Closer to tabletop mod changes all that.Archers are really powerful in this game due to lack of cover, and flanking being a condition instead of a bonus for the flankers only (which it should have been in the first place).
My party has been a Sylvan Sorcerer, an aberrant bloodrager, an archer cleric that self buffs with their own animal companion, and a wizard/rogue/arcane trickster with the last two slots being filled by companions. Biggest flaw has been the lack of long lasting buffs (most last rounds per level or are on other lists) on the cleric list and that there isn't really time to use it, so the cleric isn't as useful most of the time. She's really important for condition removal of conditions that require a caster level check, which is hard to do with a non-Cleric. I liked being able to drop stinking cloud on the enemies and have the bloodrager (who is immune to the condition) and ranged attackers pound on the enemies.
Next play I think I'll go Wizard with a Warpriest companion and 4 companions.
Glitterdust is a low level spell that lets enemies get a new save every round. Blinding Critical is permanent. Glitterdust is cool early game, but for late game it cannot compare.Blinding Critical is better than any rogue debilitation and works without flanking.Pure rogue or pure fighter. or a Rogue 4/Fighter rest. Or maybe some of the prestige classes.Whats your take for dual wielding?
Most optimised dex dual wielder for hard?
Slayer?weapon option?Pure rogue or pure fighter. or a Rogue 4/Fighter rest. Or maybe some of the prestige classes.Whats your take for dual wielding?
Most optimised dex dual wielder for hard?
Slayer?weapon option?
Well, clearly a Vivisectionist 16 / Rogue 4 or Vivi 12 / Rogue 8 is superior to pure rogue. Or with a monk dip.
But I guess a Slayer is cool also.
Quad Debilitating (double choices and effect) has got to be worth it for at least Rogue 12.
Edit: Forgot you told me Vivi levels advance Rogue Talents.
Blind is pretty great, agreed. But there are other application methods, sometimes superior. Starting with the lowly level 2 Glitterdust spell.
Also Greater Invisibility buff can provide similar benefits vs most enemies.
Plus with Shatter Defenses you gain some of its big benefits semi-permanently.
Debilitation on the other hand stacks with other debuffs....
Actually they work best with two weapon fighting because all the weapon training and greater weapon specialization bonuses are applied 2x. Also with a Kukri or some exotic weapon with good base crit and 7 (8 with haste) you will be critting a lot. And the DC for blind is very high as it is 10 + your base attack bonus so a lot by high levels. And when you crit your training and weapon spec is now also 2x (or 3x) for even more damage. And if you reach lvl 20 with fighter with an exotic weapon that is now x4 crit...Not saying they are bad, but... boring. Lacking distinct, game-changing abilities. Also comparing Greater Weapon Specialization + Weapon Training with damage bonuses other classes get is pretty sad. Unless we're talking the two-handed variant.
Blinding Crit is nice and free. But requires you to:
1. Engage enemy
2. Land a crit, beat enemy save.
Meanwhile other effects can blind/make unaware multiple enemies, even before they engage.
Slayer does get full bab but loses on training and weapon specialization. His weaker Sneak attack comes about same as those Fighter bonuses but only when you flank, not always like Fighter gets. Also sneak does not work vs barbarians and some enemies. And he still has +5 to attack over Slayer (except when Slayer is attacking favored enemies).Imho, Fighters became obsolete when Slayer was added - you get full bab, Ranger Styles, Sneak Attack, close amount of bonus feats and access to some Rogue Advanced Talents. For fighters, couple of unique feats, Armor and Weapon training, especially with Gloves of Dueling, are nice but kinda outclassed.
They looked a bit better next to Monks, Rangers, Paladins and Barbarians, but new class wrecked chaos in full bab niche. Petless Rangers a victim too.
Slayer does get full bab but loses on training and weapon specialization. His weaker Sneak attack comes about same as those Fighter bonuses but only when you flank, not always like Fighter gets. Also sneak does not work vs barbarians and some enemies. And he still has +5 to attack over Slayer (except when Slayer is attacking favored enemies).
EDIT: This is what fighter is missing in the game to be able to compare to likes of Slayer:
https://www.d20pfsrd.com/classes/core-classes/fighter?/#TOC-Advanced-Weapon-Training
Two handed is sexy in TB, in real time he is weaker. In TB he is also weaker than two weapon crit version that I was talking about. Two handed weapons don't get 2x fighter bonuses on each swing. Power attack bonuses don't cover it as you can power attack with two weapon if you really want to :DEDIT: This is what fighter is missing in the game to be able to compare to likes of Slayer:
https://www.d20pfsrd.com/classes/core-classes/fighter?/#TOC-Advanced-Weapon-Training
Actually, most of the PK - compatible feats from Advanced Weapon Training (Armed Bravery, Effortless Dual-Wielding, Fighter’s Tactics) were patched in the game with Slayer. They require second tier of weapon training (lvl 9) and incompatible with Two-Handed Specialist though, who is sexiest of fighter's archetypes.
Two handed is sexy in TB, in real time he is weaker. In TB he is also weaker than two weapon crit version that I was talking about. Two handed weapons don't get 2x fighter bonuses on each swing. Power attack bonuses don't cover it as you can power attack with two weapon if you really want to :D
I think they were actually added with Varnhold's Lot DLC (and probably require that DLC, like Feral Wings or magus metamagic Arcana).
Slayer was patched later - and is free (requires no DLC).
With Advanced Martial Arts mod you can also get these (not sure, maybe they've been removed once they became official content?) Advanced Weapon/Armor Training options and more.
The mod still exists and it is updated to work with TB mod so I guess it can be used. And it does seem to add advanced feats for fighters. I guess if I ever make another high level fighter companion I will get this mod.I think they were actually added with Varnhold's Lot DLC (and probably require that DLC, like Feral Wings or magus metamagic Arcana).
Slayer was patched later - and is free (requires no DLC).
With Advanced Martial Arts mod you can also get these (not sure, maybe they've been removed once they became official content?) Advanced Weapon/Armor Training options and more.
Glitterdust is a low level spell that lets enemies get a new save every round. Blinding Critical is permanent. Glitterdust is cool early game, but for late game it cannot compare.Blinding Critical is better than any rogue debilitation and works without flanking.Pure rogue or pure fighter. or a Rogue 4/Fighter rest. Or maybe some of the prestige classes.Whats your take for dual wielding?
Most optimised dex dual wielder for hard?
Slayer?weapon option?Pure rogue or pure fighter. or a Rogue 4/Fighter rest. Or maybe some of the prestige classes.Whats your take for dual wielding?
Most optimised dex dual wielder for hard?
Slayer?weapon option?
Well, clearly a Vivisectionist 16 / Rogue 4 or Vivi 12 / Rogue 8 is superior to pure rogue. Or with a monk dip.
But I guess a Slayer is cool also.
Quad Debilitating (double choices and effect) has got to be worth it for at least Rogue 12.
Edit: Forgot you told me Vivi levels advance Rogue Talents.
Blind is pretty great, agreed. But there are other application methods, sometimes superior. Starting with the lowly level 2 Glitterdust spell.
Also Greater Invisibility buff can provide similar benefits vs most enemies.
Plus with Shatter Defenses you gain some of its big benefits semi-permanently.
Debilitation on the other hand stacks with other debuffs....
Greater Invisibility costs resources and actions. Also has a low duration and it is stopped by Uncanny Dodge, see invisibility, Glitterdust and similar stuff. Blindness is only somewhat foiled by Blind Fighting which is a feat rarely anyone has.
Shatter Defenses is nice but also not as good.
Critical feats also stack with other debuffs , like Rogue debilitating by another character like Nok Nok
I feel like people here have not explored the power of pure fighter. They are pretty good in Pathfinder with feat every level and weapon training and resistances vs fear. My ranged fighter had all feats like ranged ranger and also lot more. He could afford to get GReater weapon feats and Greater Iron Will.
With two weapon fighting you get 7 (or 8? ) attacks without buffs. Your attack is so high you hit with your worst attack. With all the spec and training bonuses that is lots of extra damage.
A Bard would be handy. Or at least a Sensei monk. Although I like Dirge of Doom too much to pick Sensei.
+3 for the good guys, -2 for the bad guys. So is that one difficulty level or two?
Depends on stage of the game: 1 early, 2 late
But that's just the part of it. Fun starts when you combine Dirge with Shatter Defenses. Also for major part of the game, Good Hope is the most convenient mass Competence buff.
EDIT: This is what fighter is missing in the game to be able to compare to likes of Slayer:
https://www.d20pfsrd.com/classes/core-classes/fighter?/#TOC-Advanced-Weapon-Training
Actually, most of the PK - compatible feats from Advanced Weapon Training (Armed Bravery, Effortless Dual-Wielding, Fighter’s Tactics) were patched in the game with Slayer. They require second tier of weapon training (lvl 9) and incompatible with Two-Handed Specialist though, who is sexiest of fighter's archetypes.
but honestly why begin game with will o wisps immune to magic missile lol
it's like owlbears with x2 iron will
Removing pre-designed weaknesses from pnp monsters early is pants. Just reinforces Regongar with giant club as answer to everything.
Yeah, Slayer is such balanced class.
I finished my last game before its release, and currently testing grounds for a new game with mercs in old saves.
While "regular" attacks with minimal buffs looks like this...
... str build runs up to 140+ dmg per strike with good rolls, and i don't even want to talk about crits.
And Fighter has +10 attack over rogue at lvl 20. That is a lot... Rogue will not be even hitting stuff with his last attack, fighter will get two attacks with two weapon fighting at that range and still one last attack that will still be +5 over last rogue attack. 9d6 sneak attack means little if you cannot hit enemies.