and clerics, with the thought that "can't f&!@ up the build, with minimum advice"

We consider fighter to be a class for experienced players only.

And this is the real reason why you feel there is not martial/caster disparity.


gustavo iglesias wrote:
What happened with the 12 level example fighter?

With power attack. +20/15 to hit. Averaging 32 damage without crits.

With crits .2*64+.75*32+.05*0 = 36.8

All day unlimited use.


gustavo iglesias wrote:
Marthkus wrote:
ParagonDireRaccoon wrote:
players with a lot of system mastery sometimes gravitate towards casters and players with little or no system mastery sometimes are more comfortable playing a fighter or rogue.

Which is why our group encourages the exact opposite behavior. All of our noobs are pointed towards druids and clerics, with the thought that "can't f&!@ up the build, with minimum advice"

We consider fighter to be a class for experienced players only.

And this is the real reason why you feel there is not martial/caster disparity.

Because bad players don't play martials? Ok


Marthkus wrote:
So my feelings were right monks are a martial/skillmonkey hybrid.

They are half-arsed martials and half arsed skill monkeys. I guess it's roughly the same :p

An alchemist is a real martial-caster-skillmonkey hybrid. Dervish bards are too


You know, it doesn't take much GM fiat to give martial characters competitive flexibility. For example, there are rules for designing intelligent magic items that can cast spells for you without you having to take an action. These items are seriously underpriced. If you allow a monk, rogue or fighter to design their own intelligent item and buy it at the official price (or find it in a treasure hoard), but don't allow the wizard to do the same, it suddenly becomes a lot fairer.


Marthkus wrote:
gustavo iglesias wrote:
Marthkus wrote:
ParagonDireRaccoon wrote:
players with a lot of system mastery sometimes gravitate towards casters and players with little or no system mastery sometimes are more comfortable playing a fighter or rogue.

Which is why our group encourages the exact opposite behavior. All of our noobs are pointed towards druids and clerics, with the thought that "can't f&!@ up the build, with minimum advice"

We consider fighter to be a class for experienced players only.

And this is the real reason why you feel there is not martial/caster disparity.
Because bad players don't play martials? Ok

because bad players play casters.


gustavo iglesias wrote:
Marthkus wrote:
gustavo iglesias wrote:
Marthkus wrote:
ParagonDireRaccoon wrote:
players with a lot of system mastery sometimes gravitate towards casters and players with little or no system mastery sometimes are more comfortable playing a fighter or rogue.

Which is why our group encourages the exact opposite behavior. All of our noobs are pointed towards druids and clerics, with the thought that "can't f&!@ up the build, with minimum advice"

We consider fighter to be a class for experienced players only.

And this is the real reason why you feel there is not martial/caster disparity.
Because bad players don't play martials? Ok
because bad players play casters.

Hahahaha. No no no. Not all of the casters. Our arcane casters are played by our more system breaky group members.


Matthew Downie wrote:
You know, it doesn't take much GM fiat to give martial characters competitive flexibility. For example, there are rules for designing intelligent magic items that can cast spells for you without you having to take an action. These items are seriously underpriced. If you allow a monk, rogue or fighter to design their own intelligent item and buy it at the official price (or find it in a treasure hoard), but don't allow the wizard to do the same, it suddenly becomes a lot fairer.

An easier fix is to keep your casters playing conservatively.

It cost less spells to work with a martial than to try and show him up.


Marthkus wrote:
gustavo iglesias wrote:
What happened with the 12 level example fighter?

With power attack. +20/15 to hit. Averaging 32 damage without crits.

With crits .2*64+.75*32+.05*0 = 36.8

All day unlimited use.

but what magic gear are we assuming? +6 belt and +3 sword? Anything else?


Marthkus wrote:

An easier fix is to keep your casters playing conservatively.

It cost less spells to work with a martial than to try and show him up.

Agreed: an adventuring group where martials lead the way and casters give them whatever support seems necessary works pretty well.

But this isn't really something the GM can control.


Druid:
Starting str: 18. Level pumps +2. Belt +6. +6 size wildshape.
Holy AMOF, greater magic fang.

In allosaurius form:
9 BAB +11 str +3 GMF,-3 power att. -2 size. Attacks when pouncing (includes charge bonus) +20/+20/+20/+20/+20.
Damage 4d6+20/2d6+20/2d6+20/2d6+20/2d6+20
+2D6 vs evil creatures with strong jaw. Or just 3d6/1d8/1d8/1d8/1d8 without strong jaw. One enemy per day he can add smite evil (with planar wildshape) and add +12 to damage to every attack.

In Tyranosaurius form could do 24d6+34+2d6 +grab (as gargantuan creature) with vital strike and strong jaw.

Can swap to other dinos and gain trip, grab, trample when needed.

The companion could be a pouncing dino, for extra dmg, or an ankylosaurius, for stun and crazy AC.

And as a free bonus, he can wildshape into earth or air elementals to scout, or tiny animals to infiltrate, can cast buffs in party members, have a lot of utility stuff, some skills, etc.

So your 20/15 power attack leaves me unimpressed.


A +6 belt is 36k, your wealth at level 10 is only 62k. You wont be buying it for a while if you want any other gear.

TRex also exceeds your size limitation. On smite I am pretty sure you get it once per Wild Shape rather than per day.


andreww wrote:

A +6 belt is 36k, your wealth at level 10 is only 62k. You wont be buying it for a while if you want any other gear.

TRex also exceeds your size limitation. On smite I am pretty sure you get it once per Wild Shape rather than per day.

36k is the cost for martials. Casters craft it at hal price. And we are talking about level 12

My bad with trex, thought it was huge by default. Swap it for behemoth hippo for same effect.

And yes, planar shape is once per wildshape you burn into it.


Level 12 is still only 108k. In a home game sure 18k is more than affordable although personally I might want a 4/4 Str/Con belt if I planned to be in melee a lot.

I do tend to think in PFS terms which obviously changes things significantly as there is no crafting.


gustavo iglesias wrote:
Marthkus wrote:
gustavo iglesias wrote:
What happened with the 12 level example fighter?

With power attack. +20/15 to hit. Averaging 32 damage without crits.

With crits .2*64+.75*32+.05*0 = 36.8

All day unlimited use.

but what magic gear are we assuming? +6 belt and +3 sword? Anything else?

+2 sword. +4 belt.


gustavo iglesias wrote:

Druid:

Starting str: 18. Level pumps +2. Belt +6. +6 size wildshape.
Holy AMOF, greater magic fang.

In allosaurius form:
9 BAB +11 str +3 GMF,-3 power att. -2 size. Attacks when pouncing (includes charge bonus) +20/+20/+20/+20/+20.
Damage 4d6+20/2d6+20/2d6+20/2d6+20/2d6+20
+2D6 vs evil creatures with strong jaw. Or just 3d6/1d8/1d8/1d8/1d8 without strong jaw. One enemy per day he can add smite evil (with planar wildshape) and add +12 to damage to every attack.

In Tyranosaurius form could do 24d6+34+2d6 +grab (as gargantuan creature) with vital strike and strong jaw.

Can swap to other dinos and gain trip, grab, trample when needed.

The companion could be a pouncing dino, for extra dmg, or an ankylosaurius, for stun and crazy AC.

And as a free bonus, he can wildshape into earth or air elementals to scout, or tiny animals to infiltrate, can cast buffs in party members, have a lot of utility stuff, some skills, etc.

So your 20/15 power attack leaves me unimpressed.

You seem to be rolling in expensive gear while being too large to fit into most encounters.

Ignoring the size problem, but adjusting for a +4 belt. I see +17 without charging. And only +18 to damage. I'm ignoring your once per day smite.

So when you can charge your DPR is ahead. When you can't it is behind.

Melee bite +14 (2d6+8/19–20 plus grab), 2 claws +14 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce, rake (2 talons +14, 1d8+8)

Also wondering why your base damage does not look like this.

Even with a +4 belt, you are still spending WAY more on gear for offense than my fighter. Those +3 amulets (+1, +2 for holy) are pricey


Marthkus wrote:
gustavo iglesias wrote:
Marthkus wrote:
gustavo iglesias wrote:
What happened with the 12 level example fighter?

With power attack. +20/15 to hit. Averaging 32 damage without crits.

With crits .2*64+.75*32+.05*0 = 36.8

All day unlimited use.

but what magic gear are we assuming? +6 belt and +3 sword? Anything else?
+2 sword. +4 belt.

Oh this is a level 10 fighter not 12 sorry.


So the level 12 fighter +4 belt, +3 sword no special bonuses.

Str = 18 +3lvl + 4mag = 25 (+7 bonus)

12 BAB + 2class + 2feats +3mag + 7str - 4 power attack = 22 to hit

10str + 2class + 2feat + 3magic + 12power attack + 7greatsword damage = 36

.2*72+.75*36+.05*0 = 41.4 average damage per swing
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With a +6 belt instead

+23 to hit

38 damage

.2*76 + .75*38 + .05*0 = 43.7 average damage per swing

I am unimpressed with your flurry of love taps.


I had one of those fun monk experiences where I flurried missing all five attacks. While the smiting paladin hit with his two attacks easily doing as much damage as I do with all five of my attacks.

I did do a good job taking out the weak mooks. Monks are pretty good at taking out weak mooks. Not as good as an arcane blaster or two-hander cleaver, but not too bad.

The Bladebound Magus has a +5 blade at level 9 for 90% of the combats were in. He got this for free. He can cast his spells through his sword, while my monk has to spend a ton of money to buy a +5 weapon and then spend extra to get an enchantment that lets me use my ki strike through the weapon. Nice thing is I won't need it when I have a +5 weapon. If I want to use my fists as a +5 weapon, I have to spend twice as much as a single weapon fighter. I only crit on a 20. At least a two-weapon fighter can get high crit weapons to make their two-weapons sing.
I did a lot of damage with a dual Falcata wielding fighter.

Monk is a sad, sad little boy compared to the Magus and Inquisitor. The rogue is sort of the reverse of the monk. All offense, very little defense. He is also a sad, sad little boy compared to the Magus.

Rogue and Monk should be rebalanced with the Magus and Inquisitor in mind.


Monk is a poor rogue-fighter mix

Magus is a fighter-wizard mix

Idk much about Inquisitors, they sound like a paladin rogue-mix.


OK, thought I would do a comparison of the Fighter numbers with my Battle Oracle.

Base Greatsword attack modifier is:

9Bab +6Strength +3magic +3luck +2feat -3power attack = +20/15
Quickened Divine Favour is a level 4 spell for him and used every combat without slowing him down.

Damage is: 2d6+ 9str +9power attack +3luck +3magic =31 average

Average per hit is 0.2*62 + 0.75*31 +0.5*0 = 35.65

OK, you come out ahead by 2 hit and 5 damage and you have a third iterative attack which is liable to miss. In place of that I am almost certainly rocking a much better initiative, can close to melee as an immediate action 2/day, can buff myself significantly further with even a single buff round and provide spontaneous access to every Cleric and Wizard spell of level 6 or lower.

In fact lets rerun the numbers with Righteous Might in place. +4 strength and an increase to large changes things to:

+21/16; 3d6+27 for an average of 37.5

Average per hit is: 0.2*75 +0.75*37.5 +0.5*0 = 43.125

So with a single buff round I go past you using a level 4 and 5 spell slot. I also have reach and so threaten a much larger area of the battlefield. With 7 level 4 slots and 9 level 5-6 slots as long as we aren't doing a crazy number of fights per day I operate at or above you level while also being a full spellcaster.

You will probably do a small amount more damage over the course of fights if you get lucky with your third iterative but you bring nothing else to the table.

Also with a single casting of Paragon Surge for Extra Revelation he can become a master of any single combat manoeuvre.

Oracle:
Male Half-Elf Oracle 12
LN Medium Humanoid (elf, human)
Init +10; Senses low-light vision; Perception +27

--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 22 (+12 armor, +1 Dex)
hp 111 (12d8+48)
Fort +12, Ref +9, Will +11; +2 vs. enchantments
Immune magic sleep; Resist elven immunities

--------------------
Offense
--------------------
Speed 20 ft.
Melee +3 Adamantine Greatsword +17/+12 (2d6+21/17-20/x2) and
Masterwork Earth breaker +13/+8 (2d6+18/x3)
Ranged Masterwork Composite longbow (Str +5) +14/+9 (1d8+8/x3)

Oracle Spells Known (CL 12):

6 (3/day) Cure Moderate Wounds, Mass, Bull's Strength, Mass, Heal
5 (6/day) Cure Light Wounds, Mass, Wall of Stone (DC 20), Righteous Might, Breath of Life (DC 20), Plane Shift (DC 20)
4 (7/day) Blessing of Fervor (DC 19), Spell Immunity, Cure Critical Wounds, Death Ward, Wall of Fire, Air Walk, Magic Weapon, Greater
3 (7/day) Magic Vestment, Wind Wall, Cure Serious Wounds, Invisibility Purge, Dispel Magic, Daylight, Resist Energy, Communal, Paragon Surge
2 (7/day) Restoration, Lesser, Silence (DC 17), Remove Paralysis, Cure Moderate Wounds, Sound Burst (DC 17), Fog Cloud, Boiling Blood (DC 17), Protection from Evil, Communal, Grace
1 (8/day) Divine Favour, Liberating Command, Cure Light Wounds, Murderous Command (DC 16), Remove Fear, Shield of Faith, Comprehend Languages, Magic Weapon, Enlarge Person (DC 16)
0 (at will) Guidance, Purify Food and Drink (DC 15), Light, Read Magic, Detect Magic, Create Water, Detect Poison, Scrivener's Chant, Spark (DC 15)

--------------------
Statistics
--------------------
Str 22, Dex 12, Con 18, Int 12, Wis 8, Cha 20
Base Atk +9; CMB +15; CMD 26

Feats: Dazing Spell, Eldritch Heritage, Greater Weapon Focus (Greatsword), Improved Critical (Greatsword), Improved Initiative, Power Attack -3/+6, Quicken Spell, Reach Spell, Skill Focus (Knowledge [planes]), Weapon Focus (Greatsword)

Traits: Fast-Talker, Magical Lineage (Divine Favor)

Skills: Acrobatics -4 (-8 jump), Bluff +26, Climb +1, Diplomacy +25, Disguise +8, Escape Artist -4, Fly -4, Intimidate +23, Knowledge (engineering) +5, Knowledge (planes) +22, Knowledge (religion) +5, Perception +27, Ride -4, Sense Motive +1, Spellcraft +5, Stealth -4, Survival -1 (+1 to avoid becoming lost), Swim +1; Racial Modifiers +2 Perception
Languages Common, Elven, Thassilonian

Special Qualities: +4 bonus on initiative checks, defiant mind, deliver touch spells through familiar, elf blood, empathic link with familiar, interaction bonus, mysteries (battle), oracle's curses (legalistic), revelations (battlefield clarity [2/day], skill at arms, war sight, weapon mastery), share spells with familiar, speak with animals, speak with familiar, vow to self (1/day)

Gear:+1 Full plate, +3 Adamantine Greatsword, Masterwork Composite longbow (Str +5), Arrows (100), Cold Iron Arrows (50), Masterwork Earth breaker, Silver Arrows (50), Belt of physical might (Str & Con +4), Circlet of persuasion, Cloak of resistance +4, Eyes of the eagle, Handy haversack (17 @ 18.5 lbs), Headband of alluring charisma +4, Ioun stone (clear spindle), Ioun stone (dusty rose prism, cracked), Ioun stone (mulberry pentacle, cracked), Wayfinder (1 @ 0 lbs), Masterwork tool (Bluff), Masterwork tool (Diplomacy), Masterwork tool (Knowledge [arcana]), Masterwork tool (Perception), Spell component pouch


Marthkus wrote:
gustavo iglesias wrote:

Druid:

Starting str: 18. Level pumps +2. Belt +6. +6 size wildshape.
Holy AMOF, greater magic fang.

In allosaurius form:
9 BAB +11 str +3 GMF,-3 power att. -2 size. Attacks when pouncing (includes charge bonus) +20/+20/+20/+20/+20.
Damage 4d6+20/2d6+20/2d6+20/2d6+20/2d6+20
+2D6 vs evil creatures with strong jaw. Or just 3d6/1d8/1d8/1d8/1d8 without strong jaw. One enemy per day he can add smite evil (with planar wildshape) and add +12 to damage to every attack.

In Tyranosaurius form could do 24d6+34+2d6 +grab (as gargantuan creature) with vital strike and strong jaw.

Can swap to other dinos and gain trip, grab, trample when needed.

The companion could be a pouncing dino, for extra dmg, or an ankylosaurius, for stun and crazy AC.

And as a free bonus, he can wildshape into earth or air elementals to scout, or tiny animals to infiltrate, can cast buffs in party members, have a lot of utility stuff, some skills, etc.

So your 20/15 power attack leaves me unimpressed.

You seem to be rolling in expensive gear while being too large to fit into most encounters.

Ignoring the size problem, but adjusting for a +4 belt. I see +17 without charging. And only +18 to damage. I'm ignoring your once per day smite.

So when you can charge your DPR is ahead. When you can't it is behind.

Melee bite +14 (2d6+8/19–20 plus grab), 2 claws +14 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce, rake (2 talons +14, 1d8+8)

Also wondering why your base damage does not look like this.

Even with a +4 belt, you are still spending WAY more on gear for offense than my fighter. Those +3 amulets (+1, +2 for holy) are pricey

I think I'm starting to see why you don't understand that casters are better... you have no idea how Amulet of Mighty Fists works do you? +3? Try +2.

"An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability."

Now a +2 Amulet has price of 16,000gp but since the Druid is a caster and should have Craft Wondrous, he's getting this for the cost of 8,000gp.

Meanwhile your +3 Sword is setting you back 18,000gp.

As a caster with Craft Wondrous he'll also get his +6 Belt for half cost compared to you 18,000gp to your 36,000gp. So he has spent a total of 26,000gp on offense, while you have spent a whopping 54,000gp (close to half your wealth).

Now if I were going to continue itemizing the Druid, I'd craft myself a Bead of Karma to give me higher buff bonuses and eke out another +1 to Magic Fang Greater for 10,000gp. Next, I'd pick up a +1 Wild Dragonhide Fullplate for 19,300gp (because lolCraftArms&Armor). That'll add +10 to the druid's AC np. Even with those purchases, the Druid still has only spent 44,000gp. Toss on one metamagic rod, extend lesser for 3,000gp (so your Magic Fang, Greater last all day) and your Barkskin to last 240 minutes (or 320 minutes with Bead) for another +5 AC.

That'll get him another +1 to hit and damage, +15 AC and he'll still clock in at only 47,000gp giving him plenty of room to purchase several other wonderful items. (Like 8,000gp to get him some +6 Wis, or an upgrade to his AoMF to +3 (another 1d6 damage probably), a Handy Haversack, some ioun stones (orange prism ioun stone or pale green prism is only 15k for him, Dusty Rose for 2,500/250gp for +1 insight ac/+1 initiative), and a Druid's vestment (cause you can just use it when you need the extra wildshape so why not?)

Having purchased all of that we're still under 12th level WBL clocking in at 103425gp, 4,575gp under wbl. (If you want saves the AoMF can be dropped and a +5 cloak of resistance would only be 2,500gp more.

Also, his "love taps" while less damaging then yours account for pounce (which you just plain don't have without multiclassing) and his average damage in behemoth hippo form with just one hit is 114 damage + grab. So ya.. at 12th level I'd say this goes handily to the druid, even before taking into account the Animal Companion, and you know... full casting.


Well you need buff spells to get close to a fighter. Which is my whole point.

My fighter has these additional feats on top of his already superior martial prowess:

Toughness
Combat Reflexes
Step Up
Stand Still
Blind Fight
Pin Down

He also has better perception than your oracle

Build

The spells argument is fine, but I feel that fighter martial prowess makes it difficult for non-martial to adequately fill that role.


Anzyr wrote:
Marthkus wrote:
gustavo iglesias wrote:

Druid:

Starting str: 18. Level pumps +2. Belt +6. +6 size wildshape.
Holy AMOF, greater magic fang.

In allosaurius form:
9 BAB +11 str +3 GMF,-3 power att. -2 size. Attacks when pouncing (includes charge bonus) +20/+20/+20/+20/+20.
Damage 4d6+20/2d6+20/2d6+20/2d6+20/2d6+20
+2D6 vs evil creatures with strong jaw. Or just 3d6/1d8/1d8/1d8/1d8 without strong jaw. One enemy per day he can add smite evil (with planar wildshape) and add +12 to damage to every attack.

In Tyranosaurius form could do 24d6+34+2d6 +grab (as gargantuan creature) with vital strike and strong jaw.

Can swap to other dinos and gain trip, grab, trample when needed.

The companion could be a pouncing dino, for extra dmg, or an ankylosaurius, for stun and crazy AC.

And as a free bonus, he can wildshape into earth or air elementals to scout, or tiny animals to infiltrate, can cast buffs in party members, have a lot of utility stuff, some skills, etc.

So your 20/15 power attack leaves me unimpressed.

You seem to be rolling in expensive gear while being too large to fit into most encounters.

Ignoring the size problem, but adjusting for a +4 belt. I see +17 without charging. And only +18 to damage. I'm ignoring your once per day smite.

So when you can charge your DPR is ahead. When you can't it is behind.

Melee bite +14 (2d6+8/19–20 plus grab), 2 claws +14 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce, rake (2 talons +14, 1d8+8)

Also wondering why your base damage does not look like this.

Even with a +4 belt, you are still spending WAY more on gear for offense than my fighter. Those +3 amulets (+1, +2 for holy) are pricey

I think I'm starting to see why you don't understand that casters are better... you have no idea how Amulet of Mighty Fists works do you? +3? Try +2.

"An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability."

Now a +2 Amulet has price of 16,000gp...

Now you are using Craft wondrous item as the reason your druid is better? Please pff

Even the devs say they see something broken with the crafting system. You don't get to double you WBL for comparisons.

The hipo:
Speed 50 ft.
Melee bite +17 (4d8+13/19–20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks capsize, trample (2d6+13, DC 26)

Does not impress me.


You are missing the impact of strongjaw and vital strike.


Considering the FAQ explicitly says you do get to treat crafted magic items for their cost not their price... I'd say the Devs are with me on this one. Also why wouldn't I use Craft Wondrous? Its something casters do and something they do well. That'd be like me asking you not to use your bonus feats. Also those buffs aren't being cast in combat, Greater Magic Fang is lasting 32 hours with bead of karma, Barkskin last for an incredible duration 240-320 minutes is 4 to over 5 hours. I'd much rather have the Druid or the Oracle in a fight. Because even after taking their fighting ability into account their full casting is much better, than Toughness, Combat Reflexes, Step Up, Stand Still, Blind Fight, and Pin Down.


andreww wrote:
You are missing the impact of strongjaw and vital strike.

I'll give you vital strike, but strong jaw is a 4th lvl minute/level buff. 10min/lvl and hour/lvl buffs sure.

This isn't really important, but the spell says you must lay a hand on the animal part. Hippos don't have hands.


Anzyr wrote:
Considering the FAQ explicitly says you do get to treat crafted magic items for their cost not their price... I'd say the Devs are with me on this one. Also why wouldn't I use Craft Wondrous? Its something casters do and something they do well. That'd be like me asking you not to use your bonus feats. Also those buffs aren't being cast in combat, Greater Magic Fang is lasting 32 hours with bead of karma, Barkskin last for an incredible duration 240-320 minutes is 4 to over 5 hours. I'd much rather have the Druid or the Oracle in a fight. Because even after taking their fighting ability into account their full casting is much better, than Toughness, Combat Reflexes, Step Up, Stand Still, Blind Fight, and Pin Down.

We can talk more after you stop doubling your WBL.


Quote:

PC Wealth By Level (page 399): If a PC has an item crafting feat, does a crafted item count as its Price or its Cost?

It counts as the item's Cost, not the Price. This comes into play in two ways.

If you're equipping a higher-level PC, you have to count crafted items at their Cost. Otherwise the character isn't getting any benefit for having the feat. Of course, the GM is free to set limits in equipping the character, such as "no more than 40% of your wealth can be used for armor" (instead of the "balanced approach" described on page 400 where the PC should spend no more than 25% on armor).

If you're looking at the party's overall wealth by level, you have to count crafted items at their Cost. Otherwise, if you counted crafted items at their Price, the crafting character would look like she had more wealth than appropriate for her level, and the GM would have to to bring this closer to the target gear value by reducing future treasure for that character, which means eventually that character has the same gear value as a non-crafting character--in effect neutralizing any advantage of having that feat at all.

—Sean K Reynolds, 01/14/12

Looks like I'm using my normal WBL not my fault I get to use cost, instead of price. Seems like a martial problem. Has it occurred to you that maybe the reason you don't see why casters are so much better is because you don't know things like this?


Sigh*

Time and money

Caft wondrous Items gets you more of one at the cost of another.

If your group has months and years between levels so that you can craft items that is rare.

If you are constantly switching out characters to make use of the crafting feat, this has its own problems.

"Has it occurred to you that maybe the reason you think casters are so much better than martials is because you are ignoring actual game-play constraints."


Ultimate campaign says you should let a PC with crafting feats exceed normal WBL by about 30% maybe more for multiple crafting feats. Any class can grab a spell like ability and craft too so extra wealth shouldn't come into it if we are doing fair comparisons.


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There is no martial-caster flip. The casters are always better.


I think the flip argument is misleading. The flip might never occur in actual gameplay. You could also start off with casters being better early on and falling behind non casters later. I think looking at potential ability any casting class is better than one without casting. From personal experience I don't think a flip really occurs, in game usefulness tends to be swingy and player skill is the biggest determinant. I haven't played a game above level 14 however so maybe sometime after 14?


Oh no... a Max of of 2,000gp cost per day, those items would take a whopping... 52 days or about 2 months. Do your campaigns get to 10th level in 2 months? I actually have played a Craft Wondrous Item user in actual play and I found the time restrictions to be a non-concern. A two day stop in a town got me my Amulet of Mighty Fists. The 2 hours worth of work while adventuring while somewhat problematic early on (still not terribly hard to get to 4,000gp +2 stat items by the time your 5th) became less of an issue once Teleport came online drastically reducing travel times. I recommend you actually play a crafter in a campaign once before claiming there's some huge trade-off as it is fairly negligible in practice.

While you correct redliska, a martial could be a race with a SLA and qualify that way, but that locks them into a certain race, while casters can always have access. (Also not my fault Marthkus didn't pick Craft Wondrous, while Gustavo did.)

14th!? Compare Marthkus' Fighter with Gustavo's Druid or andreww's Oracle. Now remember that those classes have full casting in addition to their formidable melee ability. At the absolute least we can say from this thread the flip occurs by 12th.


Anzyr wrote:
Oh no... a Max of of 2,000gp cost per day, those items would take a whopping... 52 days or about 2 months. Do your campaigns get to 10th level in 2 months? I actually have played a Craft Wondrous Item user in actual play and I found the time restrictions to be a non-concern. A two day stop in a town got me my Amulet of Mighty Fists. The 2 hours worth of work while adventuring while somewhat problematic early on (still not terribly hard to get to 4,000gp +2 stat items by the time your 5th) became less of an issue once Teleport came online drastically reducing travel times. I recommend you actually play a crafter in a campaign once before claiming there's some huge trade-off as it is fairly negligible in practice.

Wow.

This conversation is ridiculous. I no longer value you opinion. Please refrain from addressing me in the future. I will not respond.


Well do tell us all about your experience as a Crafter in an actual campaign. Inquiring minds want to know.


Anzyr wrote:
Well do tell us all about your experience as a Crafter in an actual campaign. Inquiring minds want to know.

We both know that's not going to happen.


andreww wrote:
We both know that's not going to happen.

I DM'd a campaign with a 3.5 artificer without errata to certain feats. This allowed the artificer to make items at severely reduced prices and times.

You know what he did with 75% reduced gold cost with 100% reduced time cost item making?

He made items for the whole party. I made the campaign harder. No one had more wealth than anyone else though. That would have been stupid.


Pathfinder Adventure Path Subscriber

Oh the one hand, Anzyr might be understating how long a wizard spends on crafting items. In my experience, the Craft feats can also be used to benefit other party members. It's like half price for everybody! So you can have significantly more than 2 months downtime to use these feats. And this also ignores how long putting spells in a spellbook takes.

On the other hand, I think it's kind of strange to think that a 12th level character wouldn't have had SUBSTANTIALLY more than 2 months downtime during their adventuring career. In my experience, campaigns have a lot of downtime because PCs have lives that aren't just adventuring. After all, it takes an elf about 120 years to go from a level 0 wizard to a level 1 wizard. And then it takes... 3 months to gain another 11 levels in wizard? Not likely. There might be a lot of campaign variation in how crafting items are used, but in my experience there's a lot of downtime specifically for that reason.

And Markthus, if there isn't, what do you do if the players ask the DM "Hey, can we have downtime to craft stuff soon"? You can go "No, the plot demands you go forward!", but then they can just say "Ok, the plot isn't going anywhere without us, and we're taking a few weeks to craft items."


Magic Butterfly wrote:
And Markthus, if there isn't, what do you do if the players ask the DM "Hey, can we have downtime to craft stuff soon"? You can go "No, the plot demands you go forward!", but then they can just say "Ok, the plot isn't going anywhere without us, and we're taking a few weeks to craft items."

My open world campaign, I didn't care.

My more serious 1-36 3.5 campaign had set amounts of downtime that PCs could do nothing to lengthen or shorten.

My DMing skills are not the best and running APs bore me to tears. When I play in groups downtime is always limited by pressing matters that need to be attended too. People to rescue from captors. BBEG trying to end the world. Business contracts that are time sensitive. The list goes on and on.

I actually cannot recall ever having enough downtime for serious crafting. By the time our party gets enough wealth to craft, we are too wrapped up in the plot to just halt adventuring for a few months.

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