Battle of Martials


Pathfinder First Edition General Discussion

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Grand Lodge

Fighter Man might inflict substantially more damage if he wielded a reach weapon. The calculated number will get slightly smaller, because a greatsword hits harder than, say, a glaive, but the actual number will get larger. The calculated number does not consider AoOs, because it's impossible to know how many you will get. Even an occasional AoO adds up to a lot of extra damage.


Everyone could do that though, it isn't special to him


K177Y C47 wrote:
Heck, the fighter has a very little battlefield presence... For instance, lets take the favorite situation for people who LOVE supporting martials, the Anti-Magic Field. The fighter loses all of his gear (which hurts alot) and loses ALL of his buffs. The Barbarian? for the most part only loses his gear because most rage powers are (Ex)

So the barbarian do not lost his gear and buff?


I have an idea for a build so I have a question before putting all hte numbers together. Does gnome magic work with arcane strike?


Nicos wrote:
K177Y C47 wrote:
Heck, the fighter has a very little battlefield presence... For instance, lets take the favorite situation for people who LOVE supporting martials, the Anti-Magic Field. The fighter loses all of his gear (which hurts alot) and loses ALL of his buffs. The Barbarian? for the most part only loses his gear because most rage powers are (Ex)
So the barbarian do not lost his gear and buff?

Yes,

Except the Fighter is SOLELY DEPENDENT on those buffs and his gear. Where as the Barbarian is still competent with just his rage powers...


K177Y C47 wrote:
Nicos wrote:
K177Y C47 wrote:
Heck, the fighter has a very little battlefield presence... For instance, lets take the favorite situation for people who LOVE supporting martials, the Anti-Magic Field. The fighter loses all of his gear (which hurts alot) and loses ALL of his buffs. The Barbarian? for the most part only loses his gear because most rage powers are (Ex)
So the barbarian do not lost his gear and buff?

Yes,

Except the Fighter is SOLELY DEPENDENT on those buffs and his gear. Where as the Barbarian is still competent with just his rage powers...

Totally and utterly untrue.

In antimagic field the barbarian lose his natural armor and pounce. The fighter still have all his feats (most likely).

and usperstition is now usseles since htere is no SU, SLA or spell in the antimagic field, so the diference in saves is not there, while the diference in increase.


Nicos wrote:
K177Y C47 wrote:
Nicos wrote:
K177Y C47 wrote:
Heck, the fighter has a very little battlefield presence... For instance, lets take the favorite situation for people who LOVE supporting martials, the Anti-Magic Field. The fighter loses all of his gear (which hurts alot) and loses ALL of his buffs. The Barbarian? for the most part only loses his gear because most rage powers are (Ex)
So the barbarian do not lost his gear and buff?

Yes,

Except the Fighter is SOLELY DEPENDENT on those buffs and his gear. Where as the Barbarian is still competent with just his rage powers...

Totally and utterly untrue.

In antimagic field the barbarian lose his natural armor and pounce. The fighter still have all his feats (most likely).

and usperstition is now usseles since htere is no SU, SLA or spell in the antimagic field, so the diference in saves is not there, while the diference in increase.

A Fight without magic pleases the Barbarian. HP, DR, Full BAB and a huge natural strength boost.

A fight broken down to just HP damage and full attacks is a fight a Barbarian is willing to fight with or without gear. At the end of the day, the Fighter might not be the toughest one in a fight. A Barbarian 9 times out of 10 is.


Scavion wrote:

A Fight without magic pleases the Barbarian. HP, DR, Full BAB and a huge natural strength boost.

A fight broken down to just HP damage and full attacks is a fight a Barbarian is willing to fight with or without gear. At the end of the day, the Fighter might not be the toughest one in a fight. A Barbarian 9 times out of 10 is.

Fighters do just fine without magic. Like any other character they are better with it. The game assumes that you have access to magic in some way. The fighter's problem without magic is the same as pretty much all of the non-casters and some of the partial casters: hit points are not a finite resource. The fighter and a couple other classes could also consider the Will save to be a problem but if there's no magic to worry about then it's not as relevant.

In the end, it's not going to depend nearly as much on the class as it will on the build. As was already pointed out: characters built organically tend to do pretty well since they are dealing with the campaign and party they were designed with.


Scavion wrote:
Nicos wrote:
K177Y C47 wrote:
Nicos wrote:
K177Y C47 wrote:
Heck, the fighter has a very little battlefield presence... For instance, lets take the favorite situation for people who LOVE supporting martials, the Anti-Magic Field. The fighter loses all of his gear (which hurts alot) and loses ALL of his buffs. The Barbarian? for the most part only loses his gear because most rage powers are (Ex)
So the barbarian do not lost his gear and buff?

Yes,

Except the Fighter is SOLELY DEPENDENT on those buffs and his gear. Where as the Barbarian is still competent with just his rage powers...

Totally and utterly untrue.

In antimagic field the barbarian lose his natural armor and pounce. The fighter still have all his feats (most likely).

and usperstition is now usseles since htere is no SU, SLA or spell in the antimagic field, so the diference in saves is not there, while the diference in increase.

A Fight without magic pleases the Barbarian. HP, DR, Full BAB and a huge natural strength boost.

A fight broken down to just HP damage and full attacks is a fight a Barbarian is willing to fight with or without gear. At the end of the day, the Fighter might not be the toughest one in a fight. A Barbarian 9 times out of 10 is.

I do not see how this can be true when there is at least an AC diference of 5 points (6 if defender of society).

The Barbarian is lossing, at least, 3 rage powers. Most likely the fighter is still having all his feats and weapon training.


Bob_Loblaw wrote:
Scavion wrote:

A Fight without magic pleases the Barbarian. HP, DR, Full BAB and a huge natural strength boost.

A fight broken down to just HP damage and full attacks is a fight a Barbarian is willing to fight with or without gear. At the end of the day, the Fighter might not be the toughest one in a fight. A Barbarian 9 times out of 10 is.

Fighters do just fine without magic. Like any other character they are better with it. The game assumes that you have access to magic in some way. The fighter's problem without magic is the same as pretty much all of the non-casters and some of the partial casters: hit points are not a finite resource. The fighter and a couple other classes could also consider the Will save to be a problem but if there's no magic to worry about then it's not as relevant.

Cool but that doesn't address any of my points.

In an Antimagic field, AC is going to be pitiful. So Fighter's heavy armor and/or shield use is rendered pointless. A Barbarian has his greater hit points, heightened hit points from rage, his strength bonus, and his DR still functioning.

A Fighter resorts to just full attacking since his fancier stuff requires his gear to function. Combat Maneuvers are out of the picture unless you're fighting a humanoid in an anti magic field and the sad part is that a Barbarian still does that better.

Without magic, a fight is brought down to who can hit hardest and take the most hits. From what I can see, its the Barbarian.


1 person marked this as a favorite.

Antimagic field is an invalid situation to talk about.

There is ONE thing you do in an antimagic field and that is walk out of it.


Nicos wrote:


I do not see how this can be true when there is at least an AC diference of 5 points (6 if defender of society).

Which is meaningless because the things who can chuck Antimagic fields around and melee have huge attack bonuses. So hitpoints and DR are the only defense that matters there.


Scavion wrote:


In an Antimagic field, AC is going to be pitiful. So Fighter's heavy armor and/or shield use is rendered pointless. A Barbarian has his greater hit points, heightened hit points from rage, his strength bonus, and his DR still functioning.

Maybe for hte first hit but not for the itteratives. The +20 hit both, the +10 have better chances to hit the barbarian than the fighter.

Scavion wrote:


A Fighter resorts to just full attacking since his fancier stuff requires his gear to function. Combat Maneuvers are out of the picture unless you're fighting a humanoid in an anti magic field and the sad part is that a Barbarian still does that better.

Full attackng just as the barbarian. And about combat maneuver, even witht he rage power that increase the CMB most barbarian only have sunder. So you most likely take the AoO, and when you do it the maneuver will not work (most likely).


Scavion wrote:
Bob_Loblaw wrote:
Scavion wrote:

A Fight without magic pleases the Barbarian. HP, DR, Full BAB and a huge natural strength boost.

A fight broken down to just HP damage and full attacks is a fight a Barbarian is willing to fight with or without gear. At the end of the day, the Fighter might not be the toughest one in a fight. A Barbarian 9 times out of 10 is.

Fighters do just fine without magic. Like any other character they are better with it. The game assumes that you have access to magic in some way. The fighter's problem without magic is the same as pretty much all of the non-casters and some of the partial casters: hit points are not a finite resource. The fighter and a couple other classes could also consider the Will save to be a problem but if there's no magic to worry about then it's not as relevant.

Cool but that doesn't address any of my points.

In an Antimagic field, AC is going to be pitiful. So Fighter's heavy armor and/or shield use is rendered pointless. A Barbarian has his greater hit points, heightened hit points from rage, his strength bonus, and his DR still functioning.

A Fighter resorts to just full attacking since his fancier stuff requires his gear to function. Combat Maneuvers are out of the picture unless you're fighting a humanoid in an anti magic field and the sad part is that a Barbarian still does that better.

Without magic, a fight is brought down to who can hit hardest and take the most hits. From what I can see, its the Barbarian.

I intentionally wasn't speaking of an antimagic field because they are not common enough to be an issue. I was speaking generally. The fighter can deal enough damage and hit often enough to be as relevant as other martials without magic. Magic makes every character better.

Your barbarian will still need to come out of his rage. That's a problem without magic because, as I mentioned, you still have to deal with your very limited resource: hit points. You might be able to take a beating while raged but after about level 5 or so, you are living on borrowed time.


Scavion wrote:
Nicos wrote:


I do not see how this can be true when there is at least an AC diference of 5 points (6 if defender of society).

Which is meaningless because the things who can chuck Antimagic fields around and melee have huge attack bonuses. So hitpoints and DR are the only defense that matters there.

A fire giant Attack routine is +18/+13/+8 (3d6+24), I am pretty sure there is a big diference in the damage deal to the Ac 16 barbarian than to the AC 22 fighter. THat take away the Hp advantage.


Bob_Loblaw wrote:


Your barbarian will still need to come out of his rage. That's a problem without magic because, as I mentioned, you still have to deal with your very limited resource: hit points. You might be able to take a beating while raged but after about level 5 or so, you are living on borrowed time.

It's a good thing Barbarians get the most of that resource without magic then. And his DR will make his HP go longer than anyone else.


Scavion wrote:
Bob_Loblaw wrote:


Your barbarian will still need to come out of his rage. That's a problem without magic because, as I mentioned, you still have to deal with your very limited resource: hit points. You might be able to take a beating while raged but after about level 5 or so, you are living on borrowed time.
It's a good thing Barbarians get the most of that resource without magic then. And his DR will make his HP go longer than anyone else.

Not necessarily true. You're making too many assumptions. You're probably getting hit more often. It's pretty much a wash in the end. You aren't really that much better off than the fighter, or other front-line martials.


Bob_Loblaw wrote:
Scavion wrote:
Bob_Loblaw wrote:


Your barbarian will still need to come out of his rage. That's a problem without magic because, as I mentioned, you still have to deal with your very limited resource: hit points. You might be able to take a beating while raged but after about level 5 or so, you are living on borrowed time.
It's a good thing Barbarians get the most of that resource without magic then. And his DR will make his HP go longer than anyone else.
Not necessarily true. You're making too many assumptions. You're probably getting hit more often. It's pretty much a wash in the end. You aren't really that much better off than the fighter, or other front-line martials.

At the levels Antimagic field are in play, Attack bonuses tend to be extremely high. The Fighter sits at a probable 22 or 23 AC as opposed to the Barbarian's probable 16. Iterative attacks may miss, but natural attacks are unlikely to.


Scavion wrote:
At the levels Antimagic field are in play, Attack bonuses tend to be extremely high. The Fighter sits at a probable 22 or 23 AC as opposed to the Barbarian's probable 16. Iterative attacks may miss, but natural attacks are unlikely to.

We're not talking about antimagic fields. They aren't common enough to be the problem. Your barbarian will always have the same problem that all non-casting martials have that don't use magic. It's a feature of the game. It's ok that it works out that way too. The game is meant to be cooperative.

Remember that not all combat occurs in melee. A fighter can be built to deal with both melee and ranged combat. If you are focusing your barbarian on natural attacks, damage reduction, and pounce, you probably aren't adding much in the way of ranged combat. That's ok. That's what the barbarian is meant for. Yeah, he can also be a hurler but he only has so many powers and feats. Every option you claim is one you aren't.


Can't the Barbarian just pick up Deadly Aim and use Reckless Abandon for some powerful ranged attacks?


Lyra Amary wrote:
Can't the Barbarian just pick up Deadly Aim and use Reckless Abandon for some powerful ranged attacks?

That they can do. Taking deadly aim on its own does pretty well too, or at least in my experience. Adaptive bow is not out of the norm for a barbarian either.


If you gestalt Fighter and Rogue together would that be the best martial "class"?


Lyra Amary wrote:
Can't the Barbarian just pick up Deadly Aim and use Reckless Abandon for some powerful ranged attacks?

The fighter can also improve its damage. But my point is that this barbarian is using up its rage powers quickly to be as good as the fighter. It's not superior or inferior.


Bob_Loblaw wrote:
Lyra Amary wrote:
Can't the Barbarian just pick up Deadly Aim and use Reckless Abandon for some powerful ranged attacks?
The fighter can also improve its damage. But my point is that this barbarian is using up its rage powers quickly to be as good as the fighter. It's not superior or inferior.

Fair enough. To be honest archery is the one aspect I see Fighters being superior to Barbarians in. Archery takes a lot of feats before it becomes powerful, and Barbarians don't get bonus feats. I wouldn't ever really go pure Bowbarian, but it still is easy to get pretty good damage on a bow with them, since Reckless Abandon is a good Rage power and Deadly Aim is just one feat.


Bob_Loblaw wrote:
Lyra Amary wrote:
Can't the Barbarian just pick up Deadly Aim and use Reckless Abandon for some powerful ranged attacks?
The fighter can also improve its damage. But my point is that this barbarian is using up its rage powers quickly to be as good as the fighter. It's not superior or inferior.

Wait, how is he using up rage powers to be just as good as the fighter?

Just the same, burning only one feat on deadly aim still leaves plenty of room for other feats, and your rage powers. You still have room for superstitious and beast totem before you ever put something on paper.


MrSin wrote:
Bob_Loblaw wrote:
Lyra Amary wrote:
Can't the Barbarian just pick up Deadly Aim and use Reckless Abandon for some powerful ranged attacks?
The fighter can also improve its damage. But my point is that this barbarian is using up its rage powers quickly to be as good as the fighter. It's not superior or inferior.

Wait, how is he wasting rage powers to be just as good as the fighter?

Where did he say "Wasting"?


Look at me I'm a feat heavy Barbar.

I take power attack, Intimidating prowess, deadly aim and maybe toughness.

As a Half-orc I have 7-6 feats left. As a Human I have 8-7 feats left.

Hmmm I think I'll just take extra rage power for the rest.


Nicos wrote:
Where did he say "Wasting"?

Changed the words to reflect it better. Just didn't hit the post button until now.

I should probably add that reckless Abandon is good for melee or ranged.


He's using his rage powers to be able to deal as much damage as the fighter in melee and ranged. He can't achieve that with only feats. He has to use his rage powers to pull it off. He doesn't have that many at level 12 (which is what someone suggested as the cap to this exercise).

He's already using at least two powers to get more than one natural attack (animal fury and beast totem, lesser). He also said he has pounce, which means he needs the beast totem and beast totem, greater abilities. We're at 4 rage powers. He also said he has damage reduction, which would be 2/- at level 12. So if he takes Reckless Abandon that leaves him with only one rage power left. He also has 6 feats to choose from but we're now setting him at 13 Dex and he's taking Deadly Aim. We're starting to lock him in to something. I assumed that since he's supposed to soak damage that all of his favored class bonuses should go into hit points. When I build for the boards, I use the Elite Array. I find it easier for me because it's already set. However, we should see what we can do with 15 points since that's what the game assumes.

Eventually it's going to come to full form. What other abilities should it have? What should its stats be? Which feats should it take?

Uberbararian:

Unnamed Hero
Half-Orc Barbarian 12
N Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 101 (12d12+12)
Fort +8, Ref +5 (+4 bonus vs. traps), Will +4
Defensive Abilities uncanny dodge, orc ferocity, trap sense; DR 2/—
--------------------
Offense
--------------------
Speed 40 ft.
Special Attacks rage, rage powers (animal fury, beast totem +4 ac, beast totem, greater, beast totem, lesser, reckless abandon [+/-4])
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 10, Int 10, Wis 10, Cha 10
Base Atk +12; CMB +13; CMD 24
Feats Deadly Aim
Skills Intimidate +2; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood
Other Gear 10650 GP
--------------------
TRACKED RESOURCES
--------------------
Orc Ferocity (1/day) - 0/1
Rage (26 rounds/day) (Ex) - 0/26
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Beast Totem +4 AC (Su) +4 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Rage (26 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.

Don't worry, I'm working on a fighter that can hold his own. I just have a lot of personal things I'm also working on outside of the boards.


A human barbarian with all 4 feats they may want would still have 9 rage powers...

3 beast totems
1 Superstition
1 reckless abandon

Still got 4 to go...

EDIT: For the other 4 let's just say
Quick reflexes
Unexpected Strike
Come and Get Me
And the feat combat reflexes

Throw in invulnerable rager archetype for extra fun.


Would also help to remove animal fury since no one brought it up I can see.


You have a total of 6 rage powers and 6 feats to choose from. Remember that not only do you have a total of 12 options, you need to take into account when you can take those options. Animal Fury was there because it provided a natural attack. The poster wasn't specific so I wanted to make sure I had as many as I could using only the barbarian's abilities.

Level 1: Deadly Aim (Dex set at 13 minimum)
Level 2: Beast Totem, Lesser
Level 3: Extra Rage Power (Reckless Abandon)
Level 4: Superstition
Level 5: Feat
Level 6: Beast Totem
Level 7: Feat
Level 8: Rage Power
Level 9: Feat
Level 10: Beast Totem, Greater
Level 11: Feat
Level 12: Rage Power

So how are we filling in the blanks?


Extra Rage Power
You have unlocked a new ability to use while raging.

Prerequisite: Rage power class feature.

Benefit: You gain one additional rage power. You must meet all of the prerequisites for this rage power.

Special: You can gain Extra Rage Power multiple times.

Source: Advanced Player's Guide


Human

Level 1: Toughness, Intimidating Prowess
Level 2: Beast Totem, Lesser
Level 3: Power Attack
Level 4: Superstition
Level 5: Deadly Aim
Level 6: Beast Totem
Level 7: Combat Reflexes
Level 8: Unexpected Strike
Level 9: Extra rage power(Reckless Abandon)
Level 10: Beast Totem, Greater
Level 11: Extra rage power(Quick reflexes)
Level 12: Come and Get Me


Here's the current stat block:

You should use 15 point buy. Your strength and dex must be at least 13 at this point. You also will want to grab some sort of ranged weapon (nonmagical). Armor and race would be nice too. The hit points can be increased by 12 if we reduce the skill points by 12. Hero Lab defaults to skill points. (I edited it to include the archetype.)

Unnamed Hero
No Race Barbarian (Invulnerable Rager) 12
Medium
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 9, touch 5, flat-footed 8 (+1 Dex, +4 natural)
hp 125 (12d12+36)
Fort +11, Ref +5, Will +7; +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 12/lethal, 6/—; Resist extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +20 (1d8+4/×3)
Special Attacks pounce, rage, rage powers (beast totem +4 ac, beast totem, greater, beast totem, lesser, come and get me, quick reflexes, reckless abandon [+/-4], superstition +5, unexpected strike [1/rage])
--------------------
Statistics
--------------------
Str 19, Dex 13, Con 16, Int 10, Wis 10, Cha 10
Base Atk +12; CMB +20; CMD 21
Feats Combat Reflexes, Deadly Aim, Extra Rage Power, Extra Rage Power, Intimidating Prowess, Power Attack
Skills Intimidate +4
Languages Common
SQ fast movement
Other Gear 150 GP
--------------------
TRACKED RESOURCES
--------------------
Rage (26 rounds/day) (Ex) - 0/26
Unexpected Strike (1/rage) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Beast Totem +4 AC (Su) +4 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you
Damage Reduction (12/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Extreme Endurance (-Choose-) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (26 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Superstition +5 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.


Marthkus wrote:
Extra Rage Power

You know I get this feeling that Marthkus thinks extra rage power is a great options...

Spoiler:
More seriously, rage powers tend to be fantastically better than feats so its not a bad idea. Superstitious at level 12 is anywhere from 5 to 10 to all your saves, eater of magic is just flat out better than improved iron will and the like. A lot of what superstitious leads into is amazing too Ghost Rager gives you insanely good touch AC and other bonus, witch hunter is free damage to almost everything, spell sunder can break spells, and eater of magic a second save+HP once per encounter and once per round when you learn to rage cycle. Raging Vitality is a +2 con that affects you almost all the time(and a bit of a tax). Guarded life has builds around using it to stay alive(using invulnerable barbarian).

CAGM is a pretty good feat too. You can build around that thing. Could you imagine if CAGM were a regular bonus feat?


He doesn't have enough feats to add those in. He's used all his options.


I'm headed to bed. I have a long work week ahead. I'll continue this later.


Bob_Loblaw wrote:
He doesn't have enough feats to add those in. He's used all his options.

Because clearly I said you should stuff all these things into the build?

I'd build differently than Marthkus. Not a big fan of builds at all though. You can prove something can happen, but comparatively it mostly shows a person's ability to build.


Barbarians are pretty good archers nowadays... Especially Urban Barbarians, but that archetype is not necessary.

Get Deadly Aim, buy an adaptive bow, and you're good to go.

Fighters do make better switch-hitters, but that's the one thing they are better than Barbarians at.... I suppose they have higher AC, but the difference is not significant, IMO.


Lemmy wrote:
I suppose they have higher AC, but the difference is not significant, IMO.

Sort of higher AC. Depends on some things. Theoretically fighters get 4 more than other classes through armor training. On the other hand, barbarians have a potential +6 from beast totem. Mithral and Celestial armors steal some of the thunder from armor training too, and to get that theoretical AC from the fighter requires a dexterity investment, and your level and build can determine how much he can have. Of course, the barbarian's build can also make a difference. Things like whether he's an urban barbarian or if he's using reckless abandon constantly.

Barbarians also have more access to things that are or act like damage reduction, and they have a larger bulk of HP through HD and their con bonus while raging.


I wonder if anyone cares about these guys!

Anyway, I might as well post em:

Paladin Man:

Paladin Man
Human Paladin 8
LG Medium humanoid (human)
Init +7; Senses Perception +6
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 22 (+11 armor, +1 Dex, +1 natural)
hp 76 (8d10+24)
Fort +13, Ref +9, Will +11; +2 vs. death
Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 greatsword +12/+7 (2d6+18/19-20/×2)
Ranged +1 adaptive composite longbow +10/+5 (1d8+6/×3)
Special Attacks Channel Energy 4d6, smite evil
Spell-Like Abilities
At will—detect evil
Paladin Spells Prepared (CL 7th; concentration +11):
2nd (2/day)—litany of righteousness, litany of righteousness
1st (2/day)—divine favor, bless weapon
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 12, Int 10, Wis 8, Cha 19
Base Atk +8; CMB +10; CMD 24
Feats Extra Lay on Hands, Fey Foundling, Improved Initiative, Power Attack, Toughness
Traits magical knack, reactionary
Skills Diplomacy +12, Knowledge (nobility) +4, Knowledge (religion) +7, Perception +6, Sense Motive +3, Spellcraft +9
Languages Common
SQ aura of courage, aura of good, aura of resolve, divine bonds (weapon [1/day]), lay on hands, mercies (mercy [fatigued], mercy [staggered])
Other Gear +2 Full plate, +1 Adaptive Composite longbow (Str +4), +2 Greatsword, Amulet of natural armor +1, Belt of giant strength +2, Cloak of resistance +2, Headband of alluring charisma +2, 200 GP
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2) (8 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fey Foundling Magical healing works better on you
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6) (10/day) (Su) You can heal 4d6 damage, 10/day
Magical Knack (Paladin) +2 CL for a specific class, to a max of your HD.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Paladin Channel Positive Energy 4d6 (5/day) (DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Smite Evil (3/day) (Su) +4 to hit, +8 to damage, +4 deflection bonus to AC when used.

Here is paladin man! He is starting to look pretty awesome.
Here are his dpr numbers:
26.13 Base

34.16 with divine favor/Divine Bond

43.07 with divine bond and favor

49.07 with smite evil only

59.68 with Smite + divine Favour

69.19 with Smite + Favor + Bond

All can be X2 with litany of righteousness, twice a day

What he has over the fighter:
-Much better saves
-More spells
-Immune to more things now, Charm being pretty nice
-Now heals an average of 22 hp per round as a swift action
-His dpr explodes with smite on, no one can keep up

What the fighter has
-Better average dpr over a long day
-Moves faster
-1 better ac when the paladin isn't smiting
-Better archer (Unless smite is up)

From what I can see, the paladin has gotten a lot better now. He handles his own healing, explodes dangerous enemies, and has great saves. Onto the barbarian!

Barbarian Guy:

Barbarian Man
Dwarf Barbarian 8
CG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 18, touch 7, flat-footed 17 (+7 armor, +1 Dex, +4 natural, +1 deflection)
hp 125 (8d12+64)
Fort +15, Ref +5 (+2 bonus vs. traps), Will +9; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies', +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, uncanny dodge, trap sense; DR 1/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 furious greataxe +18/+13 (1d12+22/×3) and
2 claws +10 (1d6+6/×2)
Ranged +1 adaptive composite longbow +13/+8 (1d8+8/×3)
Special Attacks hatred, rage, rage powers (beast totem +3 ac, beast totem, lesser, reckless abandon [+/-3], spell sunder, superstition +4, witch hunter [+3])
--------------------
Statistics
--------------------
Str 24, Dex 12, Con 24, Int 10, Wis 14, Cha 8
Base Atk +8; CMB +15; CMD 22
Feats Extra Rage Power, Extra Rage Power, Power Attack, Raging Vitality
Traits indomitable faith, reactionary
Skills Acrobatics +7, Climb +8, Intimidate +5, Knowledge (nature) +11, Perception +13 (+15 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Survival +10, Swim +8
Languages Common, Dwarven
SQ fast movement, greed, hardy, slow and steady, stability, stonecunning
Other Gear +1 Breastplate, +1 Adaptive Composite longbow (Str +4), +1 Furious Greataxe, Amulet of natural armor +1, Belt of physical might (Str & Con +2), Cloak of resistance +2, Ring of protection +1, 1530 GP
--------------------
Special Abilities
--------------------
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (22 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Superstition +4 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Witch Hunter (+3) (Ex) Bonus to damage spellcasters while raging.

Here is the barbarian! He is pretty powerful now, especially with access to spell sunder. It is around this level when spells start getting really bad, and now the barbarian has a great chance at getting rid of them. Also, he gets access to the best enchant in the game, furious, meaning he is the only one wielding a +3 weapon for most of the combats in the game
His dpr 48.59 while raging and reckless abandon on (roughly all the time)

What is better than the fighter?
-His saves are bonkers. The average dc for a good save of a cr 8 monster is 17, and he makes that for his will on a 3, and only ever fails a fortitude save on a 1. Even his reflex save is good, haha
-His dpr is higher, and he has enough rage for it to last all day
-He has 33 more health, which is quite a bit!
-Spell sunder is an excellent power
-Witch hunter makes his dpr even higher, since most of the enemies are now casting spells or have spell likes
-More skilled than the fighter

What is worse?
-Much worse ac
-Worse with a bow

I don't really know what else to say, this dwarf is a bad bad man. Finally, onto my terrible ranger!

Sad Ranger Guy:

Ranger Fellow
Half-Elf Ranger 8
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 20 (+8 armor, +2 Dex, +1 natural, +1 deflection)
hp 92 (8d10+40)
Fort +10 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +9, Will +6; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 katar, tri-bladed +13/+8 (1d4+3/19-20/×4) and
+2 katar, tri-bladed +14/+9 (1d4+7/19-20/×4)
Ranged +1 adaptive composite longbow +11/+6 (1d8+6/×3)
Special Attacks favored enemies (evil outsiders +2, humans +4)
Ranger Spells Prepared (CL 5th; concentration +7):
2nd (2/day)—stone call, barkskin
1st (2/day)—lead blades, resist energy
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 16, Int 10, Wis 14, Cha 10
Base Atk +8; CMB +13; CMD 26
Feats Boon Companion, Endurance, Improved Critical (katar, tri-bladed), Improved Two-weapon Fighting, Toughness, Two-weapon Fighting, Weapon Focus (katar, tri-bladed)
Traits indomitable faith, reactionary
Skills Climb +6, Handle Animal +11, Heal +7, Knowledge (dungeoneering) +5 (+9 vs. humans, +7 vs. evil outsiders), Knowledge (geography) +6 (+10 vs. humans, +8 vs. evil outsiders, +8 while in forest terrain, +10 while in urban terrain), Knowledge (nature) +11 (+15 vs. humans, +13 vs. evil outsiders), Perception +15 (+19 vs. humans, +17 vs. evil outsiders, +17 while in forest terrain, +19 while in urban terrain), Spellcraft +10, Stealth +7 (+9 while in forest terrain, +11 while in urban terrain), Survival +8 (+12 vs. humans, +10 vs. evil outsiders, +10 while in forest terrain, +12 while in urban terrain, +12 to track), Swim +6 (+10 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception
Languages Common, Elven
SQ combat styles (two-weapon combat), elf blood, favored terrains (forest +2, urban +4), hunter's bonds (animal companion, wolf), swift tracker, track, wild empathy, woodland stride
Other Gear +2 Breastplate, +1 Adaptive Composite longbow (Str +4), +1 Katar, tri-bladed, +2 Katar, tri-bladed, Amulet of natural armor +1, Belt of physical might (Str & Con +2), Cloak of resistance +1, Ring of protection +1, 238 GP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Favored Terrain (Urban +4) (Ex) +4 to rolls vs Favored Terrain (Urban).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

His Trusty Wolf:

Wolf
Wolf
N Large animal
Init +2; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 17 (+2 Dex, -1 size, +8 natural)
hp 73 (+42)
Fort +10, Ref +7, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +10 (2d6+9/×2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 23, Dex 15, Con 20, Int 2, Wis 12, Cha 6
Base Atk +5; CMB +12; CMD 24 (28 vs. trip)
Feats Improved Natural Attack (bite), Iron Will, Narrow Frame, Toughness
Skills Escape Artist +3, Perception +9, Stealth +2; Racial Modifiers +4 to survival when tracking by scent
SQ devotion
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Narrow Frame No attack or AC penalty while squeezing through space half your size or larger.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

Here he is, in my terrible two weapon fighting glory
His dpr is: 19.76 base
29.9 against outsiders
42.12 against humans
30 / 41.02 / 51.24 dpr including wolf

I probably should have made him human, as I am hurting for a feat. Anyway, his dpr is pretty low, and I am assuming not flanking with the wolf. He is great against humans though!

Better than the fighter?
-Spells. Hard to beat spells!
-Way more skills
-He does come with a large meatbag to distract and perhaps set up flanks
-If he does get a flank with his dog, his dpr is quite respectable

What is worse?
-Ac is slightly worse
-Slower
-Really needs his favoured enemy to be effective
-The wolf can't go everywhere
-Worse with a bow

Someone else should probably post a ranger because damn mine is worthless

Scarab Sages

You guys keep going back and forth between Barb/Pali/Fighter like they are the only martials... Take into consideration the Monk, several archetypes can and do exceed all 3 of these in the mid tier levels. Lets take a look at the Zen Archer, one of my favorite Monk Archetypes:

Zen Archer:
At level 8:
Human(Tian-Shu) Qinggong Zen Archer Monk
STR: 14 DEX: 14 CON: 14 INT: 7 WIS: 20(+2 human, +2 lv4/8) CHA: 7
Fort: +9 Reflex: +10 Will: +12
Initiative +8 Perception +16
AC: 20 Flat: 17 Touch: 20
TRAITS:
Reactionary (Combat) - +2 initiative.
Heart of Clay (Regional - Ling Shen) - +1 Fort Saves.
Indomitable Will (Faith) - +1 Will Saves.
Dangerously Curious (Magic) - +1 UMD and it becomes a class skill.

FEATS:
(Human)Dodge - +1 AC while not Flat-Footed.
(Lv1)Improved Initiative - +4 initiative.
(Lv1 Bonus)Precise Shot - Negate the penalty for firing into melee.
(Lv2 Bonus)Point Blank Shot - +1 to hit and damage if within 30'.
(Lv3)Deadly Aim - Ranged Power Attack.
(Lv5)Lightning Reflexes - +2 Reflex Saves.
(Lv6 Bonus)Improved Precise Shot - Ignore less than total concealment/cover.
(Lv7)Additional Traits - 2 extra traits from different sub-groups.

Zen Archer Class Features:
AC Bonus - Monk level/4 + WIS mod to AC.
Flurry of Bows - Can only flurry with bows.
Improved Unarmed Strike - Unarmed strikes do 1d10.
Perfect Strike - Roll 2d20 for any one attack per round, a number of times per day equal to monk level.
Way of the Bow - Weapon Focus(Lv2) and Weapon Specialization(Lv6)
Fast Movement - +20 speed while carrying only a light load. +8 Acrobatics to jump.
Zen Archery - Use WIS mod instead of DEX mod for bow shots.
Point Blank Master - Don't provoke AoO's while firing your bow.
Ki Pool - WIS mod + Monk level/2
Slow Fall - Treat falls as 40' shorter if there is a wall.
Ki Arrows - Use your unarmed damage die for arrows for 1 round.

Qinggong Monk Class Features:
Ki Power - Can replace noted abilities with new Ki powers. Treat your monk level as your caster level for these spells. There are a multitude of spells to chose from, all listed in Ultimate Magic pages 51 and 52.

As of level 8, our Zen friend is sitting at a +6/+6/+1/+1 flurry. Add in Weapon Focus for +1, Masterwork bow (grabbed for just 400gp) for +1, +5 from Wisdom, and -2 for Deadly Aim. This brings us to a whopping +11/+11/+6/+6 flurry, +1 more if within 30'. A Composite Longbow in your hands is dealing 1d8+9 (+2(STR)+2(Weapon Specialization)+1 if under 30'+4(Deadly Aim)). This gives us a average DPR of 56, 70 with an extra Ki flurry.

All of this is a completely naked monk. with just a composite longbow and some arrows.

The Zen Way:
Lets give our monk a +1 Adaptive Composite Longbow, so that he can benefit from things like Bull's Strength (or a belt) and Enlarge Person. Now, give him a couple ranks in UMD and a couple of Vibrant Purple Prism Ioun Stones. Now he can use a Wand of Gravity Bow and a Wand of Shield before his adventure and have them readily accessible when needed. He can also reliably put up Mage Armor. Choosing Barkskin as a Ki ability is a no brainer, as at this point it's lasting longer than a Wand of Mage Armor. Now we have +4 Mage Armor (Standard from wand)(60 min), +3 Barkskin (Swift Ki)(80 min), and +4 Shield (Standard from Ioun Stone)(1 min), for a total of +11 to AC and Flat-footed AC. This also gives you a +8 against incorporeal touch attacks. At this point, most things must roll a crit to hit you with your 34 AC. If you can get off Enlarge Person, Bull's Strength, Gravity Bow, and have some handy Large Arrows; you're now firing four 3d6 tree branches at foes per round. Five if you use a Ki point to get an extra attack on your flurry, or use the Ki to empower your arrows with unarmed damage and fire four 3d8 arrows. At this point, you're now doing an average DPR of 92, 115 with Ki flurry. Using unarmed damage you get an average of 104. Add in a Monk's Robe to gain 2 AC and another boost to unarmed damage at level 8. Once you level to 9, you now can take AoO's with the bow.

Have fun.


MrSin wrote:
Not a big fan of builds at all though. You can prove something can happen, but comparatively it mostly shows a person's ability to build.

Which is what everything boils down to in the end. People can keep throwing around claims about what various characters can do but until someone actually builds that character, it's just meaningless. It comes down to: we play things differently.

I like builds because they demonstrate what can be done. Saying that a character can do X, Y, and Z is one thing. Showing me how, and how effective, is a completely different matter. I've seen a lot of claims thrown around the boards I've been on since TSR was on AOL. A good percentage of them turned out to be overhyped or underwhelming. Some were spot on. I have also seen people come to a game with a build they've seen online that was supposed to be the best thing ever created to have that character die in the beginning of the adventure because of either an unforeseen flaw or the player not really understanding how to play someone else's concept.

I don't think that the barbarian is any better than the fighter overall. I think that it's better in some areas and worse in others. I think that most games really wouldn't see much difference in success between the two.


About barbarian archers, I will point htat the fighter can be a great archer and at the same time a great tank at level 10. No AoO, good AC, good DPR, a big threatened area; hard to disarm, sunder, trip and grapple.

I do not think the barbarian can do that.


Bob_Loblaw wrote:


Which is what everything boils down to in the end. People can keep throwing around claims about what various characters can do but until someone actually builds that character, it's just meaningless. It comes down to: we play things differently.

Your post isn't actually helpful, it is just saying "Sometimes players don't know what to do", which is true, and also not relevant to the discussion.

Some classes are quite hard to play, such as magus, wizard, druid, etc. It doesn't change their Tier status, but it has an effect on how players view them.

Quote:
You guys keep going back and forth between Barb/Pali/Fighter like they are the only martials... Take into consideration the Monk, several archetypes can and do exceed all 3 of these in the mid tier levels. Lets take a look at the Zen Archer, one of my favorite Monk Archetypes:

Yes, the zen archer is way better than the regular monk, I think no one disagrees with this. the monk issues are mostly well known. Forcing players to take an archetype like martial artist to avoid those issues does not solve the problem, only avoids it.

Paladin archetypes on the whole are extremely powerful, especially the Oaths. Barbarians have a couple really really good ones, and the rest mostly crap. Rangers are ??? to me, and fighter archetypes suffer from "Is still a fighter"


Magus is not THAT difficult to play...

Prepared Shocking Grasp? Check
Have a Scimitar? Check
Have Dervish Dancing? Check
Used pool to give weapon Keen? Check

Ok, now time to go to town.


K177Y C47 wrote:
Magus is not THAT difficult to play...

Figure out how spell combat and spell strike work? Crap...

That one took me a while. After that they're pretty simple though. They also tend to be somewhat spammy in my experience.


MrSin wrote:
K177Y C47 wrote:
Magus is not THAT difficult to play...

Figure out how spell combat and spell strike work? Crap...

That one took me a while. After that they're pretty simple though. They also tend to be somewhat spammy in my experience.

Haha, I picked it up quickly but I know my GM took forever to understand how it worked lol

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