race & feat combos that destroy my campaigns melee combat.

As everyone has said, take the player aside, point out the racial HD mistake, and have him remake the character with the appropriate hit dice and feats.

He should still be quite capable for his level.

I have to say I found many of the Complete Warrior feats a little on the over the top side, but sunder (and its baseline feat tree) in and of itself is not imbalanced.

And my answer to when he gets his feats and hit dice back after going up a few levels:

Displaced, Incorporeal, Undead, spell-focus enchantment, sorcerers under the command of a mid flayer lich.
 

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More ranged attacks are a good thing. A good archer will never let this character get anywhere near him, especially if he has something like Ranged Disarm wherei t allows you to disarm with a ranged attack.
 

Sir ThornCrest said:
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.

So, 4 to 6 characters, right? average 12th level, and pretty high ability scores all round or just one or two members?

1) I've found that, due to the higher bonus ranges, high ability scores can actually adjust the level of challenges a party should face by a whole CR or two.

2)creatures 8 CR's below the party's level are not likely to put up a threat, even in MASSIVE numbers, because they can sweep them away like a broom on dirt.

Sounds like your worst problem is the guy with the massive strength and CON, and the best trick for that is to either tailor certain challenges for him specifically (things that require massive strength without combat) or to find ways to segregate him from the party occasionally (the aforementioned Hold Monster and dominate and charm spells).
 

marilith have dr20/+2

I was just quoting what I remember he has as far as feats.

we havent encountered a +3 weapon yet so we havent had that come up I was just using that as a "I cant believe the damage this guy does statement"

but it is nice to know that you nead a = of magic to sunder I was still playing it just gave the weapons a bonus to hardness and hitpionts.

I gave the merilith 2 +2 b-swords of wounding, a repeating cross bow of speed w/6 dc17 piosonous bolts -1d6str, a +2 spiked buckler, and 2 +1 long swords and 1 flaming spear +1
so she was tough but not enough.

Thorncrest








Navar said:
Several other posters have already touched on the most glaring problem with this character. A STONECHILD HAS 2 Racial hit dice. So your dude has too many feats. I guess this isn't a huge problem as he has 2 feats that don't make any sense, but he should be a Stonechild Ftr 6, with 8+1d8+6d10 hit points. This doesn't seem to be a big deal (and will improve his will, reflex, and fort saves, but will keep his feats down. While he has 8 hit dice (about to get his 9th) he is only a 6th level fighter (about to get 7.) He has a +10 str (a +18 to hit,) but only 2 attacks per round (without magic or feats +18/+13.) Vs. most monsters this isn't a lot. At level 12 most monsters shouldn't fall to 2 hits (he makes up for the 2 big hits with +10 to his damage, but that is still only 20 extra damage per round.) There are about a TON of things you can do:
#1 LEARN THE RULES if you are going to DM. His +2 weapon can only sunder +2 or lower weapons.
#2 I don't know where you got those feats from, (nor what they do) but you need to figure out what they do.
#3 play to his weeknesses, he likley has a very low touch AC and will save so you have a TON of options to run. From what you said he has no ranged weapons so flying opponents are a great option. Shadows have been suggested.
#4 How is he doing 75 damage a round. If he powerattacks for his full BAB maybe but then his attacks are at +10/+5 (or +12/+7 with a +2) and his attacks do, on average, 37 for about 75 hit points of damage in 1 full attack, but the odds that his +7 will hit a chalange rating 12 monster are pretty far. BUT if you have a problem with this then just double the monsters hit points. You could give the monsters DR (in fact I am pretty sure that the MARILITH demon has DR 10/ Good AND cold iron. That should have given him some staying power.)

Just to name a few

I don't think this is a problem with the RAW (rules as written) I think this is a problem with the DM.
 


If this guy was in my campaign, he would be a ham sandwich by now.

Weak will saves, flying creatures, incorporeal undead, sundering his weapon first, a good grappler creature, creatures who trip ...... there are dozens of ways to take this PC down a peg or two.

Really...the problem is your game is currently playing into this PC's strengths. Mix it up and see if he is still a problem. Even a simple fight on the deck of a ship at sea in which balance checks are required for each physical action will take the air out of this PC's sails (assuming of course that he doesn't have balance as a skill).
 



Displaced, Incorporeal, Undead, spell-focus enchantment, sorcerers under the command of a mid flayer lich.
Oh your evil baby! I will use that, "got any builds handy?"

Thorncrest
ps: This pc is now 13hd, and I looked over his feats during creation he had them all right? I might have posted something today that was 1 or so off but when we made the pc I read the new races of stone book with him and went by the rules. But again I dont have the books at my house to refer to so I go off of memory 1,2, 3 or more days later when I post here with you gents.

Thorncrest


The_One_Warlock said:
As everyone has said, take the player aside, point out the racial HD mistake, and have him remake the character with the appropriate hit dice and feats.

He should still be quite capable for his level.

I have to say I found many of the Complete Warrior feats a little on the over the top side, but sunder (and its baseline feat tree) in and of itself is not imbalanced.

And my answer to when he gets his feats and hit dice back after going up a few levels:

Displaced, Incorporeal, Undead, spell-focus enchantment, sorcerers under the command of a mid flayer lich.
 

What is the problem with characters actually being good and useful? I dont understand why you would want to check the players sheet, and then only play to their weaknesses. I would swiftly leave the campaign of any DM who didnt have the interests of the party at heart.

What, you have combat reflexes? Ok, no one will ever come near you. What, Combat Reflexes and a Chain? 30 archers attack you. Sunder? No one has a weapon in the entire campaign world. 30 Strength one trick pony? Haha! Only thing you'll ever see again is Shadows. Took Blind fight? (dummy) Well, never see the dark again, then! Cleave? No foes ever stand within 10 feet of each other.

What game are you playing? Lets make the game as little fun as possible? Honestly.
 

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