Thoughts on wiki Tome Ranger

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Kaelik
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Post by Kaelik »

VladtheLad wrote:Point taken.

Regarding Druid/Cleric spells known I am talking about Dungeonomicon, the Maginomicon part, "Druids and Clerics get broken with supplements". Says you choose one spell to know beyond those in the core every level. You can find others, but you don't have access to every druid/cleric spell published.

I also like the soldier, though the 8th level strike that lets you turn anything not immune to polymorph to mice scares the shit out of me.
But those are not actual rules, just a statement. There are no hard and fast rules about new spells, or anything else, and over time Frank went to two spells per level, and then just stopped talking about it, which is fine, because that was the dungenomicon, which was before fiends and before races of war.

Also, yes, no save soldier insta wins are weird, in that they totally beat stuff that otherwise might be a tough fight, but landing a melee attack on someone at level 15 is usually so difficult that in practice it doesn`t win as many fights as you`d think.

The balance for things like that is hard to get right, but there are a lot of things that can beat that.

Not sure on the exact wording, but what I would do for balance is either allow fort save immunity to negate it, or allow things to keep their own abilities like it was a regular polymorph not a baleful one, or both.
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Darth Rabbitt
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Post by Darth Rabbitt »

I thought that the Dungeonomicon was written after Tome of Fiends.
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Archmage
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Post by Archmage »

Bobikus wrote:Yeah, these three look kind of ridiculous when you consider that they don't really need to worry about what spells to prepare or what PrC combination to work with. Just learn the obvious good feats for your style and use the great abilities they get.
This is a feature, not a bug.

Being rewarded for mastery of the game is fine, but there should not be a huge gap in usefulness between a player who wants to play something straightforward and someone who actually enjoys dumpster-diving through every printed sourcebook ever looking for obscure power-ups.
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Bobikus
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Post by Bobikus »

Since Tome Fighter was brought up, how would Forge Lore stack with Secrets of the Forge for Battlesmith(Races of Stone)?
Last edited by Bobikus on Sun Mar 06, 2011 3:44 am, edited 1 time in total.
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Maxus
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Post by Maxus »

Forge Lore scales to your ranks in Craft.

So it'd probably just supercede Secrets of the Forge.
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Post by Bobikus »

And one more general balance question: Does anything seem unbalanced in http://dnd-wiki.org/wiki/Bard,_Tome_%283.5e_Class%29 or http://dnd-wiki.org/wiki/Kantian_Paladi ... e_Class%29 ?
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Post by Bobikus »

Bobikus wrote:And one more general balance question: Does anything seem unbalanced in http://dnd-wiki.org/wiki/Bard,_Tome_%283.5e_Class%29 or http://dnd-wiki.org/wiki/Kantian_Paladi ... e_Class%29 ?
Looking at it again, Bard seems fine, but it seems a bit much for Smite Evil to scale at the same rate as Sneak Attack when it's not as limited (considering if it's a mostly good party, most enemies will like be evil).
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Maxus
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Post by Maxus »

The Tome Barbarian gets it on -everything-, for comparison.

The damage on evil will likely be Barbarian-esque. The spells add some neat tricks (including buffing up and going nuts on some enemies). They're -eventually- immune to a lot of harmful effects, and they get a free pet.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Bobikus
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Post by Bobikus »

Barbarian bugs me anyway just because of the free self-suppressable anti-magic field.
Last edited by Bobikus on Mon Mar 07, 2011 6:16 am, edited 1 time in total.
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Maxus
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Post by Maxus »

Regardless, the damage keeps up with monster HP okay.

It'd still take you 2-4 rounds of every attack in a full attack hitting to kill most things.
Last edited by Maxus on Wed Mar 09, 2011 4:17 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Orion
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Post by Orion »

I've played with the Tome Paladin. It's nice, but generally not ridiculously so. There's a local maxima around level 6 where it's incredibly awesome, but otherwise just solid. Smite Evil looks like it's Sneak Attack at first, but it's really not. First, almost all campaigns have at least some Neutral enemies, since even Team Evil employs Animals, Vermin, Constructs, or Elementals as minions. Second, the damage only applies to attacks from BAB, and the progression is slightly slower than a rogue's. A 5th-level Paladin with TWF dishes out 3d6 smite damage per round. A 5th-level Hurler Rogue can be dealing 9d6 sneak attack.

The only thing about the Paladin is that level six drops a huge bucket of power on them. They pick up a die of smite, but also an extra swing that rogues don't have yet, and also get new abilities from their COmbat feats if you have Races of War. A TWF Paladin can have 4 smites/round, which is as many attacks as a rogue could possibly have. But the real clincher is that at this level the mount is a HUGE deal. There are several flying mounts that provide serious mobility, AND substantial damage output of their own (giant eagle, griffon). Throw in the defense bonuses and the self-buffs and you're getting close to crazy town.
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Post by Midnight_v »

Bobikus wrote:Barbarian bugs me anyway just because of the free self-suppressable anti-magic field.
Stop letting it bug you.
If you are then you're not getting that its supposed to make the relatively equal in terms of power to casters and vs. monsters with the awesome template. Not wanting him to have relavant abilities demonstrates a lack of understanding of the situations where something like that is relavant.
The paladin seems very good appealing because of its bard spell progression... that is the kantian paladin. It was the first time someone made a paladin I really wanted to sit down and play.
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Post by Blicero »

One of my players had a Tome Paladin in a game where the players were levels like 6-9ish.

The player didn't really try to break anything with his character, and the characters as a whole were not built superawesome, but, regardless, there weren't any major powerdiscrepancies noticeable in the party.
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