Incompetent DM seeks help with powerful PC

Ravilah said:
Doesn't he only have 9HD? He needs 12+ for DR10.

Anyway this guy is barely powergamed. If you think he's bad, wait til a player uses a gestalted druid/cleric. Wildshape + divine power + righteous might = ouch.
 

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Ravilah said:
Storywise, his character is Good-aligned, striving against his evil ancestry, committed to destroying demonic influence in the world. Overall, he's a knight errant looking for a fight.
I personally love stories, and like to use story elements rather than mechanics to settle issues when possible; and I think it may be possible here.

Surely this "striving against his evil ancestry" would piss off some of his ancestors, family, or masters from which the fiend side came? Would they not seek a little *specifically targeted* retribution toward their errant relation? Might they not set a vendetta upon him because of this heresy of being "good"? Could some powerful fiend take this as an insult and decide to make an example of this upstart?

Just some opinions to think about, all the mechanics based ideas sound very good also, just thought I would offer a different perspective.
 

Ravilah said:
Str 24
Dex 16
Con 22
Int 18
Wis 14
Cha 20

I suppose this is with magic items?

Otherwise his natural stats (minus bonuses from half-fiend) would be like 20 12 20 14 14 18!?


And as others have said already... Level Adjustment must take up both sides in a Gestalt, not just one. Anything else leads to seriously broken characters.

Bye
Thanee
 

Darkwolf71 said:
Most imortantly, for future reference.

As a DM, embrace the power of "No". :D

Amen... I have used that power in the past with great success, but only after learning the hard way of using the other power word... "Yes" to liberally.
 

If you have trouble fiddling the encounters to challenge the powerful person without killing the rest of the party, I think you either need to power up the rest of the party or ask the powerful PC to tone it down.

The first step would be to ask the powerful character to redesign his character with the rules properly applied, as the rest have suggested. If that still doesn't make it easier for you to balance encounters, you should probably talk to the player privately and ask him if he will work with you so that everyone can have an enjoyable experience.. because if you go to the next step of designing encounters with really nasty things to smack him down while you put piddly little things to engage the rest of the party, most players would probably feel picked on and annoyed, so he's not going to be likely to have fun if you go that way - and then if you kill him in such an encounter, he's just going to look for a new way to escalate the power.

Personally, I think the easiest thing would be to keep the whole party at the same level, instead of having a spread of levels and powers. Because you're not really punishing the player who doesn't always make it to your game; you're making things difficult for yourself and uncertain for everyone else.

/ali
 

The point I was intending to make about the alignment restriction isn't that it should be impossible (which means I overstated my case, for which I apologize) but rather that Half-Fiend is an inherently evil template, and there would need to be a really good reason to allow a half-fiend paladin. Note that "because the template is kewl and we can just handwave the alignment thing" isn't a really good reason. I, personally, would want a long, detailed background complete with info on his fiendish father or mother (half fiends are the immediate descendants of fiends, remember), so that I could incorporate that into the game. And, again, "my mother was a reformed succubus" won't cut it.
 

Dropping him down to a Tiefling would cut down his power level somewhat, while retaining the same flavor. Perhaps there's a quest he has to undertake to purify himself by stages, because having the holy spirit of a paladin in a body half made from pure evil is causing his body and soul to tear themselves apart. Treat as an incurable and progressive disease which causes d6 con damage at the beginning of every day (which can be cured normally) and 1 (cumulative) con drain every month (or maybe week) that can't be cured.
Add in some more progressive penalties as you go (maybe level drain). As the separation progresses, there's a 1% cumulative chance for each round in combat (or similarly stressful situation) that his spirit will separate almost completely from his body for the round, making him take double damage from negative energy and force effects aimed at his exposed soul until the next round (and also preventing him from attacking/moving)
 

Thanee said:
And as others have said already... Level Adjustment must take up both sides in a Gestalt, not just one. Anything else leads to seriously broken characters.

Yah, that's the way to go.

Now, since the characters are theoretically all gestalt, the abilities from a template aren't quite as big a deal as they would be in an ordinary game, because everyone's more powerful. So, it doesn't require as much of a penalty to balance it out. You can likely knock down the LA to 2 or 3 when applying it to both sides of the character.

Personally, I'd trade down to half-dragon, since it costs less and gives more of that lovely, lovely Strength for Smite Sneak Attack beatdowns.

Brad
 

I think it's wise to begin with the end in mind. I know it's cliche, but it's true.

Decide on how long your CAMPAIGN is going to go before you reset and start a new one.

Typically, the best way is to have them fight some magical creature that activates a device that BLASTS everythign they are carrying into nothingness (and eats all magic). Then everyone starts on a clean slate.

Personally, though, I like having the END OF THE CAMPAIGN solution. We usually play to about 12th or so and dump it for the next campaign. The ADVENTURE PATH's in DUNGEON magazine or by Paizo are good for this..although they go way too high for me (20th get's to be amiserable mess for most DM's and all character balance is lost by then).

jh
 

In regards to Zurai's point about having a REALLY good story to back up being a half-fiend paladin:

This player is excellent at creative backstories, and he makes them integral parts of his characters. He roleplays out whatever he sets up, even if it hurts him in the long run. He's earned the right to stretch the rules here. With almost any other player I know, I would agree with you and make half-fiend pretty much off limits to good characters.


(Just being fair to you, Halivar).
 

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