Help with overpowered character.


Advice

101 to 150 of 172 << first < prev | 1 | 2 | 3 | 4 | next > last >>

darkorbit: here are some other racial traits that might be good.

Bond to the Land: mountains (2 RP)
Camouflage: mountains (1 RP)
Cave Dweller (1 RP)
Climb (2 RP)
Terrain Stride: mountains (1 RP)

However, you really need to hash out the concept, here. Do they live on mountains, or in them?


1 person marked this as a favorite.

Tbh i salute you for tackling the insane rules set that PF is.

If yr group is having a good time, thats the main thing
Playing a lot is something many folk can only dream off. Dont forget to go outside occassionally.

Good luck.


actually, i made that mistake Rock Giants can b any class


they live in ginormous magically invisible mountains on Earth but the fact that the mountain is magical gives no bonuses.


Uhm, okay...

So, we're looking at something similar to dwarves, in that they live in mountains. I'd build it similar to that.

How big of a deal is being Large? I'd REALLY advise against it, as that alone can be a huge difference in gameplay.


For me its a big deal, cuz being large has its advantages and disadvantages and i wanna be unique, like the fetchling summoner in my group, but not like the UN unique orc fighter in my group.


This is my final idea... u guys all tel me how good and creative it is out of 10 stars, and plz give me any suggestions.

Rock Giants

Type: Humanoid with Giant Subtype 0rp
Size: Large: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. 7rp
Base Speed: Medium (30ft.) 0rp
Ability Score Modifiers: Standard +2 int, +2 str, -4 cha (-1rp)
Languages: Standard: Common and Orc. Stone Giants with a high intelligence can choose from Abyssal, Draconic, Infernal, Giant, Terrran, Celestial, or Aquan. 0rp
Racial Traits
Ability Score Racial Traits
Advanced Intelligence +2 4rp
Mountaineer (1 RP)
Prerequisites: None.
Benefit: Members of this race are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
Bond to the Land (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger's list of favored terrains. This choice is made at character creation, and cannot be changed.
Climb (2 RP)
Prerequisites: None.
Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Terrain Stride (1 RP)
Prerequisites: Normal speed.
Benefit: Choose a ranger favored terrain type. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.

Mountain-Born (1 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.
Offense Racial Traits
Slapping Tail: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user’s Strength modifier if Small, 1d8 points of damage plus the user's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large.
Special: If a Large creature has the reach trait, its tail also gains reach. 3rp
20rp total!


it is advanced btw, not monstrous cuz advanced is 11-20 rp


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Before we judge the creativity, can we get a write-up for the race? A quick paragraph about who they are, where they live and some of the common qualities of the race?


They are offspring of the ancient orcs and strange weak giants which were blessed with tremendous knowledge by a magical plant. Their civilization grew, and they populated quickly. But then, fear of the tarrasque drove them away from the Himalayas to their own mountains that some mages created. They now live usually in groups of one or 2 in huge magical mountains, and they are accustomed to dark and light, going out of the mountain to hunt in daytime and sleeping in nighttime.


their weak charisma came from when they were unsocial in the time that they ran off into their own mountains


cmon chava. i gave u the info.


loup, u cna rate it too

Grand Lodge

Kids will be kids...


caladrel, if u saw what my race was like b4 and compare it to my most recent post of it, and then rate it out of 10 stars

Sczarni

2/10

Your enthusiasm for it is certainly a 9/10 if not 10/10 though.

Lantern Lodge

Based on what I've read. You are takin the advice given and picking and choosing the bits you want to hear. This is how wars get started. My critique of this race. 20rp is way to powerful. Aasimar are the most powerful and they are only 15. Large size is more a problem than you realize. How about a spell-like ability that let's you enlarge yourself once a day. There is no need for advanced intelligence and the tail trait makes it seem like this is a mish-mash of abilities you like. Personally I would go darkvision and light blindness for a group of people that grew up under a mountain. Negative energy affinity is an absolute no go. That is reserved for creatures with undead traits. I would give it a 1 out of 10.

Work on building your concept first. If you are not that creative model it off something you are familiar with such as a comic book, video game or tv show.

If you need more inspiration check out the Goliath race from 3.5 or Dreamscarred Press' Half-giant. Afterall it doesn't say half what. You could reflavor it enough to be an Orc-giant.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Creativity: 6
Mechanics (for what they are): 7
How the mechanics reflect the concept: 5

My main problems here are the size and the tail. With the write-up of the race, I'm picturing the tail as more of a tentacle or plant-like appendage - is that the intent you are going for? If so, I can see that working in.

As for the size, most races that live primarily underground are smaller for their size range, more dense but not larger (think dwarves). However, if you are thinking of more of a yeti feel, I think a medium size with the powerful build trait (which I don't think exists in Pathfinder) which would allow them to be treated as large for combat maneuvers would be more appropriate.

The other reason I question the size is that the 'weak' giants and orcs are both medium, the creation of a large offspring in the hybrid would be unlikely.

Recommend:
Change size to medium. Keep the 'tail' but make it clear that it is a vine or plant appendage - add a reach ability to the 'tail'.

For a game I was running, I would recommend changing the base stats to +2 STR, +2 INT, -2 CHA - but that is because the -4 would be far more of a hindrance in one of my games. To bring it in line with the power level of most of my campaigns I would recommend either 'Bond to the Land' or 'Terrain Stride' with a racial option to switch the chosen one out for the other.

However, I balance my races off of the Core and Featured races in the ARG.

I really hope you take this in the spirit it was meant, as a helpful critique of your race.


lantzkev wrote:

2/10

Your enthusiasm for it is certainly a 9/10 if not 10/10 though.

I like this kid. The day will come when he's a knowledgeable player, knows the rules, and hangs on to that imagination, if all goes well.

Play on, darkorbit. Whatever you and your friends do to have fun with this game is OK.

The Core Rulebook has over 500 pages, and has a lot of vocabulary I didn't know at 12. Read it thoroughly. Play whatever you can imagine.


they live in huge mountains that no one can see.. and the orcs were relatively taller, and giants, welll are giant. ill take out tail. now that i think about it, i cnat picture a tail either.


so that will change rp to 17


actually, i wnatt charisma to be low so i chose -4


they turned into pure rock giants after living in the mountains for a while, just to let u know...


actually fetchlings use 17 rp, u cna check in d20 pfsrd


and Svirfneblin use 24 rp

Lantern Lodge

Okay, let's work on your concept.

Why did the orcs and giants hook up and make wittle babies. Were they magically coerced? Have too much to drink one night? Lonely? Rape? A loving connection?


Aghhh, dark, man...

I kind of have to agree with what DaWay just said about picking and choosing your advice. This still strikes me as less of a concept for a race, and more of a gimmick to get good abilities for a character. But I'll take the time to go through piece by piece.

Type: Humanoid (giant). Not a problem, makes sense for an orc-giant hybrid.

Size: Large. First major strike. Being Large is all well and good, and I know you want it "to be unique," but there are much better ways to go about being unique. Give yourself some magical abilities due to the plant; even houserule in some version of a "powerful build" type ability that ups your weapon sizes. But being large creates a lot of issues and drives up your RP. I take issue with this.

Speed: Normal. Fine.

Abilities: +2 Str, +2 Int, -4 Cha. I'm not totally sure I get the Intelligence bonus, but this is fine... and then you add another +2 to Int. Seems like it'd be more sensible in Strength if you're using it at all, but whatever.

Languages: Normal. Fine.

The various region abilities: Bond to the Land, Climb, Mountaineer, Mountain-born, and Terrain Stride. Between these, you've got 7 RP eaten up, same as from Large. While any one of these is great, and a combo of two, three, even four makes sense, having all of them creates a niche character that's got an RP value too high. Drop some, I think.

Slapping Tail: Why do you have this? It doesn't fit your flavor concept, it eats up 3 more RP, and it doesn't make sense! It's just an extra natural attack, as far as I can tell, and it's kind of powergaming to grab it in a "custom race" for no more reason than wanting a natural attack. Either explain this, or lose it.

Creativity: You've got me baffled for flavor. "Orc-giant hybrids, blessed by a magic plant, living in magic mountains, which they also can climb and live ON really well. They also have tails." So, purely creative? 8/10 at least. But, sensible creativity? A 5 at best.

Mechanics: I'd have to give this a 2 or 3 out of 10 for mechanics. You say that the "fetchling summoner" is unique, but the "orc fighter" isn't, and that's why you're pumping so many abilities into this. But creativity isn't just in abilities that you get from a race. You've got a lot--too much--going on, and it doesn't all fit together super-well, and it makes your race REALLY GOOD for the specific character you've got.

Overall: 4 out of 10. You've got something that could work well, but right now, it's still in alpha. You need to refine and revise; decide what you want, what your concept is, and go with that.

EDIT: Ninja'd a bunch, but they said basically what I did.

Like DaWay just asked: What is your true concept? Why did orcs and giants breed? What "blessings" did the magic plant give these guys?

Don't be afraid to drop some of the stuff you had planned. Maybe the magic plant didn't work out. Maybe these are just a sub-species of orc who were touched by magic and live in mountains.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

And the Svirfneblin are far more powerful and are an Uncommon race. The fetchling, esp in my game, has a number of built in disadvantages that balance out the high rp.

How did the plant blessing affect the race? Where are the invisible mountains located? Was the invisibility something the rock giants did to their new home, or was it done by someone else?

How did people react when the mountains just disappeared? Does this affect how they are viewed in the area near their 'newer' home?

The reason you have so many people recommending against the large - look at the player races in the ARG: How many of them are large? Why do you think that is?


nobody knows where the mountains are located, and the magical plant gave the gianst who mated with the orcs high intel. ANd the invisible mountains were created by ancient warlocks but only the creatures blessed by the plant knew about it. and they mated because welll. the skinny giants were pretty sexy... and im taking out the tail


i personally think that creating a new race is fun... and also i want large so i can have some adv and disadv adn can be unique and stand out.. when i made this character b4 i was power hungry/thirsty, but now i realize what it actually should be.


also, large gives the strength bonus that rock giants need... orcs have a +4 pnus to str, and ability modifiers and large size does that...


bonus, not penus....lol


Okay... secret invisible mountains, that only those blessed by the magic plant know about. Check. BUT, tell me more about this plant.

You're moving in the right direction, dude, but you're not there just yet.


each of its petals gave a certain knowledge skill, but the initially dumb giants just ate the whole field of them( not that much in the field, only like 7). But, the rest of the plants in the field were poisonous, but the magic plant looked just like them. It was the giant's luck that they ate the right ones.


i really g2g now...bye.. and why u guys seem that u guys think my newer race is worse than the older version, and loup, im taking out the tail...


i g2g t school tommorow


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I would not think of a plant being a logically source for a Intelligence-based blessing since most plants have an Int of - or 1. More information about the plant would be good.

And while no one knows where the invisible mountain is - you should. And if a mountain was suddenly made invisible, there would legends and myths (granted probably at a high K:history check) about the disappearance of the mountain. Plus, your GM may want to use the mountain - maybe the magic that is keeping it hidden is failing, etc.

Orcs are medium not large. See: Orc

Orcs as Player Characters wrote:

Orc Characters

Orcs are defined by their class levels—they do not possess racial Hit Dice. All orcs have the following racial traits.

+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal and savage.

Darkvision: Orcs can see in the dark up to 60 feet.

Ferocity

Light Sensitivity

Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from among the following bonus languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.


It's not that we think the newer race is worse than the old one, at all. You've cut back (a bit) on RP, and removed some of the biggest problems with it. We're just trying to help you get it to the point of really being on-par with other races, less likely for your DM to call shenanigans, and more... sensible. Condensed, logical.

This is all just our input, after all. If you don't like it, keep it as-is. But fixing it will bring more fun for everybody--even you. I'd feel much better about playing a slightly less-powerful race that has a meaningful history, culture, etc. rather than a ridiculously powerful race that's nothing but numbers. Maybe that's just the RPer in me... but then again, that's the reason I play these games. If I wanted to just be numbers and kill things, there's plenty of MMOs out there (not that I'm hating on MMOs, they can also be quite fun, but treating PF like one is wrong).


Most kids are watching the Superbowl. I'm glad he's reading.


but the giant makes the rock giants large


it is a MAGICAL plant


do u think this race would be acceptable in a game


now?


darkorbit you're probably asking for advice in the wrong place. Your group (and probably more so dm) sounds like it doesn't have a great grasp of the system yet, or at least what the consequences for having characters like this are.

My advice would be to talk to your dm about this and maybe get him come on the forums and get some advice.

If your group is playing a super highpowered campaign and the dm has allowed this then it is his job to create more powerful encounters to provide a challenge.

If its the sort of campaign where you guys just want to roll around and obliterate everything (which is fine) then you're probably asking for advice in the wrong place as none of it will really help. In which case its completely up to your dm.

Also still not sure if troll.


darkorbit wrote:

My GM is saying that my character is overpowered...Is it? I created my own race, so stats might be extreme.

Str:24
Dex:8
Con:14
Int:22
Wis:8
Cha:0

Level 4 character: lv2 Magus/lv1 Barbarian/ lv1 dragonrider.

AC:25( lower than others in my group)
Since it is large, it deals more damage., but weapons cost more...

Fort:8
Ref:1
Will:4

CMb:9
Cmd:28(locked gauntlet lol)
Speed with armor: 40 ft.

my head hurts... if everyone is new you should be sticking to books. it sounds like everyone is trying to be a superhero in this game and id have no fun in it.

as for the op most things have already been said. palis are strong thats part of why they have so many rules. but they have weaknesses read up on them but your goal isint to kill him just to challange him and if hes stupid he will probibly die.


There's the universal counter to any martial character.

If they're melee, don't fight them in melee, it doesn't matter how much damage they do.

If they're an archer or crossbowman, use Fickle Winds.

If they're a gunslinger, you might be in trouble.

Sczarni

Gunslinger = Deflect arrows =D, stay out of range increments for touch.


Snowtiger wrote:
darkorbit wrote:

My GM is saying that my character is overpowered...Is it? I created my own race, so stats might be extreme.

Str:24
Dex:8
Con:14
Int:22
Wis:8
Cha:0

Level 4 character: lv2 Magus/lv1 Barbarian/ lv1 dragonrider.

AC:25( lower than others in my group)
Since it is large, it deals more damage., but weapons cost more...

Fort:8
Ref:1
Will:4

CMb:9
Cmd:28(locked gauntlet lol)
Speed with armor: 40 ft.

my head hurts... if everyone is new you should be sticking to books. it sounds like everyone is trying to be a superhero in this game and id have no fun in it.

as for the op most things have already been said. palis are strong thats part of why they have so many rules. but they have weaknesses read up on them but your goal isint to kill him just to challange him and if hes stupid he will probibly die.

i actuallly changed my race.... check aove for the newer version


Talos Valcoran wrote:

darkorbit you're probably asking for advice in the wrong place. Your group (and probably more so dm) sounds like it doesn't have a great grasp of the system yet, or at least what the consequences for having characters like this are.

My advice would be to talk to your dm about this and maybe get him come on the forums and get some advice.

If your group is playing a super highpowered campaign and the dm has allowed this then it is his job to create more powerful encounters to provide a challenge.

If its the sort of campaign where you guys just want to roll around and obliterate everything (which is fine) then you're probably asking for advice in the wrong place as none of it will really help. In which case its completely up to your dm.

Also still not sure if troll.

but talos, do u think that my newer rock giant is better than the older one?


Loup Blanc wrote:

Aghhh, dark, man...

I kind of have to agree with what DaWay just said about picking and choosing your advice. This still strikes me as less of a concept for a race, and more of a gimmick to get good abilities for a character. But I'll take the time to go through piece by piece.

Type: Humanoid (giant). Not a problem, makes sense for an orc-giant hybrid.

Size: Large. First major strike. Being Large is all well and good, and I know you want it "to be unique," but there are much better ways to go about being unique. Give yourself some magical abilities due to the plant; even houserule in some version of a "powerful build" type ability that ups your weapon sizes. But being large creates a lot of issues and drives up your RP. I take issue with this.

Speed: Normal. Fine.

Abilities: +2 Str, +2 Int, -4 Cha. I'm not totally sure I get the Intelligence bonus, but this is fine... and then you add another +2 to Int. Seems like it'd be more sensible in Strength if you're using it at all, but whatever.

Languages: Normal. Fine.

The various region abilities: Bond to the Land, Climb, Mountaineer, Mountain-born, and Terrain Stride. Between these, you've got 7 RP eaten up, same as from Large. While any one of these is great, and a combo of two, three, even four makes sense, having all of them creates a niche character that's got an RP value too high. Drop some, I think.

Slapping Tail: Why do you have this? It doesn't fit your flavor concept, it eats up 3 more RP, and it doesn't make sense! It's just an extra natural attack, as far as I can tell, and it's kind of powergaming to grab it in a "custom race" for no more reason than wanting a natural attack. Either explain this, or lose it.

Creativity: You've got me baffled for flavor. "Orc-giant hybrids, blessed by a magic plant, living in magic mountains, which they also can climb and live ON really well. They also have tails." So, purely creative? 8/10 at least. But, sensible creativity? A 5 at best.

Mechanics: I'd have to give this a 2 or...

m ill actually do that. orcs that wwandered off and gained intelligence from a plant and then built a ommunity and then the tarrasque scared them and the lived in the mountains where they grew in size from the blessings from thenplant and they studied texts to gain more knowledge tha the plant gave them.

101 to 150 of 172 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Help with overpowered character. All Messageboards

Want to post a reply? Sign in.