| Kimera757 |
I'm playing a brawler, who recently reached 8th-level. Up until around 6th-level I was the only martial PC and was quite weak at the role. I had low AC until we finished book 2 (it's not 27, which is probably above average for my level and is the highest AC in the party) and my flurry of blows was really a flurry of misses. Also, I have Con 12. So I wasn't really any good at holding the line.
At 8th level I gained Brawler's Flurry (Improved Two-Weapon Fighting) and Pummeling Flurry as a feat. The former lets me act as if I have Improved Two-Weapon Fighting, but brawler unarmed attacks deal more damage than the typical short sword dual-wielded (and I don't have to split feats the way a short sword/long sword wielder would have to) and Pummeling Flurry lets me charge and make a full-round attack at the end of the charge! My damage output increased dramatically. We are (probably) over-itemed for our level (which benefits martial PCs far more than spellcasters), as the second book in Second Darkness seems to be fairly monty haul.
Strength 24 (base 18 including human bonus, +2 bonus from levels, and a +4 Strength boosting item). Weapon Focus (unarmed attack) and Weapon Specialization (unarmed attack). +3 amulet of mighty fists (a typical 8th-level PC probably only has a +2 weapon).
So my attack bonus is +19 (+8 BAB, +7 Strength, +3 amulet, +1 Weapon Focus) and my damage is 1d10 + 12 (base 1d10, +7 Strength, +2 Weapon Spec, +3 amulet). Usually I'm flurrying so the attack bonus is +17/+17/+12/+12 but Pummeling Flurry lets me charge and flurry, which not only let me make a full-round attack nearly every round, but also gives me the charging +2 bonus when I do so.
Given the weakness of the two lower iterative attacks I expected to be good but not great. Nope. I'm routinely dealing 48 base damage before touching the dice, and I'm throwing enough attack rolls that 20s get seen fairly often. (Of course, at least twice I've managed to miss all four attacks.)
At this point I'm hardly ever using Martial Flexibility. My previous go-to flexible feat was Dragon Style, since it let me charge through people and ignore difficult terrain, plus gave a small bonus to the damage of the single attack I'd be relegated to making. (Also, you cannot use two styles at the same time, so I can't do a charging flurry through difficult terrain at full speed.) I don't switch to Power Attack as I can't figure out when is the best time to use it. Up to +20 damage is nice, but not if I'm converting most of my hits into misses.
We have another martial PC, a cavalier/hellknight. I think he's only 7th-level, since the GM does not give experience if you weren't there. He rides a griffon, and the last session he attended he was finally able to get it to fly (but at half speed when carrying him). He said he needed to be 7th-level for that, but I don't think he meant 7th-level in a particular class, but rather spent a feat. He deals +10 damage without Power Attack, has Spirited Charge and a lance. He can easily deal +30 damage, as a result, and while that's less than +48, that's one attack roll at his highest attack bonus. I'm not sure how he deals so much damage but it has been checked. He has Strength 18. I think he's including his Smite Chaos (?) abilities. Certainly I've seen paladins dish out the hurt this way.
Our other PCs are an alchemist, wizard, and cleric. The wizard specializes in evocation rather than save or suffer, and can dish out a lot of hurt, but only really three times per day or so. I haven't been able to play a 3e/PF wizard in a long time, and every time I did it was always a save-or-suffer "invincible" wizard (using lots of Mirror Image spells), so I'm not familiar with good direct damage spells beyond 3rd-level spells. The Complete Arcane set of orb spells is, of course, out of bounds. Burning Hands and Flaming Sphere are weak, and I don't know what good 4th-level direct damage evocations are available. He's an elf, and given his high Dexterity should probably be using Scorching Ray more often. The main problem is he would still be competing with crazy martial damage dealers.
The cleric is a really odd build, having incredible defenses but is quite weak on the offense. He has Strength 12 or 13 and clerics that don't buff and bash just don't seem to have great offensive options. He did learn about that mass blinding spell though, and has Divine Fervor... that's probably not the name, but it gives the equivalent of Haste and other bonuses, such as getting up immediately, or +2 to hit and AC, which PCs can choose from round to one and, needless to say, is crazily good for my brawler. I find myself wondering if I should pick +2 to hit and AC (that's +2 to all attacks) or add an extra attack without the +1 bonus to hit and AC that Haste would grant.
So I'm not quite sure what we should be doing to equalize the PCs here. I feel like I can kill anything in two rounds. (Unless it's a higher-level ghost that can cast Confusion.) I'm simply not used to martials being the most powerful at this level. To be fair, Pummeling Flurry was never a 3.5e feat, and that's exactly the kind of feat that I thought 3e desperately needed.
Grandlounge
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First, no one in your group seems overly optimized. The martial characters are all good as what they do, and that is as it should be.
Example:
Barbarian level 8.
Attack = +16 (8 BAB + 5 str + 1 str item + 3 weapon (+1 furious) + 2 rage - 3 power attack) likely much higher with other weapons.
Damage = 27 (12 Str + 12 power attack +3 time) + weapon damage dice
You have two attacks, the second being at a -5. As you can see, you guys are in a pretty standard range.
This means there is a caster issue. First, when you play a caster, you have to change how you think about success. If you cast Blessing of Fervor, the cleric's damage that round is every extra attack that was taken, which is often much more than had they attacked.
This thinking can be extended. Let's use haste. First, there are the extra attacks then, + 5% of all of the damage of every regular attack + the 5% of the damage that was saved from the AC boost + any extra attacks that were generated by not having to use extra movement to get to an enemy + all the AOOs that were avoided by having extra movement.
Casters' successes are often much less tangible and are usually awarded to the martial character. If you need haste to one round an enemy, the martial and the wizard killed it.
Wizard damage will not compete with martial damage unless you get a lot of people standing close together, which does not happen that often. This should not be their goal. I would recommend the wizard pick up dazing or authoritative spell so they can do damage and control the battlefield. Persistent also is a massive boost to damage as failing the save means more cost. Maximized and empowered are the obvious other options. Meta magic rods will help too.
For all casters, crowd control and save or suck are going to have a lot more punch. Dim Door to use as team pounce is huge; fly can be a lifesaver, even something like protection from evil is fantastic.
Martial are often hammers casters are every other tool. It can be a game issue if every enemy is a nail, though.
| ErichAD |
At 8th level, I'd expect a wizard to be casting haste, fly, invisibility, greater invisibility, wall of ice, shape stone, create pit spells, glitterdust, that sort of thing. If your wizard is casting haste and fly on the party, and you also want him doing the damage, then I think you're asking too much.
You could be playing a game where terrain never matters, monsters never fly, and you can always hit monsters with melee weapons, and in that case the wizard has much less to do and could probably get by with summoning spells while staying invisible. Though in a game that simple, he'd be better off playing a kineticist and blasting things like an elemental martial class.
Magda Luckbender
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Those casters seemingly don't know how to pull their weight. For example,a reach cleric built for melee combat would output damage comparable to your brawler during the GM's turn and still cast a spell on their own turn. Oddly, this approach leads to greater defensive power than does hiding in the back behind a shield.
The Wizard's main job is Battlefield Control. If the Wizard consistently gives your side tactical advantage then your wizard is on task, even if the Wizard never directly inflicts a single hp of damage. The Wizard mostly gets damage by assisting other PCs get damage. Grandlounge said that nicely above. Wizard should only get a damage nova when several foes stand close together.
That all said, it sounds like neither the Wizard nor the Cleric are using Summon Monster spells. Those don't inflict a lot of damage until one gets to multiple enhanced pouncing dire tigers (at ~ 300 DPR), but Summoned Monsters can soak up damage so you (the Brawler) don't have to. If the Wizard and Cleric players were playing to potential your melee PCs would not feel overpowered.
| Slim Jim |
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The Wizard's main job is Battlefield Control.
Good ol' Grease with a hefty DC will put most low-to-mediocre level opponents on their keister, and subject them to repeated saves even if they make the first one. Once down, they're -4 to hit you and you're +4 to hit them.
I front-socketed it every time I play a starter wizard, and have never regretted it.
"Ooh, baby! A fight in a doorway!" <rubbing hands>
| Joey Cote |
The only problem I ever had with spell casters in Pathfinder is I thought the DC of spells were low. Making the DC 1/2 the casting class round up would have enormously helped keep lower level spells relevant. But I always felt like the DC for spells should have been 1/2 the caster class level round up +10 as the base, like it is for most class based abilities.
| Derklord |
a reach cleric built for melee combat would output damage comparable to your brawler during the GM's turn and still cast a spell on their own turn.
Not even close. The OP's brawler deals an average of 78.1 DPR on a pounce against an average CR 8 monster (with BoF, 60.6 without). How exactly does a cleric with 12 or 13 strength compete with that via AoOs?
Making the DC 1/2 the casting class round up would have enormously helped keep lower level spells relevant. But I always felt like the DC for spells should have been 1/2 the caster class level round up +10 as the base, like it is for most class based abilities.
Low level spells aren't supposed to stay relevant. Other class features have a scaling DC because you only have one or two of them, while a caster has dozens. Limited spells is the only saving grace martial classes have at all.
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Yes, Wizard needs some work to be good at single target damage. If the Wizard's player isn't content with being the best at overcoming 90% of all challenges and desperately wants to be the best at the other 10% as well, they should figure out how to do that (because it is possible). Sure, if you're too lazy to look past the CRB for spells...
If the Cleric player isn't content with playing a support-style character, a) why did he chose Cleric?, and b) he has the option to use touch spells. It's not like Cleric couldn't change their entire spells literally overnight. With a defensive build, getting close to the enemy shouldn't be too dangerous.
Brawler and Cavalier are pretty bad classes, because they can do very little else apart from dealing damage. That they're at least pretty good at that is not an imbalance, but the exact opposite - if they weren't there would be no reason to have martials in a party at all. And yes, both are using most of the respective class's potential, unlike the casters. That's still true because of hybrid classes like Summoner, but that's beside the point.
Wizards and Clerics can decide encounters with a single spell, and can overcome almost any non-combat challenge that has the martials neigh helpless. If that's not enough power for the players of those classes, the problem lies with them alone.
Also, I want to back something Grandlounge said, about the source of success. If the Cleric casts Blessing of Fervor, and your Brawler lands an extra attack, that damage does not come form the Brawler, but from the Cleric. If you would note down damage dealt, it would be put in the Cleric's column. Likewise, every point of damage dealt by a Brawler to an otherwise inaccessible enemy while under the effects of the Wizard's Fly, is damage coming from the Wizard.
I once calculated the impact of a Summoner's Haste on the overall effectiveness of my then party, and the result was that with a single standard action, the Summoner increases the total damage done by the party by as much as one of the damage dealers. Basically, that single standard action was bringing another character on the field. Even if the Summoner did literally nothing else in a combat, the character still had a huge impact on the combat!
Your party isn't as well suited towards Haste/BoF, so the impact won't be as big, but the basic concept is still true.
Lastly, an important thing to understand is that in Pathfinder, everything is a means to an end. It's always the end that counts, never the means. In almost every combat, the goal is to incapitate the enemy without suffering to much. Killing enemies quickly, using debuffs, and using battlefield controll options are all means to the same end, as are boosting defenses and/or infight healing. In the end, it just doesn't matter whether the enemy is incapitated because it's sleeping, heaviliy debuffed, attacking a near-immune character, having their damage healed back again afterwards, or dead. As long as a chatracter is efficiently working toward the goal, the character is well contributing, no matter the method used.
| Meirril |
Honestly, the brawler sounds slightly over geared, but not horribly so. I'd be worried about getting a better resistance cloak. Overall the party sounds like its on par for the level.
Casters only start to taste power around this level. Before 5th level, casters need to act like a melee to feel like they are contributing. Around 9th level they should feel even to a melee. Somewhere between 12th-15th level casters start feeling more powerful than melee classes. Mainly due to the availability of good save or die spells.
A well functioning party looks to be able to overcome any situation the GM throws at them. If everybody focuses on doing damage, then when the GM throws a curve ball and you need something other than DPS your party will be in trouble. Spell Casters have the most potential versatility in the game. And if they just focus on damage dealing spells then you'll all regret that when an improved invisible enemy attacks. Spell casters shouldn't worry about 'keeping up' with DPS. They just need to contribute enough that the rest of the party is glad they are there when they do act.
| Slim Jim |
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Strength is the highest attribute with a reach-cleric, and advanced relentlessly. (Wisdom is typically just a 14 or 15 in point-buy, and raised via headband alone.)Magda Luckbender wrote:a reach cleric built for melee combat would output damage comparable to your brawler during the GM's turn and still cast a spell on their own turn.Not even close. The OP's brawler deals an average of 78.1 DPR on a pounce against an average CR 8 monster (with BoF, 60.6 without). How exactly does a cleric with 12 or 13 strength compete with that via AoOs?
...it sounds like neither the Wizard nor the Cleric are using Summon Monster spells. Those don't inflict a lot of damage until one gets to multiple enhanced pouncing dire tigers (at ~ 300 DPR), but Summoned Monsters can soak up damage so you (the Brawler) don't have to.
.Suffice also to say that there's no need to heal your wounded monsters after the fight -- which is something you can appreciate not only as a divine caster, but also as one who is tasked with babysitting a Con 12 teammate who frequently finds himself in 5' adjacency to annoyed opponents who aren't dead yet on their turn.
| Derklord |
Strength is the highest attribute with a reach-cleric, and advanced relentlessly.
I kinda missed the "built for melee combat", and was referring to the actual Cleric as-is. I think the point is still generally true, the AoOs won't come enar the output of a well build Brawler. Everything else is exactly what we're workign on here.
| Kimera757 |
I guess I was just confused as, in ealier games, I often played casters and by this level would be very powerful.
By contrast, 3rd Edition did not have great feats like Pummeling Flurry, so they couldn't get a full-round attack practically every round. (In fact, my seemingly overpowered brawler didn't seem so powerful until this level, precisely because of that feat.) Monster hit points and AC did not improve between 3.5 and Pathfinder.
The wizard and cleric player haven't said they are unsatisfied. However I'm kind of feeling sorry for the GM, since everything seems to die (to my brawler) in at most two rounds, unless he gets taken out. (Except for the troglodyte ranger 8 with Favored Enemy (Humans) and a keen greataxe, who really should have kicked my butt.)
The brawler does not have a Cloak of Resistance. He is wearing noqual armor, which is basically mithral, but also gives him a +2 resistance to saving throws against magic only. So drow poison knocks him down sometimes. (He can use Martial Flexibility to take Deflect Arrows.) Of course that's the equivalent of a +2 cloak at best, and will not improve.
| Slim Jim |
Slim Jim wrote:Strength is the highest attribute with a reach-cleric, and advanced relentlessly.I kinda missed the "built for melee combat", and was referring to the actual Cleric as-is. I think the point is still generally true, the AoOs won't come enar the output of a well build Brawler. Everything else is exactly what we're workign on here.
Quickened Divine Favor (swift action), chug enlarge potion via Accelerated Drinker (move action) for massive threatened zone with Fortuitous polearm, Summon pack of fluffy pounce kitties or angelic hordes (standard action). ....I dunno, man; that's a lot of firepower.
| Derklord |
Don't get me wrong, I'm not denying the power of a Cleric, reach or otherwise, but the damage from the AoOs won't be on par with that of a pouncing or otherwise full attacking Brawler.
Let's say you're a shelynite Cleric with the same strength and weapon investment as the OP's Brawler (24 Str, +4 weapon). You drink the potion, and cast Blessing of Fervor (no Quickened Divine Favor because you don't have 5th level spell slots yet). With Power Attack, that's an average of 22.7 damage per attack, which means you'd need three AoOs to "come near the output" of the pouncing Brawler, which is what I was talking about. If the fight lasts a few rounds and you can full attack on subsequent turns, you catch up, but AoOs alone won't do the trick.
| Meirril |
Derklord wrote:Quickened Divine Favor (swift action), chug enlarge potion via Accelerated Drinker (move action) for massive threatened zone with Fortuitous polearm, Summon pack of fluffy pounce kitties or angelic hordes (standard action). ....I dunno, man; that's a lot of firepower.Slim Jim wrote:Strength is the highest attribute with a reach-cleric, and advanced relentlessly.I kinda missed the "built for melee combat", and was referring to the actual Cleric as-is. I think the point is still generally true, the AoOs won't come enar the output of a well build Brawler. Everything else is exactly what we're workign on here.
So how does a cleric summon as a standard action?
| Ryan Freire |
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Slim Jim wrote:So how does a cleric summon as a standard action?Derklord wrote:Quickened Divine Favor (swift action), chug enlarge potion via Accelerated Drinker (move action) for massive threatened zone with Fortuitous polearm, Summon pack of fluffy pounce kitties or angelic hordes (standard action). ....I dunno, man; that's a lot of firepower.Slim Jim wrote:Strength is the highest attribute with a reach-cleric, and advanced relentlessly.I kinda missed the "built for melee combat", and was referring to the actual Cleric as-is. I think the point is still generally true, the AoOs won't come enar the output of a well build Brawler. Everything else is exactly what we're workign on here.
There's a feat for it, as long as the creatures match your aura. sacred summons
| ErichAD |
I am a bit curious about the gear here. The character has 40k just with the +3 handwraps and light noqual armor, that's 7k shy of double what a character aught to have assuming they have nothing else. If there's even a +1 on that armor, that's another 6k, though they'd be better off with that +1 on a shield regardless.
This doesn't change the balance discussion, as the character hasn't chosen a super optimized path regardless, but I would entertain the possibility that the DM favors the player causing them to stand out.
| Kimera757 |
I am a bit curious about the gear here. The character has 40k just with the +3 handwraps and light noqual armor, that's 7k shy of double what a character aught to have assuming they have nothing else. If there's even a +1 on that armor, that's another 6k, though they'd be better off with that +1 on a shield regardless.
This doesn't change the balance discussion, as the character hasn't chosen a super optimized path regardless, but I would entertain the possibility that the DM favors the player causing them to stand out.
It's not DM favor. I got my equal share of the treasure. Except for the hellknight, because he joined afterward! (As in, after the book 2 treasure haul.)
Items simply do more for martials than casters, so high item campaigns favor martials over casters. The wizard is also really good at crafting, so lots of stuff (beyond the armor, because he doesn't have the feat) was made at half price. The first significant item made, though, was the Blessed Book, which the PCs all contributed to... but generally, his items simply won't be as useful as mine.
We haven't finished book 3, but our "accountant" said we have 400,000 gp worth of stuff beyond what we're wearing and wielding (we have to live long enough to sell it). Mind you, we found three powerful items, such as a lyre of building, and I'm not sure if our allies will let us keep that, so that 400,000 gp figure may be wishful thinking.
Magda Luckbender
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Don't get me wrong, I'm not denying the power of a Cleric, reach or otherwise, but the damage from the AoOs won't be on par with that of a pouncing or otherwise full attacking Brawler.
Let's say you're a shelynite Cleric with the same strength and weapon investment as the OP's Brawler (24 Str, +4 weapon). You drink the potion, and cast Blessing of Fervor (no Quickened Divine Favor because you don't have 5th level spell slots yet). With Power Attack, that's an average of 22.7 damage per attack, which means you'd need three AoOs to "come near the output" of the pouncing Brawler, which is what I was talking about. If the fight lasts a few rounds and you can full attack on subsequent turns, you catch up, but AoOs alone won't do the trick.
My reach-cleric players at 8th level would often get two (Large 20' reach) AoOs at full-BaB and a third Fortuitous attack at -5. Each attack would typically hit for about ~25 hp, less (~20) if caught totally unprepared and more (~30) if fully buffed. So on the order of ~50 hp damage on the GM's turn plus whatever spell they cast on their own turn. It probably adds up to a bit less damage than a comparable brawler performing a Full Attack on their own turn. Medium size that would only be average one AoO plus another Fortuitous Attack at -5. Large size drastically increases average AoO count. Spell casting is the main thing, AoO damage is 'on the side'.
| Meirril |
Items simply do more for martials than casters, so high item campaigns favor martials over casters.
This is once again a matter of scale. At the low end, a little more gold is a lot more noticeable for martial types. But when you start pulling in 30k at a time, a martial runs out of things they can improve cheaply. Casters can either save up and buy big items that make a huge difference or buy a bunch of cheap items that also make a difference.
Around 8th level a caster should be saving up enough to buy or craft a +6 headband of casting stat. Adding +3 to the DC of their best spells is a no-brainer. But if the caster just wanted to show off, that is also the cost of a lesser metamagic rod of Maxamize. I think everyone would notice that, while the stat increase is invisible to the party. Combine that with the wizard preparing 3 Intensified Fireball (4th level slot, but counts as a 3rd level spell still so valid to maxamize with the lesser rod) and the wizard gets to drop 3 90 hp nukes a day.
At 8th 40k is a lot. At 12th 40k is an average dungeon clear. The more disposable cash a caster has the more they will spend them in toys that do amazing things, while Melee types are upgrading their equipment by +1 equivalent.
The big advantage a caster has over a melee is they don't have to buy a weapon or armor. Skip the amulet of natural armor too and rely on spells for defense. Use all of that cash to buy some juicy magic items. The wizards who are always starving for cash are the ones that try to bump their AC as high as they can. Seriously? You're AC is going to suck, why bother sinking a fortune into being bad at AC when you can stick that gold into being a better caster?
| Kimera757 |
Just a note about the cleric... he is definitely not a reach cleric. He has Strength 12 and Con 10. Nope. (He has a really high AC though.)
Kimera757 wrote:
Items simply do more for martials than casters, so high item campaigns favor martials over casters.This is once again a matter of scale. At the low end, a little more gold is a lot more noticeable for martial types. But when you start pulling in 30k at a time, a martial runs out of things they can improve cheaply. Casters can either save up and buy big items that make a huge difference or buy a bunch of cheap items that also make a difference.
Around 8th level a caster should be saving up enough to buy or craft a +6 headband of casting stat. Adding +3 to the DC of their best spells is a no-brainer. But if the caster just wanted to show off, that is also the cost of a lesser metamagic rod of Maxamize. I think everyone would notice that, while the stat increase is invisible to the party. Combine that with the wizard preparing 3 Intensified Fireball (4th level slot, but counts as a 3rd level spell still so valid to maxamize with the lesser rod) and the wizard gets to drop 3 90 hp nukes a day.
At 8th 40k is a lot. At 12th 40k is an average dungeon clear. The more disposable cash a caster has the more they will spend them in toys that do amazing things, while Melee types are upgrading their equipment by +1 equivalent.
The big advantage a caster has over a melee is they don't have to buy a weapon or armor. Skip the amulet of natural armor too and rely on spells for defense. Use all of that cash to buy some juicy magic items. The wizards who are always starving for cash are the ones that try to bump their AC as high as they can. Seriously? You're AC is going to suck, why bother sinking a fortune into being bad at AC when you can stick that gold into being a better caster?
The wizard has an Int +6 headband. I never even thought about the metamagic rods. I'll mention that next session. He should also get some nifty Pearls of Power.
When I played a wizard, I never bothered with a high AC, as that was a losing game :) The wizard has decent AC (very high Dex as well) but not ridiculously so. It wasn't enough to save him from the dog.
(Speaking of which, I'm going to spend my entire allotment of gear on the dog, assuming we both survive. That was discussed in another thread.)
| Slim Jim |
Just a note about the cleric... he is definitely not a reach cleric. He has Strength 12 and Con 10. Nope. (He has a really high AC though.)Give us his build (as best you know), and the splatbooks the GM allows.
The wizard has an Int +6 headband.That's pretty impressive by 8th-level.
The wizards who are always starving for cash are the ones that try to bump their AC as high as they can. Seriously? You're AC is going to suck, why bother sinking a fortune into being bad at AC when you can stick that gold into being a better caster?
Generally a wizard finds ways to conceal himself rather easily once beyond the baby levels, or his get-oughta-Dodge ace-in-the-hole mechanic is pimped to the nines. His main worries (aside from blown saves) are getting cranked from full-up to unconscious by a single, lucky confirmed nat-20 crit from something purpose-built to locate concealed wizards.
| Kimera757 |
Kimera757 wrote:Just a note about the cleric... he is definitely not a reach cleric. He has Strength 12 and Con 10. Nope. (He has a really high AC though.)Give us his build (as best you know), and the splatbooks the GM allows.Quote:The wizard has an Int +6 headband.That's pretty impressive by 8th-level.Quote:The wizards who are always starving for cash are the ones that try to bump their AC as high as they can. Seriously? You're AC is going to suck, why bother sinking a fortune into being bad at AC when you can stick that gold into being a better caster?Generally a wizard finds ways to conceal himself rather easily once beyond the baby levels, or his get-oughta-Dodge ace-in-the-hole mechanic is pimped to the nines. His main worries (aside from blown saves) are getting cranked from full-up to unconscious by a single, lucky confirmed nat-20 crit from something purpose-built to locate concealed wizards.
I tried to break up the nested quotes. I failed.
The cleric's stats are probably Strength 12, Dex 12?, Con 10, Int ?, Wis 20 (I don't know if he has an item or not for that), Cha 14 or so. He wishes he had higher Charisma, because he channels a lot. We all have the same point buy. He uses a mace, which I think isn't even magical, and a +1 crossbow, but his Dex is too low to make that useful.
He has light fortification agile armor of some kind, probably full plate, and a shield. He used some spell that gives him +5 or so natural armor sometimes, and Shield of Faith.
He has a feat that essentially gives him a warpriest ability, almost like having a third domain. He can use Sanctuary, but it's "special". When he attacks, it only breaks Sanctuary for that target. Also, it appears to be supernatural?
He has Trickery as one of his domains. He can use Invisibility and Trickster's Grace (a single Mirror Image duplicate as a move action, several times per day). He worships Calistra, so maybe someone more familiar with Golarion can figure out the other domain.
He found that blinding spell (he has only been using that recently) and that glorious buffing spell Divine Favor. I honestly found clerics really confusing in 3e/PF because they cover too many roles. I was a real big fan of the 4e cleric. This, of course, means that a cleric can easily split their focus, often to their detriment. The end result is I have no idea what is going to come out next. (If this were 4e, the cleric would be using spells like Lance of Faith. That's a light beam to the face and a buff to the next incoming attack. Why choose between buffing and blasting?)
I know he uses some buffs on the party, such as Prayer.
Basically, he has some fairly weak offensive spells (that blinding spell would have been much more powerful if we had a rogue, for instance), some good buffs and some really powerful defenses. He has Selective Channeling but can't eliminate that many targets from the AoE, so that tends to be used out of combat. He also has a Wand of Cure Light Wounds that has practically run out of charges. (We need to finish book three and go shopping. He doesn't have Craft Wand. We will probably walk into a temple and demand a volume discount!)
The GM allows all books, although I suspect a few classes (like classic Summoner) are banned. Of course, the GM has made the adventure much harder. We know for a fact that many of the bosses have been uplevelled. Pigsaw nearly killed us in book one, for instance.
As for the wizard, it's mostly evocation (since he's an evoker) and he seems to prepare Glitterdust once per day. I'd love to see a conjurer in play (if I ever get to be a wizard, I would do that) but I would avoid summoning to not gum up the game.
| Slim Jim |
The cleric's stats are probably Strength 12, Dex 12?, Con 10, Int ?, Wis 20 (I don't know if he has an item or not for that), Cha 14 or so. He wishes he had higher Charisma, because he channels a lot. We all have the same point buy.
He's overpaid for starting wisdom in point-buy, and his other stats are suffering accordingly.
Without considerable feat help, clerics are mediocre channelers (paladins are much better at it).
He uses a mace, which I think isn't even magical, and a +1 crossbow, but his Dex is too low to make that useful.
He has light fortification agile armor of some kind, probably full plate, and a shield. He used some spell that gives him +5 or so natural armor sometimes, and Shield of Faith.
He has a feat that essentially gives him a warpriest ability, almost like having a third domain. He can use Sanctuary, but it's "special". When he attacks, it only breaks Sanctuary for that target. Also, it appears to be supernatural?
He has Trickery as one of his domains. He can use Invisibility and Trickster's Grace (a single Mirror Image duplicate as a move action, several times per day). He worships Calistra, so...
He may want to take a look at Guided Hand, and pick up a nice scorpion whip.
| Cevah |
Point the Cleric to the Guiding Vellum. Getting the GM to pick a single spell for the cleric can give insight on what to expect. My cleric now has GV 1, 2, 3, and 4. I get four spells given to me each time I prepare spells. This is a big bonus to handling the day's tasks.
Pearls of Power also work well for the cleric.
For spells to help output? 1: Bless, Weapons Against Evil; 2: Darkness, Silence, Weapon of Awe; 3: Prayer; 4: Blessings of Fervor; 5: Hunter's Blessing. Darkness and Silence need party tactics, as they can disrupt your party if they are not set for it.
Lastly, open slots. This lets you fix things after 15 minutes rather than overnight. That Lesser Restoration cast in 15 minutes can mean that you continue adventuring rather than stopping for the day.
/cevah
| Kimera757 |
Point the Cleric to the Guiding Vellum. Getting the GM to pick a single spell for the cleric can give insight on what to expect. My cleric now has GV 1, 2, 3, and 4. I get four spells given to me each time I prepare spells. This is a big bonus to handling the day's tasks.
Pearls of Power also work well for the cleric.
For spells to help output? 1: Bless, Weapons Against Evil; 2: Darkness, Silence, Weapon of Awe; 3: Prayer; 4: Blessings of Fervor; 5: Hunter's Blessing. Darkness and Silence need party tactics, as they can disrupt your party if they are not set for it.
Lastly, open slots. This lets you fix things after 15 minutes rather than overnight. That Lesser Restoration cast in 15 minutes can mean that you continue adventuring rather than stopping for the day.
/cevah
I had never heard of Guiding Vellum before. That's a cool spell. We're gaming today, so I will let him know.