If had rolled 6 18's on Ability; CRB class benefits?


Advice


Yes, as with the post title.

Which benefits would the above situation give to each of the 11 core base classes, and I mean, CRB options only? Please help me!

p.s. I'd also be happy to be informed of which benefits an all 18 AS before racial mods give to the 7 base classes of APG & UC without archetypes.


If PrC are allowed this screams for champion of iori.


1 person marked this as a favorite.

Monk gets geometrically more powerful with many high stats... or mystic thuerge with two very strong caster classes.

Scarab Sages

Barbarians, Bards, Monks, and Rogues all stand to benefit an exceptional amount from this, as do those who would become Arcane Archers.


Eldricht Knight comes to mind. Monk and paladin become really powerful, too. Maybe an arcane trickster? Forget, basically, you can do anything you want.


Mystic Theurge +1

Scarab Sages

Sissyl wrote:
Mystic Theurge +1

Tesseracted.


I'll put my vote on Clerics stand to gain the most. The only stat they can go without is Int. 18 Charisma gets you 7 channels a day, 18 Wisdom for casting, Str Dex Con are all desirable for any Cleric who wants to smash face.


I'd multiclass a lot probably:D


I'd go mystic theurge, monk, paladin or arcane archer.


Druids and Clerics become CoDzilla once more.

The arcane casters (Sorcerer and Wizard) don't gain a vast amount in comparison to others, unless they're Theurging, but they're still sitting on top of the pile.

Martials probably benefit the most, especially MAD ones.


Scavion wrote:
I'll put my vote on Clerics stand to gain the most. The only stat they can go without is Int. 18 Charisma gets you 7 channels a day, 18 Wisdom for casting, Str Dex Con are all desirable for any Cleric who wants to smash face.

+1

Scarab Sages

Monk. if you have straight 18s it will have great defenses and it will be able to put out solid damage. Usually as a monk you have to pick one. You also have less chance of overshadowing other players with your god stats on a monk than you will on a caster with 6 18s.

If you really want to go over the top, a Magus with all 18s is going to be stronger than a cleric, able to nova just about anything.

Dark Archive

So the most powerful option is still wizard. You just get to be stronger than most mooks as well.

To take advantage of it, I would say perhaps the shaman from the advanced class playtest. You need all three mental stats for some of those spirits, and high physical stats means being able to use the battle spirit.


Monks actually stand to gain very little. Int and Cha is wasted on them while Wisdom just nets them some extra AC.

Magus is a close contender with Cleric for ability score efficiency though Charisma and Wisdom is rather pointless on them.

Mergy wrote:
To take advantage of it, I would say perhaps the shaman from the advanced class playtest. You need all three mental stats for some of those spirits, and high physical stats means being able to use the battle spirit.

My vote would be here as well if the OP asked for all material or included the ACG that is coming out. Lore spirit is pretty crazy.


Wasum wrote:


If PrC are allowed this screams for champion of iori.

+1 there

Str, because duh, it's a melee class. More Str = more Damage.

Dex for AC and Initiative.

Con is needed by all, especially front line builds.

For Int, just look at that combined skill list. Acrobatics, Diplomacy, Intimidate, a couple of Knowledges, Perception, Sense Motive, Spellcraft, and Stealth are all skills that you can easily find regular use for, and every could use a few extra points in UMD.

Wis gets them AC, Ki, and DC's for Ki abilities. There's nothing to sneeze at there.

Finally, Paladins are all about the Charisma. Boosts your saves, Extra spells, Channeling energy, Lay on Hands, and oh, Smite.

RPG Superstar 2012 Top 32

i'm procrastinating an important paper right now, so why not go class by class:

base classes:

- barbarian: would make for an above average barb- more skills, better at perception/survival/etc, could take eldritch heritage feats (which is uncommon for barbs), Str probably not much different but more Con and especially Dex than most barbs

- bard: better in melee than most bards- spells tend towards buffs/utility so higher DCs not a game changer but a few SoS spells become viable, tons of skills that you're really good at, much better Str and Con than most bards will really help in combat.

- cleric: great for melee clerics- great melee stats and still have great caster stat and good number of channels (extra useful with negative channel + channel smite); not nearly as beneficial for summoner or healer types (though makes for great reach builds even for those types)

- druid: great for melee druids- great melee stats plus wildshape... and still have good caster stat. your animal companion won't scale with you but with those stats you could just take the domain and not even care.

- fighter: definitely benefits but maybe not as much as the melee-ish classes with a caster stat... tons of options for fighting style, good in any kind of combat, higher survivability than standard Str build, more skills, and better at most skills than typical fighter; eldritch heritage and/or UMD builds are an option.

- monk: the stats a monk has always dreamed of... good defenses, good damage output, good DCs for stunning fist and the like, good amount of skills, good at all his skills, all good saves... might not be as impressive as the cleric or druid (especially at higher levels) but a good all around guy- and if you're a fan of Avatar this would be your best bet for building a viable bender (take eldritch heritage for an appropriate bloodline and an elemental combat style from UC).

- paladin: awesome! outrageous saves, better in normal combat than most pallys, qualifies for 2WF which basically doubles the benefits of smite, lots of LoH/day, more skills than any other pally ever, and easy access to Unsanctioned Knowledge if you want to customize your spells (and high enough caster stat to maybe even add a couple SoS spells...).

- ranger: similar to Barb... biggest difference probably in skills, will be above average in combat too (probably mostly in survivability since rangers can already focus on Str and take 2WF with lower Dex).

- rogue: huge improvement- melee stats mean usefulness in combat even when sneak attack isnt a good option (which is most of the time), crazy amount of skills and good at all of them. IMHO still not your best option (at all), but much better than most rogues.

- sorcerer: great at low levels, very little improvement mid-high level... at low levels you'd have much higher survivability and good options besides spells (for when you run out), options like pounding it with a simple weapon... later on your defenses come from your spells and your offenses come from your spells and your stats won't do much beyond adding a little survivability (thanks to higher hp and saves). if you can spare the feats there's probably a decent chance here for a reach build like the reach cleric (but less effective due to worst BAB).

- wizard: basically all the same as sorcerer except reach build is even less viable (since they're not proficient with all simple weapons/longspear). would make for a pretty great Eldritch Knight build though...

honorable mentions:

- magus: another awesome option- good in melee even without burning resources, good DCs on spells, good arcane pool. all around pretty good.

- inquisitor: good in melee, good DCs, tons of skills, good at all skills, another all around good option.

- summoner: total waste of those stats, very little benefit over a 10 point buy (some extra survivability and bonus spells, that's it).


Giving some love to the Ranger. The classic Ranger is a Switch Hitter (just look at Treantmonk's outstanding guide). So he will need both high Strength and Dexterity for weapon use, as well as Constitution for all the time he is in the front lines. The Ranger uses Wisdom for spell use, and for many of his skills. And while Charisma is unfortunately a dump stat for most Rangers, many of his class skills depend on it: Animal Empathy for dealing with animal types, as well as Intimidate and Bluff against his Favored Enemies. And finally Intelligence, a Ranger is expected to be knowledgeable in many skills, and having a high Intelligence would certainly be in character.

Scarab Sages

nate lange wrote:
- summoner: total waste of those stats, very little benefit over a 10 point buy (some extra survivability and bonus spells, that's it).

Nonsense. Summoners are almost as good at fighting as Clerics, and have the sagely skills of a Wizard, meaning a high Intelligence is welcome. Wisdom gives a higher Will save, which there is of course nothing wrong with, and Charisma is the source of their magic.

I'll add a few other classes, since we've gone beyond the core, now:

Cavalier/Samurai: Very richly rewarded by having straight 18s - they are both warriors who want to be as strong, fast, and tough as possible, and courtiers who gain much from a rich skill selection and a strong Will; in addition to the social edge it provides, Charisma is also a powerful boon to the abilities of many Orders.

Gunslinger: I'd say Gunslingers don't get as much from straight 18s as Cavaliers/Samurai, but they still do pretty well - Intelligence gives them more access to their respectable class skill list, Charisma supports some of those skills (Gunslingers in particular can learn to appreciate the value of the "demoralize" function of the Intimidate skill when their gun is empty or broken), Strength and Constitution provide what they provide to all warriors (yes, they need Strength less than most other warriors, but they still want it for melee), and Dexterity and Wisdom are their sacred yang and yin.

Alchemist: The Alchemist is one of the most versatile of all classes. Strength and Constitution increase fighting and survival power (which their BAB and HD make them competent at to begin with), Dexterity helps them toss bombs and use many skills, and Intelligence both provides eagerly-desired skill points and is the font of their art. Wisdom and Charisma are normally neglected areas for them, but Charisma will help them with Use Magic Device, if nothing else, and Wisdom is the basis for Heal, Perception, and Survival (all class skills for Alchemists), and even more importantly, their normally-weak Will save. Alchemists kind of want to be able to resist mind control, if they can help it.


Synthesist!

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / If had rolled 6 18's on Ability; CRB class benefits? All Messageboards

Want to post a reply? Sign in.