Powergaming chars, preferably without weakness


Advice

51 to 91 of 91 << first < prev | 1 | 2 | next > last >>

hmm lets see some powergaming magical characters

Sorc 1, 4d6+4 shocking grasp or 4d4+4 burning hands (both typed as cold damage acid is more effective but I like cold)

Sorc 3, 3d4+3(+50% for empower) magic missiles (as a level 1 spell)

Sorc 1, DC 19 will save roll twice and take the worst for sleep at level 1 as a level 1 spell (DC 5 cha, 1 Spell focus, 2 fey bloodline, 1 for spell level)

Sorc1, DC 20 will save for sleep at level 1

Silver Crusade

Nephril wrote:

oh and the point buy for this would be

STR: 14 DEX: 12 CON: 14 INT: 10 WIS: 8 CHA: 14

All fine and good, as long as the player was willing to roleplay that WIS 8! :)


I don't think there is going to be a specific set of abilities, feats, and classes that is "The Ultimate". Power gaming is more of a way of looking at the system.

The most powerful character I have found can be made many different ways, and doesn't rely on any one tactic.

The standard "most powerful" character is probably a wizard, although any full casting class works. Max out your casting stat, and make sure you have a decent con and dex. Specialize in save or suck magic, but keep some enchantment, conjuration, and even a little blasting. Movement magic is also important. On days off, use divination to gain all the info you can, and use crating feats to further boost your casting stat, and surpass your suggested WBL. Use everything you can that has day/level and longer duration. Use a controlled incorporeal creature to scout, bring planar bound creatures, summons, wand wielding familiar, etc. Bypass minor encounters, hit the bosses with as many actions as you can squeeze into a round, then beam out of there.

It isn't so much about any one thing you can do, as being able to control the pace of the game to your advantage, and having the right tool when you need it.


Chubbs McGee wrote:
Nephril wrote:

oh and the point buy for this would be

STR: 14 DEX: 12 CON: 14 INT: 10 WIS: 8 CHA: 14
All fine and good, as long as the player was willing to roleplay that WIS 8! :)

The catch is that there is no "correct" or even "wrong" way to roleplay an 8 Wisdom, beyond having the appropriate penalties. You might use it for character quirk ideas, but there is literally no wrong way to play it.


Cheapy wrote:

Have you come here in good faith?

Or no matter what is posted will you believe it to be balanced?

When i look at something and do not see its unbalanced, what i am supposed to say?

The baseline is druid. Full caster with close too having full access and no preparation (summon being a good spell in practically all circumstances at higher levels), 3/4 BAB, 2 good saves, animal companion, close combat boost, nearly full armor (effectively -1 for less access to dragonhide), poison immunity.

If it is overall not better than a core book druid, then its not unbalanced.


Nephril wrote:

HERE IT IS a powerful build that is easy and fun to play for everyone

our build will do multiple things. Allow armor to be worn, good saves, close to solid bab and access to the top level spells of this list, as well as give you a fun pet to play with.

nothing here is broken just powerful

Level breakdown
1- paladin
2- paladin
this starts us out with some great saves and a few nice abilities to keep us alive (LoH, d10 hd, can use wands of CLW)
3-summoner
4-summoner
5-summoner
6-summoner
this starts us into our casting class working for more power and gives us an eidolon that we use as a mount so we get a +2 shield bonus and +2 to all our saves yeah!!
7-dragon disciple
8-dragon disciple
9-dragon disciple
10- dragon disciple
this gets us our 7th level of summoner spells which means we can now cast 3rd level summoner spells which is full of good buffs and utility. also the +4 strength and +2 natural armor and your pick of a bloodline power is nice. this also qualifies us for eldritch knight at 11th level
11- Eldritch knight and up we go
You end up with the top level spells at 18th level.
a bab of 18, +4 strength,
4d8, 12d10 and 4d12 hit dice DAMN
a 3 hit dice little pet that you can craft into a mount or a scout or a meat shield.

4 levels of spell casting from summoner, 3 from dragon, 9 from eldritch = 16, so 2 lev 6 spells per day. 3 hit dice companion not a meat shield, not a mount, just useless.

Comparing to druid, he gets same str bonus from shapeshifting, full animal companion, more skills, worse saves, nearly same hp (favored class for 20 levels instead of 4), -3 to hit but full spells and full armor. Why would you suggest its powergaming?


Nearly all 6th level spell casters can overall outshine any other character. This is because of their versatility and power on the battlefield. Alchemists have a good amount of skills and do retarded amounts of damage. Bards are the best skill monkeys and buff everyone else to do retarded amounts of damage. summoners have an okay amount of skills, have summons that can fill in party gaps, and their eidolon does good damage. The magus has okay skills, can spike for high amounts of damage, has good defenses, and have amazing battlefield presence. The inquisitor is a barbarian that keeps on trucking by defensive spells and judgement abilities, has decent skills, and can play an okay secondary healer.

In higher level play the wizards, clerics, and sorcerers are the big players. This is because of their vast pool of spells that allows them to answer the call of most situations.

However to address what you're were requesting about overpowered builds I will say this. Character power is relative to the characters in the party.


One thing that doesn't ever make sense to me is the idea of people not role playing ability scores properly or heaping on extra penalties to a character with a low score.

Dwarf Fighter with a 5 charisma only has a -15% chance to do something based on charisma as a Half-Elf Rogue with a 10 charisma, give or take skill training.

Same thing goes with intelligence, a 5 int has only a -15% chance worse then a character with a 10 int. He is not all that less smart. In fact having a skill as a class skill gives you the same modifier, so fighter with 5 in takes knowledge engineering and cavalier with a 10 int takes the same number of ranks in it both are equal in the ability.

A low stat as bad as they are don't need people thinking they can't do things it is just harder.


@Cheapy

First Amy build gives up the awesome option of giant form 1 at lev 6 for entire party and gives up permanent haste and all day mutagen.

Amy 1 not bad, but in higher levels i would be far more worried about Amy 2, as she is permanently hasted and buffed and can give the whole party for 1 combat reg 5 fire or acid + res 30 fire, res 30 acid + 120 fire absorption and 120 acid absorption.

How do they get aroung the requirement of unarmed attacks in dragon style without selecting feral combat training twice?
Edit: just saw it, should look more carefully.

How much better is Amy due to using dragon style stuff?
Its 4 feats, if i count correctly.

Edit: For 4 feats, alchi could get 2 arms, multiweapon fighting and double slice, which could have much the same effect, with less buildup time.


Just playing catchup now, I giggled like a school girl at MOAR MOOKS lol still chuckling..

but the whole "good" character "bad" character arguement Im not getting... had a guy in a game who wanted to play a local barron, story was he was trained as a fighter (took a few levels) and was a master swordsman, then went into hiding in the forests(few levels ranger) and then returned, claimed his throne back and joined the priesthood to gain leigecraft skills... (few levels cleric) he was "good" to the player because he completely fit the skill set of his character background and description,

but

he was terrible in combat, with so many skills feats etc devoted to being able to properly handle which mason gets the new sewer contract, he was far from a master swordsman and in a game where there is so many combats and so few sewer negotiations he suffered a lot in the game.

does this mean a character with a great backstory who exactly follows his concept is a bad character because he does not dominate in combats? (personally I wish more players would follow this kind of example)

oh and pophy that was about the best definition of "powergamer" I have read yet.


baalbamoth wrote:


does this mean a character with a great backstory who exactly follows his concept is a bad character because he does not dominate in combats? (personally I wish more players would follow this kind of example)

Yes.


1 person marked this as a favorite.
carn wrote:
Umbranus wrote:

I think powergaming doesn't have to be about a whole pc but parts of it.

For example someone who tries to argue that if he has magical lineage (magic missile) and he casts a mercyful magic missile it becomes a cantrip and thus he can do it unlimited time per day is a powergamer, no matter what else his pc can do.

What does this combo matter?

Not game-breaking in most fights, in some good, in some useless.

@cartmanbeck

How does he get +8 dex at lev3 and 5d6 from shocking grasp at lev 3? And why doesnt his 3 minutes shield spell end nearly always after 1 combat?

Snake style is supposed to work that way and it is not game breaking that way.

Where is the +9 dam from? And you lose 1 level of access to higher spells for that +1 cast level. Sounds balanced.

Can't help but feel that you don't actually want any examples or explanations. You seem to have made up your mind before you started, and are making yourself feel better (likely for some behavior you have been called-out for at some table or in another thread) by taunting others when they try to provide examples.

Meanwhile, you provide no proof at all toward your own point. (Hint: just telling somebody else they are wrong does not prove you are right.)

Here's the problem. PowerGaming is an opinion sort-of-thing. Different players/GMs can tolerate different levels of it. Despite this, it DOES exist, or we never would have been discussing it here (much less discussing it for some 30+ years as we have). So you're not going to convince anybody here that it does not exist. And since it is an opinion thing, you probably ARE guilty of it, at least in the view of the person who called you out on it, whose style yours clearly does not jibe with.

So get over it, and move on to playing with people who like your builds. If you're lucky, you'll run into some schmo who puts your builds to shame, and then you can complain about what a powergaming jerk he is. And then we can laugh at you.


Bruunwald wrote:


Can't help but feel that you don't actually want any examples or explanations.

All examples provided so far, except for amy 2, give up something to be better at something else. I do not understand why it should be called powergaming, if it looks like a fair trade.

And i would not consider something PG that looks less powerful than a corebook druid.

Bruunwald wrote:


You seem to have made up your mind before you started, and are making yourself feel better (likely for some behavior you have been called-out for at some table or in another thread) by taunting others when they try to provide examples.

If it sounds like taunting, i am sorry. I just cannot see any build i would be worried about as GM.

Bruunwald wrote:


Meanwhile, you provide no proof at all toward your own point. (Hint: just telling somebody else they are wrong does not prove you are right.)

Please name example that in your opinion is much better than core druid.

Bruunwald wrote:


Here's the problem. PowerGaming is an opinion sort-of-thing. Different players/GMs can tolerate different levels of it. Despite this, it DOES exist, or we never would have been discussing it here (much less discussing it for some 30+ years as we have). So you're not going to convince anybody here that it does not exist. And since it is an opinion thing, you probably ARE guilty of it, at least in the view of the person who called you out on it, whose style yours clearly does not jibe with.

It probably exists, especially with 3.5 and splatbooks. But i have a hard time seeing it in PF. Core defines powerlevels. If some build does not outshine core, it cannot be powergaming. And if it trades some advantages for some disadvantages, it normally does not outshine core.

Bruunwald wrote:


So get over it, and move on to playing with people who like your builds. If you're lucky, you'll run into some schmo who puts your builds to shame, and then you can complain about what a powergaming jerk he is. And then we can laugh at you.

I prefer GMing. And inform my players, if i see character design mistakes or at least disadvantages of some option they selected.

And i am lloking for PG designs, so my players in my next round do not miss any hard to see goodies and get unhappy when they find them.

The only powergaming i ever managed was in a system called rolemaster. I allowed all optional rules and every unclear rule was always or nearly always interpreted in favor of char power. Still 1 char died twice and 1 combat got close to TPK and that with in PF terms monsters with too high written CR.


An optimized magus is pretty much a DPR monster with few real weaknesses except the need to use finite resources. In a 1-2 encounters per day style AP (like Kingmaker, Jade Regent and Serpent Skull, where you trek across a billion miles and encounter 1-2 baddies a day, if that) he can go nova and do some absurd damage.

I am contemplating dropping my bard in Jade Regent because the GM says he intends to upscale HP and stats of monsters to mitigate our offensive power. Basically rendering my buff-oriented bard pointless. And replace him with a healbot cleric/oracle to meet the GM's control issues, demanding that fights need to be protracted and "exciting". Which our current group with NO healing, but massive DPR cannot deal with if our proactive defense (kill them quick before they kill us) is removed.


Carn how do you handle things when you have super-character and the commoner(not really a commoner) playing side by side.

As a better example:Anything that can challenge super-character/player likely kills the rest of the party, but anything that can merely challenge the rest of the party can be solo'd by super character/player.

The above example is why I said it depends on the GM, and the group. I don't think anything in PF is inherently OP with a weakness, but depending on other circumstances certain builds/players can be a problem.

There have been many threads where a character or build has been called out as OP, but many times the issues was the lack of system mastery by the GM and/or the other players were not as good as the one player so he seems to always have the spot light.

What might be ok in your group as an example might give another GM fits.

Grand Lodge

GM: So what kind PC are you looking to play?

Player: I am gonna be basically a Superman/Batman mix, without all that Kryptonite weakness bullcrap.

GM: That sounds a bit overpowered, and gamebreaking.

Player: Ugh, I just want to be better than everyone else, at everything, why do you want ruin my fun?

GM: Well, that doesn't sound very fun for everyone else.

Player: That's not my problem, because I came here to win, and it's not my fault if everyone else wants to play losers.

GM: I am not sure that's what every one else is looking for in this game, as they seem to be building flavorful characters, and not necessarily weak, but not quite the god you want to play.

Player: Gawd! I have flavor, it's the kick everyone's butt flavor, stop being a buzzkill.

GM: Well, tone it down, it's group game, work with the group.

Player: I am cool with groupies.

GM: I still don't think you quite get it.

Player: What?! Now you say I am stupid? Screw you man. Either let me play what I want, or I am going home and playing WOW.

GM: Okay...


wraithstrike wrote:

Carn how do you handle things when you have super-character and the commoner(not really a commoner) playing side by side.

As a rule of thumb i buff or advise the players with suboptimal chars and do not nerf the better char, if he is within the rules. If thats not possible (e.g. due to player preference regarding fluff issues) then its a problem of different play-styles.

But all the players that ever accused me of PGing, always with me as GM did not show the slightest remorse about PGing themselves and where happy about any input boosting their char power, so i have not encountered the problem yet.

wraithstrike wrote:


As a better example:Anything that can challenge super-character/player likely kills the rest of the party, but anything that can merely challenge the rest of the party can be solo'd by super character/player.

Ok, differing power levels is a big problem. And with the many options in PF, especially with the many ways multiclassing can go wrong, that is a serious problem. Requires at least additional work for GM to check his players are not doing mistakes. Once had a player, who wanted to multiclass from a cleric into a fighter, so party is betterat withstanding damage. Unfortunately the improve would have been quite short time and be a serious weakness for his overall effectiveness as cleric.


blackbloodtroll wrote:


Player: What?! Now you say I am stupid? Screw you man. Either let me play what I want, or I am going home and playing WOW.

GM: Okay...

You'd think as someone who played WoW he would understand the concept of teamwork better, since there's no class in WoW that can do it all at all times. Even the hybrid classes (at least in 3.3.5, I'm not sure about Cataclysm and Mists) generally focus on something.


Carn- if thats the case, if this well made, well thought out character is "bad" because he has not been built to domninate combat "like the good characters are" that is 100% a system problem not a player problem.

There is no way a group of non-combat skills or feats that are hardly ever used should cost so much that the charater becomes perceieved as weak or crippled on the combat side and thus a looser bad character of a stupid player with no skill in system mastery etc.

Multi classing for non-com skills or party benifit should not lower your overall combat effectivness as much as it does either.

again its all about balance

Grand Lodge

Ashiel wrote:
blackbloodtroll wrote:


Player: What?! Now you say I am stupid? Screw you man. Either let me play what I want, or I am going home and playing WOW.

GM: Okay...

You'd think as someone who played WoW he would understand the concept of teamwork better, since there's no class in WoW that can do it all at all times. Even the hybrid classes (at least in 3.3.5, I'm not sure about Cataclysm and Mists) generally focus on something.

That's part of the humor.


carn wrote:


Ok, differing power levels is a big problem. And with the many options in PF, especially with the many ways multiclassing can go wrong, that is a serious problem. Requires at least additional work for GM to check his players are not doing mistakes. Once had a player, who wanted to multiclass from a cleric into a fighter, so party is betterat withstanding damage. Unfortunately the improve would have been quite short time and be a serious weakness for his overall effectiveness as cleric.

Those are normally the real issues that come up though. If everyone has super-character it is not that much of an issue. That can be handled by upping the challenge. Many times when you see post here about an OP character it is due to a big difference in power levels.


baalbamoth wrote:

Carn- if thats the case, if this well made, well thought out character is "bad" because he has not been built to domninate combat "like the good characters are" that is 100% a system problem not a player problem.

I think its a problem of using a system at all. All systems have more and less optimal "points" in char "space".

Most character concepts are based around real life ideas or at least somewhat realistic fiction ideas (meaning no "dont care if you shoot you heavy croosbow at me"), which are based on an implicit different system. Therefore optimization "points" differ and what sounds cool as a concept is often not cool at least system wise.

A simple example is, if for fluff reasons one wants to wear certain armor and use certain weapons, e.g. a Xena style fighter, just more beautiful than the series character. That means cha 14 or so, no full plate mail, probably equivalent studded leather and using two handed knives (if i remember correctly), but different throwing weapons, meaning no full weapon spec for both. Quite weakening.

But in any system i know, such character would be weaker (Mostly because most systems realistically assume that a bikina armor is worse than full plate).


I dont really see that... not every system has the same balance issues.. some systems have almost no ballence issues, and generally the more options that exist, the more opertunity that exists for balance exploits unless the designers are very careful or unless the designers plan on releasing many future editions to fix problems.

in your example I can think of a crapload of systems where maybe less armor provides better defense. its not completely rational or realistic... but then again how rational are giant flying blasting sentiant eyeballs? (FYI I'm mostly thinking of superhero games, and there are a ton of em)


baalbamoth wrote:


in your example I can think of a crapload of systems where maybe less armor provides better defense.

And if then someone wants to play a dwarve, who constantly wears so much armor, that everybody is guessing whether he/she is male or female, that player plays an less than optimized char.

The balance issues are of course different in different system, but there is always the problem that designers had certain chars in mind.

OTOH a completely open system, where little or no char ideas are forced upon the players (as for example is done in D&D/PF), the options tend to be for many-fold that they cannot be balanced in general and have to be balanced for every campaing anew by the GM (e.g. GURPS has practically every option ever hinted at in some sci-fi/fantasy setting available, but its a complete mess for a GM to have alook upon balanced char creation).


well... in the open game I'm thinking of that was the game gurps was based on... there are powerlevels. you just tell the player the power level and it controls what the limits of their abilitys are for just about everything. mutants and masterminds I think does the same thing. its very easy to set the balance. why couldent you have that for PF? some kind of scale that shows max damage, ac, no of attacks, etc and gives a power rating by level... or is that impossible?


baalbamoth wrote:
well... in the open game I'm thinking of that was the game gurps was based on... there are powerlevels. you just tell the player the power level and it controls what the limits of their abilitys are for just about everything. mutants and masterminds I think does the same thing. its very easy to set the balance. why couldent you have that for PF? some kind of scale that shows max damage, ac, no of attacks, etc and gives a power rating by level... or is that impossible?

I think mutants and masterminds works like that. It is a D20 superhero game.

Grand Lodge

Marvel Heroic Fantasy RPG does superheroes fine by me.


baalbamoth wrote:
well... in the open game I'm thinking of that was the game gurps was based on... there are powerlevels. you just tell the player the power level and it controls what the limits of their abilitys are for just about everything.

From my experience with GURPS, i doubt that its balanced without heavy GM interference. Just too many abilities, skills, powers and so on, that allow various forms of optimization.


carn wrote:
baalbamoth wrote:
well... in the open game I'm thinking of that was the game gurps was based on... there are powerlevels. you just tell the player the power level and it controls what the limits of their abilitys are for just about everything.
From my experience with GURPS, i doubt that its balanced without heavy GM interference. Just too many abilities, skills, powers and so on, that allow various forms of optimization.

I have never played GURPS, but I have been told it's a powergamer's wet dream. XD

Sczarni

Ashiel wrote:
carn wrote:
baalbamoth wrote:
well... in the open game I'm thinking of that was the game gurps was based on... there are powerlevels. you just tell the player the power level and it controls what the limits of their abilitys are for just about everything.
From my experience with GURPS, i doubt that its balanced without heavy GM interference. Just too many abilities, skills, powers and so on, that allow various forms of optimization.
I have never played GURPS, but I have been told it's a powergamer's wet dream. XD

It is...nightly wet dreams.


Chubbs McGee wrote:
Does that character even make sense? I think that is one issue with powergaming, the combination are not always taken with any attempt at reasoning them out. May be I am just quibbling?!

A Paladin who specializes in summoning celestial creatures and eventually works their way up to being the disciple of a metallic dragon.

Seems like a pretty neat character concept actually, even outside of the mechanics.


ossian666 wrote:


It is...nightly wet dreams.

Except for the small detail, that for all settings except super, a burst from a assault gun will kill you at close range without cover and a heavy crossbow has a serious chance. Even if wielded by a lowly city guard. Powergamers seem to dislike such idea, although it adds to the thrill.


cartmanbeck wrote:
An Inquisitor who focused on the Snake Style feat, letting him use his sense motive check in place of AC once per round. This usually give him an AC of around 24-32, depending on how he rolls. He rolls high a LOT. His weakness is... I'm not sure actually. I'd have to look at his sheet, cuz I don't think anything has come up with his character yet that I would call a weakness.

Just to clarify (and it may have been already, I skipped a lot) it's not once per round, it's versus 1 attack. The "weakness" is if he gets attacked more than once that round (even if it's by the same enemy). I'm not sure that qualifies as a gamebreaker.

Shadow Lodge

Cheapy wrote:

No clue what you mean by "official" races. If you meant "Races Paizo said are fine for players", then AMY ALCHY is a pretty great stab at it.

She's also 100% RAW legal, as far as I've been able to tell.

Feral Combat Training does not have the ol' clause of taking that particular feat several time("each time you take it, yada yada"), so it can't be picked twice. Otherwise she is quite the swell lass.

As for the topic itself, I got nothing. Pick your poison, make sure it does not ruin the fun of anyone else and keep at it. Of course, there are times when one might have to check oneself from causing escalation; the aforementioned rebalancing of Adventure Paths to meet the power of the party comes to mind. Try a less powerful party for the next campaign, for instance. It can be rewarding to challenge yourself with a weaker, more down to earth characters. There's nothing particularly challenging about mastering system after all and it keeps combat from becoming a pure initiative match that much earlier.

Dark Archive

1 person marked this as a favorite.
Chubbs McGee wrote:
Does that character even make sense? I think that is one issue with powergaming, the combination are not always taken with any attempt at reasoning them out. May be I am just quibbling?!

I don't think you're quibbling. I personally do my very best to quash any PG/Munchkinism at the table because it ruins the experience for the other players at the table. If you want a list of examples as to WHY it does, I think that would best be suited for a new thread altogether though.

Silver Crusade

Ashiel wrote:
Chubbs McGee wrote:
Nephril wrote:

oh and the point buy for this would be

STR: 14 DEX: 12 CON: 14 INT: 10 WIS: 8 CHA: 14
All fine and good, as long as the player was willing to roleplay that WIS 8! :)
The catch is that there is no "correct" or even "wrong" way to roleplay an 8 Wisdom, beyond having the appropriate penalties. You might use it for character quirk ideas, but there is literally no wrong way to play it.

Not quite what I meant. I have played with loads of PGs who conveniently ignore their dump stat when, and wherever, they can.


Powergaming? Without weaknesses?

In my opinion the 2 best classes for that are probably Inquisitor (Witchunter Archetype) and Magus (Hexcrafter)

Why? Both have damn good spellists and High Fort and High Will saves.

The inquisitor is particularly hard to effect with spells (Paricularly Dwarves with glory of old Trait and Steel Soul). With the Witchunter archetype and a high Spellcraft it puts his saves in the autopass area. This is reinfoced by being a divine caster- It's primary stat for.spells also happens to modify will saves. The class has some of the BEST divine spells and the Judgement ability gets it to melee awesomeness in round 1. Throw a powerful domain on top (Travel, Animal or Destruction being good examples) and you have a class that without having world shattering power IS fantastic at what it does and is damn hard to stop. On top of all this it gets 6 skill points per level. A fantastically strong all rounder.

The magus, particularly the hexcrafter (with Staff magus being a notable compatable option as well) is incredibly good at being versatile. 6 levels of casting with some.of the best wizard spells, in addition to a strong evocation focus (usually a subpar option for a wizard, many magus damage spells carry debilitating conditions as well- frostbite and fridgid touch beimg good examples). Magus carries two good saves (fort, will) full weapon proficiency and (eventually) full armored casting. The spellist carries many staple non blast spells (haste, mirror image, slow, fly, teleport) and the focus on INT as a casting stat means it also has plenty of skills. The major strength though is the classes ability to break action economy via spellstrike and spellcombat and (to a lesser extent) via a wand using familiar. It's nothing for a hexcrafter to self buff with Arcane Accuracy, Cast a spell AND full attack and have a familiar use a wand in a single round. The hexcrafter is even better by gaining the signature Witch ability: Hexes. This allows the 6th level caster to use Supernatural abilities with scaling DC's as you advance in levels (with unlimited uses) in areas like Buffing and Debuffing (something regular Magus struggles with) and saving TONS of spellslots which would otherwise be a limited rescource (Fly hex for example)

So those two are in my opinion the 2 easist classes to powergame with. They take a little system mastery but offer so much in mechanical abilities

The Exchange

Chubbs McGee wrote:
Ashiel wrote:
Chubbs McGee wrote:
Nephril wrote:

oh and the point buy for this would be

STR: 14 DEX: 12 CON: 14 INT: 10 WIS: 8 CHA: 14
All fine and good, as long as the player was willing to roleplay that WIS 8! :)
The catch is that there is no "correct" or even "wrong" way to roleplay an 8 Wisdom, beyond having the appropriate penalties. You might use it for character quirk ideas, but there is literally no wrong way to play it.
Not quite what I meant. I have played with loads of PGs who conveniently ignore their dump stat when, and wherever, they can.

look at the average npc most of them will have an 8 in a stat. this does not mean you are hindered in any way via roleplaying. you have a -1 to your perception and heal and a few others. will save goes down. i do however go out of my way to act rashly (unwise) and usually display a general lack of attention.

But this is a thread on power gaming not role playing so i didnt feel a need to include a how to guide on playing a character.

The Exchange

Fleshgrinder wrote:
Chubbs McGee wrote:
Does that character even make sense? I think that is one issue with powergaming, the combination are not always taken with any attempt at reasoning them out. May be I am just quibbling?!

A Paladin who specializes in summoning celestial creatures and eventually works their way up to being the disciple of a metallic dragon.

Seems like a pretty neat character concept actually, even outside of the mechanics.

My eidolon looks like a multi legged silver dragon (chinese serpentine type) rushing to the aid of friends using magic to imbue and empower everyone and myself and when the time needs summoning goodly creatures to aid in our battle. and i follow Apsu dragon god.

I felt i needed to say something thank you fleshgrinder for thinking before posting. and chubbs you seem to neigh say an awful lot try contributing instead of just questioning everyones posts.

Silver Crusade RPG Superstar 2014 Top 16

Jodokai wrote:
cartmanbeck wrote:
An Inquisitor who focused on the Snake Style feat, letting him use his sense motive check in place of AC once per round. This usually give him an AC of around 24-32, depending on how he rolls. He rolls high a LOT. His weakness is... I'm not sure actually. I'd have to look at his sheet, cuz I don't think anything has come up with his character yet that I would call a weakness.
Just to clarify (and it may have been already, I skipped a lot) it's not once per round, it's versus 1 attack. The "weakness" is if he gets attacked more than once that round (even if it's by the same enemy). I'm not sure that qualifies as a gamebreaker.

I... don't see the difference here. You can't ever use more than one immediate action per round, so you're essentially using it against one attack per round. The ONLY thing I see that is a "weakness" is that it uses up your swift action for your next turn. For an Inquisitor, I don't think that's as big of a deal as it would be for, say, a Magus.

Sczarni

Because its not like it some UBER defense that you get every round. Even Wizards get neat Swift or Immediate actions to help defend themselves.

51 to 91 of 91 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Powergaming chars, preferably without weakness All Messageboards

Want to post a reply? Sign in.