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General Tabletop Discussion
*Pathfinder & Starfinder
WANTED Melee class that can stand up APPLY WITHIN
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<blockquote data-quote="Gaiden" data-source="post: 922578" data-attributes="member: 103"><p>The key to survivability is a combination of good saves and damage reduction (not in the D&D sense but literally reducing damage). This is done relative to other characters by making the hits count less (having high HPs or DR) or getting hit less often. The combination of both is the most effective - hence the dwarf fighter recomendation.</p><p></p><p>In terms of straight up survivability for a nonspell caster, you really cannot beat a dwarven paladin or something of the like. High HPs, high Saves, high AC, and mounted to increase mobility (less total blows).</p><p></p><p>I made a character that wound up being a machine using the paladin class - human Pal1, Fig1, Sor4, MotAO6, S.E.8. He had incredible saves with his charisma adding to each, he had the best armor money could buy (w/still spell and most spells that did not require S components), access to all the greatest defense spells, and a host of HPs - started with an 18 Con. However, he was a magic user.</p><p></p><p>I would disagree that the AC machines are the best way to go with survivability. There are too many ways to get around high ACs and moreover, the AC machines tend to be save wusses and/or HP wusses with the bladesinger as the epitome. That is not to say that they are not fun to play, just that they are no where near the survivors that are dwarven fighters and paladins in general.</p><p></p><p>I would stay away from the monk as well unless you have really (REALLY) high stats in Str, Dex, Con, and Wis. Otherwise you simply won't be effective, even if you can survive.</p></blockquote><p></p>
[QUOTE="Gaiden, post: 922578, member: 103"] The key to survivability is a combination of good saves and damage reduction (not in the D&D sense but literally reducing damage). This is done relative to other characters by making the hits count less (having high HPs or DR) or getting hit less often. The combination of both is the most effective - hence the dwarf fighter recomendation. In terms of straight up survivability for a nonspell caster, you really cannot beat a dwarven paladin or something of the like. High HPs, high Saves, high AC, and mounted to increase mobility (less total blows). I made a character that wound up being a machine using the paladin class - human Pal1, Fig1, Sor4, MotAO6, S.E.8. He had incredible saves with his charisma adding to each, he had the best armor money could buy (w/still spell and most spells that did not require S components), access to all the greatest defense spells, and a host of HPs - started with an 18 Con. However, he was a magic user. I would disagree that the AC machines are the best way to go with survivability. There are too many ways to get around high ACs and moreover, the AC machines tend to be save wusses and/or HP wusses with the bladesinger as the epitome. That is not to say that they are not fun to play, just that they are no where near the survivors that are dwarven fighters and paladins in general. I would stay away from the monk as well unless you have really (REALLY) high stats in Str, Dex, Con, and Wis. Otherwise you simply won't be effective, even if you can survive. [/QUOTE]
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WANTED Melee class that can stand up APPLY WITHIN
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