Day of Discovery (Problem child)

Greenfield

Adventurer
Well I got my first glance at the Problem Child's character. Not an actual audit, just a few points.

His character is Human with the Amphibious template from Stormwrack. We use the point buy system, at 32 points, and his character had a 16 Dex. Since the template includes a -2 Dex penalty that means he either had to start with an 18, which costs fully half of his creation points, or he paid for a 16, to get a 14, then spent both stat bumps to get it back. Or, possibly, he failed to read the "Creating an Amphibious Creature" section of the book, which is all there actually is on the subject. It's not a formal Template as such. My bet is that he faile dto read the rules.

His build is two levels of Rogue and six of Sorcerer, and he chose the Stalwart Sorcerer variant. That variant says that by giving up one spell from the top tier of the character's "Spells Known" list, the character gains extra hit points. It says that you gain twice the character's Sorcerer level in hit points.

The way he read that, he got didn't roll dice for hit points but instead got 2 points at first level, 4 more at second, 6 more at third, 8 more at fourth, etc.

Naturally, that's not what the book says at all. The character gets +2 to every Hit Dice rolled, period. It even gives examples. Once again, the player saw something he liked and grabbed for it without actually reading the rules.

The player character's Feats are: Smiting Spell (lets you lay a touch spell into a weapon for up to a minute, so it goes off on a hit), Practiced Spellcaster (allows the character to count levels in non-casting classes to their Caster level, up to 4, and not to total more than the character's actual level), Improved Familiar, and I don't know the last one off hand.

His character has a small Air Elemental as his Improved Familiar. When asked his alignment he said, "Chaotic Good". The DM immediately replied, "That Familiar disappears." His character is Aquatic and is more than one point away from the Neutral aligned Air Elemental familiar. He immediately amended his alignment back to Neutral Good.

I asked, conversationally, what the back story was, what made an Air Elemental an appropriate familiar for his Aquatic character. He told a back story that basically said, "My character likes Air magic." I asked for his spells. No Summon Monster spell that could be used to summon Air, no Gust of Wind, no Wind Wall. Just Lightning and more Lightning.

The reason he wants the Air Elemental is because he wants to take the Elemental Savant prestige class next level, and a prerequisite is that the character has to have had friendly contact with a creature from that elemental plane. He could have included that in his back story and we would have accepted it.

He doesn't yet have the Energy Substitution feat called for in the prerequisites for that PRC.

His character wears a Mithral breastplate (proficiency from Rogue levels). A Breastplate normally incurs a 25% Arcane spell failure, dropped by 10% because of Mithral. He, however, was calling his failure chance 10%, not the 15%. When asked how that was, he said it was "Gearth armor". At first we didn't understand what he said, and had to ask him to repeat it, several times. Didn't help. He dug out DMG II and found it: Githcraft armor and weapons, as in, made by Githyanki. Only 600 gp extra.

One quick group vote later and the Githcrafted armor was gone. I didn't even have to vote, it was decided before my vote was even asked.

He asked for approval on the Prestige Class, and I suggested that he send us a PDF of his character sheet, by email, so we could look it over, and have a week to consider the Elemental Savant class.

We had a combat this game session. As usual his first spell was a personal buff. His second spell was a Touch spell called Parching Touch, which can be used once per caster level. He said he wanted to add it to my character's arrows. He moved nearby (10 feet from my pc) before casting it. He said he could hand me arrows from there. He was corrected but didn't change his character's position.

My character, being a Scout, will move at least 15 feet prior to taking a shot, and nothing had been said to that point about his character enchanting arrows for mine so no arrows were ever juiced.

His character then cast Alter Self, as a way to become a small creature, and thus pick up more AC. He then tried to lay his Parching Touch spell onto his own long spear (now 5' long), and was surprised to be told that casting a new spell negates any Touch spell being held. Another rule he never read.

I suspect that he also failed to read which weapons Rogues and Sorcerers are proficient. with. Simple weapons, and a few extra for Rogues, and Simple weapons only for the Sorcerer. The Long Spear is a two handed melee weapon, and not in the "Simple Weapon" category.

I know he was frustrated to learn that, when he Altered himself into a Gnome, his base move dropped to 20 feet. He was trying a Charge in combat and came up five feet short. He tried to argue that his Longspear was a Reach weapon, but the weapon size dropped when he Altered, and was now 5 feet long, not 10. If it hadn't transformed with him (an arguable point) he wouldn't have been able to use it at all.

A question that will come into play is this: If a PRC has a feat as a prerequisite, can the character take the PRC on the same level when they gain the Feat?

I'm sure that's clarified somewhere in the rules, but I can't recall right off hand.

So we discovered a lot about what the character is and what he wants it to be, and he discoveried that his latest "perfect" build doesn't work anything like the way he thought it would. Doesn't end up with more HP than the party fighters, can't cast spells in armor with impunity, doesn't have the stats he thought he should, his spells and feats don't work the way he thought they should, and that his Familiar isn't nearly as useful as he thought it would be.

The thing he apparently failed to discover is that lots of ironwork-type armor doesn't do Bandini against a lot of Undead.

I'll remind him of that when I take the DM's chair, next week.
 

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His build is two levels of Rogue and six of Sorcerer, and he chose the Stalwart Sorcerer variant. That variant says that by giving up one spell from the top tier of the character's "Spells Known" list, the character gains extra hit points. It says that you gain twice the character's Sorcerer level in hit points.

The way he read that, he got didn't roll dice for hit points but instead got 2 points at first level, 4 more at second, 6 more at third, 8 more at fourth, etc.

Naturally, that's not what the book says at all. The character gets +2 to every Hit Dice rolled, period. It even gives examples. Once again, the player saw something he liked and grabbed for it without actually reading the rules.
Please explain to this poor unfortunate soul that power notation is not generally used in Dungeons and Dragons.

The player character's Feats are: Smiting Spell (lets you lay a touch spell into a weapon for up to a minute, so it goes off on a hit), Practiced Spellcaster (allows the character to count levels in non-casting classes to their Caster level, up to 4, and not to total more than the character's actual level), Improved Familiar, and I don't know the last one off hand.
Maybe it was Improved Familiar? :p

His character has a small Air Elemental as his Improved Familiar. When asked his alignment he said, "Chaotic Good". The DM immediately replied, "That Familiar disappears." His character is Aquatic and is more than one point away from the Neutral aligned Air Elemental familiar. He immediately amended his alignment back to Neutral Good.
Such rapid character development. What more can you ask for in a player?

I asked, conversationally, what the back story was, what made an Air Elemental an appropriate familiar for his Aquatic character. He told a back story that basically said, "My character likes Air magic." I asked for his spells. No Summon Monster spell that could be used to summon Air, no Gust of Wind, no Wind Wall. Just Lightning and more Lightning.

To be fair, typhoons, thunderstorms, etc both occur over the sea.

The reason he wants the Air Elemental is because he wants to take the Elemental Savant prestige class next level, and a prerequisite is that the character has to have had friendly contact with a creature from that elemental plane. He could have included that in his back story and we would have accepted it.
Please let him do this. Elemental Savant is a great way to nerf a character.

He doesn't yet have the Energy Substitution feat called for in the prerequisites for that PRC.
Don't worry, he took so many lightning spells I bet that counts.

His character wears a Mithral breastplate (proficiency from Rogue levels). A Breastplate normally incurs a 25% Arcane spell failure, dropped by 10% because of Mithral. He, however, was calling his failure chance 10%, not the 15%. When asked how that was, he said it was "Gearth armor". At first we didn't understand what he said, and had to ask him to repeat it, several times. Didn't help. He dug out DMG II and found it: Githcraft armor and weapons, as in, made by Githyanki. Only 600 gp extra.
This is very interesting, as a Githcraft Mithril Chain Shirt (with, I think, one other property) is used for spellcasters who want to wear armor with 0% ACP. So he's mimicking something he's seen others do, but very poorly.

He asked for approval on the Prestige Class, and I suggested that he send us a PDF of his character sheet, by email, so we could look it over, and have a week to consider the Elemental Savant class.
Again, you should let him have it. It turns all his energy spells to be lightning damage, which means he cries every time something with lightning resistance or immunity shows up. And it's a relatively common immunity.

His character then cast Alter Self, as a way to become a small creature, and thus pick up more AC.
Terribly disappointing, as Alter Self into a Troglodyte gets you more AC, unless you specifically need touch AC.

I suspect that he also failed to read which weapons Rogues and Sorcerers are proficient. with. Simple weapons, and a few extra for Rogues, and Simple weapons only for the Sorcerer. The Long Spear is a two handed melee weapon, and not in the "Simple Weapon" category.
A longspear is a simple two handed melee weapon.

The interesting thing here is that a Stalwart Sorcerer gains one martial weapon proficiency, so either he's intentionally using a weaker weapon than what he can get, or he didn't read that far.

I know he was frustrated to learn that, when he Altered himself into a Gnome, his base move dropped to 20 feet. He was trying a Charge in combat and came up five feet short. He tried to argue that his Longspear was a Reach weapon, but the weapon size dropped when he Altered, and was now 5 feet long, not 10. If it hadn't transformed with him (an arguable point) he wouldn't have been able to use it at all.
Actually, a small reach weapon has 10ft reach.
Reach Weapons
Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

A question that will come into play is this: If a PRC has a feat as a prerequisite, can the character take the PRC on the same level when they gain the Feat?

I'm sure that's clarified somewhere in the rules, but I can't recall right off hand.
See below for why not.

I'll remind him of that when I take the DM's chair, next week.
Smack him around, but keep in mind that some of the things he's trying are, in fact, correct.
 
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A question that will come into play is this: If a PRC has a feat as a prerequisite, can the character take the PRC on the same level when they gain the Feat?

I'm sure that's clarified somewhere in the rules, but I can't recall right off hand.

I often hear it argued that you can -- it's come up in games I've run or played in -- but I don't believe that is correct. The key section of the rules is p176 of the DMG, from the first two paragraphs under the heading Prestige Classes. I've bolded parts of this section for emphasis.

DMG said:
Prestige classes offer a new form of multiclassing. Unlike the basic classes found in the Player’s Handbook, characters must meet requirements before they can take their first level of a prestige class. The rules for level advancement (see page 58 of the Player’s Handbook) apply to this system, meaning the first step of advancement is always choosing a class. If a character does not meet the requirements for a prestige class before that first step, that character cannot take the first level of that prestige class.

For example, the requirements to become an assassin are any evil alignment, 8 ranks in Move Silently, 8 ranks in Hide, 4 ranks in Disguise, and the candidate must kill someone for no other reason than to join the assassins. Any rogue can meet the skill requirements at 5th level (see Table 3–2: Experience and Level-Dependent Benefits, page 22 of the Player’s Handbook, for class skill max ranks). When such a rogue gains enough experience points to reach 6th level, she can take her first level of assassin.
 

I thought you could take the Feat first, but the order provided (reference noted was PHB 3.5 p 58) is:

1.Choose Class
2.Adjust base attack bonus
3.Adjust base save bonus
4.Adjust ability score
5.Adjust skill points
6.Select feats
7.Select spells
8.Add class features

The feat comes very late in the process, so new class skills, BAB, skill points, etc. can be used to qualify for a feat, but the feat cannot be used to qualify for a PrC.

Perhaps the longspear can be used as an example of why the rules need to be referenced and read in detail - we all make assumptions that turn out to be incorrect when we read the rules.
 

I think Dandu has expertly covered most of this. I have one question though. With his smiting spell, does the benefit for placing a spell into a weapon last if it leaves his hand? For instance, if he put Parching Touch into an(?) arrow and passed it off to you, does it last? Or does the benefit disappear once the weapon leaves your hand?

Elemental Savant is a good class from a flavor point of view. But, as it has been pointed out, once you come up against something that ignores your element you're pretty much relegated to either magic missile or crying softly in the corner. Unless you have some way to get around that, such as searing spell.
[MENTION=85158]Dandu[/MENTION] is the enhancement you're thinking of Twilight? It's from the MIC and BoED IIRC.
 

I think Dandu has expertly covered most of this. I have one question though. With his smiting spell, does the benefit for placing a spell into a weapon last if it leaves his hand? For instance, if he put Parching Touch into an(?) arrow and passed it off to you, does it last? Or does the benefit disappear once the weapon leaves your hand?

Elemental Savant is a good class from a flavor point of view. But, as it has been pointed out, once you come up against something that ignores your element you're pretty much relegated to either magic missile or crying softly in the corner. Unless you have some way to get around that, such as searing spell.
Smiting Spell: You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell discharges. The target takes the normal damage and effects of a successful attack in addition to the spell's effect. Once you place a spell into a weapon, you must discharge it within 1 minute, or its energy dissipates harmlessly.

You can place a smiting spell on a piece of ammunition or a projectile, such as a sling bullet, an arrow, or a crossbow bolt. In such a case, the spell dissipates if the attack misses. The spell cannot be placed on a bow, crossbow, sling, or similar weapon that uses ammunition.

[MENTION=85158]Dandu[/MENTION] is the enhancement you're thinking of Twilight? It's from the MIC and BoED IIRC.
TWILIGHT IS NEVER THE ANSWER
 

Naturally, that's not what the book says at all. The character gets +2 to every Hit Dice rolled, period.

Pretty sure that should be for Sorcerer levels only - which is really important for multiclass characters.

I suspect that he also failed to read which weapons Rogues and Sorcerers are proficient. with. Simple weapons, and a few extra for Rogues, and Simple weapons only for the Sorcerer. The Long Spear is a two handed melee weapon, and not in the "Simple Weapon" category.

Stalwart Sorcerer also gives Proficiency and Focus in a single Martial melee weapon. I assume this isn't the one he chose?

His character has a small Air Elemental as his Improved Familiar. When asked his alignment he said, "Chaotic Good". The DM immediately replied, "That Familiar disappears." His character is Aquatic and is more than one point away from the Neutral aligned Air Elemental familiar. He immediately amended his alignment back to Neutral Good.

Nitpick: he's allowed a one-step difference on each alignment axis. So a Neutral familiar for a Chaotic Good caster is legit.

Not that I particularly want to defend the guy, you understand, but if you're going to apply the rules, you do need to get them right.
 


I think there are three key discussions that need to be had with this player (though whether they will stick is anyone's guess).

First, read the whole ability. Honestly, haven't you been crushed back down enough yet? Talk to someone while building your character to make sure that ability does what you think it does. Someone WILL look at it eventually and correct your misconceptions, so get it done up front and avoid being saddled with a build that isn't what you thought it was.

Second, if you want to build an "optimized" character, they tend to be pretty focused. This fellow branches out all over the place. If you want high hp and tons of skill points, it's not a Sorcerer. If you want massive spell power, sacrificing two levels to get Evasion and reducing access to your most powerful spells to get more hp isn't going to achieve that.

Third, consider your group. Let's assume you DO find that game-breaking combo out of sources accepted by the group. There will be a vote called, and history shows the overpowered combo will be voted out. So your game-breaking genius will be rewarded with a pat on the head, congratulations for breaking the game, and the need to build a new character which is not so unbalanced. Build what you will have fun playing, because anything overpowered will be voted back into line with the power level the group is comfortable with anyway.

Yeah, he probably should have learned this on his own by now, but clearly he has not.
 

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