race & feat combos that destroy my campaigns melee combat.

We roll but heres what he ended up with after all deductions and bonuses 26(18)str , 11int, 12 wis, 14dex, 16(26)con, 9cha this includes his + from levels and +/ - from race.

Thorncrest

Crothian said:
I think he was saying don't let your players start with two 18's, what method of determining attributes do you use?
 

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Another way to knock the character down a peg or two is to throw creatures with damage reduction and immunities at him. There are many creatures that are specifically tailored to kick a fighter's tail through the intelligently applied use of their special abilities including spell-like abilities, mental attacks and anything else that forces a Will save (the one thing a fighter is likely to be seriously hurting in).
 

Navar said:
I don't know why noone has touched on the most glaring problem with this character. A STONECHILD HAS 2 Racial hit dice.

Umm... We did. There are 3 posts on that in this thread. One of them is by me.
 

This kids is why we roll the stats IN ORDER in my campaign after declaring race and starting class.

Declare Race, Declare Class, Roll the stats. This is one of the most balanceing elements of the game.

For this character, go get the umbral creature template and apply it to a Vrock or Osyluth. That will make short work of him.

That Arrow Demon/Devil (whatever it is) in MM3 Might do well against him too...

Aaron.
 
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Tom Cashel said:
So, not to beat a dead horse...but what rule am I missing that allows a PC to sunder a +3 or +4 weapon with his own +2 sword?

I didn't know that this wasn't allowed. AFAIK, each +1 enhancement gives the weapon a +2 to hardness and +10 to hit points (PHB p.165) and that's it.
 


reveal said:
I didn't know that this wasn't allowed. AFAIK, each +1 enhancement gives the weapon a +2 to hardness and +10 to hit points (PHB p.165) and that's it.

My question was rhetorical, so I could re-post this, From the SRD:

Hardness and Hit Points: An attacker cannot damage a magic weapon that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon’s or shield’s hardness and hit points.

Thank you, Reveal, for entering my Rhetorical Funhouse!
 

reveal said:
Tom Kashel said:
So, not to beat a dead horse...but what rule am I missing that allows a PC to sunder a +3 or +4 weapon with his own +2 sword?

I didn't know that this wasn't allowed. AFAIK, each +1 enhancement gives the weapon a +2 to hardness and +10 to hit points (PHB p.165) and that's it.

Yeah thats a 3.0 to 3.5 change. It was that way in 3.0, but they just changed it to the hardness/hp bonus in 3.5. There is info about that in the eratta/FAQ. Had to look it up cause the characters in my game are running around with a Chondathan Steel Sword Verison of Shatterspike.

Aaron.
 
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He doesn't sound like that much of a problem on paper - He's facing CR 12 creatures or thereabouts and only has 8 hit dice? Even with the +8 con bonus, that's pretty low. How many other PCs in the party? Are you gauging their total strength against the challenges you are using? Having 6 or 8 players for instance can alter the amount of power in the creatures they should be facing.

Overall, 75 damage a round at 12th character level is not overly much in 3E; in fact, it's about on par, since a default game would have some fighters with strength and con boosting items anyway.

Personally, I don't allow anything over LA +1 anyway if I can help it, specifically because of the kinds of problems you mention; a creature with LA +4 is "top heavy" in terms of power in my experience; in your case, this character has extremely poor reflex and will saves and likely hit points, and would probably fall over at ranged combat distance.
 

this current campaign tends to be undead/monster hunters rogue,arcane trickster,cleric w/ Saint, monk w/VoP and this meathead, we also have an occassional additional 1 or 2 players pending work schedules they play a Rogue and a psi fighter.

Monsters we have encountered last 2 or 3 game sessions in this campaign...
1)1 beholder: cr13was very tough damn near got them all! killed the arcane trickster and stoned the ranger.
2)1 very old green dragon:cr15
3) 1 merilth demon: cr16
4) 6 vampires (sorcerers, monks, fighters)
5) 6 retreivers demons cr:9 but all at once so it was pretty tough
6) 2 chimera cr ?
7) blighter druid Orc 10th level cr10
8) Orc Assassin 8th level cr 8
9) 10 Ironmaw Barbarians all 10th level w/ 125 hit pionts & all at once wizards force wall was the only thing that kept all but 3 of them off the party at once..they would of got overrun!
10) about 50 60 zombies same in skeletons 4 wights and a ghost that kept possessing people and attacking the party.

Thorncrest



oeGKushner]In and of themselves, none of these things is a particular problem. As with many d20 things, it's because of the combination of things.

1st thing to do is ask the player to get rid of the Two-Handed Power Strike. It's powerful but not the end all be all (unless you have a massive massive massive strength bonus.)

2nd thing is to get rid of the magic item that effects his strength. he's already strong enough. Give 'em to the rogue.

If you find him using Sunder a lot, pit the group against more creatures and fewer characters. I wouldn't worry about him sundering stuff though as realistically, that's magic items that should be part of their loot that he's destroying no?

Characters like this are powerful fighters overall. Put them up against one main enemy and he'll cut through them like butter. Put them up against many smaller ones and he loses some of his potency, but not all of it. It's best to mix it up a bit.

Since the group is on 13th level, what are some of the creatures you find yourself using? If nothing else, always remember that what's good for the goose...[/QUOTE]
 

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