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*Pathfinder & Starfinder
List of Broken Powers
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<blockquote data-quote="KarinsDad" data-source="post: 5413640" data-attributes="member: 2011"><p>I was interested in putting together a list of powers which are generally considered broken, or at the minimum, overly bent. Not just potent, but more or less encounter breaking. The purpose of the list is so that myself and other DMs can determine if they want to house rule certain powers before they get introduced into their game and the DM gets sideswiped by them.</p><p></p><p>Spectral Assailants (Assassin Encounter 13, when combined with a zone that damages for each square moved through)</p><p></p><p>Astral Condemnation (Cleric Daily 1)</p><p>Moment of Glory (Cleric Daily 1)</p><p>Consecrated Ground (Cleric Daily 5)</p><p>Iron to Glass (Cleric Daily 5)</p><p>Cloak of Courage (Cleric Encounter 16)</p><p></p><p>Certain Justice (Champion of Order Encounter 11, Paladin)</p><p></p><p>Fountain of Flame (Wizard Daily 1)</p><p></p><p></p><p>Honorable Mentions:</p><p></p><p>Stirring Shout (Bard Daily 1)</p><p></p><p>Lightning Rush (Battlemind At Will 7)</p><p></p><p>Come and Get It (Fighter Encounter 7)</p><p></p><p>Protective Roots (Shaman Daily 2)</p><p></p><p></p><p>I'll start it off with two Cleric powers:</p><p></p><p>Level 1 Daily: Astral Condemnation. Range 5 Wisdom vs. Reflex, 3d6+Wis damage, plus an effect that lowers the damage of the target by 5+Cha until end of Cleric's next turn. Sustain the effect as a minor each round.</p><p></p><p>It's not too difficult with this to get -8 or -9 damage and take out a solo or potent elite encounter once per day at first level. It's equivalent to giving 8 or 9 damage resistance to every PC against the toughest creature in the fight for the encounter. If it were just a Cha reduction, then it would be ok. But at 5+Cha, it makes a solo almost impotent.</p><p></p><p></p><p>Level 16 Encounter: Cloak of Courage. Close Burst 2. All allies get temp hit points equal to their surge value. There is also a +4 Fear defense boost, but it is irrelevant.</p><p></p><p>Players use the Cloak of Courage immediately after a short rest and get a lot of temp hit points. For example, a 5 PC group gets 4 healing surges worth of temp hit points for every encounter. In a 5 encounter day, that's 20 healing surges worth of hit points. Compared to the exact same level Cure Critical Wounds which is 3 healing surges of healing, this is way overpowered. It should be a Daily instead of an Encounter (and if it were a Daily, players would consider using it for the Fear boost as well, not just the hit points). CCW for a given PC might give 75 to 100 hit points at mid-paragon. CoC can give 500 to 1000 free temp hit points per day.</p><p></p><p>And because the power gives so many free temp hit points, PCs have the potential of being in more encounters per day (7 encounters = 28 healing surges worth of free temp hit points).</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5413640, member: 2011"] I was interested in putting together a list of powers which are generally considered broken, or at the minimum, overly bent. Not just potent, but more or less encounter breaking. The purpose of the list is so that myself and other DMs can determine if they want to house rule certain powers before they get introduced into their game and the DM gets sideswiped by them. Spectral Assailants (Assassin Encounter 13, when combined with a zone that damages for each square moved through) Astral Condemnation (Cleric Daily 1) Moment of Glory (Cleric Daily 1) Consecrated Ground (Cleric Daily 5) Iron to Glass (Cleric Daily 5) Cloak of Courage (Cleric Encounter 16) Certain Justice (Champion of Order Encounter 11, Paladin) Fountain of Flame (Wizard Daily 1) Honorable Mentions: Stirring Shout (Bard Daily 1) Lightning Rush (Battlemind At Will 7) Come and Get It (Fighter Encounter 7) Protective Roots (Shaman Daily 2) I'll start it off with two Cleric powers: Level 1 Daily: Astral Condemnation. Range 5 Wisdom vs. Reflex, 3d6+Wis damage, plus an effect that lowers the damage of the target by 5+Cha until end of Cleric's next turn. Sustain the effect as a minor each round. It's not too difficult with this to get -8 or -9 damage and take out a solo or potent elite encounter once per day at first level. It's equivalent to giving 8 or 9 damage resistance to every PC against the toughest creature in the fight for the encounter. If it were just a Cha reduction, then it would be ok. But at 5+Cha, it makes a solo almost impotent. Level 16 Encounter: Cloak of Courage. Close Burst 2. All allies get temp hit points equal to their surge value. There is also a +4 Fear defense boost, but it is irrelevant. Players use the Cloak of Courage immediately after a short rest and get a lot of temp hit points. For example, a 5 PC group gets 4 healing surges worth of temp hit points for every encounter. In a 5 encounter day, that's 20 healing surges worth of hit points. Compared to the exact same level Cure Critical Wounds which is 3 healing surges of healing, this is way overpowered. It should be a Daily instead of an Encounter (and if it were a Daily, players would consider using it for the Fear boost as well, not just the hit points). CCW for a given PC might give 75 to 100 hit points at mid-paragon. CoC can give 500 to 1000 free temp hit points per day. And because the power gives so many free temp hit points, PCs have the potential of being in more encounters per day (7 encounters = 28 healing surges worth of free temp hit points). [/QUOTE]
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