Is there a need to optimize PFS characters for combat, in seasons 4 & 5+?


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Lantern Lodge 3/5

So I'm kinda banging my head on the wall... mainly with this question, "Do character post season 4, needs to be optimized for combat?"

Having played a couple of Season 4s, I'm really notice the jump in combat difficulty. With the removal of faction missions and with no ideal what we will be facing as secondary missions, I'm have no ideal in which direction should I focus my characters in. And this is affecting my view of balanced character creation.

I usually make my characters to be pretty balanced in all fields, they can fight, they can do skills, heal, etc. But this is no longer true.
In my case, I got a GM credit character popping out at lv 4 soon. However, after what I experienced with my higher level characters in Season 4 scenarios , I am at a total lost on what to do with him.
I mean I got classes and ideals on paper, but have no ideal if they can survive seasons 4 and 5 +.

For example, should I go with a Zen Archer that dips 1 lv into Cleric w/ Lore Domain, so I can help out with knowledge checks? Or should I just go pure Zen Archer for more combat firepower?
Other ideals like a Paladin that is build to be good in knowledge skills now seems so "incompetent" for combat compared to just making him purely good in combat.
Not to mention feats taken for character background or RP sake. Those now have to take a back seat.

The role-play part of me says "just go with what you want!", but the optimizer part of me says, "if you play a non-optimized for combat character, that character is toast!"

I know that as a player, I should not expect my character to cover all areas, but I feel like characters now need to be more specialized then ever. With a heavy bias towards being better at combat.
And as a GM, I'm even more unsure. Should I advice new players to go with what they want? Or to focus on just combat???

Am I just over reacting? Should I go with combat optimization? or a more balanced character?

Grand Lodge 2/5

You can optimize if you like, but dont forget about the requirements to have things like diplomacy trained. Season 5 (so far) has a lot of RP requirements. Combats arent as bad as some of the difficult season 4's.

Sczarni 4/5

I havn't read all of the season 4-5 things, mostly only the ones I've run, but here is my take: yes, combat is deadly. But in both (especially in season 5), actions you do outside of combats can make the combat easier more often than in earlier seasons. If you've effectively removed 4 of the 6 mooks from the fight with one diplomacy roll, you are still contributing to combat, even in a non-combat situation, without having to be maximized.

The only scenarios that would say maximizing would be preferable are if you plan to run hardmode of a scenario that offers it (currently only walking rune) or in one of the Bonekeep levels.

Grand Lodge 4/5 ***

Well...what is you definition of optimized for combat? Is it a "battle" cleric that does 1d8+2 damage at level 5? If so, then you need to focus WAY more on optimized for combat. Is it a archer that does around 60 damage a round at the same level? Well...then you could probably tone that down and have a more well rounded and a more fun character. You can still make characters that are good enough for combat for season 4 and 5 while still having plenty of room to do other stuff.

For instance, that paladin you mentioned can be done just fine. Stats being 18, 10, 14, 12, 10, 15. Angel blooded aasimar. Take a dip into lore warden to get a couple extra skill points and all knowledge as class skills. Maybe even 2 or 3 for some nice bonuses later. Level 4 stat point into charisma. Other then that, you can still do pretty much all your paladin of doom stichk just fine.


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I don't know. Our group made it through Bonekeep 2 without any casualties, and my cleric has a 10 STR and ranks in Profession (barrister).

I'd argue instead that combats are no longer too easy, and are instead where they should be.

Some of this difficulty comes from the players. My normal group gained a wizard at Gen Con, for one of the Year of the Demon adventures. I spent four hours watching this guy throw fire (immune), electricity (immune), magic missles (SR), for a grand total of nothing.

I'm all for concept. You want to be an evoker, than go for it. I've done it myself. But realize that evokers need to be able to get through SR, and a little something in K(planes) will keep you from wasting your efforts.

In character, answer me this question:

"What if the Society sends me on a potentially deadly mission? What am I going to need to make sure I live?"

5/5 *

Didn't we just have this thread?

Secane, at the end of the day EVERY single PFS scenario has 1+ combats in it. It can't really be avoided. Any and every character you make should, in my opinion, be able to contribute in a combat situation. Note I didn't say be a combat monster, but contribute. Bards are a welcome addition even if all they do in combat is inspire courage and heal. They may have never fired a shot, but they helped. Who knows, maybe there is a harpy next fight.

But outside that, play what you want. But as the people above me mentioned, season 5 has had so far a LOT of roleplay outside combat (I'm looking at you Mr. Compton, this is all your fault!)

Grand Lodge 4/5 5/55/5

CRobledo wrote:
But outside that, play what you want. But as the people above me mentioned, season 5 has had so far a LOT of roleplay outside combat (I'm looking at you Mr. Compton, this is all your fault!)

I wouldn't just blame Jason Compton; that Mike Shel guy made me argue with myself. GMs shouldn't need ranks in diplomacizing with themselves.

Liberty's Edge 2/5

I always make sure my characters can focus on something in combat and Diplomacy/Perception. I don't usually touch knowledge's unless I am a caster or rogue and have the int to work with it.

Shadow Lodge 4/5

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Say it with me, everyone.

"There is no reason an optimized character can't roleplay every bit as well as other characters."

With that said, no, you do not need your character to be optimized to survive Season 4/5 encounters. Just don't make your character useless.

5/5 5/55/55/5

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When you put more omf into combat you're getting more bang for your buck than you do with skills.

Combat is something where everyone participates and the participation is directly proportional to your ability. If you are twice the fighter bob is, you put out twice as much damage. If you are half the fighter bob is, you put out half as much damage.

Skills provide diminishing returns for a few reasons. Most importantly if you're not the best in the party you're not usually the one making the check. If you're almost as good as the guy next to you, your entire contribution is aiding another for a +2 circumstance bonus, just like his masterwork item. 95% as good= a 10% increase in effectiveness. Level dipping to give someone else a +2 circumstance bonus on knowledge checks could be accomplished by shelling out for a set of pathfinder chronicles for 500 gp.

Secondly skills have strait line diminishing returns. A dabbler with 1 rank and a +1 stat has a +5 and gets to make a knowledge check.o the After that 1 rank gets you a mere plus +1

Third,, the more useful the skill the more likely someone else does it already. You know that diplomacy comes up a lot so being good at it is a good idea... but so does everyone else. If you're not a charisma using class you're going to be overshadowed by someone that is. If you're going for knowledge skills the wizard or inquisitor is going to have it covered.

2/5

Pathfinder Adventure Path Subscriber
BigNorseWolf wrote:

...a set of pathfinder chronicles for 500 gp.

Sorry OT, what/where are "pathfinder chronicles?" 500 gp for +2 bonus to all skills?

5/5

Rerednaw wrote:
BigNorseWolf wrote:

...a set of pathfinder chronicles for 500 gp.

Sorry OT, what/where are "pathfinder chronicles?" 500 gp for +2 bonus to all skills?

They're masterwork tools (i.e. books) that are 50gp each and grant a +2 circumstance bonus to a knowledge check if you have time to pull it out and use it. IIRC, this takes a minute of perusal to help your roll.

They're located in the Inner Sea World Guide.

5/5

Totenpfuhl wrote:
I wouldn't just blame Jason Compton; that Mike Shel guy made me argue with myself. GMs shouldn't need ranks in diplomacizing with themselves.

I blame Jason Compton!

Shadow Lodge 4/5

For home games, I agree with BNW. For public play, where you can't guarantee your party, then sometimes the wizard winds up having the best perception or diplomacy.

Paizo Employee 4/5 Developer

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Kyle Baird wrote:
Totenpfuhl wrote:
I wouldn't just blame Jason Compton; that Mike Shel guy made me argue with myself. GMs shouldn't need ranks in diplomacizing with themselves.
I blame Jason Compton!

With apologies to anyone named Jason Compton:

That Jason Compton guy messes up stuff left and right. If there's something wrong with PFS, there's a good chance it was Jason Compton. That John Compton guy, though? He's an upstanding individual.

Unless Jason Compton is some horrific amalgamation of John Compton and Jason Bulmahn. When their powers combine, your characters shall roleplay...until they die.

4/5

John Compton wrote:
Kyle Baird wrote:
Totenpfuhl wrote:
I wouldn't just blame Jason Compton; that Mike Shel guy made me argue with myself. GMs shouldn't need ranks in diplomacizing with themselves.
I blame Jason Compton!

With apologies to anyone named Jason Compton:

That Jason Compton guy messes up stuff left and right. If there's something wrong with PFS, there's a good chance it was Jason Compton. That John Compton guy, though? He's an upstanding individual.

Unless Jason Compton is some horrific amalgamation of John Compton and Jason Bulmahn. When their powers combine, your characters shall roleplay...until they die.

I think Jason Compton is the ettinlike amalgamation that brought us the horrors of Bonekeep.

Dark Archive

Adding "other level" dips to ANY character is probably going to make them weaker (obviously, there are plenty of exceptions; but if you're doing it just for skills, then no).

Seasons 4 and 5 start doing to players what players do to them. Some of the fights are outright nasty, and they are designed to deal with high damage output and summoners and all sorts of shinanigans people don't like to think about.

So yes, you need to be good in combat. Heck, I'd advise it for earlier seasons as well; remember 70-80% of PFS is spent in combat. For the remaining, I like being a skill monkey, but can just as easily have fun roleplaying and helping put pieces together. Having said that, I do tend towards higher int than most optimizers, but I think out-of-combat optimization is good too (and no reason you can't do both).

The 1 level dip in Cleric effectively makes your character 1 level lower; which was OK in earlier seasons (where "optimized" characters were less fun.... as they could just solo modules).

Grand Lodge 4/5

Anonymous Visitor 163 576 wrote:
I don't know. Our group made it through Bonekeep 2 without any casualties, and my cleric has a 10 STR and ranks in Profession (barrister).

Yeah, but what was your task in the party? Not front-line melee, I imagine.

Lantern Lodge 3/5

Thalin wrote:

Adding "other level" dips to ANY character is probably going to make them weaker (obviously, there are plenty of exceptions; but if you're doing it just for skills, then no).

Seasons 4 and 5 start doing to players what players do to them. Some of the fights are outright nasty, and they are designed to deal with high damage output and summoners and all sorts of shinanigans people don't like to think about.

So yes, you need to be good in combat. Heck, I'd advise it for earlier seasons as well; remember 70-80% of PFS is spent in combat. For the remaining, I like being a skill monkey, but can just as easily have fun roleplaying and helping put pieces together. Having said that, I do tend towards higher int than most optimizers, but I think out-of-combat optimization is good too (and no reason you can't do both).

The 1 level dip in Cleric effectively makes your character 1 level lower; which was OK in earlier seasons (where "optimized" characters were less fun.... as they could just solo modules).

Well... I am taking a lv of Cleric for fluff, the Memory sub-domain and the Conversion Inquisition.

This would allow my Zen Archer to have 1) All Knowledge skills, 2) Get a +5 insight bonus to knowledge checks or give others a re-roll with a +5 on Knowledge checks AND 3) be good at diplomacy thanks to the Conversion Inquisition which allows me to use Wis in place of Cha for Dip/Bluff/Intimidate checks.

My original ideal was a more combat focus one and diplomacy specialized one, with me taking 2 levels of Inquisitor instead. With the Conversion Inquisition and Infiltrator Archetype. This would allow me to 1) Use my Wis TWICE for Dip and Bluff, 2) Get a bonus to Initiative equal to my Wis and 3) get nice range combat buff spells like true strike.

My RP and Optimize halves of my mind are still warring it out over which path to go.

Dark Archive

Do you have a high enough int to be making the knowledge skill checks? Or any benefit from the knowledges?

I guess it's spreading yourself thin; if you want all knowledges as class skills and want a complimentary dip, Lore Warden Fighter gives you a free feat, solid hp, a straight-BB bonus, more skill points, and yes all knowledges (and all int-based skills in general) become class skills. A 2nd level will get you combat expertise for free (useful for meeting prereqs), and yet another feat. And still doesn't cost you the BAB.

But unless you're just really opposed I'd wait till level 7; early access to Improved Precise is one of the best parts about a Zen Archer, as it is VERY difficult to not take that -4 for hindered shot in PFS.

Or just stick with Zen Archer; they already have good enough uses for skill points; it really is tough to be a "one man skill monkey" without at least 6+. If you wanted (Skill Monkey + Archery), an Urban Ranger would probably have been the better option.

5/5 5/55/55/5

Mystic Lemur wrote:
For home games, I agree with BNW. For public play, where you can't guarantee your party, then sometimes the wizard winds up having the best perception or diplomacy.

Right, but is it worth it to build for that eventuality? To some extent having 1 thing outside the norm you can do may be a good idea.

You need three things to happen to make the decision the right one

1) You have to wind up with he highest diplomacy (you're usually spinning your tires as the number 2 talker in the group) This is worse than random for the reasons I outlined above, AND if you have people with multiple characters someone may be able to say "A party with no face? Lets break out the sorcerer"

2) You have to need to make a diplomacy check (your diplomacy doesn't do you much good in the zombie apocalypse)

3) You have to actually MAKE the check. Having only a +2 to the skill when the DCs can easily go from 20 to 25 are a pretty bad investment.

Against that you're looking at possibility of death, which is worse than blowing the mission, or blowing the mission because of not having your resources elsewhere. And for

There are ways to do it and some of it might be worth it if you can do it at low cost: The clever word play trait will make a wizard a diplomatic for there mere cost of a feat and the skill ranks for example

Lantern Lodge 3/5

I know about the spreading out thin part... It is just that I feel that if I'm going to be a Pathfinder, then surely my character should have some interest in knowledge, for personal gain or otherwise. And of all the classes, Zen Archer or Paladins are the least feat dependent classes.

I don't think my character will have much int, but the Memory power allows me to gain a bonus equal to my Wis score to knowledge check re-rolls. More importantly, I can give other members of the party who are knowledge focused, like wizards, re-rolls with their knowledge checks.

As for the Diplo, that stems from all those faction missions. So many of them ask that you befriend or convince someone to do something... I just feel like I should have at least 1 of the face skills. And with no ideal what the new secondary mission are like... I have been in one too many mission, where no one in the party have face skills. Instead, Everyone is a combat focus powerhouse...

Dark Archive

Feel you; the real answer on diplomacy is to grab a trait for it if you want it... my Monk has at least a passable diplomacy despite 7 charisma (class skill and +1 for trait, +3 skill points in it, yields me a +5).

But you don't (and shouldn't) believe it's a 1-man game. With the new faction missions, you're working as a team, so you won't fail faction missions because you yourself cannot make that DC 15 skill check. They're also more involved, and usually require clever handling more than skill points. So don't worry about faction missions anymore.

Knowledges are good, though require most of your focus if you want to be good at them (there are just too many). Monks shouldn't really have to worry about those; it's one of those things that are nice to have, but what are you going to do if you know the monster's weaknesses? Still probably shoot them with your bow... when all you have is a hammer, life seems to be full of nails :).

I think you will probably be better out of combat AND in combat focusing on what you (and monks) are good at; be a solid scout, keen observer (sense motives and perception), and sensible mind. Leave the knowledges for someone else. And don't hinder your character; it may be OK in some groups, but then you'll hit that group where too many deoptimized and you're all that can save them from TPK. At least, as the subject says, in tiers 4-5.

Lantern Lodge 3/5

Not even a 1 lv dip into say Inquisitor? They are some benefits... there, higher initiative, spells like true strike and really high diplo bonuses?

Or...

Would this 2nd character build ideal be better?

A Paladin (Vow of Vengeance) with a 1 lv dip into Oracle of Nature or Lore.

The ideal is a two-handed weapon paladin with high AC via Sidestep secret or Nature's Whisper?

The base character ideal is that he has to be a Fey Foundling.

My only problem with this paladin ideal is the lack of Anti-Air options...

Dark Archive

Potions of Flying are 2 PP each; it's not hard to keep flight. If you get sick of it like I did, just spend the 20K @ level 9 and get the carpet going.

And no, the 1-level dip in inquisitor is still late access to everything, a bunch of mostly-useless first level spells, and a moderate boost to initiative that isn't worth a feat, let alone a level dip.

Lore Warden or Ranger are the "complimentary skill dips" because of the lack of "-1 to hit"; but honestly monks are very level dependent; the free extra attack flurries and AC are worth putting off for nothing.

Your dumped-Dex paladin with oracle levels will be better at defense and worse at offense, but Paladin really only needs 4 levels to have all powers online, so go for it if you want.

Scarab Sages 5/5

TriOmegaZero wrote:
Anonymous Visitor 163 576 wrote:
I don't know. Our group made it through Bonekeep 2 without any casualties, and my cleric has a 10 STR and ranks in Profession (barrister).
Yeah, but what was your task in the party? Not front-line melee, I imagine.

actually I have two "front line" clerics with 10 STR... and they do very well. I just don't do melee damage with them (though a Harm spell can be a real eye-opener).

It's all about what you bring to the table. My clerics bring AC and spells, healing and defense... and some great personalities!

Cleric with the love sub-domain: "Tell me, are you currently involved in a long term relationship?" asked to a Large Demon beside the cleric...

Grand Lodge 4/5

nosig wrote:
actually I have two "front line" clerics with 10 STR... and they do very well.

But you're not the damage dealer, like I was saying. I was asking him if he was the one doing the damage or if he was the linesman keeping the enemies back while someone else did the damage. Because my Holy Vindicator is pretty much the second type, he gets in between the enemy and whoever is dealing the main damage.

Lantern Lodge 3/5

Thalin wrote:

Potions of Flying are 2 PP each; it's not hard to keep flight. If you get sick of it like I did, just spend the 20K @ level 9 and get the carpet going.

And no, the 1-level dip in inquisitor is still late access to everything, a bunch of mostly-useless first level spells, and a moderate boost to initiative that isn't worth a feat, let alone a level dip.

Lore Warden or Ranger are the "complimentary skill dips" because of the lack of "-1 to hit"; but honestly monks are very level dependent; the free extra attack flurries and AC are worth putting off for nothing.

Your dumped-Dex paladin with oracle levels will be better at defense and worse at offense, but Paladin really only needs 4 levels to have all powers online, so go for it if you want.

So on with this Paladin build!

By the way, which do you think is more important for a paladin (This is my first paladin) A bonus to Dex or CMD? Aka Sidestep secret or Nature's Whisper?

And I guess you would advice me to not bother with say an extra revelation for knowledge checks? Like Focused Trance (Ex)? x number of times a day you can get +20 to a knowledge check, useful only out of combat?
Or the Enlightened Philosopher Oracle archetype for all knowledge and linguistic as class skills?

The Exchange 5/5

TriOmegaZero wrote:
nosig wrote:
actually I have two "front line" clerics with 10 STR... and they do very well.
But you're not the damage dealer, like I was saying. I was asking him if he was the one doing the damage or if he was the linesman keeping the enemies back while someone else did the damage. Because my Holy Vindicator is pretty much the second type, he gets in between the enemy and whoever is dealing the main damage.

Though my clerics have never HAD to be the damage dealer, they can be (Inflict spells, Flame Strike, Holy Ice, Alignment Channel, etc).

(But I have always found that in any group of 3 or more PCs there is at least one that goes for the damage build. And at least one PLAYER who NEEDS to be the guy doing the damage. So I help him enjoy the game more. I enjoy that.)

Is there going to be a Face at the table? maybe ... though my Cleric with a +9 in Diplomacy tends to end up as the face more than I can count (I gave him a +9 so that he can "auto-assist").

Is there a Healer at the table? (ah... that's what my Cleric does).

Is there a Traps guy at the table? - my Cleric maxes out Perception. Almost 1/2 of all his skill points go there - and they have traits that give Perception as a class skill. But often there is NO one that can Disable Devices... unless my wife brings a wizard or my sister brings a fighter. (I have seen a 5th level rogue with NO ranks in Disable Device... in the players own words "I let the Barbarian handle traps. I'm a combat rogue...". He's the Damage Guy.)

Is there a Max Damage guy? I've never been at a table without at least one.

So I have 12 PCs that all have some games under thier belt. The only ones that could be called Damage Dealers are my Judge Credit specials. They get the least amount of play of any of my PCs. (I hate being the 3rd or 4th of anything at the table - I prefer playing the role that no one else has...).

Dark Archive

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It's actually silly, but according to current FAQ, the bonus to reflexes is "Strictly better", since the AC bonus works on CMD.

+20 to a knowledge check isn't a bad use of a feat per se; though if you want the Nature's Whisper and you are going to be a paladin, extra revelation for granting your animal companion +CHA to saves AND keeping your animal companion at full level is probably better for your play experience.

I'd go:

Aasimir (if you have the book to allow) Str/Cha 1/day Alter Self Oath of Vengence Paladin X / Oracle 1 with these stats:

Str: 18
Int: 12
Wis: 10
Dex: 7
Con: 12
Chr: 18

Wielding a greatsword and swinging for the fences. Vs any evil opponents you should be hell on wheels. Get a mithril breastplate and put all stat bumps to Chr to get lots of smites each day (so you don't have to decide "Do I want to use a smite for this combat or not). Your AC will only be "OK", but you can fast-heal, it will be amazing vs smite targets. If you really want to go crazy get Dual-Cursed Oracle and use your swift action to do the Misfortune hex (which is pretty amazing, especially when saving allies).

Lantern Lodge 3/5

@_@? I thought the AC bonus from Sidestep Secret don't work on CMD?

Hence Nature's Whisper being better (and more in fluff for a Fey Foundling), since whisper is not caped by the Max Dex bonus to Armor. Meaning Full Plate + Cha mod to Armor is possible?

Can you link me to which FAQ?

Which leads to a side question... is a Divine Hunter Paladin build better then this Oracle dip build? And more ideal for my character? Since I'm a little split between a Range attacker and a Paladin?

Edit: Just notice that Oath of Vengeance don't work with Divine Hunter... oh well...

4/5

Actually most non armor/shield AC bonuses go to CMD

PRD wrote:


A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Lantern Lodge 3/5

David_Bross wrote:

Actually most non armor/shield AC bonuses go to CMD

PRD wrote:


A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

The thing is wording, Sidestep says AC and Reflex, while Nature's Whispers says AC and CMD:

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

And most importantly the FAQ, APG:

Oracle: Does an oracle of lore with the sidestep secret (page 50) revelation use her Charisma to calculate her CMD instead of her Dexterity? If she is flat-footed, does she lose her Charisma bonus to AC?

An oracle of lore with the sidestep secret revelation uses her Dexterity to calculate her CMD since no provision is made in the text to use her Charisma for that statistic. She does, however, lose her Charisma bonus to AC whenever she is flat-footed, since her Charisma modifier is being used in place of her Dexterity modifier.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

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This was answered in a FAQ

Quote:

Does an oracle of lore with the sidestep secret revelation use his Charisma to calculate his CMD instead of his Dexterity? If he is flat-footed, does he lose his Charisma bonus to AC?

An oracle of lore with the sidestep secret revelation uses his Dexterity to calculate his CMD since no provision is made in the text to use his Charisma for that statistic. He does, however, lose his Charisma bonus to AC whenever he is flat-footed, since his Charisma modifier is being used in place of his Dexterity modifier.

So, in summary...

Lore: CHA to AC and Reflex.
Nature: CHA to AC and CMD (because it specifies CMD in the description).

EDIT: Ninja'd. So yes, you are correct in that last post, Secane: lore oracles don't get CHA to their CMD.

Lantern Lodge 3/5

@Walter, thanks for the clarification!

As far as I understand, the only difference/advantage between the two revelations is that Nature's Whispers is not restricted by your Armor's Max Dex Bonus, while Sidestep Secret is clearly restricted in its wording.

Dark Archive

Whoops, my bad; more you know :).

I'd still go nature, reflex comes up more often, and the revelation that both catches up your animal companion and applies your Cha to their saves may be worth a feat.

Lantern Lodge 3/5

Nature adds to CMD, Lore to Reflex.

As for animal companion... which revelation does that? The only one that adds to animal saves is:

Friend to the Animals (Ex): Add all summon nature's ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.

@o@? You getting me confuse Thalin...

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

It's a nature oracle revelation that gives you a bonded mount.

Also, general consensus is that since Nature's Whispers replaces DEX with CHA for purposes of your AC, since armor has a max DEX, it effectively becomes max CHA.

Although I don't think there has been an official confirmation on that.

Lantern Lodge 3/5

Walter Sheppard wrote:

It's a nature oracle revelation that gives you a bonded mount.

Also, general consensus is that since Nature's Whispers replaces DEX with CHA for purposes of your AC, since armor has a max DEX, it effectively becomes max CHA.

Although I don't think there has been an official confirmation on that.

Bonded Mount (Su) via Extra revelation seems pretty expensive...

I did read up on Nature's Whispers relation to Max Dex bonus from Armor. The argument seems to go both ways. Has there been any official clarification? Especially for PFS?

It leaves character making a little difficult... sort of like a Sword of Damocles feeling. Never knowing if this choice is legit...

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

If you are in doubt, then play the safer option. Or just have armor with a max DEX high enough to account for your CHA bonus, thus avoiding the potential issue all together.

The alternatives are 1) using an ability that may be clarified later and end up costing your character some money for new armor, 2) using the ability in a way that's presently undefined, and is disallowed by a table GM, or 3) getting an official clarification, which doesn't usually have a quick turnaround.

Shadow Lodge 4/5

Secane wrote:
My only problem with this paladin ideal is the lack of Anti-Air options...

2 Prestige will buy you a potion of Fly or a Masterwork Darkwood Composite Longbow with a +3 Str bonus to damage. One lets you contribute all the time, the other lets you shine once. Usually I wind up with both on my melee characters.

Lantern Lodge 3/5

@ Walter Sheppard, The APG has been out for 3 years? Hopefully there is no changes or they clarify Nature's Whisper soon.

By the way, Reflex and CMD, which would be more important for a Paladin? Specifically a 2-handed build.
(I have a grappling-focus character and I know how dangerous it can be for a 2-handed build to be grabbed.)

And would you consider it wasteful for an Aasimar character to burn a feat for say Exotic Weapon Proficiency, Bastard Sword?

@ Mystic Lemur, I will do that. My only worry is that as my character will be dumping his Dex. He would be just terrible at flying and shooting...

One alternative ideal is to make a pure Divine Hunter Paladin, but that build is so feat focused that I won't be able to squeeze any fluff feats into the build.

Going to have to hope my Smite can help compensate at range attacks and maybe prep Obscuring Mist as a defensive measure.

Grand Lodge 4/5 ***

Yes, the bastard sword is a waste of a feat. Exotic weapon bastard sword is horrible as a trait...much less a feat. I still have characters who have it because I like them...but then again, I do tend to optimize and not at the same time quite often.

Spiked gauntlets are your friend as a THF.

Lantern Lodge 3/5

Cold Napalm wrote:

Yes, the bastard sword is a waste of a feat. Exotic weapon bastard sword is horrible as a trait...much less a feat. I still have characters who have it because I like them...but then again, I do tend to optimize and not at the same time quite often.

Spiked gauntlets are your friend as a THF.

I guess I will just go with a THF with a Longsword then. I'm want to focus on 1 weapon and while the greatsword... is great... I have seen too many cases of death by grapple...

And since I'm not going with a crit based build, the damage from a Longsword is not too far off from a Falchion right?

-------

Back to my OP. I do wish future scenarios would be more balanced out. I do try to explain to new players that Pathfinders are not just run of the mill advantuers. That Pathfinders are also knowledge seekers, heroes, investigators, etc.

It is hard to impress that message on to them, when every character they see being played is optimized... due to hard scenarios.

5/5 5/55/55/5

Secane wrote:
Cold Napalm wrote:

Yes, the bastard sword is a waste of a feat. Exotic weapon bastard sword is horrible as a trait...much less a feat. I still have characters who have it because I like them...but then again, I do tend to optimize and not at the same time quite often.

Spiked gauntlets are your friend as a THF.

I guess I will just go with a THF with a Longsword then. I'm want to focus on 1 weapon and while the greatsword... is great... I have seen too many cases of death by grapple...

THF with a falcatta. At higher levels its oddly enough the best two handed weapon iirc.

Lantern Lodge 3/5

BigNorseWolf wrote:
Secane wrote:
Cold Napalm wrote:

Yes, the bastard sword is a waste of a feat. Exotic weapon bastard sword is horrible as a trait...much less a feat. I still have characters who have it because I like them...but then again, I do tend to optimize and not at the same time quite often.

Spiked gauntlets are your friend as a THF.

I guess I will just go with a THF with a Longsword then. I'm want to focus on 1 weapon and while the greatsword... is great... I have seen too many cases of death by grapple...
THF with a falcatta. At higher levels its oddly enough the best two handed weapon iirc.

Nice call! I think I will go with that. Fits my Mercenary General mini's look too!

Thanks!

Edit: oh wait... its a Exotic weapon.... T_T *cries

Grand Lodge 4/5 ***

Yes but it is one of the VERY few exotic weapons worth the feat.

Lantern Lodge 3/5

How so?

For the 19-20/x3???

Grand Lodge 4/5 ***

the 19-20/x3 crit with improved crit or keen is a 17-20/x3...assuming you have a good static bonus, it becomes worthwhile. Also if you use a large one two handed, when you enlarge person, that becomes 3d6. If you have UMD and make yourself huge with monstrous humanoid 3, that is 4d6. With lead blade that is 6d6...which on a crit is now 18d6.

4/5

Secane wrote:

How so?

For the 19-20/x3???

Look at it this way:

Long Sword is 1d8 (average 4.5) 19-20/x2
Bastard Sword is 1d10 (average 5.5) 19-20/x2
Falcata is 1d8 (average 4.5) 19-20/x3

Spenging EWP on a Bastard Sword nets you exactly 1 point of damage in the long run.

Spending EWP on a Falcata nets you all of 4.5 + <all of your static damage bonuses) 10% of the time, 20% once you get Keen.

Starting with an 18 str at level 1, that's 10% of 8.5, or 0.85 damage. So the Bastard Sword is ahead by a teensy. But once you get +6 bonus damage by doing something like, say, Power Attacking, the Falcata starts to pull ahead. Two handed Power Attack at level 1 and the Falcata is already ahead, it starts to get really noticeable when you're doing stuff like 1d8+20 17-20/x3. And that's just for your average DPR, your chances of one-shotting an enemy go way up with that extra multiplier.

Is a feat worth 1 damage? Probably not.
Is it worth an increasing your crit multiplier by 1? Oh heck yeah!

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