| Desidero |
So I've had this concept for a character: basically a huge braggart who talks big but isn't actually very competent. The problem is that I'm rolling insanely well!
To guarantee incompetence (or so I thought) my main mode of combat so far has been Power Attacking with Katanas, should give me -7 and -11 to hit for my two attacks.
...But the first time I tried it I got a crit, and on my second try I double crit.
Even worse is that my group has relatively low system mastery and are also trying to pull off crazy stunts that their numbers can't match. Combined with their low rolls I'm being completely out-clowned.
What kind of wackiness can I pull to weaken myself?
| DM_Blake |
If your only complaint is that you look good when you roll natural 20s, well, statistically speaking, that probably won't always happen and it should average out in the long run, but those nasty attack penalties will, in that same long run, cause you to miss most of your attacks.
Combine that with the other players not ALWAYS trying crazy stunts (eventually they'll just settle down and kill some monsters, right?) while you're still whiffing away, and I think your problem should go away on its own.
If you do need help, get the Fumble deck and use it every time you roll a natural 1. You should, statistically, draw one of those cards and look like a fool just as often as you roll a natural 20 and look good.
| CriticalQuit |
Are you proficient with katanas? If not, you'll take an extra -4 because wielding them one-handed requires Exotic Weapon Proficiency.
Don't forget, only a natural 20 auto-hits! An 18 or 19 still requires you to hit their AC to get the critical threat. With -11/-15, you'll ONLY be able to hit on a 20, and only crit on double 20s.
ArmouredMonk13
|
Wear a blindfold in combat, combat expertise, and get a familiar via eldritch heritage to intimidate you, by naturally lowering the DC for him because he inherently scares you, so that you can always be shaken. Now not only have you given yourself between a -7 to a -11, but you also have a permanent 50% miss chance.
| Thymus Vulgaris |
Strap a buckler to each arm. Clearly, being harder to hit means you are a more awesome combatant, having shields make you harder to hit, and wielding two shields at once while still being able to attack with two weapons makes you far superior to everyone else.
Also, the bucklers give you a -1 to attack and provide no AC bonus when you do so.
| MrSin |
Strap a buckler to each arm. Clearly, being harder to hit means you are a more awesome combatant, having shields make you harder to hit, and wielding two shields at once while still being able to attack with two weapons makes you far superior to everyone else.
Also, the bucklers give you a -1 to attack and provide no AC bonus when you do so.
Duel wield wheels. They give 0 AC. At least its better than nothing.
| spalding |
Thanks for the advice guys! That blindfold bit is especially smart and easy to roleplay too. I don't want to anything that permanently cripples my character though as I intend for him to transition from braggart to badass over the course of the campaign.
Of course you could always go the other way too.