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Author Topic: Why Tier 5s are in Tier 5.  (Read 27764 times)
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JaronK
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« Reply #120 on: September 21, 2010, 02:05:20 PM »

That's a good argument for it, I'll have to look it over.

JaronK
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lans
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« Reply #121 on: November 22, 2010, 03:07:04 PM »

It might be interesting to see if soulborns can curve up to another tier as level. At 20th level even with just the feats from incarnum characters can pull off interesting things.

Can the samurai enchant cost abilities(like +6 strength) onto his daisho or is he limited to abilities that are enhancement equivalent like keen?
« Last Edit: November 22, 2010, 03:10:03 PM by lans » Logged

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snakeman830
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« Reply #122 on: November 22, 2010, 04:34:15 PM »

Can the samurai enchant cost abilities(like +6 strength) onto his daisho or is he limited to abilities that are enhancement equivalent like keen?
He's stuck with weapon qualities, but the only limitation is the price of buying such a weapon.
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« Reply #123 on: November 22, 2010, 05:46:38 PM »

I can't remember now where I read this, if it was in one of the other Class Tier threads or elsewhere, but someone started a rather profound method of gauging class tiers by how effectively they alone could handle various missions that would likely surface as things in a potential D&D campaign.  You could judge a class by how many of these situations he handled and how difficult it was for him.

For what it's worth, I made something similar, except mine was a more standard scenario: the PCs need to make their way through a trap filled dungeon to get to a dragon and deal with him, potentially making use of information from the nearby town.  But yeah, that example is basically how the Tiers were ranked... what does your class provide that makes it easier to deal with situations (not just combat, stuff like bypassing traps, finding out information, gathering resources, and so on are all considered)?

JaronK

This seems interesting, do you have your notes for that?

I would like to re-invent the wheel, and look over the tier system again, while I largely agree with it, I'd like to just look it through, since I weren't around when you guys came up with it.

Thanks in advance.
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JaronK

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lans
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« Reply #124 on: November 22, 2010, 08:48:23 PM »

Can the samurai enchant cost abilities(like +6 strength) onto his daisho or is he limited to abilities that are enhancement equivalent like keen?
He's stuck with weapon qualities, but the only limitation is the price of buying such a weapon.
The strength boost was a weapon quality, just one with a flat price as opposed to being an enhancement equivalent.

I guess the Daisho isn't as good as I thought it was.
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JaronK
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« Reply #125 on: November 23, 2010, 01:10:19 AM »

Mix: check the tier thread.  Something very similar to it is in the first or second post (it's in a spoiler block).

JaronK
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« Reply #126 on: November 23, 2010, 01:30:50 AM »

Can the samurai enchant cost abilities(like +6 strength) onto his daisho or is he limited to abilities that are enhancement equivalent like keen?
He's stuck with weapon qualities, but the only limitation is the price of buying such a weapon.
The strength boost was a weapon quality, just one with a flat price as opposed to being an enhancement equivalent.

I guess the Daisho isn't as good as I thought it was.
Umm, how?  I just confirmed what you thought it was.
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« Reply #127 on: November 23, 2010, 02:35:07 PM »

Can the samurai enchant cost abilities(like +6 strength) onto his daisho or is he limited to abilities that are enhancement equivalent like keen?
He's stuck with weapon qualities, but the only limitation is the price of buying such a weapon.
The strength boost was a weapon quality, just one with a flat price as opposed to being an enhancement equivalent.

I guess the Daisho isn't as good as I thought it was.
Umm, how?  I just confirmed what you thought it was.
I was thinking if it was value based you could make it intelligent and slap useful abilities like dimension door and invisibility onto it.
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« Reply #128 on: January 15, 2011, 05:34:46 PM »

Ok, this is going to be a rather lengthy argument why I think paladins don't deserve to be in the same tier as the monk, the expert and the soulknife. I'll give first the definition of tier 5, then I'll go into some arguments presented some hours ago when I made a start with this argument in the 'Tier System for Classes' thread, then I'll discuss the description of the paladin in this thread, then I'll give some more observations of my own on the class.

First, the definition as been given at the beginning of this thread:

Tier 5: Capable of doing only one thing, and not necessarily all that well, or so unfocused that they have trouble mastering anything, and in many types of encounters the character cannot contribute. In some cases, can do one thing very well, but that one thing is very often not needed. Has trouble shining in any encounter unless the rest of the party is weak in that situation and the encounter matches their strengths. DMs may have to work to avoid the player feeling that their character is worthless unless the entire party is Tier 4 and below. Characters in this tier will often feel like one trick ponies if they do well, or just feel like they have no tricks at all if they build the class poorly.


I'll try to work from here.

What I posted earlier and reactions I got, are:

What I'm curious about:

Quote
First off, remember that Warlocks don't get that creation ability until level 12.  The majority of games are actually played below level 10 (according to various surveys I've seen online) which means that most Warlock players will never even get Imbue Item, so it's weighted a bit less for that reason.

JaronK, if this is weighted, then what does the paladin do in tier 5? Because of course, at the high levels it won't be able to compete with high level spells, but especially at lower and mid levels (definitivly up to lvl 12) it is perfectly capable of fulfilling several roles (face, damage dealer, tank, healer, buffs, debuffs & utility), also several within 1 build. I think this http://brilliantgameologists.com/boards/index.php?topic=10057.0 shows several builds that are capable of that, also with moderate optimization. If it's easier, I can post in the 'why tier 5 are in tier 5' thread a more extensive argument. 


Note that "weighted a bit less" isn't the same as not weighted... it's a factor that's considered, but generally speaking I consider 6-15 to be the most important levels to look at (1-5 is most played but the balance differences are also less noticeable in general, while 16+ seems very rarely played).  The lower levels of that (6-10) are weighted highest... but I find Paladins have a lot of trouble even relatively early on.  They're not great as healers, as their in combat heals are too little to matter and deny them actions, while their out of combat healing is inefficient (especially compared to folks like Binders, Crusaders, Dread Necromancers, etc).  MAD is a serious problem for them as well, which reduces their ability to be a face (they need lots of different stats which tends to leave only Dex and Int dumpable... denying them the skill points they'd generally want.  Diplomacy is nice but it's likely all they get).  As a tank, again that MAD issue makes them worse at this than other high HD heavy armor classes.  And there's no way they're going to be able to buff, debuff, and heal on the same character with their limited spell selection, especially in the lower levels, at least not without being very weak in those roles.

In the end, it's hard not to compare the Paladin to the Crusader and see a dramatic difference.  Remember that being one Tier apart means the two should still be able to play together well without one completely overwhelming the other.  The Crusader, however, will usually make the Pally look pretty silly.  Obviously optimization can change this (Battle Blessing is pretty freaking sweet, and Serenity helps a lot) but optimization can pump up the Crusader nicely too.  And putting a Crusader in a party with a Paladin is much like having an Unarmed Swordsage with a Monk.

JaronK

But from level 5/6 is where the paladin starts getting crazy multipliers on charge attacks, as well as either the horsy or the charging smite acf. I don't agree with you that crusader and paladin differ that much, against evil opponents the paladin easily outdamages the crusader, even when the latter uses that crazy 8d8 lvl 4 maneuver. Also, I when you compare paladin to monk... they are really in a different level. Monk can do 1 thing and do it badly (combat), paladin can do combat quite good, and as well a bit of other stuff mentioned above. On 'face' role: they have access to diplomacy, gather information, sense motive, as well as some usefull spells annd detect evil. Simply making a paladin that isn't mounted or with a little higher ability score in int., you can make a very good face, especially for a cha based class.

But I'll post later today something in the tier 5 thread.

There's no denying the sheer damage output of the Core combat whores. The math's been done; on a round-per-round basis, an optimized Monk, Barbarian, Fighter, Rogue, and Paladin can all outdamage the Crusader, Warblade, and Swordsage. While the latter three can access similar tricks, the former has more support in splats, and inevitably the sheer numbers add up.

The reason they still rank so low is that's (usually) all they are good at: Dealing damage. The Bo9S 3 are capable of doing things that make the whores cry (Teleportation at will, constant fly speed, jumping Xty feet as a swift action, giving other characters extra turns, etc).

The Paladin's spells don't kick in until post-4th level (and at that point the spells he does get are fairly worthless). Meanwhile, the Crusader's been digging entire mines with the Mountain Hammer, healing like he was a Wand of Lesser Vigor, and taking it like a man. I won't deny that the Paladin can do some serious damage compared to the Crusader, but that's because maneuvers get out-tempoed very early on.


But that isn't what the Tiers system is based on. The Paladin has ONE option during combat (Mount up and Charge), while the Crusader has several different actions to work with (White Raven is nuts). The Paladin's healing abilities do not compare to a Crusader's. And never mind Turn Undead (seriously, it rarely works unless the DM sends a horde).

SiFir hit all the salient points.  Except outliers like Battle Blessing, the Paladin spell list is pretty much junk compared to what other casters are pumping out at comparable ECL, and "I hit it with my Valorous Lance" as your only combat option worth mentioning gets dull as dirt for many of us pretty damned quickly.  Crusaders have so much more to do, and do well.

In reply to both Sinfire and InnaBinder: I won't argue that a paladin will have more options in combat then a crusader... the maneuver system makes sure of that. But a paladin's option isn't just 'mount up and charge' and it's spells are, definitely when using spell compendium, far from worthless. Divine insight, for skillmonkey stuff. Benediction (CCh) for a reroll. Lesser restoration as 1st level spell. Find the gap, for 1 touch attack/round (pretty bloody powerful for a class that often only makes one attack/round, when mounted). Rhino rush, for double damage. Phantom charge and knight's move as (situation) teleportation effects. As for combat options: check out the builds people made in thread that I linked to, if you like. You'll find that there are plenty of options for a paladin in combat; there are charging paladins, indeed, but also archer paladins, paladins that rage and intimidate foes, paladins that drain energy (death devotion), paladins with a very high AC, paladins that use bardic music and fight unarmed, etc. Also, they can use the "sudden stunning" enchantment (phb2), only 2k gc, for a lot of stunning attempts/day that are cha-based.

My conclusion: spells don't suck that much at all, and they do have other combat options then CHAAAAAAAAAAAAAARGE! Btw, on turn undead: no, turning itself you won't find yourself doing a lot, but you can use it to power divine feats and, even more importently, the for a paladin very powerful devotion feats, since a pally prolly won't go DMM, you can use a devotion feat reather early 3-4 times/day.

But besides: even if paladins don't have many more combat options then charge, would that be too bad? Looking at the definition of tier 5, to belong in that tier a class should do 1 thing, and that rather poorly. One-shotting enemies every combat might be boring (I'd tend to agree on that), but it's hella effective, especially if you can have spells and feats that let you reposition or teleport to your target as a swift action. And, if having one effective trick is boring counts for being tier 5, what does the barbarian do in tier 4 then? Because it's doint exactly the same trick (chaaaaaaaaaarge), very effectively. Only without a special mount, without spells, without the social skills and the charisma of the paladin.


Ok, onwards we go: the descriptin this thread gives for the paladin (in spoiler in a vain attempt to keep this readable):
Cons: Paladins suck due to almost the same conditions that make a fighter suck. They are 1~2 trick ponys and every single one of those tricks is considerably lesser than what other classes can do.

First off a Paladin requires four abilities which leads them to having very low scores overall in point buy or to have poor scores in key abilities from low rolls. They have very little to offer skill wise outside of diplomacy, but to even take that a Paladin would require 12 int since their two skill points would be spent in Handle Animal and Ride.

As for their other abilities they are mostly flavorful. Detect Evil for example is pretty moot. If it's attacking then attack back. If it's an evil guy undercover then his alignment is likewise hidden for a handful of coin. Smite Evil is one of the Paladin's signature abilities it's per day usage renders it worthless. By the 20th level you can smite five times per day. Comparatively a Fist of Raziel gives five smites over a ten level period and Ordained Champion gives you 3 + cha mod on the first level. Secondly, the damage bonus isn't all that great. Most people tend to PrC out by the 6th level for better class abilities which means your smite damage is only a mere +6 bonus which is something you could dig up for less than 5k on magical items. Unlike a touch attack spell if you miss with smite it is still expended and don't expect to gain much of an attack bonus with that low charisma. Even new players will see how worthless Remove Disease is so I won't comment on that one. The Code of Conduct is mostly there for players to argue what is allowed or not.

The Charging Smite is a useful and fixes the miss problem with smite and helps them turn into an ubercharger but it costs the Paladin their other signature class ability. The mount. I consider the Mount to be the best Paladin class ability, which in a way tells you just how badly they suck. When you first get it at the 5th level all you can do is replicate a first level spell once per day. Later on it it's worse than the effect of a 3rd level spell called Phantom Steed. At least that steed won't impose a month long penalty to your combat when it gets fireballed.

The spell list too limited to be useful and casting uses up the Paladin's standard action for a minor buff or a cure effect no one has any use for. There is a class substitution to replace the list with wizard spells. But a duskblade is a much, much better choice. So is a sorcerer/fighter/eldritch knight...

Finally anything a Paladin can do a Cleric can do better. Clerics are better at healing, turning, spell casting, summoning pets, and are not that far behind a Paladin combat wise. Divine Power quickly makes up for that. For an added insult there are PrCs that give full Paladin-like flavor and abilities in less levels. A Paladin's build choices are actually more limited than a fighters' who at least has thousands of feats to choose from and are all subpar in the same way JaronK says the fighter's abilities are.
-SorO_Lost

Pros: The base class is quite lacking, but the variant Paladins can be quite useful.  Paladin of Tyranny is an awesome 3 level dip, for example, and combined well with Hexblade 4 (with Dark Companion).  Standard Paladin 2 is a lot of fun for Kobold Sorcerer gishes, who can take those levels and still have full caster progression (via Loredrake and the Greater Draconic Rite).  Note that the PrC Paladin is far stronger than the regular Paladin, though that's partly because it gives all of the useful Paladin abilities in just three levels while losing you only one caster level.  And Detect Evil at will can be very handy in some specific sorts of campaigns. -JaronK
---------------------------------------
I know it isn't a huge deal, but I believe the splat books and, specifically, the Spell Compendium added some noteworthy spells for Paladins.  Some of them can be quite cool and useful.  I'm not trying to say they bring the Paladin out o this tier, but I feel they are worth mentioning in the Pros section. -Optimator


I'm goint to discuss some of the arguments mentioned here.

Quote
They are 1~2 trick ponys and every single one of those tricks is considerably lesser than what other classes can do.
Disagree: I don't know any class that makes better mounted charging builds, and they also know other tricks (partly already mentioned in this post, but I'll come to this again in the conclusion)

Quote
First off a Paladin requires four abilities which leads them to having very low scores overall in point buy or to have poor scores in key abilities from low rolls.

As for paladins being MAD, it's truth. But there are two factors that mitigate this disadvantate.
1) there are ways around this! There are alternative class features that get rid of spellcasting, for example holy warrior in Complete Champion. There is also the serenity feat (dragon compendium), which makes all cha based abilities wis bases abilities.
2) All ability scores of a paladin are usefull. In most builds, a paladin has 4 scores that need to be high, and two that are nice to have high. That means that, a paladin gets much stronger in builds with a high point buy (or where you can roll a lot of dice for ability scores). While for example a wizard never will benefit from having 5 good ability scores (cause strength and charisma are negligible), a paladin gets a power boost and can do some skillmonkeying.

Which brings me to...
Quote
They have very little to offer skill wise outside of diplomacy, but to even take that a Paladin would require 12 int since their two skill points would be spent in Handle Animal and Ride.
Here I disagree. Having access to diplomacy, gather information and sense motive makes you already a good face/investigator, all skills work on abilities that a paladin has maxed out. Also very useful for that role: detect evil at will; discern lies; zone of truth. Optional: all wizard goodies with Sword of the Arcane order. Besides that: divine insight! Get a decent shot at any skill check that can be made untrained.

I also miss the ranks spent in handle animal: why? To teach tricks to you mount, that isn't an animal but a smart magical beast? Seems like a waste.

With all this, I think a standard human paladin with int 10 can be quite decent with skills.

Quote
Smite Evil is one of the Paladin's signature abilities it's per day usage renders it worthless. By the 20th level you can smite five times per day. Comparatively a Fist of Raziel gives five smites over a ten level period and Ordained Champion gives you 3 + cha mod on the first level. Secondly, the damage bonus isn't all that great. Most people tend to PrC out by the 6th level for better class abilities which means your smite damage is only a mere +6 bonus which is something you could dig up for less than 5k on magical items.

This comment disregards the fact that paladins very easily multiply damage. They have a spell for it, and get a mount, so using a lance is also rather basic. That's already a x3. Using corresponding feat (spirited charge) and items (valorous, riding boots), that's already x6... and this isn't hard core optmization, this aren't weird combo's, this is simple "hey, my class does X, are there feats, items or spells that make X better". So, at level 10, smite does +60. At level 15, the smite does +90. And that's just the smite. That's not a shitty amount of damage, even if it can be used only a few times/day that's powerful. Fist of raziel gives max +10 (without multipliers), unless paladin is used as base class. The smite from ordained champion has a heavy cost; every use takes up a turn attempt! Both clerics and paladins have plenty of other uses for those.

The argument that most people tend to PrC out.... well, that's a bit of a circle redenation: paladin sucks because it has no good abilities, people get out of the class early, because people get out of the class early smite never becomes good, so it's a sucky class...
While smite DOES get powerful at the high levels, due to the multipliers it actually scales really well. 

Quote
I consider the Mount to be the best Paladin class ability, which in a way tells you just how badly they suck. When you first get it at the 5th level all you can do is replicate a first level spell once per day. Later on it it's worse than the effect of a 3rd level spell called Phantom Steed. At least that steed won't impose a month long penalty to your combat when it gets fireballed.

Unlike a 1st level spell, the mount can do decent damage. When not being able to charge, standing in melee, it are quite some extra attacks. Plenty of paladin spells greatly improve the mount, it auto-shares your spells and it's not that easy to kill.

Quote
The spell list too limited to be useful and casting uses up the Paladin's standard action for a minor buff or a cure effect no one has any use for.
Accept that, as mentioned, there are plenty of good spells in later splatbooks. Plenty who cost only a swift action, also plenty with long durations (1 hour or 10 min/lvl, so no action loss during combat), so this is really too negative.

Quote
Finally anything a Paladin can do a Cleric can do better. Clerics are better at healing, turning, spell casting, summoning pets, and are not that far behind a Paladin combat wise. Divine Power quickly makes up for that. For an added insult there are PrCs that give full Paladin-like flavor and abilities in less levels. A Paladin's build choices are actually more limited than a fighters' who at least has thousands of feats to choose from....
As for the cleric doing everything better: maybe, but only with a lot of effort and building a character designed to do exactly paladin-like stuff... and then not untill quite some levels. The mounted charge route, primary way for paladins to do damage, isn't that easy to obtain for clerics. Of course, with DMM divine power, you'll have full BaB... but you also spent already 3 feats, to spent also you highest level spell to have a full bab at level 7, something a paladin has naturally. The mount: it will take some time before you can call a comparable creature to serve as a mount. The spirited charge line? Sub-par and too feat intensive for a cleric, in general. This also ignores the fact that several paladin abilities scale pretty nicely. The smite, as argued earlier. The spells, the ones I already mentioned stay good, and a lot aren't on the cleric spell list (though obtainable, with some effort, of course) - spells get also much better with the right feats, battle blessing and sword of the arcane order. And the mount of course.


In general, I see where the assesment of paladin as a suboptimal class is coming from, but the judgement 'tier 5' is too harsh. The paladin is neither 'so unfocused that they have trouble mastering anything', nor 'capable of doing only one thing, and not necessarily all that well'.


To mention some strong points of the class:
- turn undead. No, not the ability itself, but the possiblity to fuel divine feats and domain devotion feats! You're a cha based character, so you'll have a lot turn attempts.
- domain devotion feats: so many good ones for a paladin... death for very decent debuffing, travel to move and make a full attack or to position yourself for a charge, animal for access to flight and the strength boost, law for better to hit, extra damage (hi powerattack) or defense, whatever appropriate...
- divine feats: the combat oriented divine feats work on charisma also. The whole multiplier story I held earlier on the smite... also works with divine might.
- other feats: paladin has acces to both battle blessing (all spells as swift action) and sword of the arcane order (access to wizard spells). Both are Really Good. I know the tier system doesn't work in the way that it presumes a class to have it's best feats possible, but having these options as a class does make it more powerful. Especialy battle blessing seems to me the thing for the paladin what natural spell is for the druid.
- with battle blessing, even those sub-par core spells are suddenly a lot better... no, bless at level 7 isn't worth a standard action in combat... but as a swift action that otherwise would be unspent... well, not bad.
- a lot of magic items make the paladin a lot more powerful and/or versatile: riding boots, valorous enchantment, pearls of power, sudden stunning enhancement, nightsticks, reliquary holy symbol, metamagic rod (extend)....

So, next to being ok to very good in hitting things with a big stick (depending on the situation), a paladin can easily be the social character or have a detective like role. The class functions further fine as 2ndary skill monkey, healer, debuffing or buffer. That seems more like "Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area." or "Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competance without truly shining". I'd probably go for the latter, since it does take some optimization to do the former.

Well... my 2 cents, hope somebody bothers to read  Big Grin


 



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ninjarabbit
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« Reply #129 on: January 15, 2011, 05:40:22 PM »

The differences between a barbarian and paladin are that the barbarian is much less MAD, needing only str and con, the barbarian is much less feat dependent than the paladin, and the barbarian is a much more focused class than the paladin since the barbarian doesn't have to juggle resources between mounted combat, spellcasting, and melee.
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« Reply #130 on: January 15, 2011, 05:50:29 PM »

Also, Paladins are only special vs. Evil.  If they're going against not-evil stuff, then their damage output is strictly inferior to that of the Barbarian.

So the result is needing 2 more stats to do relatively little additional damage to a subset of enemies but a little less damage to everything else.  Since we're comparing this to a T4 class already, that pegs it as a solid T5.
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« Reply #131 on: January 15, 2011, 06:00:08 PM »

Paladins make good chargers, but I believe psychic warriors could probably at least match them on that front in a relatively normal game.

However, I'm rather biased, and perhaps not as familiar with paladins as I should be...
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« Reply #132 on: January 15, 2011, 06:01:30 PM »

Well... my 2 cents, hope somebody bothers to read  Big Grin

more like a buck-fifty.  Tongue


Also, Paladins are only special vs. Evil.  
meh ... if you're playing a paladin, then chances are that 90% of the story-relevant stuff you're fighting is evil anyway
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If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

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« Reply #133 on: January 15, 2011, 07:25:19 PM »

Wait, how is the Paladin getting pounce?  Because without that, you're hardly one of the best chargers.  Most builds can at least dip Lion Totem Barbarian for pounce, but the Pally's restrictions remove that easy possibility.  And without it, you're not really that great as a charger (if you miss, you did nothing at all... while the pouncers still get a bunch more attacks).

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« Reply #134 on: January 15, 2011, 07:27:22 PM »

Wait, how is the Paladin getting pounce?  Because without that, you're hardly one of the best chargers.  Most builds can at least dip Lion Totem Barbarian for pounce, but the Pally's restrictions remove that easy possibility.  And without it, you're not really that great as a charger (if you miss, you did nothing at all... while the pouncers still get a bunch more attacks).

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« Reply #135 on: January 15, 2011, 07:29:44 PM »

Wait, how is the Paladin getting pounce?  Because without that, you're hardly one of the best chargers.  Most builds can at least dip Lion Totem Barbarian for pounce, but the Pally's restrictions remove that easy possibility.  And without it, you're not really that great as a charger (if you miss, you did nothing at all... while the pouncers still get a bunch more attacks).

JaronK
This is one reason why psywars make such good chargers. Take the TWF tree (or a maneuver) with THF lances, a metamorphosis'd psicrystal (see: hydra), Spirited Charge, and find a way to become a girallon (also see: metamorphosis). Grab an animated lance, and that's a lot of potential damage right there, not even including things such as expansion and other powers...
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« Reply #136 on: January 16, 2011, 05:48:57 AM »

Wait, how is the Paladin getting pounce?  Because without that, you're hardly one of the best chargers.  Most builds can at least dip Lion Totem Barbarian for pounce, but the Pally's restrictions remove that easy possibility.  And without it, you're not really that great as a charger (if you miss, you did nothing at all... while the pouncers still get a bunch more attacks).

JaronK

The paladin doesn't need to get pounce. It's charge potential comes from three sources:
- a spell on his spell list that let him make attacks as touch attacks (which also should answer your question "what if you miss"... you don't, no more then 1/20, at least from level 11 (I think) when you get the spell, earlier with sword of the arcane order/wraithstrike)
- easy ways to multiply damage (lance, spirited charge, rhino's rush, valorous enchantment, riding boots) --> damage x6 (items should easily be affordable before level 10)
- 3 sources of easy extra damage that gets multiplied: full bab with power attack, divine might as divine feat (cha to damage for a turn attempt), and smite.

Which leads to: one charge melee attack/round, with x(3 to 6) damage, which includes 3-6 times your level (damage from power attack) and/or your level (damage from smite) and/or your Charisma modifier (divine might).

Besides, paladin can take one level of barbarian as well, on top of all this, just use a variant (paladin of freedom, from UA) or the by the Mad_Linguist mentioned ordered chaos feat.

Lycanthromancer: just curious, does a psychic warrior lives up to that?  And can you get a decent mount that doesn't get killed every other round? Leadership seems difficult to me, with cha being a dumpstat. Just curious, I never played anything psionic so I'm not that familiar with it.
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« Reply #137 on: January 16, 2011, 08:28:38 AM »

The paladin doesn't need to get pounce. It's charge potential comes from three sources:
- a spell on his spell list that let him make attacks as touch attacks (which also should answer your question "what if you miss"... you don't, no more then 1/20, at least from level 11 (I think) when you get the spell, earlier with sword of the arcane order/wraithstrike)
- easy ways to multiply damage (lance, spirited charge, rhino's rush, valorous enchantment, riding boots) --> damage x6 (items should easily be affordable before level 10)
- 3 sources of easy extra damage that gets multiplied: full bab with power attack, divine might as divine feat (cha to damage for a turn attempt), and smite.

All of this is outdone by Orc Whirling Frenzy Lion Totem Barbarian 1+ any full BAB class (probably some Fighter) with Shock Trooper, Spirited Charge, Headlong Rush, a Valorous Lance, Riding Boots.  That's X6 damage on the charge, one bonus attack... by level 10, you're throwing 3 attacks when charging.  And that's all day long.  Furthermore, while both can do enough damage to one hit TKO any CR appropriate enemy, the Barbarian can do it to THREE such enemies a round, while the Paladin is left only able to hit a single one.  Furthermore, consider stuff like miss chances... yes, you hit on a 2, but if the enemy has a 50% miss chance, that's a 50% chance of a total wiff.  More attacks = more dead enemies.

Quote
Which leads to: one charge melee attack/round, with x(3 to 6) damage, which includes 3-6 times your level (damage from power attack) and/or your level (damage from smite) and/or your Charisma modifier (divine might).

At most one dead enemy per round.  That's actually a significant issue, since pretty much all decent chargers can one hit TKO level appropriate enemies when they hit.

Quote
Besides, paladin can take one level of barbarian as well, on top of all this, just use a variant (paladin of freedom, from UA) or the by the Mad_Linguist mentioned ordered chaos feat.

I'm not seeing how Ordered Chaos helps (it makes spells and effects treat you as Chaotic, but that's not the same as class requirements... debatable at least.  Also, it's for abyssal heritors, which isn't what most Paladin players are going for).  And Paladin of Freedom isn't the standard paladin either.

Quote
Lycanthromancer: just curious, does a psychic warrior lives up to that?  And can you get a decent mount that doesn't get killed every other round? Leadership seems difficult to me, with cha being a dumpstat. Just curious, I never played anything psionic so I'm not that familiar with it.

I'll answer that... Psychic Warriors have pounce, so yeah, they do a LOT better than that.  They've got a bunch of other nice stuff too.  And mounts that don't die easy are trivially easy to get... note how cheap mounts are using MMII's Warbeast template.

JaronK
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« Reply #138 on: January 16, 2011, 08:40:07 AM »

'Morphed Psicrystals are decent mounts, no?
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« Reply #139 on: January 16, 2011, 10:18:18 AM »


I'm not seeing how Ordered Chaos helps (it makes spells and effects treat you as Chaotic, but that's not the same as class requirements... debatable at least.  Also, it's for abyssal heritors, which isn't what most Paladin players are going for).  And Paladin of Freedom isn't the standard paladin either.
The feat states "and you could take the Primordial Scion feat despite its chaotic alignment prerequisite" as one of the examples, so it appears to work for prereqs.
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