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Yeah, and let's not forget that the TWF Fighter also needs a boatload of Dexterity to even qualify for the TWF feats, which means he probably had to either shell out feats or gold in order to get Dex-to-damage with his weapons to mitigate that (while the Magus gets his TWF for free, even if he's Strength-based). The Magus gets his boatload of attacks on top of a charge for the low price of a single spell slot, and with a bit more expenditure (what is it, 1 point from his Arcane Pool?) he's got nearly as much to-hit as any Full BAB guy.
Without Pounce or an equivalent (like Greater Bladed Dash), there's really no good way to take advantage of TWF's 2-7 attacks a round consistently besides standing still and flailing at stuff. Unless you're a spellcaster or a barbarian.
So what do you do? You either make the one hit they DO get worthwhile (like Path of War maneuvers) or you give martials options to move and full attack (the early D&D option). You give them neat toys that spellcasters can't just overpower or outright steal.

Serghar Cromwell |

Squirrel_Dude wrote:Aelryinth wrote:Humor me here. Show me the text in a rulebook that states that this is a case because I've never been able to find it.Bandw2 wrote:Caineach wrote:Anzyr wrote:I love how no NPCs ever question the person who cast an obviously evil spell, and the other party members just accept him doing it.Cavall wrote:Just end the 8 minute day. Problem solved.Wizard: What my Bloody Skeletons can keep going, why are you slacking off Fighters? Is your HP really such an important resource? We shouldn't have to stop just cause you are out of resources, I say we keep going.lord don't make this an alignment discussion
because there's nothing inherently evil about using undead minions, except maybe in that you desecrate a corpse.
Sorry, in PF animating undead involves recalling a spark of their soul, enslaving it, and then infusing it with negative energy in a torturous manner while binding it to servitude.
Yes, quite evil in PF.
==Aelryinth
Raise Dead wrote:A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell.Resurrection requires the undead to have been destroyed
resurrection wrote:You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.Therefore, something is preventing the soul from returning to the body because the person has been animated.
However, if you cut off a dead guy's finger and then cast resurrection on that finger, there's nothing stopping you from animating the old body.

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Failing that, feats that work off/synergize with specific class abilities, like Bravery or armor training, so they do one thing for people without them, and something much better for people with them.
Like iron will, improving by +1 per point of Bravery, and such.
==Aelryinth
Funny you should mention that...
The Genius Guide to Bravery Feats keys off the Fighter's Bravery class feature, and presents feats that allow the fighter to do things like make an enemy bleed and slip in their own blood, leap through an enemy's teleportation effect as an immediate action following them to their destination, or spin their weapon to deflect an enemy's AoE spell effect. There's also feats that help the Fighter participate out of combat, like Fearsome Reputation which adds twice his Bravery bonus to Diplomacy and Intimidate checks.
Endzeitgeist gave it 5 out of 5 stars plus seal of approval in his review.

Gars DarkLover |

LazarX wrote:Unless he has to move more than 5 feet to reach the target.PIXIE DUST wrote:You know what depresses me? a High level Magus would get 3 attacks from BAB, an attack off haste (at max BAB), AND can do the cool Greater Bladed dash for another attack at max BAB (so that is 5 attacks with 3 at highest BAB) AND can attack every enemy between him and his primary enemy. I wish regular martials got that cool ability (Greater Bladed Dash is freaking Awesome)Keep in mind that that Magus is using a "max BAB" that's only 3/4 of the full martial, who coudl be getting even more attacks if he's a fully developed two weapon fighter. Not to mention having more attacks because of his higher BAB. A well trained high level fighter pretty much gets all the above as well. (who says Fighters can't be hasted?) A two weapon fighter who trains up the two weapon fighting tree can be getting a whole bushel of attacks, without expending a spell to do it.
Provoking AoO doing so, etc...
People say a lot of things, but don't realize the Figthers/Martial would need 18 in all stats from the start, and even more bonus feats.

Arachnofiend |
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Aelryinth wrote:
Failing that, feats that work off/synergize with specific class abilities, like Bravery or armor training, so they do one thing for people without them, and something much better for people with them.
Like iron will, improving by +1 per point of Bravery, and such.
==Aelryinth
Funny you should mention that...
The Genius Guide to Bravery Feats keys off the Fighter's Bravery class feature, and presents feats that allow the fighter to do things like make an enemy bleed and slip in their own blood, leap through an enemy's teleportation effect as an immediate action following them to their destination, or spin their weapon to deflect an enemy's AoE spell effect. There's also feats that help the Fighter participate out of combat, like Fearsome Reputation which adds twice his Bravery bonus to Diplomacy and Intimidate checks.
Endzeitgeist gave it 5 out of 5 stars plus seal of approval in his review.
Funny, when I read Aelryinth's post my first thought was "didn't Ssalaran do something like that for Bravery?" and there you are.

shroudb |
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On the topic of "martial" feat chains:
Zeal:
You can activate zeal as part of any action that contains movement as a free action. You gain 5ft enhancement bonus to moving speed, Dr 2/- vs AoO and -1 caster level. At 4 bab and every 4 bab thereafter bonuses and penalties increase by 5ft, dr2/-, -1cl. The benefits and penalties last 1 round.
Devotion:
Requirements: zeal, bab +6
As part of an attack you may activate bloodlust as a free action. You gain +1 morale bonus to will saves and +1 morale bonus to saves vs effects that would impede you from reaching the target you activated devotion against (like entagles, paralyzes,etc). You cannot cast spells while devotion is active. Devotion lasts 1min or until you no longer sense your target.
Bloodlust:
Requirements: devotion
When you activate zeal or devotion you gain a bite attack as a secondary attack that deals 1d3 damage (1d2 if small). If you deal damage with a bite attack you can smell the target up to 60ft, instantly finding his exact location. As long as this scent is active you ignore any miss chance vs the target(including things like mirror image). You gain -2 to attack any target except the one your scent is active against.

Anon monk |
It's actually not that hard.
Give 20th level wizards the typical power of a 5th level caster in the current system.
You are either going to have to power martials up, or power casters down. Or both. Unfortunately, powering martials up significantly means magic, or pseudo-magic (a lot of "anime" type stuff would fall into this category). If you don't want that, weaken casters till they suck as badly as martials.
for monk, I would just give them fighter feats, but with the "even w/no prereques. That, and grant the master of many styles ability for free at 4th level.

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LazarX wrote:Unless he has to move more than 5 feet to reach the target.PIXIE DUST wrote:You know what depresses me? a High level Magus would get 3 attacks from BAB, an attack off haste (at max BAB), AND can do the cool Greater Bladed dash for another attack at max BAB (so that is 5 attacks with 3 at highest BAB) AND can attack every enemy between him and his primary enemy. I wish regular martials got that cool ability (Greater Bladed Dash is freaking Awesome)Keep in mind that that Magus is using a "max BAB" that's only 3/4 of the full martial, who coudl be getting even more attacks if he's a fully developed two weapon fighter. Not to mention having more attacks because of his higher BAB. A well trained high level fighter pretty much gets all the above as well. (who says Fighters can't be hasted?) A two weapon fighter who trains up the two weapon fighting tree can be getting a whole bushel of attacks, without expending a spell to do it.
Pathfinder Unchained! has several answers for this as well. Keep in mind that with out spell expenditure, Magi and everyone else doing melee are in the same boat.

Aelryinth RPG Superstar 2012 Top 16 |
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Aelryinth wrote:
Failing that, feats that work off/synergize with specific class abilities, like Bravery or armor training, so they do one thing for people without them, and something much better for people with them.
Like iron will, improving by +1 per point of Bravery, and such.
==Aelryinth
Funny you should mention that...
The Genius Guide to Bravery Feats keys off the Fighter's Bravery class feature, and presents feats that allow the fighter to do things like make an enemy bleed and slip in their own blood, leap through an enemy's teleportation effect as an immediate action following them to their destination, or spin their weapon to deflect an enemy's AoE spell effect. There's also feats that help the Fighter participate out of combat, like Fearsome Reputation which adds twice his Bravery bonus to Diplomacy and Intimidate checks.
Endzeitgeist gave it 5 out of 5 stars plus seal of approval in his review.
I have your book, you made a gift of it to me. :)
But Feats that work off Bravery aren't exactly what I was referring to here, although very close.
The Bravery feats are nice, but my fighter needs better saves, AND has to maintain his offensive ability. The ability to follow someone through a teleport is so situational as to be rarely viable, and having someone slip on a pool of blood is like Dirty Trick or Improved Trip, but not as versatile, and gets less effective against non-humanoids, etc.
I'm talking about things like:
Iron Will: +2 to Will saves. If you have Bravery, +1 additional for each point of Bravery. Add your current Expertise penalty and your Defensive Fighting/Total Defense AC bonus, as bonuses to your Will saves, if they do not already apply.
Lightning Reflexes: +2 To reflex saves.
If you have Armor Training: This bonus improves by +1 per Armor Training level. Add your current Expertise penalty and your Defensive Fighting/Total Defense AC bonus, as bonuses to your Reflex saves, if they do not already apply. Additionally:
If you also have Combat Reflexes, +2 to your allowed AoO's. If also you have Improved Init, +2 to Init.
If you also have Dodge, your Dodge AC bonus improves by +1 per level of armor lighter then you are proficient in, instead of just +1. Your Mobility feat bonus to AC improves by +2.
Skill Focus: +3,+6 at 10th level. If it is an Int, Wis, or Cha-based skill, add your Bravery bonus. If you have Sneak Attack dice, add +1 per Sneak Attack die to this skill as a Competency bonus. If you have either Bravery or Sneak Attack dice, add your Expertise bonus as well, to the maximum of the higher of those numbers.
Improved Initiative; +4 Init. Add your Bravery bonus and number of Sneak Attack dice to this number, the latter as a competency bonus.
Dodge: +1 Dodge bonus to AC. IF you have shield proficiency but are not using a shield, increase the bonus to +2. IF you are wearing (or not wearing) armor at least one category lighter then you are proficient in, increase the Dodge bonus by +1. Change your Armor Training bonus to max Dex as a straight Dodge bonus to AC.
Expertise: You may sacrifice Th for AC, as normal.
For each point of Expertise you have, you do not provoke an AoO with one kind of special maneuver. Your bonus with that maneuver automatically increases by your Expertise modifier. Your CMD against that maneuver also increases by your Expertise modifier. (leading to 5 improved special maneuvers with +5 on each, without spending 15 feats!)
Every time you gain a point of Bravery, you gain another class skill of your choice, and another skill point per class level that has Bravery.
If you are wearing no armor, you automatically gain your Expertise bonus to AC without sacrificing TH to do so.
If you have Bravery, you may use INt, Wis or Cha 13 to qualify for Expertise.
You add your Expertise modifier to your Total Defense AC bonus.
You do not have to be in combat to gain your Expertise or Defender bonuses to AC, but you must be in combat (i.e. initiative has been rolled) and your weapon must be in hand and ready.
If you have a Guardian weapon in hand and ready, your Expertise penalty to hit also applies as a bonus to all saving throws automatically.
Combat Reflexes: 1+dex mod AoO's, etc. This is increased by your Expertise bonus. Treat your Delay action in combat as a Readied Action, if you define the trigger. YOu may do this with a Standard or Similar Action at Bravery +1, and a Full Attack or similar action at Bravery +2.
Fleet: +5 move. If you have armor training, this bonus is multiplied by your Armor Training bonus (so, +10 if +2 armor training, etc).
Etc. Take a standard feat, that everyone needs or could use, and make it into something people WANT to take, that synergizes with class features. Combat feats synergize with class abilities to free fighters from the tyranny of high stats, and make combat feats better for them then others.
Expertise becomes what it should be - a feat that showcases what expert fighters are capable of. Not a th/AC tradeoff that doesn't speak to ANY intelligent combatant as a sophisticated bunch of training.
This becomes less a bunch of new Techniques (like the Bravery book feats are), then an expansion and redefining of existing ones...and makes fighters and rogues something to be reckoned with by synergizing with class features. It turns feats into the equivalent of class features when used with ROgues and Fighters.
==Aelryinth

kyrt-ryder |
kyrt-ryder wrote:Pathfinder Unchained! has several answers for this as well. Keep in mind that with out spell expenditure, Magi and everyone else doing melee are in the same boat.LazarX wrote:Unless he has to move more than 5 feet to reach the target.PIXIE DUST wrote:You know what depresses me? a High level Magus would get 3 attacks from BAB, an attack off haste (at max BAB), AND can do the cool Greater Bladed dash for another attack at max BAB (so that is 5 attacks with 3 at highest BAB) AND can attack every enemy between him and his primary enemy. I wish regular martials got that cool ability (Greater Bladed Dash is freaking Awesome)Keep in mind that that Magus is using a "max BAB" that's only 3/4 of the full martial, who coudl be getting even more attacks if he's a fully developed two weapon fighter. Not to mention having more attacks because of his higher BAB. A well trained high level fighter pretty much gets all the above as well. (who says Fighters can't be hasted?) A two weapon fighter who trains up the two weapon fighting tree can be getting a whole bushel of attacks, without expending a spell to do it.
'Without spell expenditure.'
That's the mentality that GOT us this problem in the first place.

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LazarX wrote:kyrt-ryder wrote:Pathfinder Unchained! has several answers for this as well. Keep in mind that with out spell expenditure, Magi and everyone else doing melee are in the same boat.LazarX wrote:Unless he has to move more than 5 feet to reach the target.PIXIE DUST wrote:You know what depresses me? a High level Magus would get 3 attacks from BAB, an attack off haste (at max BAB), AND can do the cool Greater Bladed dash for another attack at max BAB (so that is 5 attacks with 3 at highest BAB) AND can attack every enemy between him and his primary enemy. I wish regular martials got that cool ability (Greater Bladed Dash is freaking Awesome)Keep in mind that that Magus is using a "max BAB" that's only 3/4 of the full martial, who coudl be getting even more attacks if he's a fully developed two weapon fighter. Not to mention having more attacks because of his higher BAB. A well trained high level fighter pretty much gets all the above as well. (who says Fighters can't be hasted?) A two weapon fighter who trains up the two weapon fighting tree can be getting a whole bushel of attacks, without expending a spell to do it.'Without spell expenditure.'
That's the mentality that GOT us this problem in the first place.
Not everyone sees the problem you do. For one thing, I've yet to see this so-called narrative power gap, especially in the 1-13th level range. Yes, wizards can cast teleport spells, but that's nothing more than a momentary gimmick, a general party aid which is the reason you tolerate their worthlessness in melee.
As for games above 13th level, you get into the realm of extreme table variance and campaign idiosyncracy that general observations lose even more value.

PIXIE DUST |
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kyrt-ryder wrote:LazarX wrote:kyrt-ryder wrote:Pathfinder Unchained! has several answers for this as well. Keep in mind that with out spell expenditure, Magi and everyone else doing melee are in the same boat.LazarX wrote:Unless he has to move more than 5 feet to reach the target.PIXIE DUST wrote:You know what depresses me? a High level Magus would get 3 attacks from BAB, an attack off haste (at max BAB), AND can do the cool Greater Bladed dash for another attack at max BAB (so that is 5 attacks with 3 at highest BAB) AND can attack every enemy between him and his primary enemy. I wish regular martials got that cool ability (Greater Bladed Dash is freaking Awesome)Keep in mind that that Magus is using a "max BAB" that's only 3/4 of the full martial, who coudl be getting even more attacks if he's a fully developed two weapon fighter. Not to mention having more attacks because of his higher BAB. A well trained high level fighter pretty much gets all the above as well. (who says Fighters can't be hasted?) A two weapon fighter who trains up the two weapon fighting tree can be getting a whole bushel of attacks, without expending a spell to do it.'Without spell expenditure.'
That's the mentality that GOT us this problem in the first place.
Not everyone sees the problem you do. For one thing, I've yet to see this so-called narrative power gap, especially in the 1-13th level range. Yes, wizards can cast teleport spells, but that's nothing more than a momentary gimmick, a general party aid which is the reason you tolerate their worthlessness in melee.
As for games above 13th level, you get into the realm of extreme table variance and campaign idiosyncracy that general observations lose even more value.
Lol what?
Teleport a gimmick thay does not give narrative power? Riiiiiight. How does having the ability to bypass huge heaps of distractions and just right to the core problem immediately vs having to spend a week trekking through the mountains NOT narrative power? You are literally changing the story. Lord of the Rings would not have been a Story if Gandalf could teleport. THAT IS NARRATIVE POWER. and martials have damn near 0 narrative power

kyrt-ryder |
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Yes, but using teleport is a group decision. Most of the utility spells inure to a group benefit and permit them to explore areas they othwise could not.
No, tagging along on the teleport is a group decision.
The caster gets to decide when to use it and where to go [with some margin of error using the baseline Teleport spell.]
The rest of the party can either come along for the ride or not, but they make no decisions here unless the caster lets them.

PIXIE DUST |
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Yes, but using teleport is a group decision. Most of the utility spells inure to a group benefit and permit them to explore areas they othwise could not.
EXACTLY! It allows them to go places they could not before and trivializes other issues. Guess what that is called? NARRATIVE POWER. The fact that ou either need to completwly build with the wizard in mind or have him blow through your carefully crafted campaign is narrative power.

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You know, I wouldn't be surprised if Gandalf COULD teleport, but was not allowed to because nonintervention nonsense. That's neither here nor there, though.
Really, spells give wildly more narrative power than mundane solutions do. They're versatile, can be used for numerous things, and can even be used to do things they're not specifically designed to do. They are limited by uses a day, yes, but that doesn't really stay a problem for very long.
But when people try and deny the fact that there IS a disparity, that's just willful ignorance. You're seriously telling me that your level 1 Fighter is every bit as effective and versatile as the level 1 Wizard? And that it doesn't get worse at every level past that point?
Because I have multiple friends who started 3.X games as Fighters and Rogues and spent the entire time wondering why they're even here, when their jobs were rendered completely moot by the party spellcaster(s). ACCIDENTALLY. WITH NO ILL WILL INTENDED. Just using their class features, and not even optimally.

kyrt-ryder |
You know, I wouldn't be surprised if Gandalf COULD teleport, but was not allowed to because nonintervention nonsense. That's neither here nor there, though.
Really, spells give wildly more narrative power than mundane solutions do. They're versatile, can be used for numerous things, and can even be used to do things they're not specifically designed to do. They are limited by uses a day, yes, but that doesn't really stay a problem for very long.
But when people try and deny the fact that there IS a disparity, that's just willful ignorance. You're seriously telling me that your level 1 Fighter is every bit as effective and versatile as the level 1 Wizard? And that it doesn't get worse at every level past that point?
Effective yes, Versatile no.
But that comparable effectiveness might last all of one or two more levels while the versatility gap continues to expand and an effectiveness gap appears and begins to swell as well.

Arachnofiend |

You know, I wouldn't be surprised if Gandalf COULD teleport, but was not allowed to because nonintervention nonsense. That's neither here nor there, though.
Arguments about Gandalf really being an outsider with SLA's aside, Gandalf really is a great example of a caster who only avoids disrupting the storyline by deliberately limiting himself; Lord of the Rings does not work as a narrative if Gandalf does not hop around on one leg with both hands tied behind his back. The one time we see Gandalf actually use his abilities, he ties with a Balor and comes back as British Jesus.

Blackwaltzomega |
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kyrt-ryder wrote:LazarX wrote:kyrt-ryder wrote:Pathfinder Unchained! has several answers for this as well. Keep in mind that with out spell expenditure, Magi and everyone else doing melee are in the same boat.LazarX wrote:Unless he has to move more than 5 feet to reach the target.PIXIE DUST wrote:You know what depresses me? a High level Magus would get 3 attacks from BAB, an attack off haste (at max BAB), AND can do the cool Greater Bladed dash for another attack at max BAB (so that is 5 attacks with 3 at highest BAB) AND can attack every enemy between him and his primary enemy. I wish regular martials got that cool ability (Greater Bladed Dash is freaking Awesome)Keep in mind that that Magus is using a "max BAB" that's only 3/4 of the full martial, who coudl be getting even more attacks if he's a fully developed two weapon fighter. Not to mention having more attacks because of his higher BAB. A well trained high level fighter pretty much gets all the above as well. (who says Fighters can't be hasted?) A two weapon fighter who trains up the two weapon fighting tree can be getting a whole bushel of attacks, without expending a spell to do it.'Without spell expenditure.'
That's the mentality that GOT us this problem in the first place.
Not everyone sees the problem you do. For one thing, I've yet to see this so-called narrative power gap, especially in the 1-13th level range. Yes, wizards can cast teleport spells, but that's nothing more than a momentary gimmick, a general party aid which is the reason you tolerate their worthlessness in melee.
As for games above 13th level, you get into the realm of extreme table variance and campaign idiosyncracy that general observations lose even more value.
Now, see, I think you're valuing things kinda weirdly here.
Value in melee ain't hard to come by. Druids turn into melee monsters for free as a class feature whenever they damn well please most of the time, and after the first couple levels those monsters they turn into can often pounce. The Druid can get three attacks in on a charge at level 6 while the Barbarian, a class DESIGNED TO BE AMAZING AT MELEE, can't do that until level 10, and only with one specific build that prohibits him from taking a number of other rage powers. Yeah, the Barbarian's got better BAB, but with how natural attacks work, wild shaped druids can be pretty secure in the knowledge that if they have a really good chance to hit with their first attack, they have a really good chance to hit with ALL their attacks, and unlike, oh, let's say the Brawler, who can choose between using his combat maneuvers or attacking, a wild shaped druid can regularly do both at once with abilities like Grab and Trip.
The cleric, similarly, is not exactly shouting encouragement from the sidelines whenever it's clobberin' time. Arcane casters aren't as gifted in the smashy department as their divine colleagues, let's not pretend the "polymorph into something horrible when I can't just throw fire and lightning at it from the heavens" isn't a trick every magic-user has access to. On top of that, Summoning kiiiiiiinda means that while the Wizard isn't a master swordsman, he can bring along 1d3 or 1d4+1 things that do punch hard enough it doesn't matter. They're not as good at hitting things as the PCs, but they're also expendable and don't ask for a share of the loot and EXP afterwards.
The ball being passed one way is something that does bug me about this game. "Turn into a melee monster" is a spell. It's several spells. It's an entire family of spells. There isn't a feat that lets you fly, or even jump well enough to keep up with something that does, but there's a spell that turns you into a full BAB character with full martial proficiencies. Niche protection is for magic users only, and I think that's wrong.
Secondly, solving problems is about more than combat, and teleport's a lot more than a gimmick like you make it out to be.
The villain lives several thousand miles away from your current location and has retreated to his lair to enact the next phase of his plan? If you have high-end teleportation magic, you're not going to have too much trouble reaching him. If you are all melee masters, congratulations! You might get there in time to clean up the mess if you buy horses.
The heroes have won a fight and are now in for a show of the old collapsing lair trick. The massive, labyrinthine complex you slogged through is coming down in a couple of rounds and the GM is readying a bucket of d10s to see how much damage you take from the collapse. If someone can teleport, this is not a threat; grab your emergency scroll or that spell slot you were saving for just such an emergency and get the hell out of there in a single round to watch that dungeon sink into a pit. If you're a nonmagical party...hopefully there's a nearby door or window you can jump out of or you've got an adamantine weapon and enough time to hack your way to freedom, because otherwise TPK imminent.
Narrative power. It's not hard to come by the ability to deal damage to something with a weapon. The power to traverse great distances very quickly, ask spirits or gods for information you won't find scanning your surroundings, and chase your extra planar foes back to their home to finish things once and for all so they don't come back for revenge in 80 years when they're certain you're dead? That's a gap you can't fill without advanced magic.
And before you start in on how these are limited resources, so is HP, and going all day isn't much good if you get tagged with a status condition like blindness and need magic to get it off or you can't heal properly.
And since the next point is probably going to be "well, I think it'd be stupid if a swordsman could teleport or scry", I'm not saying that a martial character should have THESE narrative powers. However, there should be more of a parity in that there is something that a martial can do that is not also done with a spell or summoning that makes them a meaningful and valued member of the team. Just being good at killing things is the basic entry requirement to competence in pathfinder; what are you doing when the foe isn't right in front of you and in a situation you can hit them? Because magic-users are designed to be equally viable when skills are being rolled, combat is going on, or it's time to travel or solve puzzles or magical problems. On the other end, we get martials, who are designed to be viable when combat is going on, can roll some skill checks along with the casters, and contribute basically nothing to the group's travel needs or capacity to deal with magical problems except for the rogue.
It's not great design when one set of classes is designed with their "thing" being "COMBAT COMBAT COMBAT" and another set of classes are designed with their "thing" being "I use magic to solve problems (combat counts as a problem)."
So, diversify! Make it so that BOTH groups are solving problems rather than one group solving the problem of the enemy having all of its blood inside its body and the other group solving everything else while helping with the first problem. I'm not asking for the rogue to be able to cast and sneak attack with Fireball. I WOULD be interested in a rogue that can go through the door the Arcanist has opened and "hack" magic for his own nefarious purposes, becoming invisible to magical detections that reveal less sneaky characters trying to imitate him with invisibility, being able to wrestle control of an evil fortress's magical traps and defenses away and turn them against the defenders, and stuff like that.
I don't want a fighter who can arbitrarily decide the laws of physics no longer apply to him and take flight whenever he damn well pleases. I WOULD like a fighter whose natural athleticism lets him gain a natural climb and swim speed that lasts all day, much like his fighting abilities (while, to be fair to casters, is not as quick or tricky as Spider Climb lets you be, and so on) and can even access some of his old 3.5 tricks like Dungeon Crasher to let him juggernaut through traps and open the evil fortress's gates by bull rushing the captain of the guard into them hard enough to blow them off their hinges for massive damage and at very high levels gain something like the Magus's Black Blade; a weapon unique to himself befitting his status as a legend rather than just another magical sword anyone with the right proficiency could pick up and use.
The casters being the ones handling explicitly magical stuff like travel and communing with spirits is fine, but it'd be MORE fine if there were things they looked to their nonmagical teammates to do besides "Oh look, more golems. I don't want to spend another Glitterdust or Acid Pit just yet, Brutus, how about you handle this?"
Because right now, the current model for keeping everyone even seems to rely a little much on the GM handing things to the guys who don't have spells while trusting the ones who DO not to get greedy and abide by a number of gentlemen's agreements.

kyrt-ryder |
I don't want a fighter who can arbitrarily decide the laws of physics no longer apply to him and take flight whenever he damn well pleases. I WOULD like a fighter whose natural athleticism lets him gain a natural climb and swim speed that lasts all day, much like his fighting abilities (while, to be fair to casters, is not as quick or tricky as Spider Climb lets you be at level 3, but scales with Climb Ranks into something worthy of a high level character)
Fixed it for you.

Dreaming Warforged |
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LazarX wrote:kyrt-ryder wrote:LazarX wrote:kyrt-ryder wrote:Pathfinder Unchained! has several answers for this as well. Keep in mind that with out spell expenditure, Magi and everyone else doing melee are in the same boat.LazarX wrote:Unless he has to move more than 5 feet to reach the target.PIXIE DUST wrote:You know what depresses me? a High level Magus would get 3 attacks from BAB, an attack off haste (at max BAB), AND can do the cool Greater Bladed dash for another attack at max BAB (so that is 5 attacks with 3 at highest BAB) AND can attack every enemy between him and his primary enemy. I wish regular martials got that cool ability (Greater Bladed Dash is freaking Awesome)Keep in mind that that Magus is using a "max BAB" that's only 3/4 of the full martial, who coudl be getting even more attacks if he's a fully developed two weapon fighter. Not to mention having more attacks because of his higher BAB. A well trained high level fighter pretty much gets all the above as well. (who says Fighters can't be hasted?) A two weapon fighter who trains up the two weapon fighting tree can be getting a whole bushel of attacks, without expending a spell to do it.'Without spell expenditure.'
That's the mentality that GOT us this problem in the first place.
Not everyone sees the problem you do. For one thing, I've yet to see this so-called narrative power gap, especially in the 1-13th level range. Yes, wizards can cast teleport spells, but that's nothing more than a momentary gimmick, a general party aid which is the reason you tolerate their worthlessness in melee.
As for games above 13th level, you get into the realm of extreme table variance and campaign idiosyncracy that general observations lose even more value.
Now, see, I think you're valuing things kinda weirdly here.
Value in melee ain't hard to come by. Druids turn into melee monsters for free as a class feature whenever they...
A great account of the situation and what is at stake.
I'm still wondering where the solution lies, though, and whether a simple enough solution can be found.
I agree there is a gap between martials and casters, in particular full casters, with regard to narrative power. Partial casters seem to fill the space between them. IIRC, not so long ago, there was only the bard in that situation. Now we have a plethora of partial casters.
The game, as I understand it, was about cooperation. The four basic roles were meant to complement each other, but as the list of spells got longer, toe-stepping became an issue.
Narrative power or problem solving includes many things and should increase with level in depth, and broadness, but to an extent. That extent should be regulated by avoiding too much toe-stepping.
Now, with all those new spells, and archetypes and options and traits and feats and partial casting classes and hybrid classes, we're a long way from the four boxes with clear borders. Everything is fuzzy and everybody can do a little bit of everything, except for some classes.
Now, I first thought: "Let's increase the narrative power of martials!" Which to me would mean things like: gestalting some classes, thereby turning them into hybrid classes, opening skills unlocked for those classes and work through that (climb can get you a climb speed for example), or adding heroic paths (from the Midnight setting) to those classes.
Then I thought: "Do I want every class to do everything? Hell no! Best is to keep those casters in line!" This to me means removing a lot of spells that increase toe-stepping like knock, summon monster, etc. Another way is to remove the full casters from my games. Yet another way is to play E7 or something.
Now? I'm not so sure. I would guess that a bit of both might be what's required.

Dreaming Warforged |

@ Dreaming Warforged, I partially agree with you, but...
I would increase the ammount of spells in some schools/levels, switch some spells to different schools, then disallow Universalist, and enforce "Forbidden Schools" as, well, actually Forbidden.
Interesting possibilities. Those would fall in the 'reduce the gap by limiting casters' no? What do you mean by increasing the amount of spells in some schools? Can you give me an example?

Gars DarkLover |

Gars DarkLover wrote:Interesting possibilities. Those would fall in the 'reduce the gap by limiting casters' no? What do you mean by increasing the amount of spells in some schools? Can you give me an example?@ Dreaming Warforged, I partially agree with you, but...
I would increase the ammount of spells in some schools/levels, switch some spells to different schools, then disallow Universalist, and enforce "Forbidden Schools" as, well, actually Forbidden.
More Spells of X level in certain Schools, since certain schools have less Spells of certain Levels at times (universal aside) than others.

kyrt-ryder |
I pulled these out of my Houserule Google Doc
Abjuration: the magic of Wards and Sygils, spells to protect.
Creation: the magic of Making. Creation spells never create anything out of thin air, using either material from the casting location or calling forth material from the Elemental Planes for the production.
Divination: Perceiving things which could not otherwise be perceived. [Seeing that which could not be seen, Reading Minds, Foretelling the Future, Finding Stuff, etc etc etc]
Necromancy: The magic of Life and Death. Undead stuff, healing/restoration stuff, some cursing stuff, spirit manipulation type stuff. Positive and Negative Energy
Evocation: The magic of energy manipulation [excluding those energies governed by Necromancy] and control. Evocation Spells usually ignore Spell Resistance.
Enchantment: The magic of making people your b#$+# minion friend. Usually only works on creatures with a brain, but some of it can make even the mindless subservient to the caster [or at least convince you that you aren’t their enemy.]
Illusion: The magic of f@%!ing with people’s minds and how they perceive things. Also rainbow magic, because rainbows.
Space/Time: The magic of stuff that screws with Space and/or Time. Includes teleportation effects [including the calling of objects from elsewhere], Haste, Slow, Timestop, Planeshift, Banishment, Dimensional Anchor and similar crap.
Theurgy: using magic to summon other entities do your s!~+ for you. Includes Summoning and spells like Unseen Servant or Spectral Hand.
Polymorph: using magic to transform into something else [or partially transform according to aspects of something else.]
Transmutation: most other transmutation type magic.

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Why not for a lot of the combat feats change the wording on them and write in something like "A fighter qualifies for this feat at X level"
Where X is a few levels lower than other classes would get it? They focus solely on melee (and archery) for their in combat usefulness that they should qualify for feat sooner.
Fighters should be allowed to add bravery to their will saves all the time, it would better show how they have conditioned their minds to the horrors of combat.

shroudb |
spell focus should be more akin to spell specialization.
choose a single spell, allow you to change selection at certain levels
spells should have less scaling:
at level 1, a close range spell means within striking zone of a martial. at 10lvl it is 50ft away, meaning no "move and attack" to reach the caster. so close range, isn't really close any more.
caster level should have WAY more impact on a lot of spells. while blasts are limited in their damage by caster level, the utility spells... not so much. p.e. teleport: max x pounds/level, dimension door: 1 target/ 5 CL, etc, FORCING casters to pick up spell specialization for their favorite spells, instead of it just being there for the off chance one makes a blaster

Bandw2 |

kyrt-ryder wrote:LazarX wrote:kyrt-ryder wrote:Pathfinder Unchained! has several answers for this as well. Keep in mind that with out spell expenditure, Magi and everyone else doing melee are in the same boat.LazarX wrote:Unless he has to move more than 5 feet to reach the target.PIXIE DUST wrote:You know what depresses me? a High level Magus would get 3 attacks from BAB, an attack off haste (at max BAB), AND can do the cool Greater Bladed dash for another attack at max BAB (so that is 5 attacks with 3 at highest BAB) AND can attack every enemy between him and his primary enemy. I wish regular martials got that cool ability (Greater Bladed Dash is freaking Awesome)Keep in mind that that Magus is using a "max BAB" that's only 3/4 of the full martial, who coudl be getting even more attacks if he's a fully developed two weapon fighter. Not to mention having more attacks because of his higher BAB. A well trained high level fighter pretty much gets all the above as well. (who says Fighters can't be hasted?) A two weapon fighter who trains up the two weapon fighting tree can be getting a whole bushel of attacks, without expending a spell to do it.'Without spell expenditure.'
That's the mentality that GOT us this problem in the first place.
Not everyone sees the problem you do. For one thing, I've yet to see this so-called narrative power gap, especially in the 1-13th level range. Yes, wizards can cast teleport spells, but that's nothing more than a momentary gimmick, a general party aid which is the reason you tolerate their worthlessness in melee.
As for games above 13th level, you get into the realm of extreme table variance and campaign idiosyncracy that general observations lose even more value.
well as an example, i used fireball once to light a building on fire from a distance and at another point I think i had some animated bloody skeletons defend an area while we were elsewhere.

kyrt-ryder |
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In b4 LazarX [or someone of similar persuasion] chimes in saying that Fireball doesn't light things on fire...
...even though the spell explicitly says it does.
Granted it only lights 'combustibles' on fire, something as fire resistant as solid wood likely wouldn't ignite but curtains, carpets, rugs... all of that stuff would and given a few rounds without being dealt with would likely get the whole building going.

Scythia |

But Feats that work off Bravery aren't exactly what I was referring to here, although very close.The Bravery feats are nice, but my fighter needs better saves, AND has to maintain his offensive ability. The ability to follow someone through a teleport is so situational as to be rarely viable, and having someone slip on a pool of blood is like Dirty Trick or Improved Trip, but not as versatile, and gets less effective against non-humanoids, etc.
I'm talking about things like:
Iron Will: +2 to Will saves. If you have Bravery, +1 additional for each point of Bravery. Add your current Expertise penalty and your Defensive Fighting/Total Defense AC bonus, as bonuses to your Will saves, if they do not already apply.
Lightning Reflexes: +2 To reflex saves.
If you have Armor Training: This bonus improves by +1 per Armor Training level. Add...
This... is excellent! A fighter's class feature is feats, so... feat unlocks. I like this idea quite a bit. Combine with scaling feats and this would be a nice boost. I'd probably restrict the feat unlocks to feats taken as fighter bonus feats, which would require adding the save boosters and some other feats to the available bonus feats, but that's not difficult.

chaoseffect |

I'd probably restrict the feat unlocks to feats taken as fighter bonus feats, which would require adding the save boosters and some other feats to the available bonus feats, but that's not difficult.
I would disagree with you here. Compare to other classes that get variously named talents at every level opposite a feat. They have the option of trading out feats for more talents, talents that are normally worth more than most feats (i.e. you can have a Barbarian with nothing but Power Attack and Extra Rage Power and it is good because Rage Powers are awesome). Why not let the Fighter have the same option? I'm assuming that only a set list of feats would have unlocks anyway due to it being impractical to have unlocks for all billion feats that exist, so it's not like he's going to end up with 20 super amped feats that synergize well anyway.

Bandw2 |

Scythia wrote:I'd probably restrict the feat unlocks to feats taken as fighter bonus feats, which would require adding the save boosters and some other feats to the available bonus feats, but that's not difficult.I would disagree with you here. Compare to other classes that get variously named talents at every level opposite a feat. They have the option of trading out feats for more talents, talents that are normally worth more than most feats (i.e. you can have a Barbarian with nothing but Power Attack and Extra Rage Power and it is good because Rage Powers are awesome). Why not let the Fighter have the same option? I'm assuming that only a set list of feats would have unlocks anyway due to it being impractical to have unlocks for all billion feats that exist, so it's not like he's going to end up with 20 super amped feats that synergize well anyway.
it's so bad that in my badass talent system one of the talents is to gain a rage power...

Scythia |

Scythia wrote:I'd probably restrict the feat unlocks to feats taken as fighter bonus feats, which would require adding the save boosters and some other feats to the available bonus feats, but that's not difficult.I would disagree with you here. Compare to other classes that get variously named talents at every level opposite a feat. They have the option of trading out feats for more talents, talents that are normally worth more than most feats (i.e. you can have a Barbarian with nothing but Power Attack and Extra Rage Power and it is good because Rage Powers are awesome). Why not let the Fighter have the same option? I'm assuming that only a set list of feats would have unlocks anyway due to it being impractical to have unlocks for all billion feats that exist, so it's not like he's going to end up with 20 super amped feats that synergize well anyway.
The problem you present is it's own solution: feat "Bonus Fighter Feat", allows taking a feat from the (adjusted) fighter list that is in all ways (such as unlocks) treated as a fighter bonus feat.
The addition of the feat unlocks would make feats a better power for the fighter much as rage powers are better than regular feats for a barbarian.

chaoseffect |

The problem you present is it's own solution: feat "Bonus Fighter Feat", allows taking a feat from the (adjusted) fighter list that is in all ways (such as unlocks) treated as a fighter bonus feat.The addition of the feat unlocks would make feats a better power for the fighter much as rage powers are better than regular feats for a barbarian.
So I'm taking the feat Extra Feat to get a different feat? I would object to that on the grounds that it would just confuse the uninitiated. A change in terminology for the Fighter bonus feats class feature would be required for clarity.
My issue with your previous statement was that I took it you meant the theoretical "Bonus Fighter Feat" shouldn't be a thing.

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I don't think you and I are ever going to see eye to eye on this LazarX. I want Warriors to grow out of being footsoldiers and become Heroes.
Now that you've gotten to the point where you're seeing a disparity between Fighters and Wizards AT FIRST LEVEL, I can only assume that you've lost all perspective. (Oh my god, the wizard can cast two magic missile spells! Or a Sleep! I've got no purpose!)
You're right, we're not only not going to see eye to eye, we're practically on different continents in this issue.
Narrative power is something that's far more dependent on the player than the class. The player that keeps himself engaged with the world, interacting with the NPC's, the one who's making decisions.... THAT'S narrative power. Everything else is pretty much secondary to that.

kyrt-ryder |
I'm not the one who said there was a power disparity at first level.
I did say there was a versatility gap there. The Wizard can cast up to 5 spells from at least 7 spells in his spell book, and can craft scrolls to cover additional contingencies.
The thing about roleplay narrative power is that everyone has it. While it's awesome, if the party is overly dependent on it to get things done it feels like its not the characters accomplishing things, its their entourage.
Meanwhile the vancian spellcaster plays a card from his hand, sends it to the discard pile and goes on his merry way.
EDIT: just an additional note- I don't mind the versatility gap at the very lowest levels. Mages get a limited number of uses of awesome stuff every day, that's awesome.
There fairly quickly [between level 5 and 9 depending on the build and how its played] comes a time that that awesome stuff A: happens all the time and B: Completely and totally shows up those in the party without casting.

kyrt-ryder |
Amusing thought: What if fighters/barbarians/whatever could yell gibberish/warcry to try to mess up a spell with a verbal component being cast?
I'm... not really sure. I mean as a concept it seams fine, but would you be making this a standard part of the game so spellcasters are ALWAYS running into this problem, or is it locked behind yet another feat?
Does it use the Concentration mechanic?

chaoseffect |

Amusing thought: What if fighters/barbarians/whatever could yell gibberish/warcry to try to mess up a spell with a verbal component being cast?
I always thought Guttural Response should have been a Rage Power. If the Fighter got nice things too at some point I could see it for him as well.

PathlessBeth |
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LazarX, why are you even posting on this thread? The thread topic begins
If we were to "fix" the system so martials do "get nice things"...The entire thread is prefaced with an 'if' statement. You obviously don't meet the criteria of the 'if', since you are never going to try to
"fix" the system so martials do "get nice things"
You don't meet the condition that the entire thread is conditioned on, so the entire thread doesn't apply to you. At all. When the condition of an if clause is not met, the rest of the if clause is supposed to be skipped. Complaining against the entire point of the thread is not contributing to the discussion, it is a derail. And you've managed to make it a derail which is both insulting and hostile to others who are trying to contribute in a civil manner. If you want to argue about whether martials need 'fixing', there are other threads to do it in. Threads where arguments about whether or not a 'fix' is required would actually be on topic. Go to one of those threads, please, stop trying to derail this one.

Petty Alchemy RPG Superstar Season 9 Top 16 |

What if it was gated by uses per day? It's weird that this is an aversion for martials. Abilities must be at-will and thus balanced by being bad.
I'm fine with giving fighters resources like grit.
To be honest, I think it would be more fair it it was 1/encounter (or similar) so they can't just spam it to lock out a caster without losing any of their own actions, but that's not a Pathfinder paradigm.

kyrt-ryder |
What if it was gated by uses per day? It's weird that this is an aversion for martials. Abilities must be at-will and thus balanced by being bad.
That's not actually true. At-will abilities don't need to be bad. Keep in mind spellcasting is amazingly awesome in part because of the sheer breadth of abilities available.
The Vancian Caster builds his deck in the morning and gets to play cards from it freely, but they go to the discard pile until he re-prepares.
A non-caster could have abilities equally potent that don't get burned up, but where the caster has a whole deck, the Martial can play his cards from his hand but they're still in his hand.
I'm fine with giving fighters resources like grit.
To be honest, I think it would be more fair it it was 1/encounter (or similar) so they can't just spam it to lock out a caster without losing any of their own actions, but that's not a Pathfinder paradigm.
I don't have a problem with Grit, though I like the idea of a simple non-resource Fighter type class that can actually contribute to the party past level 9.
As for the limit per encounter? What if instead we pull the witch's hex limitation. It can only be used once per target per day.