The Most Troublesome Class Abilities


Advice

Grand Lodge

I started the feat one now the ability one. I think the single most powerful ability in the game is the Paladins smite and his ability to give it to every party member.

The cleric ability from the Repose domain with no save to stagger somebody. Rediculous IMHO.

Scarab Sages

Eidolon. This class ability, while not really overpowered in its own right, has caused more trouble and rules confusion than I've ever seen with any other class.

As far as other classes go, I don't think there are really any other abilities that one could consider... troublesome. Paladin smite is usable few times per day, so that keeps it in line.

The Rogue Talent: Terrain Mastery is an ability I don't like. Raising all other Terrain bonuses by +2 leads to immense craziness, especially with the Horizon Walker Prestige Class.

The Vindicator's Shield ability is also a meddlesome one, but isn't much worse than that of any other High AC character. My only beef with it is that it stacks with every other AC bonus, and can get pretty darned high.

Dark Archive

Alchemist and Bombs. Not super troublesome but the ability to lay down for the most part unmitigated damage, and the splash.


I played a summoner and loved my eidolon, but it is a lot of hassle (far more than an animal companion/familiar) to keep track of separate stats what with its skill points, evolutions, carrying capacity (my summoner was a halfling who rode his eidolon into battle), etc., is more extensive). My character though was an author, so he'd spend night watches writing while the eidolon with good Perception and 120 ft of darkvision kept watch :) Good times.


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Spellcasting.


Crysknife wrote:
Spellcasting.

Technically this is true.

Any class ability can cause trouble as everything is designed to break one of the base rules. That is what makes the classes, races, everything in the game unique.


Witch's Slumber Hex. 3 hours creating an alchemist gremlin in a collasped mine area for the bbeg of this section of the game and the witch just got her hex and used it the second round of the game. For some reason I thought it had a level cap equal to the witch's level, bit no it doesn't. Gremlin went to sleep and the fighter coup de gras the sleeping gremlin. Dead. The group was like......." Is that it?" I said Yup game over. Grab the loot. Very dissappointing to the players and very much me.


Aristin76 wrote:
...." Is that it?" I said Yup game over. Grab the loot.,,,

This made me chuckle. ;-)


While it's not an overpowered class, pretty much the entire kit of a Summoner is just made to slow combat to a halt.

I don't ban Summoners, but I make sure my players know that they better have everything they can summon stated out before play, else their summon spell fails.


yeah witch hex, sick. are there any other save or die class abilities out there?

Silver Crusade

Pathfinder Adventure Path Subscriber
baalbamoth wrote:
yeah witch hex, sick. are there any other save or die class abilities out there?

Yeah, there's one, it's called "Spellcasting".


Eugene Nelson wrote:

I started the feat one now the ability one. I think the single most powerful ability in the game is the Paladins smite and his ability to give it to every party member.

Smite evil is tolerable by the other hand aura of justice is incredibly powerful and annoyng.


The sleep hex isn't so bad because it is an ability a player has to chose, like a spell. And a gm (unless it's PFS) can ask you to not chose it.

Other abilities, that every one who takes a class gets are worse. Because you can't just say: ok, I take something else.


Put me down for spellcasting as well.


I would say any class ability that doesn't work as intended. I'm primarily a GM and its annoying to have to explain to players why something doesn't work, or alternatively, when a player shows up with an exotic archetype stacking multi class that you have to work through exactly how its class abilities work together.

Such as titan maulers... Doesn't actually work as intended, and the FAQ doesn't really improve things.

Magus: A bunch of hoops in explaining how it works, all for the ability to abuse shocking grasp and do damage spikes. I don't consider it OP, but man it was templated poorly.

Auras: Reminding players that they are within or out of range of the aura(s) is annoying.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

@notabot: Sounds less like there are problems with the classes and more like you need more competent players.


+1 On the Alchemist bombs, especially when you can take the path to combine effects with Stink Bomb + anything else. Sick. Literally.

**EDIT

Although I love the class and my little Gnome Alchemist potion/construct maker is a personal fave I've ever played. Mainly because his main attack was Imp. Dirty Trick to nail someone's boots to the floor with a hammer and iron spike :)


Jiggy wrote:
@notabot: Sounds less like there are problems with the classes and more like you need more competent players.

Oh I have a core of competent players for sure. My main 4 players are all pretty good players with superb rules knowledge. The problem is when I've had new people join up for a few months (college town, the 5-7th players sometime rotate due to school), or when I play/gm PFS.

With auras the problem is tracking multiple buffs across a large group. 2 different bard types, support cleric spells, paladin auras, arcane buffs ect all interacting with some not effecting all players can make it understandable that people would miss a modifier, or misapply one.

Heck my normal mode is letting the players pretty much run combats now. One guy gets initiative board, one guy tracks mods, another helps calculate dice rolls (and counts the dice rolls for accuracy). The only thing I do is answer yes and no, and declare the monsters actions. Heh, the only reason I even GM the group is I am creative, not because of my multitasking ability (I'm actually good at multitasking, but also incredibly lazy...)

On topic another class ability is any class that gets multiple eidolons/animal companions. Anything that adds to action economy on that scale is annoying to track, and potentially unbalancing.


Davor wrote:

Eidolon. This class ability, while not really overpowered in its own right, has caused more trouble and rules confusion than I've ever seen with any other class.

As far as other classes go, I don't think there are really any other abilities that one could consider... troublesome. Paladin smite is usable few times per day, so that keeps it in line.

The Rogue Talent: Terrain Mastery is an ability I don't like. Raising all other Terrain bonuses by +2 leads to immense craziness, especially with the Horizon Walker Prestige Class.

The Vindicator's Shield ability is also a meddlesome one, but isn't much worse than that of any other High AC character. My only beef with it is that it stacks with every other AC bonus, and can get pretty darned high.

I saw build in theory with a rogue/Ranger/Horizon walker that at 20th level was doing +40 to hit damage against creature native to the abyss. On top as Guide they could add Ranger focus for an additional +4 to hit and damage 2/day.

It had some thing like 7 attacks are round with a +70 to hit and doing about 80 damage per hit or 560 damage per round on average not counting criticals. Yeah stupid but really 1 trick pony.


Smite evil is good just not spellcasting.

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