Is the Sound striker as powerfull as I think


Advice


As a GM, i've just encountered my first sound striker when a player made a replacement character for lvl. 7.

The character has a CHA of 24, meaning he can as a standard action throw 7 weird words at 1d8+7 as a ranged touch attack.

If all of them targets the same enemy (and I see nothing to prevent that), we're looking at 7d8+49. Yes, it's fortitude for half, but this still looks pretty mean.

I don't know if the weird words are treated as ranged attacks, but if they are, he's adding point blank shot for an additional damage pr. word, and precise shot to avoid the -4 penalty for opponents in meele. Later on, he'll take arcane strike, for an additional +1 (+2 at 10th level) pr. word.

I think this'll add up to something pretty damn powerfull, am I wrong? He can cut down low-level trash mobs by dividing his words between them, or throw anything at the BBEG for one huge damage output.

All comments and input are appreciated.


I believe they would count for Point Blank and Precise Shot, but Arcane Strike doesn't seem like it would work as that specifically calls out weapons not attacks.

I don't have any "balance" concerns with Weird Words: he may be hitting touch, but he still has to roll for each attack and then there's a save for half. There's also the fact that since the words are dealing a type of weapon damage, they are subject to DR (and Clustered Shots isn't an option). He may be able to ruin a low Fort/no DR enemies day, but hey let him have something. It's also a performance so no using it simultaneously with buff songs.

One thing that does really irritate me about Weird Words is how is just brings the game to a standstill. Awesome, you get to make 10 individual attacks and then the DM gets to make up to 10 individual saves, and then you roll up to 10 d8s that can't be added together for convenience because some are half, some are full, and then there's DR. It's a logistical nightmare.


DR cuts it pretty hard (per word).It also maxes at 10 words. I mainly object to 20 die rolls on a std action.


The number of die rolls is kinda annoying, but if you happen to target multiple enemies with it you need it.

I always offer the option to roll one attack/save per enemy, and just count in all the attacks, if they want. For the most part, 75% of martial enemies/monsters make the save, less than 50% of the caster enemies/monsters do, so it's a wash.

But the ability is actually lowish damage by the time you get it, compared to blasty type casters or 2H martials, so it's more of a knee jerk ZOMG than an actual big help in play. Especially since he drops the performance for allies, and strictly RAW it doesn't get any damage adds from point blank, arcane strike, or any other buffs.

Read the cover/firing into melee, and the buffs. They all say Weapon, not just ranged attack.


The fortitude half is the equalizer here. Most enemies tend to have a good fortitude save, so they should be making their saves at least half the time (a typical CR7 monster has a good save of +10, so saves 55% of the time, even with your bar's brilliant charisma). That gives you about 40 damage per round on average, and that's assuming the touch attacks are automatic hits. Things with poor fortitude saves will often be harder to hit with touch attacks, so I don't think you'll ever get beyond a 50% success rate.

A fighter 7 with a straightforward +2 greatsword, 22 strength, weapon focus and specialization, power attack and weapon training 1 will attack for +15/+10 (2d6+20) for about 40 damage per round on average, and he won't be completely shafted by damage reduction. (And that's not exactly the most powerful melee build ever.)

A wizard 7 can fire an empowered scorching ray (not that often I admit, unless he takes a simple trait to treat it as a 3rd level spell) and shoot two touch attacks at 6d6 each for, wait for it, about 40 damage. (And that's not exactly the most powerful blaster ever, although level 7 is just about perfect for scorching ray)

Also, if your bard had used his turn to cast haste on the fighter and start a regular inspire courage performance, the fighter would have been doing +18/+18/+13 (2d6+22) for just over 80 damage per round on a full attack. Look at that, the increase in damage is once again, about 40. Only now the fighter will keep doing this damage the entire fight while the bard can spend his actions on other things, and the rest of the party has been boosted considerably as well!

So while I would say that it is pretty strong for a standard action, the damage output you get with it per round isn't particularly overpowered.

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