Ex, Su, and Martial Characters


Pathfinder First Edition General Discussion

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Jiggy wrote:
DrDeth wrote:
Anzyr wrote:
Khrysaor wrote:

Really? A martial standing in front of a caster doesn't block charge lanes or gain an AoO against creatures trying to move past them to get to the caster? The martial can't then use an AoO to use standstill preventing the creature from getting to the caster or trip it, grapple it, any maneuver to stop it? If it gets by they can't then apply an AC bonus with bodyguard and if that gets through use in harms way to take the damage themselves?

Once flying and dimension door/teleport become a thing... in a word no.
Not many foes can Tport, and a 10'x10' dungeon corridor, (or a smart battlefield control caster) will shut down the few flyers.

"Don't worry, as long as a caster's there to bring the enemies down to the fighter's level, the fighter's totally contributing!"

Sorry, but playing a character who needs other characters to cut up his food for him is not my idea of "fun". I have fun when I can contribute even if I get separated or my comrades have other fires to put out; I don't have fun when I have to wait for my comrades to finish setting up my high-chair for me before I can eat.

I'm still not getting where the martial can't contribute. A flying creature is an easy target for an archer. Readied actions can shut down enemy casters minus quickened spells. Nothing is saying the caster is required to do anything to make a martial viable.


Khrysaor wrote:
Jiggy wrote:
DrDeth wrote:
Anzyr wrote:
Khrysaor wrote:

Really? A martial standing in front of a caster doesn't block charge lanes or gain an AoO against creatures trying to move past them to get to the caster? The martial can't then use an AoO to use standstill preventing the creature from getting to the caster or trip it, grapple it, any maneuver to stop it? If it gets by they can't then apply an AC bonus with bodyguard and if that gets through use in harms way to take the damage themselves?

Once flying and dimension door/teleport become a thing... in a word no.
Not many foes can Tport, and a 10'x10' dungeon corridor, (or a smart battlefield control caster) will shut down the few flyers.

"Don't worry, as long as a caster's there to bring the enemies down to the fighter's level, the fighter's totally contributing!"

Sorry, but playing a character who needs other characters to cut up his food for him is not my idea of "fun". I have fun when I can contribute even if I get separated or my comrades have other fires to put out; I don't have fun when I have to wait for my comrades to finish setting up my high-chair for me before I can eat.

I'm still not getting where the martial can't contribute. A flying creature is an easy target for an archer. Readied actions can shut down enemy casters minus quickened spells. Nothing is saying the caster is required to do anything to make a martial viable.

Only if that readied action is a ranged attack or spell and then that's giving up a full attack or spell in the hopes you *might* hit the caster (and that the caster doesn't have fickle winds up, man would that be rough) and that you *might* interrupt his casting (and does nothing against other ranged attackers). And readying ranged attack actions or spells still isn't a tank thing and not something a Fighter can do better then say a Zen Archer or Ranger, or at all in the case of spells.


Ssalarn wrote:

Let's try and focus on a few ideas:

Ways martials can interact with the world in ways as potent as spellcasters.

The difference between Ex and Su abilities and what those should encompass.

Focus conversation on the idea that the originator of this thread, a former PF designer, as stated that 6th level marks the end of characters performing in the same "reality" as a real world being, and assume that when someone makes a suggestion they are both agreeing with this premise, and specifically referring to levels 6+.

Let's start with the "martials interacting with the world" angle. I'd like to start off with just a few example spells and keep it to strictly low-level examples (for the most part, I'd like to consider abilities that are accessed at low levels to establish a baseline for power-scaling at higher levels)

*If a 1st level Wizard can cast Burning Hands at an entire area, a 1st level Fighter might be able to coat his sword in turpentine to have it deal extra fire damage for a little while. Turpentine-sword would deal more damage than Burning Hands, but over the course of a couple of rounds and only against one target at a time.

*If a 1st level Wizard can cast Mage Armor to increase his defensive parameters, a 1st level Fighter should be able to "toughen up" or "take a defensive stance" to accomplish the same thing.

*If a 1st level Wizard cast Disguise Self or Charm Person to change their appearance or make someone their friend, a 1st level Rogue should be able to accomplish the same with sheer panache and charm.

*A 3rd level Wizard with Knock can just flat-out open any door or lock, within a certain level of reason. I see no reason why a 3rd level Rogue shouldn't be able to do that all day every day if they feel like it. The Rogue is just so good at getting where he doesn't belong that doors might as well be open to him.

*A 5th level Wizard has access to Fireball. To piggyback off of the turpentine-sword idea, a 5th level Fighter might be able to modify his turpentine to either make it more potent (to increase the fire damage) or make it less adhesive (to cause a single swing to deal fire damage to multiple opponents). Given that abilities that scale are objectively better than abilities that need to be bought multiple times (this is not a point I will even consider arguing. Feat trees are stupid and need to be condensed into scaling feats.), over time both the potency and "spread" of the fire effect will be enhanced.

*A 5th level Wizard can create an aura of invisibility and become immune to scrying if they decide to learn those spells. Why shouldn't an equivalently-leveled Rogue be able to do the same if they choose to invest the character resources to be able to do it. The Rogue has become adept at hiding in such a way that even magic can't find him. He's so good at hiding that even if, by description, he doesn't actually become invisible, he might as well be. He directs his friends to stay similarly hidden, and they will be so as long as they listen to his advice.

The point of this kind of thing isn't to give martials magic (though I don't see the problem with that, either), it's to give martials fields of specialty in which they match, or even exceed, the powers of spellcasters. Magic is still allowed to do everything. I, personally, really want the design principle of magic to be "versatility." I also want the purpose of martial characters to be "specialty." While a magician can cause nearly any effect, it should be limited by some mechanism of wind-up or cool-down. In that case, even if the mage can do anything, he can't do everything, at least not all day. Meanwhile, the martial certainly can't do everything. But they can do what's in their area of expertise, all day and ever day.


Always with the tank nonsense and another specific build can do something better. Hey guess what! A zen-archer IS a martial class. A martial that's probably the best archer in the game along with making him the best at shutting down a caster with a readied action. If preventing the wizard from being disintegrated by the enemy wizard isn't important to you go ahead and full attack hoping that kills him instead.

Nothing says a person with feats making them useful at preventing attacks and enemies from reaching others can't be effective with a bow. Key word being effective as you don't have to be the best at something to stop a caster from getting a spell off.

The Exchange

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I think the rogue talents provide a valuable precedent/template for allowing each martial character the option of breaking into supernatural abilities even if the Ex/Su/Sp pattern is not eliminated. Eliminating the distinction would leave each player to justify how his 'non-magical' character is doing something impossible - but honestly, we do plenty of justification already. Every time we describe a character background, in fact. I suppose one could just leave the categories in place and rename them [Slightly Implausible], [Outrageously Unrealistic] and [Outright Magic], since the principal effect the three categories have (aside from certain issues of dispelling, anti-magic zones, etc.) is to warn the player how much justification he/she has to undertake.


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MagusJanus wrote:
Aelryinth wrote:

Mechanically, telling a pun so awful it enrages an intelligent enemy would be about the same thing, wouldn't it?

==Aelryinth

But how else are they supposed to get the thrust of the situation unless you stab them with puns until they get the point?

Sound Striker Bard... You lash them with puns so bad you cause physical pain xD


Khrysaor wrote:

Always with the tank nonsense and another specific build can do something better. Hey guess what! A zen-archer IS a martial class. A martial that's probably the best archer in the game along with making him the best at shutting down a caster with a readied action. If preventing the wizard from being disintegrated by the enemy wizard isn't important to you go ahead and full attack hoping that kills him instead.

Nothing says a person with feats making them useful at preventing attacks and enemies from reaching others can't be effective with a bow. Key word being effective as you don't have to be the best at something to stop a caster from getting a spell off.

If "tanking" to you means "readying an action to shoot someone" I think we have very different definitions of tanking. Again this is not a martial v. caster thing, so your comment that Zen Archer Monks are martials is kind of irrelevant. This is a "tanking" does not exist discussion and while you can ready an action to interrupt a casters spells, that far from a guarantee and has a massive opportunity cost and still doesn't really protect the team mate you wish to "tank" for.

Starting to see the problem?

RPG Superstar 2008 Top 32

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Neurophage wrote:
I'd like to start off with just a few example spells and keep it to strictly low-level examples

I don't think you need these adjustments at low level. A fighter can already hack up a room full of people without a burning hands. He can wear heavier armor than the wizard to start with. He can hack down or smash in a door (or even have ranks in Disable Device). The rogue can use Diplomacy or Intimidate to get a similar effect of charm person.

It's the higher level 'you must be this tall to ride' abilities the fighter and rogue have trouble with.

The Exchange

Anzyr wrote:
Starting to see the problem?

You bet I am.


Lincoln Hills wrote:
Anzyr wrote:
Starting to see the problem?
You bet I am.

See now you know! And Knowing is half the battle (and all of system mastery)! Go Joe!


Ross Byers wrote:
Neurophage wrote:
I'd like to start off with just a few example spells and keep it to strictly low-level examples

I don't think you need these adjustments at low level. A fighter can already hack up a room full of people without a burning hands. He can wear heavier armor than the wizard to start with. He can hack down or smash in a door (or even have ranks in Disable Device). The rogue can use Diplomacy or Intimidate to get a similar effect of charm person.

It's the higher level 'you must be this tall to ride' abilities the fighter and rogue have trouble with.

I agree that the low levels are fine the way that they are. Even so, I think it's useful from a design perspective to look at the low levels as a baseline for establishing the dynamics of the higher levels. That way, even if the first five levels stay exactly the same, the advances beyond that would feel like they flow in a consistent and logical manner.


Neurophage wrote:
Ross Byers wrote:
Neurophage wrote:
I'd like to start off with just a few example spells and keep it to strictly low-level examples

I don't think you need these adjustments at low level. A fighter can already hack up a room full of people without a burning hands. He can wear heavier armor than the wizard to start with. He can hack down or smash in a door (or even have ranks in Disable Device). The rogue can use Diplomacy or Intimidate to get a similar effect of charm person.

It's the higher level 'you must be this tall to ride' abilities the fighter and rogue have trouble with.

I agree that the low levels are fine the way that they are. Even so, I think it's useful from a design perspective to look at the low levels as a baseline for establishing the dynamics of the higher levels. That way, even if the first five levels stay exactly the same, the advances beyond that would feel like they flow in a consistent and logical manner.

I think that's half the problem with the thread. The people who claim you can tank are right, but only at low levels in a dungeon corridor. The people who claim rogues and fighters are fine don't see their failing, which makes sense provided you don't go past level 6. In truth, I think the problem is that those people carry a level 1-6 game mindset and try to expand that to higher levels where it is simply not true.

Paizo Employee Design Manager

Hee hee, turpentine swords :)

I like the idea that's been brought up by a few posters that Fighters could have more anti-magic capabilities. You'd think the guy who spends all of his time dodging spells and trying to avoid getting mind-screwed by evil enchanters until he can get close enough to put a sword in them would be the one most incentivized to learn how to stop that kind of stuff from happening.

At higher levels, what about Fighters being able to do things like cut the weakened fabric of reality where an enemy has just teleported to follow after them and keep the pressure on? I don't know that I think they should just get teleportation, but being able to re-tear reality after a spellcaster has weakened it seems perfectly feasible.

What if endure elements was just a natural function of the Survival skill after a certain number of ranks?


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Ssalarn wrote:

Hee hee, turpentine swords :)

I like the idea that's been brought up by a few posters that Fighters could have more anti-magic capabilities. You'd think the guy who spends all of his time dodging spells and trying to avoid getting mind-screwed by evil enchanters until he can get close enough to put a sword in them would be the one most incentivized to learn how to stop that kind of stuff from happening.

At higher levels, what about Fighters being able to do things like cut the weakened fabric of reality where an enemy has just teleported to follow after them and keep the pressure on? I don't know that I think they should just get teleportation, but being able to re-tear reality after a spellcaster has weakened it seems perfectly feasible.

What if endure elements was just a natural function of the Survival skill after a certain number of ranks?

I've always liked the idea of higher level skill uses that are basically magic. Why can't I make a DC 40 check to Escape artist my way out of a Forcecage?


Anzyr wrote:
Khrysaor wrote:

Always with the tank nonsense and another specific build can do something better. Hey guess what! A zen-archer IS a martial class. A martial that's probably the best archer in the game along with making him the best at shutting down a caster with a readied action. If preventing the wizard from being disintegrated by the enemy wizard isn't important to you go ahead and full attack hoping that kills him instead.

Nothing says a person with feats making them useful at preventing attacks and enemies from reaching others can't be effective with a bow. Key word being effective as you don't have to be the best at something to stop a caster from getting a spell off.

If "tanking" to you means "readying an action to shoot someone" I think we have very different definitions of tanking. Again this is not a martial v. caster thing, so your comment that Zen Archer Monks are martials is kind of irrelevant. This is a "tanking" does not exist discussion and while you can ready an action to interrupt a casters spells, that far from a guarantee and has a massive opportunity cost and still doesn't really protect the team mate you wish to "tank" for.

Starting to see the problem?

To quote myself against your assertions one more time;

Khrysaor wrote:
Always with the tank nonsense

You are the one bringing up this tank thing repeatedly. Not me. I don't spend my time playing mmo's and using mmo terminology in my everyday life. That' seems to be your schtick.

The initial argument was that martials NEED casters to be effective and the current game mechanics aren't conducive to a martial being able to get in the way of attacks or enemies. I listed all the relevant feats making them competent at getting in the way. Listed tactics for dealing with casters, fliers, charging, and repositioning against magical maneuvering just to show that there is mechanics already for this.


Jiggy wrote:
Ckorik wrote:
I just wanted to chime in here with a comment about fighters being able to dispel\interrupt magic - while on the outset I don't mind this type of thing - I would point out that being able to disrupt or counter a spell is *very hard* even for another caster
I'd be pretty okay with the people who don't use magic being the best at disrupting it.

They already are with a bow - there is no reason that you need to give them more free ways to do it - that kind of idea leans on punishing the casters for being casters - if a martial wants to lock a wizard down *now* they can with 0 feat investment and a readied action - (the same action another caster would need to use to attempt a counterspell, or disruption btw).

I thought you said this should focus on things that melee - can't - do. Disrupting casters *isn't* one of those things - dispelling is - thus my suggested dispel type ability for higher level melee that gives them personal quick dispel - in fight action eating dispel - and a freebie 'in case you need a dispel in the adventure' type of deal - none of which make them any more powerful at *disruption* than they already are.

Paizo Employee Design Manager

Anzyr wrote:
Only if that readied action is a ranged attack or spell and then that's giving up a full attack or spell in the hopes you *might* hit the caster (and that the caster doesn't have fickle winds up, man would that be rough) and that you *might* interrupt his casting (and does nothing against other ranged attackers). And readying ranged attack actions or spells still isn't a tank thing and not something a Fighter can do better then say a Zen Archer or Ranger, or at all in the case of spells.

As Ashiel would say, "My favorite counterspell is lightning bolt".

;)

Tanking, assuming that by tanking you mean "effectively preventing or mitigating threat, damage and assault on an ally so that they can continue to do their job unimpeded" isn't something that's very well supported in Pathfinder, particularly as the battlefield starts growing and spends more and more time in 3 dimensional dynamic combat. I think the only higher level characters I've seen capable of doing this (without delving into 3pp materials where there is some really good stuff) would be Paladins running shield other and similar spells and abilities to shunt damage to themselves, and well built Sensei Monks using things like Stunning Fist and Touch of Serenity to actually prevent enemies from taking hostile actions while buffing the party with Advice.

Increasing the Fighter's ability to react to enemy threats and actually "stay on their tail" would certainly be helpful in making tanking (as described above) a role that stays viable throughout the life of play.

Paizo Glitterati Robot

Removed some posts and replies. Let's dial back the hostile back and forth and treat each other civilly. Also, if you see a problematic post, flag it and move on. Do not spam the thread.

RPG Superstar 2012 Top 16

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You could run a tank build 'sort of' with a 3.5 Stand Still build, as you could literally force the enemy not to go anywhere, leaving you the only viable target (Stand Still doesn't work in PF as a feat). Thicket of Blades also meant they couldn't physically bypass you, and Proof against Teleportation up stopped dimensional shenanigans. You couldn't stop ranged attacks, of course, but you could handle most anything else.

But the ability to keep a monster in place, and make yourself the target instead of squishy casters, doesn't really happen here. Just look at your players. If the monsters can't make them draw fire instead of 'geeking the caster', why should they think the monsters will be that dumb?
===================================
I personally think that the reason melees are second string is not because they can't do viable damage, they can, but because there are too many ways to take them out of the equation.

Without superior defenses and ability to avoid/shut down magic, melees are always going to be second string. They simply don't bring enough defenses and flexibility to the table to justify an offensive ability which can be rivaled by many other classes, who also get spellcasting on top.

UP the defenses to specifically include things that defy magical tricks to shut them down, and yeah, the only way to stop the melee coming at you is with another melee, not a spell or two that incapacitates him almost effortlessly.

==Aelryinth


Khrysaor wrote:
Anzyr wrote:
Khrysaor wrote:

Always with the tank nonsense and another specific build can do something better. Hey guess what! A zen-archer IS a martial class. A martial that's probably the best archer in the game along with making him the best at shutting down a caster with a readied action. If preventing the wizard from being disintegrated by the enemy wizard isn't important to you go ahead and full attack hoping that kills him instead.

Nothing says a person with feats making them useful at preventing attacks and enemies from reaching others can't be effective with a bow. Key word being effective as you don't have to be the best at something to stop a caster from getting a spell off.

If "tanking" to you means "readying an action to shoot someone" I think we have very different definitions of tanking. Again this is not a martial v. caster thing, so your comment that Zen Archer Monks are martials is kind of irrelevant. This is a "tanking" does not exist discussion and while you can ready an action to interrupt a casters spells, that far from a guarantee and has a massive opportunity cost and still doesn't really protect the team mate you wish to "tank" for.

Starting to see the problem?

To quote myself against your assertions one more time;

Khrysaor wrote:
Always with the tank nonsense

You are the one bringing up this tank thing repeatedly. Not me. I don't spend my time playing mmo's and using mmo terminology in my everyday life. That' seems to be your schtick.

The initial argument was that martials NEED casters to be effective and the current game mechanics aren't conducive to a martial being able to get in the way of attacks or enemies. I listed all the relevant feats making them competent at getting in the way. Listed tactics for dealing with casters, fliers, charging, and repositioning against magical maneuvering just to show that there is mechanics already for this.

Your initial response was in regards to me pointing out that tanking does not work once flying and teleport come into play. if you agree with me that tanking does not work in Pathfinder (which you seem to here as far as I can tell) then we're on the same page. Unfortunately some of those tactics you listed are not especially helpful (how does one reposition against magical attacks?) and as I've already state readied actions have a good chance to completely waste a turn. If you could address those points it would help significantly.


Neurophage wrote:


*If a 1st level Wizard can cast Mage Armor to increase his defensive parameters, a 1st level Fighter should be able to "toughen up" or "take a defensive stance" to accomplish the same thing.

*If a 1st level Wizard cast Disguise Self or Charm Person to change their appearance or make someone their friend, a 1st level Rogue should be able to accomplish the same with sheer panache and charm.

*A 3rd level Wizard with Knock can just flat-out open any door or lock, within a certain level of reason. I see no reason why a 3rd level Rogue shouldn't be able to do that all day every day if they feel like it. The Rogue is just so good at getting where he doesn't belong that doors might as well be open to him.

1. They can now.

2. They can now, in fact Diplomacy can be a game breaker.

3. This is how I originally designed the Thief class. At 1st level, they could pick any normal lock. At 3rd level, any complex lock. At 5th- even magically locked.

But do note that there can be a LOT of locked doors and chests in a dungeon. Most 3rd level wizards will only cast Knock once a day, if that. The rogue can do it dozens of times. That has much added value.


Mind you a Seeker Sorcerer can both Disable Device as well as the Rogue can and cast Knock as needed, as can an Archaeologist Bard. So wouldn't they both have more "added value" then a Rogue. Objectively speaking, I think the answer is yes. A Wizard can also Disable Device, though they have no class bonus to it.


Khrysaor wrote:
Always with the tank nonsense and another specific build can do something better. Hey guess what! A zen-archer IS a martial class.

I actually think that melee and archery play so differently in combat (past the first few levels) that it's fairly problematic to lump them into a big category like "martials" and make generalizations about their combat abilities.

When someone talks about fighters in combat, I tend to assume melee unless they specify otherwise. Archery is largely its own discussion IMO. In some ways, archers are a lot better off than melee fighters at higher levels. In other ways, not so much.

Grand Lodge RPG Superstar 2012 Top 32

Coriat wrote:
Khrysaor wrote:
Always with the tank nonsense and another specific build can do something better. Hey guess what! A zen-archer IS a martial class.

I actually think that melee and archery play so differently in combat (past the first few levels) that it's fairly problematic to lump them into a big category like "martials" and make generalizations about their combat abilities.

When someone talks about fighters in combat, I tend to assume melee unless they specify otherwise. Archery is largely its own discussion IMO. In some ways, archers are a lot better off than melee fighters at higher levels. In other ways, not so much.

Yeah, archers (and similarly gunslingers) are a pretty different discussion. I too am mostly talking about melee characters when referencing "fighters" or "martials" (in general).


I'd like to add to my two comments from earlier (there have been a lot of posts in the last day): as far as self-buffing, if a martial needs certain spell effects to be effective a martial should be able to activate those effects rather than needing a spellcaster for them (at least in my opinion); and I think martials need an ability to destroy spells and spell effects. The improvements 3E and PF made to the system benefit casters more than they do martials (spells, spells per day, combat rounds, etc. are all examples of what I consider improvements over 1E and 2E (for the most part, anything more on that thought is for another thread)). Combat is designed to work with miniatures and a grid. Spells work well and are better balanced within the minis and grid context at low levels, but at medium and high levels spells do a lot of things outside of the minis and grid context while martials have class features and abilities that are still confined to a minis and grid context. I think martials need more abilities than transcend minis and grids, and need to be able to counter/destroy effects from spells that transcend minis and grids (wall of force in 3E could negate a martial, PF is better about this but it's an example of something a martial should be able to counter on their own).


Dispelling Blow

Your understanding of magic has taught you to sever the essence that binds it to a target.

Prerequisite: Spellcraft 5 ranks, Base Attack Bonus +5

Benefit: As a full attack action you can study the magic bound to a creature and make a single attack against the targets touch AC with any weapon at your full Base Attack Bonus. If your attack hits the target takes no damage, but is subjected to a targeted dispel magic using your Base Attack Bonus or ranks in spellcraft as your caster level.

Or break it into 2 feats; one for melee and one for ranged.

Requires a full attack action vs standard action.
Touch AC vs. auto hit (although touch AC for martials should be an auto hit)
Unlimited use vs. limited to spell slots


Coriat wrote:
Khrysaor wrote:
Always with the tank nonsense and another specific build can do something better. Hey guess what! A zen-archer IS a martial class.

I actually think that melee and archery play so differently in combat (past the first few levels) that it's fairly problematic to lump them into a big category like "martials" and make generalizations about their combat abilities.

When someone talks about fighters in combat, I tend to assume melee unless they specify otherwise. Archery is largely its own discussion IMO. In some ways, archers are a lot better off than melee fighters at higher levels. In other ways, not so much.

Of course melee and ranged builds are different. We're talking about a single hit from a readied action that anyone should be capable of. Even if you're not a full on archer you can spare enough feats to take deadly aim to deal with this specifically. Even if you're completely melee in build you should still be able to spare a single feat to give you some effectiveness in this.

The fighter is the most likely to be able to do this with his 21 potential combat feats.


Khrysaor wrote:
Khrysaor wrote:
It shouldn't be buffs that martials can perform, but better ways at countering magic.

This was the same point I made in the post Kirth quoted. The very next line of text that he didn't quote.

Clear spindle Ioun stone + wayfinder. 4500 gold and never worry about mind control again. Doesn't take up an item slot, is extremely cheap, and reduces the argument of dominate to a moot point. Easily affordable by level 9 when a wizard gets dominate person which just won't work on you.

You can't use more than one Resonating Wayfinder (Wayfinder with an Ioun Stone in it) at once, so it does take up an item slot just not one of the ones listed on the body.

I also find the bringing up of specific items to be a little disingenous. A specific item like this is a bandaid, it patches up the problem IF GMs are using Resonating Ioun Stones and IF the GM doesn't use the random rolling method of Resonance Powers and IF the GM is using Wayfinders and/or Ioun Stones at all. Not to mention that its worthless against non-evil magic.

Patches are nice, but what we're discussing is more of a suture or better yet a replacement surgery.


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DrDeth wrote:
Arachnofiend wrote:
DrDeth wrote:
Kirth Gersen wrote:
I'm totally OK with the wizard being an "I buff my team" guy. But to do that, we have to alter the rules so that it's clearly to his benefit to work with martial guys and buff them, as opposed to simply hanging out with more casters.
It's already clearly to his benefit. Buffing the Tank gets more DPR and more damage absorbtion out there than just having another spellcaster.
Your "tank" (which I'm defining as the person who stands in front and smacks things with a stick because a traditional MMO tank does not exist in Pathfinder) could be a Battle Oracle. Now you've got a full caster doing exactly what the Fighter does AND casting spells.

The term "tank" as a heavy martial (often a fighter, but a Bbn, Paladin, etc) existed and was used in D&D back in OD&D days, long before there was even a thought a MMO might be possible.

And yes, tanking works in D&D. Always has.

Sure, if the GM plays his creatures as dumb brutes who can't figure out who the real threat is.


kyrt-ryder wrote:
Khrysaor wrote:
Khrysaor wrote:
It shouldn't be buffs that martials can perform, but better ways at countering magic.

This was the same point I made in the post Kirth quoted. The very next line of text that he didn't quote.

Clear spindle Ioun stone + wayfinder. 4500 gold and never worry about mind control again. Doesn't take up an item slot, is extremely cheap, and reduces the argument of dominate to a moot point. Easily affordable by level 9 when a wizard gets dominate person which just won't work on you.

You can't use more than one Resonating Wayfinder (Wayfinder with an Ioun Stone in it) at once, so it does take up an item slot just not one of the ones listed on the body.

Like I said they don't take up an item slot. This is what Slotless items are.

Kyrt-ryder wrote:


I also find the bringing up of specific items to be a little disingenous. A specific item like this is a bandaid, it patches up the problem IF GMs are using Resonating Ioun Stones and IF the GM doesn't use the random rolling method of Resonance Powers and IF the GM is using Wayfinders and/or Ioun Stones at all. Not to mention that its worthless against non-evil magic.

Patches are nice, but what we're discussing is more of a suture or better yet a replacement surgery.

Changing the rules provided then complaining it doesn't work isn't the fault of the rules. These items exist and are inside the rules.

Specifically you need the big 6 to be effective. How is a circumstance of getting around a weakness of a class using items any less genuine than grabbing a magic weapon?

Maybe we just need to amputate optimization.


As I explained, it's not truly slotless. It doesn't consume, say, the amulet or ring slot or whatnot, but if you are resonating that ioun stone then- barring a REALLY EXPENSIVE Wayfinder with multiple slots- you're not resonating any other ioun stone. You know, like the one that gives you water breathing, or the one that keeps your soul in close proximity to your body.

The problem with your comments of 'circumstances and weaknesses of a class' is that some classes have ways around their weaknesses in-class and others don't.

EDIT: I see there was a call made to keep this sort of topic out of the thread in posts after the one I initially quoted when I dredged this back up. Out of respect I'm going to drop this line of discussion for the time being.


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I find the initial premise set forth in the original post to be false.

Designating abilities as Su or Ex adds an additional level of detail that provides more options instead of restricting them. In addition, they are a necessary designation as the 'magical' abilities are sorted into the "inherent, hard to prevent, natural use of magic" and "learned, calculated, interruptible, and resistable forms of magic" (ie: Spell-like abilities). Removing the "Su" tag but not the "Sp" tag would mean that either everything magical is now of the more fragile, disruptable nature or there is no difference between the magical and mundane as long as it's not interruptible.

Furthermore, there are numerous examples besides the "screw you" situations put forth in the article. There are planes with no magic. There are "magic targeting" feats, spells, items and class abilities that grant bonuses for/against creatures that possess Su/Sp abilities of their own. Removing the Su designation would remove such options.

The problem isn't the existence of the tag. The problem lies in the thinking and lack of creativity in those that use such things as straight-jackets. Do we want Fighters with magic abilities? Alright, make them Archetypes or add Feats for it. No worries.

As for Anti-Magic Field... it's a joke. While it CAN, in very specific cases, chew into the spellcaster's day, in most cases they have plenty of options to go around it, including manipulating the battlefield, using magic to attack with thrown objects (Telekinesis), creating effects that cause problems when the magic is removed, or through simple and vigorous application of a lower level spell that still works in the area (Wall of Force). All the creatures that could really be nasty with it exceed the target area. And in most cases, its presence means that it is a very unique monster or a spellcaster themselves who has problems as they've now gimped their own offensive options. Even if something uses it against the party caster and wipes him out before being obliterated by the party's martial characters, they are sufficiently high level where they've already been used to the Revolving Door of Death and Resurrection for quite some time now... something that hurts a lot less in Pathfinder than it did in 3.5. The player may be a bit grumpy, but they know that the DM has specifically targeted them and, unless this tends to happen over and over again, will eventually get over it (or, if it DOES happen repeatedly, realize the DM is just being a jerk to them specifically).


I would love to see feat design shift toward doing something unique and holistic rather than the current +-to x or y, or if it is a unique effect, bet on three prerequisite feats. It almost sours me on feats in there entirety.


Ssalarn wrote:

Hee hee, turpentine swords :)

I like the idea that's been brought up by a few posters that Fighters could have more anti-magic capabilities. You'd think the guy who spends all of his time dodging spells and trying to avoid getting mind-screwed by evil enchanters until he can get close enough to put a sword in them would be the one most incentivized to learn how to stop that kind of stuff from happening.

At higher levels, what about Fighters being able to do things like cut the weakened fabric of reality where an enemy has just teleported to follow after them and keep the pressure on? I don't know that I think they should just get teleportation, but being able to re-tear reality after a spellcaster has weakened it seems perfectly feasible.

What if endure elements was just a natural function of the Survival skill after a certain number of ranks?

You know its funny you mention that about the fighter. I actually wrote a series of feats for fighters that represented them becoming desensitized to magic.

As they level up, they are constantly bombarded with magic of all kinds. They are healed, harmed, and failing their saves to being blown up, paralyzed, put to sleep, feared, mind-controlled, ect. Due to this constant overexposure to magic, they eventually become desensitized to it. What the feat line did was delay the effects of magical status effect spells, letting you beat some face before eventually succumbing to whatever happened.

Paizo Employee Design Manager

Khrysaor wrote:

Dispelling Blow

Your understanding of magic has taught you to sever the essence that binds it to a target.

Prerequisite: Spellcraft 5 ranks, Base Attack Bonus +5

Benefit: As a full attack action you can study the magic bound to a creature and make a single attack against the targets touch AC with any weapon at your full Base Attack Bonus. If your attack hits the target takes no damage, but is subjected to a targeted dispel magic using your Base Attack Bonus or ranks in spellcraft as your caster level.

Or break it into 2 feats; one for melee and one for ranged.

Requires a full attack action vs standard action.
Touch AC vs. auto hit (although touch AC for martials should be an auto hit)
Unlimited use vs. limited to spell slots

I think it would be better to make something like this a standard action CMB check against their CMD, closer to the Barbarian's Spell Sunder ability. Action economy is one of a caster's biggest advantages over martials, so an ability that widens the action economy gap in an attempt to bridge the effectiveness gap is kind of a net zero.


Ssalarn wrote:
Khrysaor wrote:

Dispelling Blow

Your understanding of magic has taught you to sever the essence that binds it to a target.

Prerequisite: Spellcraft 5 ranks, Base Attack Bonus +5

Benefit: As a full attack action you can study the magic bound to a creature and make a single attack against the targets touch AC with any weapon at your full Base Attack Bonus. If your attack hits the target takes no damage, but is subjected to a targeted dispel magic using your Base Attack Bonus or ranks in spellcraft as your caster level.

Or break it into 2 feats; one for melee and one for ranged.

Requires a full attack action vs standard action.
Touch AC vs. auto hit (although touch AC for martials should be an auto hit)
Unlimited use vs. limited to spell slots

I think it would be better to make something like this a standard action CMB check against their CMD, closer to the Barbarian's Spell Sunder ability. Action economy is one of a caster's biggest advantages over martials, so an ability that widens the action economy gap in an attempt to bridge the effectiveness gap is kind of a net zero.

Its too easy to hit a caster's CMD though, and making an unlimited use ability like dispel magic into a standard action seems a little much. Could fight defensively and still hit it while walking away laughing with your boosted AC and no chance of the AoO hitting you. I guess it doesn't scale to other non-humanoid creatures like all combat maneuvers but then high level seems to be much of the complaints on the topic.

This method also made it a possibility for 3/4 BAB martials as well by using spellcraft if they want to invest the ranks.


Compared to Spell Sunder (which is a true Sunder check...i.e. can be made as part of a full attack, multiple times a round) it's still kind of lacking as a Standard, so I see no issue with making it so.


Rynjin wrote:
Compared to Spell Sunder (which is a true Sunder check...i.e. can be made as part of a full attack, multiple times a round) it's still kind of lacking as a Standard, so I see no issue with making it so.

I guess it wouldn't hurt, but spell sunder is in the chain of superstition >> witch hunter >> spell sunder to get such an ability vs. this being one feat a fighter could grab at 5 and 3/4s can get at 7 with just rank investment.

Keeping the spell sunder mechanic of 15+caster level should still work for 3/4 classes. Sucks needing agile maneuvers for dex builds still, but manageable.


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Hence why I'm also okay with it being a Standard.

They invest less, and get less. Up to one spell, and no more.

Meanwhile the Barbarian gets one attempt for every attack he can make, but invests more.

Seems fine to me.


kyrt-ryder wrote:

You can't use more than one Resonating Wayfinder (Wayfinder with an Ioun Stone in it) at once, so it does take up an item slot just not one of the ones listed on the body.

I also find the bringing up of specific items to be a little disingenous. A specific item like this is a bandaid, it patches up the problem IF GMs are using Resonating Ioun Stones and IF the GM doesn't use the random rolling method of Resonance Powers and IF the GM is using Wayfinders and/or Ioun Stones at all. Not to mention that its worthless against non-evil magic.

Patches are nice, but what we're discussing is more of a suture or better yet a replacement surgery.

The Clear Spindle also only protects you from evil spell casters, good or neutral ones can still affect you without issue. It also doesnt protect against all will saves. Slow, Confusion, Glitterdust, Sleep, Colour Spray, Illusions generally, Fear, Feebelmind, Magic Jar, Plane Shift, ** Word and Imprisonment all still wreck your day and that is just from a quick skim of the CRB.


Magic jar is a possession that is stopped by protection from evil. The Ioun stone/wayfinder stops this. Color spray is a diminishing value level one low DC spell, you'll be stunned for one round at most in the late game. Sleep is a low DC spell and you can be woken with a standard action. Fighters already have built in fear resistance. At high levels you should have a means of hasting yourself which cancels slow. A feeble minded martial can still perform it's primary function of combat and just can't use int/Cha skills, understand language, or communicate. The others can wreck your day with varying degrees of difficulty.

How often do good spell casters try to dominate your PCs? It's yet to happen in any AP I've played. The neutral caster can get through, but even then most run ins with these spells vs PCs have been evil characters or demons and such.

The Exchange

Which is ironic, since domination is an ideal way to subdue an enemy without doing bodily harm, such as electrocuting the enemy or burning it alive. (Things which Good spellcasters do without a qualm. It's a funny old world!)

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