Tiers?


Pathfinder First Edition General Discussion

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I see what the confusion on my comment was now I was confused but I got it now. I allow one to craft items under that skill with JUST that feat. (without the caster magic item creation feats)


That makes master craftman make more sense at least.


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Feat Treant wrote:


YES. SUBMIT TO MY WILL, MORTALS. LET THE FEAT TREANT ENVELOP YOUR SOUL. REPEAT AFTER ME:FEAT TREES ARE GOOD. FEAT TREES ARE LIFE. I MUST FEED FEAT TREES.

Is a well built Fighter a Feat Treant? Is a poorly built Fighter Feat Shrubbery?

Are you made out of Mythic Whirlwind attack? Cause that's a ****ing feat tree.


Mythic Whirlwind Attack wrote:
Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Mythic Combat Expertise, Mythic Dodge, Mythic Mobility, Mythic Spring Attack, Spring Attack, Whirlwind Attack, base attack bonus +4, 5th mythic tier.

I had too look it up...

literally almost all of your mythic feats.


All your feats are belong to him.


Wow that feat has to be crazy good for all the stuff you put into it!!!

Quote:
When you use Whirlwind Attack as a full-round action, you may make all your attacks from a full attack action against one foe, and one additional attack against every foe within reach. If you expend two uses of mythic power, you may make all your attacks from a full attack action against every foe within reach.

o-oh


Gosh, that "mythic feat", it's TERRIBLE!!! (holler)


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CWheezy wrote:

Wow that feat has to be crazy good for all the stuff you put into it!!!

Quote:
When you use Whirlwind Attack as a full-round action, you may make all your attacks from a full attack action against one foe, and one additional attack against every foe within reach. If you expend two uses of mythic power, you may make all your attacks from a full attack action against every foe within reach.
o-oh

It's okay cause the 4 feat's you need leading up to it are totally worth!

Quote:
Whenever you use Combat Expertise, you gain an additional +2 dodge bonus to your armor class. You can expend one use of mythic power to negate the penalties on melee attack rolls and combat maneuver checks caused by using Combat Expertise for 1 minute.
Quote:
Benefit: The bonus to AC from Dodge increases by 1. As an immediate action, you can expend one use of mythic power to grant yourself an additional +10 dodge bonus to AC against one attack.
Quote:
Benefit: Whenever you use Mobility, you gain a +6 dodge bonus to AC instead of the normal +4. In addition, once per round when an attack of opportunity provoked by your movement misses you, you may move 5 feet as a free action. This movement doesn't count against your total overall movement for the round, but it does provoke attacks of opportunity.
Quote:
Benefit: When you use Spring Attack, you don't need to move at least 10 feet before making the first attack. If you expend one use of mythic power when you start a Spring Attack, the movement you make during the Spring Attack doesn't provoke attacks of opportunity.

Ehh... maybe not

Mobility's almost ok although it would probably give the opponent another chance to swing as your movement is from a separate action, so you basically are giving your opponent a second shot to hit you.

Dodge's +1 AC isn't like bad... for a normal feat...

Mythic spring attack... no

Combat expertise... ew

-cries


CWheezy wrote:

Wow that feat has to be crazy good for all the stuff you put into it!!!

Quote:
When you use Whirlwind Attack as a full-round action, you may make all your attacks from a full attack action against one foe, and one additional attack against every foe within reach. If you expend two uses of mythic power, you may make all your attacks from a full attack action against every foe within reach.
o-oh

God the time it would take to calculate all that if you were facing 3 enemies! Or worse if you were dual-wielding weapons.

And you still can't more more than 5-feet.......lame


Path of War has ways for martials to get like 80 feet of reach. That feat becomes crazy good then.


Diffan wrote:
CWheezy wrote:

Wow that feat has to be crazy good for all the stuff you put into it!!!

Quote:
When you use Whirlwind Attack as a full-round action, you may make all your attacks from a full attack action against one foe, and one additional attack against every foe within reach. If you expend two uses of mythic power, you may make all your attacks from a full attack action against every foe within reach.
o-oh

God the time it would take to calculate all that if you were facing 3 enemies! Or worse if you were dual-wielding weapons.

And you still can't more more than 5-feet.......lame

Now, imagine if you were an enlarged character with Lunge dual wielding whips in a room full of enemies.


Saldiven wrote:
Diffan wrote:
CWheezy wrote:

Wow that feat has to be crazy good for all the stuff you put into it!!!

Quote:
When you use Whirlwind Attack as a full-round action, you may make all your attacks from a full attack action against one foe, and one additional attack against every foe within reach. If you expend two uses of mythic power, you may make all your attacks from a full attack action against every foe within reach.
o-oh

God the time it would take to calculate all that if you were facing 3 enemies! Or worse if you were dual-wielding weapons.

And you still can't more more than 5-feet.......lame

Now, imagine if you were an enlarged character with Lunge dual wielding whips in a room full of enemies.

Oh God, the feats required.


Athaleon wrote:
Saldiven wrote:
Diffan wrote:
CWheezy wrote:

Wow that feat has to be crazy good for all the stuff you put into it!!!

Quote:
When you use Whirlwind Attack as a full-round action, you may make all your attacks from a full attack action against one foe, and one additional attack against every foe within reach. If you expend two uses of mythic power, you may make all your attacks from a full attack action against every foe within reach.
o-oh

God the time it would take to calculate all that if you were facing 3 enemies! Or worse if you were dual-wielding weapons.

And you still can't more more than 5-feet.......lame

Now, imagine if you were an enlarged character with Lunge dual wielding whips in a room full of enemies.
Oh God, the feats required.

Probably take all 22 a 20th level Human Fighter would get....


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It's about 13 or so +5 mythic feats by my calculations:

Weapon Focus, Whip mastery, Improved Whip Mastery, Two weapon fighting, Imp TWF, G TWF, Double Slice, Lunge, Dodge, Mobility, Spring Attack, Whirlwind Attack, Combat Expertise +5 mythic feats

So for the price of ONLY 130% of base feat resources, you can be a fireball.


Firewarrior44 wrote:

It's about 13 or so +5 mythic feats by my calculations:

Weapon Focus, Whip mastery, Improved Whip Mastery, Two weapon fighting, Imp TWF, G TWF, Double Slice, Lunge, Dodge, Mobility, Spring Attack, Whirlwind Attack, Combat Expertise +5 mythic feats

Don't forget Exotic Weapon Proficiency: Whip.


Firewarrior44 wrote:

It's about 13 or so +5 mythic feats by my calculations:

Weapon Focus, Whip mastery, Improved Whip Mastery, Two weapon fighting, Imp TWF, G TWF, Double Slice, Lunge, Dodge, Mobility, Spring Attack, Whirlwind Attack, Combat Expertise +5 mythic feats

So for the price of ONLY 130% of base feat resources, you can be a fireball.

A selective fireball.

Hrm. With static modifiers, throw in a 14th Feat to get the Warpriest damage progression for the whip, and the iterative attacks, you'd actually be a pretty significant damage dealing selective fireball.


Assuming agile whips +5...

+5 (Weapon) , +18 (Dex, assuming you're maxing that stuff) , +6 (Weapon Training) , +9 (Weapon damage), +12 Piriah strike (+6 on offhand) = 50

So 50 damage in an aoe, a fireball on a failed save with no bells or whistles does 35. Seems pretty shit


Firewarrior44 wrote:

It's about 13 or so +5 mythic feats by my calculations:

Weapon Focus, Whip mastery, Improved Whip Mastery, Two weapon fighting, Imp TWF, G TWF, Double Slice, Lunge, Dodge, Mobility, Spring Attack, Whirlwind Attack, Combat Expertise +5 mythic feats

So for the price of ONLY 130% of base feat resources, you can be a fireball.

Fireball? That's no fireball. You have way more damage potential than a fireball, ignore energy resistances, deal special effects you may deal on attacks(such as negative levels with a Life drinker weapon), you can trip and do other combat manuvers to everyone in your reach (which can be as large as 80 ft), don't harm allies, ignore SR and other spell protections...

Don't get me wrong, CMD is a thing, but not in this case. That's a very solid feat.

Owner - Gator Games & Hobby

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@Klara

The fact that after 18 feats and the proper equipment you have something that is with 3rd party supplements still comparable to a basic fireball is exactly why people talk about C/MD even in combat where they're closer.


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Klara Meison wrote:
Don't get me wrong, CMD is a thing, but not in this case. That's a very solid feat.

It'd be a solid feat if it didn't have so many prerequisites. The opportunity cost is too damn high.

Edit:
It is, indirectly, a great demonstration of C/MD. The Fighter that spends all his Bonus Combat Feats on One Weird Trick is pretty much the definition of a One Trick Pony. Casters, on the other hand, try to minimize overlapping capabilities in their Spells Known/Prepared; incidentally that creates the thematic problem that the best casters are incoherent piles of good spells.


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And thus, the tiers are once more enforced, even completely by accident.

It is a thing of beauty to witness.


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Athaleon wrote:
Klara Meison wrote:
Don't get me wrong, CMD is a thing, but not in this case. That's a very solid feat.

It'd be a solid feat if it didn't have so many prerequisites. The opportunity cost is too damn high.

Edit:
It is, indirectly, a great demonstration of C/MD. The Fighter that spends all his Bonus Combat Feats on One Weird Trick is pretty much the definition of a One Trick Pony. Casters, on the other hand, try to minimize overlapping capabilities in their Spells Known/Prepared; incidentally that creates the thematic problem that the best casters are incoherent piles of good spells.

This is another reason I'm glad I switched to Spheres of Power. It's not just more thematic most of the time, it's also just...more sporting.


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(Context: Spheres of Power requires you to learn some things bit by bit. For example, to cast a Fireball, you have to learn how to throw offensive blasts, then how to attack with fire, then how to shape that fire into an explosive sphere. So, rather than players learning a series of powerful but totally unrelated abilities, they have to start with the basics and then learn the more advanced stuff as they go. It's also martial-friendly in terms of things like learning how to craft stuff. XD)


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I really need to sit down and learn Spheres of Power one of these days.


The basic rules fit on, like, two pages. XD It won't take you very long.

Caster Level is now BAB for magic. Characters have a limited number of Magic Talents - spells known - that they can invest into the twenty different spheres. They can focus all of their power into one or two spheres, or spread out and be a generalist. Weaker powers can be used all day, but stronger effects require you to spend energy from your resource pool. It's very good for creating thematic yet balanced casters.


Klara Meison wrote:
Firewarrior44 wrote:

It's about 13 or so +5 mythic feats by my calculations:

Weapon Focus, Whip mastery, Improved Whip Mastery, Two weapon fighting, Imp TWF, G TWF, Double Slice, Lunge, Dodge, Mobility, Spring Attack, Whirlwind Attack, Combat Expertise +5 mythic feats

So for the price of ONLY 130% of base feat resources, you can be a fireball.

Fireball? That's no fireball. You have way more damage potential than a fireball, ignore energy resistances, deal special effects you may deal on attacks(such as negative levels with a Life drinker weapon), you can trip and do other combat manuvers to everyone in your reach (which can be as large as 80 ft), don't harm allies, ignore SR and other spell protections...

Don't get me wrong, CMD is a thing, but not in this case. That's a very solid feat.

Thing is for far fewer feats you can achieve most of those things.

Bypassing SR / Resistance can be done with mythic or meta magic

Daze everything for 3 rounds

Do a crap-ton of damage with 2 fireballs (yay quicken)

Enlarge it for an 80 foot bust that you can place wherever you please.

It has the potential to be super powerful i agree, but it's circumstantial and it costs a massive number of your resources to do something that can be done for a lot cheaper by other classes.

Also Champions Sweeping strike does basically the same thing (albeit less damage potential) for a lot less cost.


Klara Meison wrote:
Path of War has ways for martials to get like 80 feet of reach. That feat becomes crazy good then.

Oh? I have not seen that one yet. could you fill me in?


It's obtainable with polymorphs in pathifnder and whatnot (need a caster):

30' Natural Reach (Colossal tall, Polymorph Any object, form of dragon. This is sorta sketchy)

30' Reach Weapon (only natural reach is doubled)

5' Holy Reach

5' Holy Reach is doubled by Reach weapon

20' Combat Patrol

5' Longarm Bracers

5' Pliant Gloves

Long-arm (Spell) +5 Feet

= 100 Feet

Though combat patrol doesn't work for this intention so drop it and you get 80 foot reach.

And I believe improved whip mastery get's rid of the 'dead zone' associated with reach weapons


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I saw the same avatar and thought you were talking to yourself. :D


Buri Reborn wrote:
I saw the same avatar and thought you were talking to yourself. :D

Only sometimes :P


Can you get combat patrol and mythic whirlwind attack? I dont think you have enough feats


CWheezy wrote:
Can you get combat patrol and mythic whirlwind attack? I dont think you have enough feats

They share the Dodge and Mobility prereqs so it costs "only" 7 regular/combat feats and all 5 Mythic feats. Throw more feats on the fire if you want to do this with two weapons, and burn yet more feats if you want to do this with whips.

Though as Firewarrior44 pointed out, Combat Patrol doesn't work with Whirlwind Attack because each uses its own Full Round Action.


ah ok, great


Air0r wrote:
Klara Meison wrote:
Path of War has ways for martials to get like 80 feet of reach. That feat becomes crazy good then.
Oh? I have not seen that one yet. could you fill me in?

Apparently I was wrong. It does have that, but it is only applicable for attacks of opportunity. Best I could come up with for regular attacks is +15ft of free reach by the use of a Warder class, a feat, and some boosts and stances. Still, that already makes you a bigger AoE than a fireball, and it gets even better with things like Enlarge Person and other buffs.


Firewarrior44 wrote:

It's obtainable with polymorphs in pathifnder and whatnot (need a caster):

30' Natural Reach (Colossal tall, Polymorph Any object, form of dragon. This is sorta sketchy)

30' Reach Weapon (only natural reach is doubled)

5' Holy Reach

5' Holy Reach is doubled by Reach weapon

20' Combat Patrol

5' Longarm Bracers

5' Pliant Gloves

Long-arm (Spell) +5 Feet

= 100 Feet

Though combat patrol doesn't work for this intention so drop it and you get 80 foot reach.

And I believe improved whip mastery get's rid of the 'dead zone' associated with reach weapons

well, that is both impressive and insane. I'd likely veto that HARD if a player brought that combo to my table OR let the players know that anything the players use, I can (and generally DO) use.

Klara Meison wrote:
Air0r wrote:
Klara Meison wrote:
Path of War has ways for martials to get like 80 feet of reach. That feat becomes crazy good then.
Oh? I have not seen that one yet. could you fill me in?
Apparently I was wrong. It does have that, but it is only applicable for attacks of opportunity. Best I could come up with for regular attacks is +15ft of free reach by the use of a Warder class, a feat, and some boosts and stances. Still, that already makes you a bigger AoE than a fireball, and it gets even better with things like Enlarge Person and other buffs.

You mean like the stuff Firewarrior44 posted?


That lists seems weighed way too heavily at high levels for a game mostly played at low levels. A wizard is tier 1 and fighter is tier 6, but at first level that is liked flipped. A fighter is far more versatile and way powerful than a wizard that can only cast two spells a day. Even at mid levels fighters hold their own against wizards. Wizards are better at area damage and utility, but in a straight up fight, the fighter usually wins. Also at those levels most wizards rely on fighters, and would get torn apart without meat shields in front of them, mean while a fighter doesn't need a wizard to support them.

Now at high levels wizards can do all sort of crazy things. Though a person may play 100 games at first level and never a single one at 20th.

Also the advice that everyone should play similar tiers seems like horrible advise, since you would end up with an all spell caster party and likely get slaughter. A mix of spell caster and martial characters make a much better party. Otherwise the first time you fight something with high spell resistance, or and anti magic field the party will be wiped.


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FYI, the levels that the Tier list focuses on the most are levels 5-10. Very high levels are the part of the game that the Tier list cares the least about. What a Wizard can do at level 20 is virtually irrelevant to their tier ranking. What matters far, far more is what they can do at level 7.


The tier list is for all levels.

An all spellcaster party would be extremely powerful. Do you argue that druids, summoners are weak at level 1?

Also imo a wizard is significantly more powerful than a fighter at level 1. If you want to to prove you are right, we can make a new thread and I can show you the difference.


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Quote:

An all spellcaster party would be extremely powerful. Do you argue that druids, summoners are weak at level 1?

Also imo a wizard is significantly more powerful than a fighter at level 1. If you want to to prove you are right, we can make a new thread and I can show you the difference.

Not in a regular play, no. I've been running games for many different groups (I'm quite well reputed in my area) and although wizards can be extreamly potent even at low levels, it's the martial classes that take the most kills. Reason? Wizards have access to only a few spells at first level and they usually take up the role of battlefield control (they soften up enemies, they put them to sleep and use all soft of nasty tricks, so that fighters and other melee classes can quickly finish their enemies).

Without protection of their meatshields, they are nothing in games that demand skill and tactical thinking. For example, they can't clear dungeons in SWAT-style, because after 4-5 spells they run out of usability and if they don't clear dungeons in SWAT-style, then they will get overruned quickly, because monsters (especially intelligent humanoids) are not waiting patiently in their rooms for their guests to come and slaughter them.

TPKs are common in my games, because new people come to me with their AP experience where every encounter is well-balanced, enemies are stupid and everything feels like in video game, where the storyline is tailored around the PCs. While my games are set in living, breathing worlds, filled with creatures that have their own desires and needs, other than being slaughtered by the adventuring party. So, visiting a cave that is a home of the orc tribe means that unless you are quiet and cautious, you will have very soon the entire tribe of orcs (minus the females, elderly and kids) going after you. Yet the same players still come to me, because of the difficulty, authenticity and freedom of my games.

BTW. Wizards are very important and powerful (I don't doubt that), but the entire group of them would be a suicide in old-school sandbox games (well, at least at first levels).


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Sure, im not arguing a front line is not important. A druid and cleric are pretty strong front liners imo.

I think you underestimate a party of wizards though.


TBH I always wanted to have entire party of wizards, but then this art comes to my mind: http://i.imgur.com/lxIXOI6.jpg

Maybe it could work, but I bet it would require different approach.

Quote:
A druid and cleric are pretty strong front liners imo.

Melee shaman is pretty good too and so is summoner's eidolon (although it is a bit of glass cannon). Once they get through first few levels they don't really have to worry about front liners, but I still believe that there always is and should be place for a pure melee class.


I've definitely tread this ground before, but why not, here it is again.

A 1st level wizard could possibly target HP directly, AC, touch AC, CMD, ability scores, Reflex, Fort, and Will. A 1st level fighter can get maybe three of those. More likely two. Yes, a specific individual wizard wouldn't have all of those spells, but that's not the point. The point is that anyone making a wizard could chose any of those options. They're tools available to the wizard. The wizard can also change their spells daily (since they know more than they can prepare, usually). Fighters get to change their class feature out... once every four levels. Wooo!

Oh good, another fallacy I missed.

"Martials can go all day/Wizards are useless when they run out of spells": This one is always wizards, as you'll soon see why. Martials do have resources. Well, a resource. It's called HP. If they lose all of it, they're useless. They also don't have any way to replenish it besides sleeping, the same way a wizard gets their spells back. Well, any way to do it with their class features. Their usual way is to demand the cleric spend one of their just as limited as the wizard spells to keep the fighter topped off and fighting. The cleric also can't use those spells for anything but healing, or they'll run out even faster. But rather than acknowledge this, they assign this great feat of endurance to the fighter, and their ability to take damage and leech spells from the cleric. Martials can only last as long as someone can heal them. By the time the Wizard is out of spells, the healer is even more so.


Quote:
A 1st level wizard could possibly target HP directly, AC, touch AC, CMD, ability scores, Reflex, Fort, and Will.

So many options, but in most cases you will do 1d6 damage, unless, of course, you deliever coup de grace after putting to sleep a group of foes (if that works). Your average two-handed weapon fighter will deal pretty solid 1d12+7 or so each round, if he hits. At first level wizard can be killed with one unlucky hit (an arrow), this is not so common with fighters. You can easily start with around 20 or so AC and be almost immune to most melee foes of your level.

And... I also don't talk about group of fighters vs group of wizards, but rather try to abolish this absurd theory that at first levels group of casters would be more efficent than a group that is made of martial classes and casters. This way everyone can specialize in their area of expertise and there is no need for druid/cleric front liners. This is what people often forget about.


How does a fighter deal with a diminutive swarm? If you think that's unfair, you might want to read book 1 of Shattered Star.


He has his wizard-friend for that kind of job (unless, he or she is out of spells, but there are still other ways that don't require spells) and I advise you to read my posts.

I'm not talking about superiority of one class over the other:

Quote:
I also don't talk about group of fighters vs group of wizards, but rather try to abolish this absurd theory that at first levels group of casters would be more efficent than a group that is made of martial classes and casters. This way everyone can specialize in their area of expertise and there is no need for druid/cleric front liners. This is what people often forget about.


How does my question imply I didn't read your post?

Also, when talking about tiers, you don't bring in your "other class friend." If you can't do it yourself then you fail that challenge.


I remember a hilarious experience of a fellow party member, playing a level 1 Gripple cleric with 20 ac, that was surrounded by three wolves and knocked prone (We failed perception checks and initiative rolls). The part 2HF (Archetype) cleaved two in half, and finished the last one the next round. I was a witch and had a wolf right next me. I put it to sleep and kindly waited for the Fighter to "put it to sleep."

A good campaign has s*** constantly hitting the fan (The same campaign had plenty of encounters exhausting outer resources) from level one. Challenging everyone as a party.

Honestly, I feel this discussion is moot now (Or rather always was, If I step back and look at the first 10 posts carefully). Most everyone believes balance is perfectly achieved in tiers 3/4(ish) (All 6th level caster and below. More zaney martials like Barbarians, current fighter) with tier 2 being okay as that just sounds like a well planned Oracle or Sorceress to me.

What were objectively the worst classes (Monk, Rogue and Fighter) in the game are capable of being "tier 3" if what Bob Bob Bob posted is the general criteria. At this point it's comparing everything to a Wizard. Which... why? A Wizard can be God. Though most "Gods" fear nothing more than an orc with a Falchion at level 1 hahah.


Frosty Ace wrote:
Though most "Gods" fear nothing more than an orc with a Falchion at level 1 hahah.

What can a level 1 wizard do about that orc? Hmm.

charm
color spray
sleep
vanish

One of those followed up with lose the trail.

Sovereign Court

Buri Reborn wrote:
How does a fighter deal with a diminutive swarm? If you think that's unfair, you might want to read book 1 of Shattered Star.

Butterfly net and a torch. Every martial should have a butterfly net. Best 5gp you can spend.


Charon's Little Helper wrote:
Butterfly net and a torch. Every martial should have a butterfly net.

This is why tiers ignores gear, feats, and other decisions. The class itself doesn't lend you any favors for this scenario which is the whole point to tiers.

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