Help making a broken character


Advice


I need help making either a character that is either broken or really strong. I've been playing Pathfinder for half a year now and the character I'm playing now is surprisingly very weak. I'm a level 4 Half-elf Cleric with no chosen archetypes. My other party members are the same level as me or level 5. In my party is; a Tengu Monk (5), Druid Gnome (5), Human Sorcerer (4), and Elf Bard (4). They're all either Chaotic Good, Chaotic Neutral or Neutral. While I'm Lawful Neutral. I'm tired of healing them constantly, putting out their grease fires and them stealing my items even though I have high perception but not able to stop them. (I get healing is part of being a cleric, that's why I signed up for the job)

I'm now trying to figure out what is the best class and race to make a broken character. I realize you can make any character broken if you do some research, but seeing as I'm new to this I need some help. I like magic-based characters but I wouldn't mind trying anything more physical based.


OtakuChan wrote:
They're all either Chaotic Good, Chaotic Neutral or Neutral. While I'm Lawful Neutral. I'm tired of healing them constantly, putting out their grease fires and them stealing my items even though I have high perception but not able to stop them. (I get healing is part of being a cleric, that's why I signed up for the job)

Why are you not letting them die, again?

As for broken character, level 5 is when Wizards get Fly.


Pathfinder Adventure Path, Lost Omens Subscriber

Stop healing them. If they're actively stealing your things just don't heal them until the item is returned or start charging for the service. From the information provided it seems that they're taking advantage of you and your character that issue needs to be dealt with. A Cleric can be plenty broken without too much work by focusing on the spells you're preparing each day.

Is the issue only in game with the characters only or is there an issue out of game with the players as well?


don't heal them if they are being dumb.
Also what are your stats like and what are your domains?


If they are stealing your items, talk to them out of character. That ain't right, perception and stealth rolls be damned. As for Cleric, ask GM to switch alignment to CG or hope you worship a good god.

Summon Good Monster > Summon slightly better monsters, monsters have diehard so they have a ton more HP (they go away at -con instead of 0)

Summon Neutral Monster > Summon slightly better monsters, good monster is slightly better here

Summon Sacred Monster > Summon monsters as a standard action instead of a round (you are the only class that can do this IIRC). Monsters must be same alignment of you (You need summon neutral or good monster depending alignment)

Augment Summoning > All summons get +4 Str/Con

Evolved Summoned Monster > Summons become more powerful, gaining lots of unique options

Quicken Channel > Use 2 uses of channel energy to do it as a move action. This means you can Summon > Channel > 5foot step in one turn.

Selective Channeling > Remove up to CHA people from your Channel every time you channel. Useful to exclude a$#+~#& allies or enemies.


How about an absurdly efficient healer, like a kitsune wrecking mysticism dual life spirit guide oracle or an oradin?

The problem with healers is that bad ones are terrible, not that good ones aren't fun.

Dark Archive

Summon good monster is broken as in doesnt work. It doesnt remove the general summon rule that they disapear at 0 hp. So it does nothing.


SorrySleeping wrote:


Summon Sacred Monster > Summon monsters as a standard action instead of a round (you are the only class that can do this IIRC).

anyone who can summon can do this if they're evil with summon evil monster


http://paizo.com/paizo/faq/v5748nruor1gh#v5748eaic9qli

Half-Orc can give summoners Ferocity and the FAQ says that it works, letting summons go below 0 HP.

Diehard and Ferocity are basically the same thing in this case, letting the summon act and keep fighting past 0 HP.


Rai'shan:

Aasimar summoner (synthesist) 5 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 80)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +21
--------------------
Defense
--------------------
AC 28, touch 12, flat-footed 26 (+4 armor, +2 Dex, +10 natural, +2 shield)
hp 38 (5d8+10)
Fort +5, Ref +6, Will +9
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (good), fly 5 ft. (average)
Melee bite +9 (1d6+18), 2 claws +10 (1d4+13)
Spell-Like Abilities (CL 5th; concentration +9)
. . 1/day—daylight
Summoner Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—summon monster III
Summoner (Synthesist) Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—barkskin, lesser evolution surge[APG] (DC 16), haste
. . 1st (5/day)—enlarge person (DC 15), long arm[ACG], mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—detect magic, guidance, mending, message, open/close (DC 14), read magic
--------------------
Statistics
--------------------
Str 23, Dex 14, Con 13, Int 14, Wis 15, Cha 18
Base Atk +4; CMB +8; CMD 22
Feats Arcane Strike, Power Attack, Weapon Focus (claw)
Traits reactionary, seeker
Skills Acrobatics +5, Diplomacy +6, Fly +14, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +21, Spellcraft +6, Use Magic Device +8; Racial Modifiers +2 Diplomacy, +10 Perception
Languages Common, Draconic, Sylvan
SQ fused eidolon, fused link, scion of humanity[ARG], shielded meld
Combat Gear wand of infernal healing (50 charges), wand of lesser rejuvenate eidolon (50 charges); Other Gear amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +1
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Fly (30 feet, Good) You can fly!
Fly (5 feet, Average) You can fly!
Fused Eidolon (24/24 HP) A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.

At 12th level, whenever the synthesist is fused wit
Summon Monster III (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.


PossibleCabbage wrote:

How about an absurdly efficient healer, like a kitsune wrecking mysticism dual life spirit guide oracle or an oradin?

The problem with healers is that bad ones are terrible, not that good ones aren't fun.

I'm currently beginning pathfinder for the first time not doing random homebrew and am trying to make an oradin. Mind shooting me some tips on effective building of it? It's half elf and lvl 1 (only played one session).


KitsuneKid wrote:
PossibleCabbage wrote:

How about an absurdly efficient healer, like a kitsune wrecking mysticism dual life spirit guide oracle or an oradin?

The problem with healers is that bad ones are terrible, not that good ones aren't fun.

I'm currently beginning pathfinder for the first time not doing random homebrew and am trying to make an oradin. Mind shooting me some tips on effective building of it? It's half elf and lvl 1 (only played one session).

Ryfel:

Half-elf oracle (dual-cursed oracle) 4/paladin 2 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
LG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+10 armor)
hp 53 (6 HD; 4d8+2d10+18)
Fort +10, Ref +5, Will +12; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 nodachi +12 (1d10+14/18-20) or
. . bite +3 (1d4+4)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect evil
Oracle (Dual-Cursed Oracle) Spells Known (CL 4th; concentration +7)
. . 2nd (4/day)—cure moderate wounds, oracle's burden[APG] (DC 15), lesser restoration
. . 1st (7/day)—bless, cure light wounds, divine favor, ill omen[APG], magic fang, shield of faith
. . 0 (at will)—create water, detect magic, guidance, light, mending, stabilize
. . Mystery Battle
--------------------
Statistics
--------------------
Str 20, Dex 10, Con 14, Int 10, Wis 13, Cha 16
Base Atk +5; CMB +8; CMD 20
Feats Extra Revelation[APG], Furious Focus[APG], Power Attack, Skill Focus (Perception), Weapon Focus (nodachi)
Traits reactionary, seeker
Skills Acrobatics -2 (-6 to jump), Diplomacy +12, Knowledge (planes) +4, Knowledge (religion) +4, Perception +16, Sense Motive +5, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Elven; telepathic bond
SQ elf blood, lay on hands 4/day (1d6), oracle's curses (mute, wolfscarred face), revelations (misfortune[UM], war sight, weapon mastery), wolf's bite
Other Gear +1 full plate, +1 nodachi[UC], belt of giant strength +2, cloak of resistance +1, headband of alluring charisma +2, 1,990 gp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Mute (Ex) Your cannot speak. You cannot use verbal spell components, or use other effects that requires your voice. However, the cure grants you the ability to cast all spells as if using the Silent Spell metamagic feat without modifyling that spell's actual l
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Telepathic Bond (5/day) (Sp) You can also maintain a telepathic bond (as the spell) with one specific creature at a time by taking a full-round action to link your mind to that creature during telepathic communication. This telepathic bond can be changed 1/day plus one mo
War Sight (Su) Take your choice of 2 initiative rolls.
Wolf's Bite You gain a natural bite attack that deals 1d4 points of damage if you are a Medium creature or 1d3 points of damage if you are Small.

At 5th level, your bite damage increases to 1d6 if you are Medium or 1d4 if you are Small.

At 10th level, the
Wolfscarred Face Your face is deformed, as though you were born with a wolf ’s muzzle instead of an ordinary nose and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your face. You have a severe speech impedim


I'm seeing two things out of this post. The first is a group issue. This hopefully can be resolved out of game. The GM shouldn't be allowing the party to steal your stuff like they are. It could be nothing more then them giving your character a hard time, it could be more. Talking out of game could resolve all of this. I a meeting before the game starts and talk about it. Make it clear this bothers you and why. If these guys are reasonably mature they will get it and stop.
The second issue I'm seeing is you seem a tad upset playing the group's healer. That issue is easier to fix. Either switch to something you want to play and let the party adapt to this or change how you play. I have read post after post after post of people complaining because they play a cleric and the party assumes they are the group's healer and that's all they can do. I have played and have seen played clerics that never heal or that is secondary. I have played clerics who tank up and get into melee next to the fighters and hammer out as much damage as them. A good or neutral cleric can change any memorized spell for cure spells so don't memorize cure spells. I always memorize two spells usually multiple times they are Bless and Shield of Faith. Bless helps everyone and Shield of Faith gives me a +2 armor boost. At higher level the spells are just as deadly as a wizard.
It's not the class it's how people perceive how the class should be played. I see it with this class more then any other. It's your character and you should play it the way you want as long as it doesn't disrupt the game. Don't let the GM tell you how to play it either. Had a GM once do this to me twice before I told him never again.


Tell the Druid and Bard to buy a wand of CLW and heal themselves and everyone else who gets a little cut.
Clerics are only healers if you play them that way.

However...this sounds like a Player/GM problem not a PC issue.


Derek Dalton wrote:

I'm seeing two things out of this post. The first is a group issue. This hopefully can be resolved out of game. The GM shouldn't be allowing the party to steal your stuff like they are. It could be nothing more then them giving your character a hard time, it could be more. Talking out of game could resolve all of this. I a meeting before the game starts and talk about it. Make it clear this bothers you and why. If these guys are reasonably mature they will get it and stop.

The second issue I'm seeing is you seem a tad upset playing the group's healer. That issue is easier to fix. Either switch to something you want to play and let the party adapt to this or change how you play. I have read post after post after post of people complaining because they play a cleric and the party assumes they are the group's healer and that's all they can do. I have played and have seen played clerics that never heal or that is secondary. I have played clerics who tank up and get into melee next to the fighters and hammer out as much damage as them. A good or neutral cleric can change any memorized spell for cure spells so don't memorize cure spells. I always memorize two spells usually multiple times they are Bless and Shield of Faith. Bless helps everyone and Shield of Faith gives me a +2 armor boost. At higher level the spells are just as deadly as a wizard.
It's not the class it's how people perceive how the class should be played. I see it with this class more then any other. It's your character and you should play it the way you want as long as it doesn't disrupt the game. Don't let the GM tell you how to play it either. Had a GM once do this to me twice before I told him never again.

I have a pretty good GM and he's surprisingly well prepared for just about everything that you would expect and unexpect. I don't know how to increase my melee. I don't mind healing people if they weren't being a jerks. The only one who isn't rude is the wizard and I'm constantly healing him because monsters like to attack him.


2 people marked this as a favorite.

Tortured Crusader paladin with on level of dual-cursed lame/tongues or lame/haunted oracle. Broken mind, Broken leg. Fall from grace as soon as you can to have a broken spirit and broken faith as well. Might replace on of your curses with Wrecker to have broken gear.


The first thing you need to do is tell the other players that you aren't having fun playing a heal bot they treat as their personal item bank. If one of them claims they're just roleplaying their character, remind them that, as a Lawful Neutral character, it's well within your character's personality to either charge for healing to recoup the losses you're suffering and/or turn them into local law authorities. Make sure the GM is aware of both these things. If anyone claims that's PVP, point out it's the same as stealing, so either way they're gonna pony up.

Secondly, Clerics can be very powerful, depending on how your stats have been arrayed, whether you want to take an Archetype or Prestiege Class (Evangelist is both fitting and powerful, giving you all of the bonuses listed at the cost of a single level of your own Spellcasting and Channel Positive Energy) and which God you worship (some tactics, weapons and abilities are only open to certain deities). Being able to heal is good - being able to rain the nightmare fires of hell down while summoning a horde of creatures and then healing on round three is better.

Can you give us your current stats, feats and gear?


Chess Pwn wrote:

don't heal them if they are being dumb.

Also what are your stats like and what are your domains?

My domains are Earth and Protection.

Ability Score:
Str. 17; Dex. 15; Con. 17; Int. 14; Wis. 17; Cha. 15;

Initiative-2; Fort. Save-7; Ref. Save-3; Will Save-7; BAB-+2; CMB-5; CMD-17;

Armor:
AC-18; AC-17; Touch AC-12; Flat Foot AC-16;
Scale Mail Armor, Light Steel Shield

Weapons:
Attack Value-5
Light Crossbow, Light Steel Shield, Longsword

Skills:
Acrobatics-7; Appraise-7; Bluff-2; Climb-8; Craft(none chosen)-5; Diplomacy-8; Disable Device-2; Disguise-2; Escape Artist-2; Fly-2; Handle Animal-2; Heal-7; Intimidate-6; Know.(Arcana)-7; Know.(Dungeoneering)-2; Know.(Engineering)-2; Know.(Geography)-2; Know.(History)-6; Know.(Local)-2; Know.(Nature)-2; Know.(Nobility)-6; Know.(Planes)-6; Know.(Religion)-6; Linguistics-6; Perception-11; Perform-2; Profession(none chosen)-7; Ride-2; Sense Motive-10; Slight of Hand-2; Spellcraft-6; Stealth-2; Survival-3; Swim-11; Use Magic Device-2

Feats:
Extra Channel, Point-Blank Shot, Bloodline feat."Alertness",


Robert Jordan wrote:

Stop healing them. If they're actively stealing your things just don't heal them until the item is returned or start charging for the service. From the information provided it seems that they're taking advantage of you and your character that issue needs to be dealt with. A Cleric can be plenty broken without too much work by focusing on the spells you're preparing each day.

Is the issue only in game with the characters only or is there an issue out of game with the players as well?

The problem is that I don't know how to make the cleric broken. Like I said, I'm hoping to make another character just in case my half-elf dies because of my party's stupidity. I don't entirely know which spells would be good at this level with the cleric.

I don't have an issue with any of them outside of the game except one of them is my ex but that's a different story.

Dark Archive

I guess cold you clarify for me what specifically you mean when they are stealing your items/ being stupid. Iv'e seen enough "Just because I'm a cleric and the only one who can cast cure spells, should I have to heal the barbarian who is face tanking for us?" Posts to know that if I don't ask I can't actually get a fair read on what is going on. No offense intended, just heard one too many crying wolf.


Your stats are fine for melee in fact better then for ranged. Buy Breastplate and heavy shield. That would improve armor by 2 points. I'd switch out Point blank Shot for Channel Smite. At fifth if you are neutral take Versatile Channel. With that you can channel both positive and negative energy. I'd also switch out Extra Channel for Selective Channel.
If you have time read the spells you can access them online if you don't have the books. Shield of Faith and Bless are two I always pick at first level. Bless helps the party and Shield helps you by boosting AC by 2 for now, at sixth level it becomes 3. Your character looks pretty solid otherwise.


Well first, drop the crossbow and pick up a longbow. You'll do more damage with it and to apply your str to damage if you buy a more expenaive one. And unless your GM has been ignoring the rules, using a crossbow sick because of the actions needed to reload and shoot it.

Second, feats are precious. You claim to not care about healing, but picked up extra AoE healing and better ranged combat. Extra channel isnt that amazing.

Either retrain your feats normally or ask your GM if you can swap them out this once. Also how are you getting a bloodline feat?


Your current character has very high stats and could be good at any direction you wish to go.

I'm uncertain of your definition of a 'broken' character but my assumption is a character so powerful that it 'breaks the game' by making every other character obsolete. Don't pursue this. It detracts from the fun of the party and in the end it is not fun to play a character which can do everything.

My impression is that you do not wish to play a support character. Your character could pretty easily be a front liner, especially with the lineup you described as your party mates, which may be more fun for your playstyle.


Backpack wrote:
I guess cold you clarify for me what specifically you mean when they are stealing your items/ being stupid. Iv'e seen enough "Just because I'm a cleric and the only one who can cast cure spells, should I have to heal the barbarian who is face tanking for us?" Posts to know that if I don't ask I can't actually get a fair read on what is going on. No offense intended, just heard one too many crying wolf.

My party burnt down an entire field. None of them knew anything to put out the fire that wouldn't drown us except for me and the room was filling up with smoke and we haven't explored the entire room yet. So I put out the fire and found seeds. I took the seeds and put it in my inventory. My party got mad that I pocketed it and decided to take them from me. I'm only mad because this isn't the first time they did something stupid that I had to fix.


SorrySleeping wrote:

Well first, drop the crossbow and pick up a longbow. You'll do more damage with it and to apply your str to damage if you buy a more expenaive one. And unless your GM has been ignoring the rules, using a crossbow sick because of the actions needed to reload and shoot it.

Second, feats are precious. You claim to not care about healing, but picked up extra AoE healing and better ranged combat. Extra channel isnt that amazing.

Either retrain your feats normally or ask your GM if you can swap them out this once. Also how are you getting a bloodline feat?

The feat is apparently due to Fey bloodline. I don't know.


Derek Dalton wrote:

Your stats are fine for melee in fact better then for ranged. Buy Breastplate and heavy shield. That would improve armor by 2 points. I'd switch out Point blank Shot for Channel Smite. At fifth if you are neutral take Versatile Channel. With that you can channel both positive and negative energy. I'd also switch out Extra Channel for Selective Channel.

If you have time read the spells you can access them online if you don't have the books. Shield of Faith and Bless are two I always pick at first level. Bless helps the party and Shield helps you by boosting AC by 2 for now, at sixth level it becomes 3. Your character looks pretty solid otherwise.

I thought if you were lawful neutral, you can't channel negative energy.


OtakuChan wrote:
Derek Dalton wrote:

Your stats are fine for melee in fact better then for ranged. Buy Breastplate and heavy shield. That would improve armor by 2 points. I'd switch out Point blank Shot for Channel Smite. At fifth if you are neutral take Versatile Channel. With that you can channel both positive and negative energy. I'd also switch out Extra Channel for Selective Channel.

If you have time read the spells you can access them online if you don't have the books. Shield of Faith and Bless are two I always pick at first level. Bless helps the party and Shield helps you by boosting AC by 2 for now, at sixth level it becomes 3. Your character looks pretty solid otherwise.
I thought if you were lawful neutral, you can't channel negative energy.

Neutral characters choose between channeling positive or negative energy at first level.


Without knowing more, this definitely sounds like something you may want to talk with your GM and maybe the other players out of character. None of them are evil so it doesn't make sense in character for them to steal your items. Not sure which items they're stealing though.

As for your build, those are some fine stats. Level 3 spells (which you get in a couple levels) have some really neat stuff. That said there are some nice spells for level 1 and 2. Part of it depends on what you're looking for. Do you want to be the Cleric putting out a lot of damage? Buff Spells are likely your best best. What I did when I started playing a cleric was I looked at a list of available spells and I made a document for myself with ratings for what I figured were the most useful. The beautiful thing about a Cleric is you can change your spells every day, so experiment. Just reading through quick descriptions of all the spells was a big help. There will be times you might get stuck healing instead of cutting stuff down but it won't be all the time unless you let it.

Derek has some great suggestions. Selective channel is fantastic if you are looking to get into the thick of things as it lets you throw down an aoe heal and then get back to business. Really though, talk to these people. Let them know what's bothering you and look for ways to resolve it.


OtakuChan wrote:


The feat is apparently due to Fey bloodline. I don't know.

Fey bloodline doesn't give alertness and clerics don't get bloodlines.

RPG Superstar 2012 Top 32

It looks like you might have swapped out your half-elf's bonus Skill Focus feat for Alertness. I'm just guessing here, but that sounds like a house rule. Maybe a racial trait option of some kind? Pretty balanced, power-wise, in my humble opinion (IMHO).

It sounds like your group is a lot like a group I gamed with once. They had been playing for a long time and incorporated a bunch of house rules they never bothered to write down and/or simply mis-interpreted or ignored rules they didn't like. They were also pretty loose with the alignment system and the actions their characters did. I got the impression there was a history of player vs. player conflict in the group.

I would suggest talking to the group about your personal goals and expectations for playing in their group. Also, if you made mistakes in feats you've selected, ask if you can fix those mistakes.

If you're not having fun, something needs to change.


OtakuChan wrote:
So I put out the fire and found seeds. I took the seeds and put it in my inventory. My party got mad that I pocketed it and decided to take them from me. I'm only mad because this isn't the first time they did something stupid that I had to fix.

Seeds? They got mad over you putting seeds on your inventory? I sounds like you're playing with a bunch of jerks or fools or both. Can that be fixed?


The group starts a fire then you pick up the seeds afterwards and they get mad? I said earlier talk to the group out of game with the GM. I wasn't trying to bad mouth your GM but clearly their are issues here that need to be resolved. Part of a GMs job is to attempt to resolve these issues both in and out of game.
You almost always get one jerk in the group. Depending on who he is he can make the game fun or grind it to a halt. I have heard and seen it happen a lot. I've seen one group and heard about another breaking up over that one jerk guy.
SorrySleeping unless he has a trait switched out half elves don't get Longbow proficiencies.


SorrySleeping wrote:
OtakuChan wrote:


The feat is apparently due to Fey bloodline. I don't know.
Fey bloodline doesn't give alertness and clerics don't get bloodlines.

Do half-elves get bloodlines? Because other than that, I'm confused.


Bill Dunn wrote:
OtakuChan wrote:
So I put out the fire and found seeds. I took the seeds and put it in my inventory. My party got mad that I pocketed it and decided to take them from me. I'm only mad because this isn't the first time they did something stupid that I had to fix.
Seeds? They got mad over you putting seeds on your inventory? I sounds like you're playing with a bunch of jerks or fools or both. Can that be fixed?

Yep. They got mad that I took seeds. I don't really know that thins could be fixed except talking to my GM but talking to him makes me nervous because I don't want to start something. The Gnome had to ask the bard to steal things because she doesn't have enough points in slight of hand.


SmiloDan wrote:

It looks like you might have swapped out your half-elf's bonus Skill Focus feat for Alertness. I'm just guessing here, but that sounds like a house rule. Maybe a racial trait option of some kind? Pretty balanced, power-wise, in my humble opinion (IMHO).

It sounds like your group is a lot like a group I gamed with once. They had been playing for a long time and incorporated a bunch of house rules they never bothered to write down and/or simply mis-interpreted or ignored rules they didn't like. They were also pretty loose with the alignment system and the actions their characters did. I got the impression there was a history of player vs. player conflict in the group.

I would suggest talking to the group about your personal goals and expectations for playing in their group. Also, if you made mistakes in feats you've selected, ask if you can fix those mistakes.

If you're not having fun, something needs to change.

This is my first time playing with them. I guess it's good that they have some house rules because for some reason our Tengu Monk is "broken" with the fact they're a tank and apparently can learn 50 languages or something. So we limited him to 6 languages. I don't know but I don't think Tengus can be that broken.


OtakuChan wrote:
SorrySleeping wrote:
OtakuChan wrote:


The feat is apparently due to Fey bloodline. I don't know.
Fey bloodline doesn't give alertness and clerics don't get bloodlines.
Do half-elves get bloodlines? Because other than that, I'm confused.

No race get bloodlines. That is a class feature of the sorcerer, making them draw there power from something seeing as they cast on a whim without magical training unlike Wizards.

There might be a few archetypes that give other classes bloodlines, none that I can remember, but the cleric has no such archetype. I'd talk to the DM about that.


OtakuChan wrote:


...
Initiative-2; Fort. Save-7; Ref. Save-3; Will Save-7; BAB-+2; CMB-5; CMD-17;

Armor:
AC-18; AC-17; Touch AC-12; Flat Foot AC-16;
Scale Mail Armor, Light Steel Shield

Weapons:
Attack Value-5
Light Crossbow, Light Steel Shield, Longsword

...

Feats:
Extra Channel, Point-Blank Shot, Bloodline feat."Alertness",

I'm no genius. I build plenty of sub-optimal PCs, so read this with a grain of salt.

4th level cleric BAB should be +3.

I agree with posters above who recommend swapping Point-Blank Shot for something else. Your stats look better for melee, and, as mentioned above, if your DM clings to the crossbow RAW, you're not going to get enough use out of that crossbow to justify a feat anyway.

Keep the crossbow though! It might come in handy.

How'd you get the longsword proficiency? Your deity's favored weapon?

Your gear looks way light for fourth level. Is your GM running a low magic game?

Use that heal skill!

As for spells, bless is no longer the monster it was at first level, but it is still pretty solid. Summon Monster is starting to come into its own. As mentioned above Augment Summons is a great feat to pump up your summons, but you need the less stellar Spell Focus(Conjuration) first. You've tons of great buffs. Delay Poison, Remove Paralysis, and Lesser Restoration are situationally useful. I like Scribe Scroll as a feat, just so I can have these three on hand without preparing them.

Good luck.

RPG Superstar 2012 Top 32

I think tengu get 2 languages for every rank they put into Linguistics.

But knowing 50 languages isn't broken. Unless the campaign is all about breaking codes and speaking in cyphers.


Level 1 spell Comprehend Languages >> Learning 2 languages per rank in Linguistics.

Basically, if you want to be OP, play a spellcaster. Dump your healing abilities, it doesn't seem like a good investment of your time. Focus on Summon Monster and make everyone else there feel completely useless.

Strengthen your summons by taking the Evangelist Archetype for Inspire Courage (which keeps your allies happy, thus avoiding the nerfbat). If you want even more buffs for your summons, take the "Heroism" subdomain of the "Glory" Domain.

You give up a turn to summon your creatures, though if you want, you could take Sacred Summons and/or Summon Good Monster to help things out on that front. Try to scout things out ahead of time (Animal Domain for a scouting animal companion also works really will with your buffing) so that you can summon before combat.

There are few things as OP yet viable in almost every aspect in the game as proper usage of Summon Monster.

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