If there was one class you'd wish Paizo to drop from PFS legality, which one would it be and why?


Pathfinder Society

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Shadow Lodge

Kyle Baird wrote:
I miss lance wielding, druid riding, literate ape animal companions.

I would so spend the rank in Linguistics to make my paladin's mount literate if the option hadn't been dropped moving over from 3.5...


David Bowles wrote:
Well, from examining the thread carefully, it appears that summoner is the hands down favorite, with gunslinger number two. I understand the reasoning behind the summoner, I just don't understand why animal companions get a free pass from the posting community.

You have ONE companion, which is not infinitely customizable. Eidolons are also way more powerful than animal companions.

But let's not say "a free pass"- in games with 6+ players, some rule no companions, and every experienced DM sez that if you have one, you must know it's stats and don't drag out your turn.

A Druid also doesn't get bonus standard action summonings. It doesn't seem like a big deal- Std action vs one round, but it is. After the Eidolon is dead, a Summoner can & will spam Monster Summoning like crazy.

Silver Crusade 3/5

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I think we should ban any class that can deal an average in excess of 150 hp of damage in a single round, all with touch attacks. The books have gotten out of hand.

broken class:

The Fighter.
Such a munchkin class!

race:

Human.
Those cheesy, cheesy humans!

Ability Scores:

Str 28
(Base 18, racial +2, 4th- and 8th-level modifiers +1 each, enhancement +6)
I know! Right?

Feats:

Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Weapon Specialization, Power Attack, Greater Weapon Focus, Improved Critical, Critical Focus, Greater Weapon Specialization.
And he still has FOUR feat slots open! Cheesy!

Equipment:

boots of speed 12,000 gp
belt of giant strength +6 36,000 gp
+1 large brilliant energy bastard sword (50) 50,360 gp
Total = 98,360 gp
Going by the Wealth By Level Table, this guys still has another 10,000 gp or so to spend elsewhere.

The End Result:

Attack Modifiers
BAB +12/+12/+7/+5
Weapon Training +2
Weapon Focus +1
Greater Weapon Focus +1
magic +1
Str +9
Power Attack –4
Large Weapon –2
TOTAL = +20

Damage Modifiers
Weapon Training +2
Weapon Specialization +2
Greater Weapon Specialization +2
Power Attack +12
Str +13
magic +1
TOTAL = +32

Melee +1 large brilliant energy bastard sword using Power Attack +20/+20/+15/+10 touch (3d6+32, critical: 17-20)

Average damage, assuming all attacks hit and none are critical hits = 170 hp.

Books Used:

Core Rulebook
The must-buy book for all broken builds!

3/5

My vote would have the be the alchemist: bombs are so much more deadly than damage dealing spells (expecially at the level 8+ range see math in the spoiler below), the ability to heal themselves (and potentially others), the ability for a decently built alchemist to be as good at melee combat as a barbarian, for longer periods of time (mutagen lasts 10 minutes a level, barbarians get 4+ con mod. +2 rnds/lvl), they can get (EX) flight, and should they worship Urgathoa, they can drink all of their extracts as a swift action.

9th level Sorcerer vs 9th level Alchemist:

The most damaging 4th level spell that you can cast as an 8th level sorcerer is an empowered fireball cast by a crossblooded dragon/orc sorc (including the half-orc favored class bonus for sorcs). Assuming the target fails it's save, and average damage, the sorcerer is doing 10d6 +20 (class bonus) +4 (favored class) * 150%, or 79.5 (35 for the average damage, +20 +4 *1.5) damage. Incredibly respectable.

The alchemist, on the other hand throws 4 bombs with fast bombs, rapid shot, and haste. let's assume that for the sake of argument he hits 4 times and doesn't crit. each bomb at that level will be doing 5d6 +int (let's be conservative and say +6) +4 (for the favored class bonus). Each bomb would be doing an average of 27.5 damage (unless it's doing sonic or force, in which case it would be averaging 22.5 damage), for a grand total of 110 damage (or 90 with force/concussive bombs).

Grand Lodge 2/5 RPG Superstar 2012 Top 32

DrDeth wrote:
in games with 6+ players, some rule no companions

Are you aware that you're in the Society section of the boards?

Silver Crusade 2/5 *

In a home game, animal companions are totally not a problem. Bring all you like. I'll just keep piling on the CR to the encounters.

Sovereign Court 4/5

andreww wrote:
Hmm, if I wanted to ban something then the Staff of the Master Necromancer would probably be up there. It probably doesn't come on line until the late game, a little earlier if you use Arcane Bond, but the ability to freely add persistent/dazing/quicken spell to your highest level spells is incredibly powerful. It is better than any metamagic rod you might pick up at the price it has.

I would says that is underpriced in general and not just for PFS. At 30K it is cheaper than a lesser quicken rod at 35K and available at a lower level (lower prestige). Though like you say it is late game item (likely level 9) and it is a major investment. 2 Quickened 5th level spells and a persistent 5th level spell per scenario is definitely gonna perpetuate the overpowered wizard myth however. In multi-day scenarios you can recharge it with 3rd level spells too.

Hmm, is there anything stopping you using that staff twice in the same _round_ for metamagic purposes? Doing a quickened Hungry Pit followed by a persistent Icy Prison in one round would make folks throw tomatoes at you.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

I cast disintegrate pet! It functions like disintegrate except it can only target animals, vermin, or outsiders. And it's 1st-level.

*

Gunslingers, because it is a flavor thing.

I struggled (flavor wise) of the alchemist's splash damage including their Int bonus while the same bomb misses their allies. Can a sorcerer do this? Yes, Pyro and Iceman can shape their spells. Splash weapons on the other hand... :P

Honestly there are no classes I would drop, but I do hate cherry picking. Not just because it makes for some extremely powerful builds, but because I never see the 'flavor' in it. Maybe I am just grumpy because I had to level dip my fire wizard to remain competitive with the local group.

I would like to limit level dipping to 'need to qualify' for PRC, but that is a different thread. Hmmm... is there a thread testing mechanically viable ways to limit 'cheese' in Organized Play?

Silver Crusade 3/5

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I also think we should ban all mundane weapons because of a flavor thing. Swords and bows don't belong in a world where demons and angels are summoned from other planes of existence, where wizards and sorcerers call upon the elemental powers of nature, where dragons fly in the sky, and the undead walk the earth and are destroyed by clerics channeling the powers of the gods themselves. How does a rapier fit into this setting? I mean, really?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Curaigh wrote:
Hmmm... is there a thread testing mechanically viable ways to limit 'cheese' in Organized Play?

That can come right after the thread that discusses viable ways to define 'cheese' in organized play.

Shadow Lodge 4/5

Jiggy wrote:
DrDeth wrote:
in games with 6+ players, some rule no companions
Are you aware that you're in the Society section of the boards?

I personally just ask the players if they can minimize their companion use due to the number of people at the table.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Jiggy wrote:
I cast disintegrate pet! It functions like disintegrate except it can only target animals, vermin, or outsiders. And it's 1st-level.

I personally prefer Arrows of Player Character Slaying. They are so cheap with the NPC discount.

5/5 *****

Quote:

The most damaging 4th level spell that you can cast as an 8th level sorcerer is an empowered fireball cast by a crossblooded dragon/orc sorc (including the half-orc favored class bonus for sorcs). Assuming the target fails it's save, and average damage, the sorcerer is doing 10d6 +20 (class bonus) +4 (favored class) * 150%, or 79.5 (35 for the average damage, +20 +4 *1.5) damage. Incredibly respectable.

The alchemist, on the other hand throws 4 bombs with fast bombs, rapid shot, and haste. let's assume that for the sake of argument he hits 4 times and doesn't crit. each bomb at that level will be doing 5d6 +int (let's be conservative and say +6) +4 (for the favored class bonus). Each bomb would be doing an average of 27.5 damage (unless it's doing sonic or force, in which case it would be averaging 22.5 damage), for a grand total of 110 damage (or 90 with force/concussive bombs).

Your sorcerer damage calculation is off. It is [10d6+24]x1.5 for an average of 83 not 79.5. This is also hitting pretty much everything as opposed to your bombs whose primary damage is single target. You also have maybe 12 bombs per day. The sorcerer has about 6 4th level slots and 8 3rd. With two traits they can be casting empowered fireball out of the 3rd level slots. Dedicated blaster full casters blow the alchemist out of the water for damage.

The equivalent sorcerer1/wizard8 is also dealing an extra 15 damage with the goblin fire drum.

*

Jiggy wrote:
Curaigh wrote:
Hmmm... is there a thread testing mechanically viable ways to limit 'cheese' in Organized Play?
That can come right after the thread that discusses viable ways to define 'cheese' in organized play.

Of course definition would be the first part. :)

1/5

I understand that they may not be "standard fantasy" and that the touch AC really upsets some but I wouldn't call gunslingers overpowered when compared to, say *intakes breath as he prepares for the avalanche* paladins.
I'm not saying paladins should be banned or nerfed or anything. In fact, I love the extra dimension and challenges that a well played paladin brings to the table.
I'm just saying Paladins are stupid powerful at any level and I always keep that in mind when judging the power of other classes.

Silver Crusade 2/5 *

Paladins don't look so great against the legions of neutrality.

http://www.youtube.com/watch?v=CxK_nA2iVXw

3/5

andreww wrote:


The equivalent sorcerer1/wizard8 is also dealing an extra 15 damage with the goblin fire drum.

I wanted to limit the discussion to straight damage, not factor in things like gear, or the alchemist using targeted bomb admixture and madness bombs or dispelling bombs.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Vrog Skyreaver wrote:
andreww wrote:


The equivalent sorcerer1/wizard8 is also dealing an extra 15 damage with the goblin fire drum.
I wanted to limit the discussion to straight damage, not factor in things like gear, or the alchemist using targeted bomb admixture and madness bombs or dispelling bombs.

Then why did you factor in a buff spell for the Alchemist but no equivalent to the Sorcerer?

You are also disregarding the fact that the Sorcerer is doing that damage to everyone in a 20' radius, while the Alchemist only does that to one target with considerably less peripheral damage to everyone within a 10' radius.

Shadow Lodge

My vote also goes to gunslinger, but its neither because of flavor dislike or seeing it as OP. Its just that, I haven't seen many, while I have seen plenty of Summoners, Paladins, and Magi, and can honestly say I have not seen any that were "OP" or "Cheesy".

5/5 *****

1 person marked this as a favorite.

In the realms of OP'ness I am always surprised to see gunslingers, alchemists or paladins receive much if any mention. Sure they can do a decent amount of single target damage but a competent full caster can and will shut down an entire encounter worth of enemies.

Maybe its because blinding or dazing or nauseating everything on the board doesn't look as impressive or sexy as obliterating something with a bunch of damage rolls but if you are concerned about impact on encounters then full casters have all of the tricks.

Lantern Lodge 3/5

andreww wrote:

In the realms of OP'ness I am always surprised to see gunslingers, alchemists or paladins receive much if any mention. Sure they can do a decent amount of single target damage but a competent full caster can and will shut down an entire encounter worth of enemies.

Maybe its because blinding or dazing or nauseating everything on the board doesn't look as impressive or sexy as obliterating something with a bunch of damage rolls but if you are concerned about impact on encounters then full casters have all of the tricks.

I believe that's because most of us have already established casters exist in a realm of their own in terms of power level.

Grand Lodge 5/5

TBH, I would consider removing paladins not for being OP but the sheer amount of play they get as party killing LG morons. Oh it could be really useful to go steal that item, sorry I can't allow your character to do what its designed to do cause I pray to Iomedae. Oh yeah and I'm the only LG character here I couldn't possibly look the other way to let others have fun too.

(TO clarify I mean the characters are morons (dumped INT) not the players)

The Exchange 4/5

Sniggevert wrote:
David Bowles wrote:

" pouncing monstrosity with 11 attacks,"

The eidolon table prevents this from being legal.

It prevents it from gaining 11 NATURAL attacks...quadreped with multiple limb,arms evolutions could pull it off I bet.

I had a 5th level summoner with 6 sword attacks this past weekend.

Can you please explain how this would work, so could be ready for it if shows up at my table.

I too find the Eidolon to be to powerful most of the time, but was glad one was at the table Sunday to prevent a TPK. Dominated Amiri killing the squishes in the back is not fun for some.

5/5 5/55/55/5

1 person marked this as a favorite.

Dumped int paladins make it EASIER to accomplish the mission.

LOOK! An evil doer!

Look! a distraction!

Grand Lodge 5/5

BigNorseWolf wrote:

Dumped int paladins make it EASIER to accomplish the mission.

LOOK! An evil doer!

Look! a distraction!

Well said I laughed. Hadn't thought of it that way though most the Paladins I've been fortunate to play with haven't been overly obstinate either, but I can recall everyone who has.

Shadow Lodge

Jeff Morse wrote:

Can you please explain how this would work, so could be ready for it if shows up at my table.

I too find the Eidolon to be to powerful most of the time, but was glad one was at the table Sunday to prevent a TPK. Dominated Amiri killing the squishes in the back is not fun for some.

Poorly, because you can't take Multiweapon fighting; the idea is to get the extra limbs to be able to wield more weapons, and then make an attack with each.

Unfortunately, Two-Weapon Fighting only works when you're fighting with, shock and amazement, TWO weapons, thanks to the very first sentence of the feat, and Multiweapon Fighting isn't PFS-legal by virtue of being from the Bestiary, so you're stuck with a -6 on one attack and -10 on all the others.

Scarab Sages 2/5

Not a class but I'd gladly remove all the half orcs (and the people behaving as if monsters are perfectly acceptible in normal society). If people roleplay having a monster born halfbreed at the table that's fine but if people just treat it as a "human in a funny suit" they're really not getting the point.

What? Don't look at me like that. How did you know I was a dwarf player? :P

Liberty's Edge

Lormyr wrote:
andreww wrote:

In the realms of OP'ness I am always surprised to see gunslingers, alchemists or paladins receive much if any mention. Sure they can do a decent amount of single target damage but a competent full caster can and will shut down an entire encounter worth of enemies.

Maybe its because blinding or dazing or nauseating everything on the board doesn't look as impressive or sexy as obliterating something with a bunch of damage rolls but if you are concerned about impact on encounters then full casters have all of the tricks.

I believe that's because most of us have already established casters exist in a realm of their own in terms of power level.

Spellcasters clearly always have to be the ones dominating encounters. This is why people hate Gunslingers and Summoners, because their ability to hit things really hard actually threatens to draw attention away from the showboating Wizard wrecking an encounter with a single spell.

Grand Lodge 4/5

1 person marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber

Except for the fact that the Summoner is a spellcaster.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
C Overton wrote:

I understand that they may not be "standard fantasy" and that the touch AC really upsets some but I wouldn't call gunslingers overpowered when compared to, say *intakes breath as he prepares for the avalanche* paladins.

I'm not saying paladins should be banned or nerfed or anything. In fact, I love the extra dimension and challenges that a well played paladin brings to the table.
I'm just saying Paladins are stupid powerful at any level and I always keep that in mind when judging the power of other classes.

I've been playing a Paladin in Wrath of the Righteous. I'm armed with Radiance and yet I'm far behind Mr. Enlarging Oread Monk when it comes to damage, unless I'm using one of my limited smites, which puts me just about even.


PrinceRaven wrote:

Lots of people are complaining about the Summoner because the class is a) more powerful than any class not named Wizard, Sorcerer, Cleric, Druid, Witch, or Oracle, b) able to summon lots of things (imagine that) which slows down the game if the player isn't competent enough... just like a conjuration Wizard, and c) requires a lot of bookkeeping, leading to players making mistakes.

I think part of the problem is the sort of player who takes advantage of the complex bookkeeping in order to be able to claim plausible deniability of cheating.

You know, the type who never seems to make bookkeeping errors that make them LESS powerful, but it prone to making the other kind?

That kind of player is drawn to that sort of class like a fly to... well.

Shadow Lodge

Werebat wrote:
That kind of player is drawn to that sort of class like a fly to... well.

...vinegar?


1 person marked this as a favorite.
Ssalarn wrote:
Lormyr wrote:
I am less interested in seeing any options banned than I am in seeing problem mechanics revisited by the developers. So far Mark is doing a pretty good job addressing those. How about next we admit double-barrel firearms were a mistake and do something about that?

Firearms in general just need to be completely reworked. It's funny because you hear about the Gunslinger being OP/broken/what-have-you all the time, but the reality is that if he used crossbows instead of firearms, he'd be a great class. You could keep almost all of his abilities with very minor changes and no one would bat an eye. They'd just say "Cool, a Fighter alternate class that makes crossbows awesome!"

So to amend my earlier statement, there isn't really a class I'd want to see banned, just a poorly designed subsystem that one class is unfortunately chained to.

I tend to agree. Ditch the sketchy touch attack mechanic and the "E-Z Cheet" misfire rules, make all guns Dex to damage instead of having that be a class ability for the Gunslinger, and the class should work fine.

Or just have it work with crossbows instead. Also a good idea.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

LazarX wrote:
I've been playing a Paladin in Wrath of the Righteous. I'm armed with Radiance and yet I'm far behind Mr. Enlarging Oread Monk when it comes to damage, unless I'm using one of my limited smites, which puts me just about even.

Ummm...how exactly is the Oread Monk enlarging himself?

Liberty's Edge

TriOmegaZero wrote:
Except for the fact that the Summoner is a spellcaster.

A 3/4 spontaneous caster with a much more limited spell selection. I've never heard "Summoners are OP because they've got the same sort of spellcasting abilities as a Bard". I'm hearing "Summoners are OP because Eidolon/Summon Monster X lets them do lots of damage".

trollbill wrote:
LazarX wrote:
I've been playing a Paladin in Wrath of the Righteous. I'm armed with Radiance and yet I'm far behind Mr. Enlarging Oread Monk when it comes to damage, unless I'm using one of my limited smites, which puts me just about even.
Ummm...how exactly is the Oread Monk enlarging himself?

... Do Oreads have some sort of Scion of Humanity alternate racial trait?

Grand Lodge 4/5

1 person marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber
PrinceRaven wrote:
TriOmegaZero wrote:
Except for the fact that the Summoner is a spellcaster.
A 3/4 spontaneous caster with a much more limited spell selection. I've never heard "Summoners are OP because they've got the same sort of spellcasting abilities as a Bard". I'm hearing "Summoners are OP because Eidolon/Summon Monster X lets them do lots of damage".

Which puts the lie to your statement that the reason people hate Summoners is 'spellcasters have to be the ones dominating'.

And yes, the Summoners early spell access is yet another reason people complain.

4/5

#1 Summoners and it's not just about damage. The eidolon really can't die, so that changes the player's play style and therefore affects the gameplay of tables Summoners are at. GMs get aggressive to counter eidolons and PCs that can die are effected.

Lantern Lodge 3/5

PrinceRaven wrote:
Spellcasters clearly always have to be the ones dominating encounters. This is why people hate Gunslingers and Summoners, because their ability to hit things really hard actually threatens to draw attention away from the showboating Wizard wrecking an encounter with a single spell.

In the case of gunslingers, I believe it is more along the lines of the base mechanics of the class and weapon choice being an "unfair" advantage over other martial characters in terms of targeting touch AC and doubling attacks for a minuscule -4 penalty on attack rolls.

In the case of the summoner, I believe it is more along the lines of incredibly efficient action economy between summoner and eidolon.

Lantern Lodge 3/5

Cfoot wrote:
#1 Summoners and it's not just about damage. The eidolon really can't die, so that changes the player's play style and therefore affects the gameplay of tables Summoners are at. GMs get aggressive to counter eidolons and PCs that can die are effected.

I would just like to go on record as saying that I have never "gotten aggressive" about countering any PC in PFS. I happen to enjoy it when my players are enjoying their characters and the session.

At worse, I may politely and subtly request a player to dial it back a bit if they are dominating the table to the point that few other players are getting to do much. Even then, I would only consider that route if the other players are clearly unhappy.

5/5

What happens to a dimensionally anchored eidolon when it's brought below 0 hp?

The Exchange 4/5 5/5

Kyle Baird wrote:
What happens to a dimensionally anchored eidolon when it's brought below 0 hp?

Oooh, I know this one! It's dying and unconscious until it is reduced to a number of negative hit points equal to or greater than their Constitution score.

My turn to ask a question! What happens to a dimensionally anchored eidolon when it is reduced to a number of negative hit points equal to or greater than its Constitution score?

Spoiler:

PRD - eidolon wrote:
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.
PRD - dimensional anchor wrote:
Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.


The new kid comes into you're party He is using the gunslinger twf pistol build . hows the TWF hand crossbow rogue gonna feel about it.

Liberty's Edge 4/5 5/55/5 *** Venture-Agent, Michigan—Jackson

I hate witches! Hex is too power in my opinion. Single save sleep always makes me mad when it happens!

Scarab Sages

1 person marked this as a favorite.
ME LIKE SMASH wrote:
The new kid comes into you're party He is using the gunslinger twf pistol build . hows the TWF hand crossbow rogue gonna feel about it.

TWF hand crossbow rogues are the worst combat class in the game. There is no accuracy with a to hit penalty, no way to add static damage from an ability score, and no way to enable ranged sneak attacks. You need Rapid Reload to make a full attack each round, and crossbow mastery to no provoke when you do it.

He should be used to inadequacy.

3/5

also, your crossbows are on weapon cords so you can reload them.

5/5

2 people marked this as a favorite.
Belafon wrote:
** spoiler omitted **

We should have a scenario where the party travels to several eidolons' home planes...

Paizo Employee 5/5 Managing Creative Director (Starfinder)

Kyle Baird wrote:
Belafon wrote:
** spoiler omitted **
We should have a scenario where the party travels to several eidolons' home planes...

Three-parter, starts with the aptly titled "Welcome to the Plane of Knives."

Sovereign Court 5/5

i do not find summoners to be op. to begin with any opponent with a 10 or better intellect will know to kill casters over direct melee. any spell caster will know an eidolon is only as good as the caster. what is a summoners hd:P as for eidolon if it dies they cant resummon it till next day usin a standard ritual.

4/5

A Paladin, a Magus, a Summoner, 2 Gunslingers, and a Witch walk into a bar...

they drop a thread made for grousing

The Arcanist barkeep, piano playing goblin Alchemist, and Shaman barmaid ask what's the problem?

*lol*

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