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<blockquote data-quote="Technik4" data-source="post: 3415874" data-attributes="member: 7211"><p>Sturdy is not a great feat, but its better than toughness. With a +3 Con mod, you get +6 hp at first level. Thats a lot of hit points for low-levels. Even if you have a +2 or lower mod, you get 4 automatically. And this is on top of the d12 HD. I don't see how a fighter compares favorably to the warmain - can you cite the levels where you compared them (very early levels seem easy to eyeball in the warmain's favor, as do higher levels when the warmain has crushing blow and combat rites). Also the example in AE for Weapon Size Increase cites using a greatsword in one-hand with a shield (compare 2d6 to d8 longsword).</p><p></p><p>Above and beyond comparisons, how can you say his sole contribution is combat, and he's not very good at that? Is there a class that gives 1.5 BAB for level that I don't know about, because I'm pretty sure that it represents <u>exactly</u> what a combat character should be about.</p><p></p><p></p><p></p><p>Again, I'd like to see the levels you compare them at. Perhaps giving Magisters all the Exotic spells in the book has soured you on non-magister casters, but RAW Magisters do NOT have that ability. Your comparisons to magister fall short without a level to gauge them at. Also, those 'parlour tricks' are actually fairly decent and include Spell Resistance, Wisdom to Armor Class, Magical Weapon creation, or Hold Person Wis times/day (for the witch). For the Runethane you get the ability to give items luck bonuses, elemental damage and elemental resistance, DR 20/+2 (or 15/magic), and other more powerful effects like teleportation.</p><p></p><p></p><p></p><p></p><p>Are you kidding? Combat rites are awesome and allow ritual warriors to do stunts a few times a day that make them look awesome. I don't understand this one, since you seem to think magisters and full-casting progression is so good, why don't you like ritual warriors who get the ability to shine in a few combats per day (much like a magister). On top of that they get bonus feats, good saves (Generally), and ability score boosts. And a d10 HD with 4 + Int skills/level (which compares favorably against the freakin bard).</p><p></p><p></p><p></p><p>If the only mages you and your friends play are magisters, then I can kinda see where you're coming from (especially seeing as you have such lax rules on exotic spells). It sounds like you think its personally reasonable to let the magister hang back and cast devastating spells while the grunts duke it out, and I agree, doing so makes the rest of the not-full-progression casters look weak since they are probably defending the magisters instead of fulfilling a hybrid role they are designed for.</p></blockquote><p></p>
[QUOTE="Technik4, post: 3415874, member: 7211"] Sturdy is not a great feat, but its better than toughness. With a +3 Con mod, you get +6 hp at first level. Thats a lot of hit points for low-levels. Even if you have a +2 or lower mod, you get 4 automatically. And this is on top of the d12 HD. I don't see how a fighter compares favorably to the warmain - can you cite the levels where you compared them (very early levels seem easy to eyeball in the warmain's favor, as do higher levels when the warmain has crushing blow and combat rites). Also the example in AE for Weapon Size Increase cites using a greatsword in one-hand with a shield (compare 2d6 to d8 longsword). Above and beyond comparisons, how can you say his sole contribution is combat, and he's not very good at that? Is there a class that gives 1.5 BAB for level that I don't know about, because I'm pretty sure that it represents [U]exactly[/U] what a combat character should be about. Again, I'd like to see the levels you compare them at. Perhaps giving Magisters all the Exotic spells in the book has soured you on non-magister casters, but RAW Magisters do NOT have that ability. Your comparisons to magister fall short without a level to gauge them at. Also, those 'parlour tricks' are actually fairly decent and include Spell Resistance, Wisdom to Armor Class, Magical Weapon creation, or Hold Person Wis times/day (for the witch). For the Runethane you get the ability to give items luck bonuses, elemental damage and elemental resistance, DR 20/+2 (or 15/magic), and other more powerful effects like teleportation. Are you kidding? Combat rites are awesome and allow ritual warriors to do stunts a few times a day that make them look awesome. I don't understand this one, since you seem to think magisters and full-casting progression is so good, why don't you like ritual warriors who get the ability to shine in a few combats per day (much like a magister). On top of that they get bonus feats, good saves (Generally), and ability score boosts. And a d10 HD with 4 + Int skills/level (which compares favorably against the freakin bard). If the only mages you and your friends play are magisters, then I can kinda see where you're coming from (especially seeing as you have such lax rules on exotic spells). It sounds like you think its personally reasonable to let the magister hang back and cast devastating spells while the grunts duke it out, and I agree, doing so makes the rest of the not-full-progression casters look weak since they are probably defending the magisters instead of fulfilling a hybrid role they are designed for. [/QUOTE]
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