Why so broken?


Advice


Lately we have encountered a number of challenges that don't add up to our party. We are a large high powered party. We are 10th level and have

Elf fighter archer rules lawyer that abuse how broken bows have become. Adding +19 to every shot without declaring anything. He adds +19 to hit as well on this +2 bow. His ac 28.

Human warpreist who has AC 36 and despite being Lawful good has threatened to kill the shaman for capturing him in blast. He also hits in the 30's for absurd amounts of damage.

Human Shaman who if she knew how to play would effective but not really overpowered.

Human alchemist who used to be effective but the warpreist and the fighter have made her useless on average.

Human swashbuckler who was a combat tank until the archer and warpreist surpassed it in ac and defensive abilities despite the swashbuckler having focused to defensive.

and our barbarian just got swapped for a bloodrager don't know how this will fair.

At level 10 we just walked a cr 13 barbarian that had it's ac doubled; hit point maxed and doubled; and 8 blood skeleton body guards in 4 rounds of combat while only taking a mild amount of damage. Something wrong when a CR 2 levels higher get over bumped and we still plow through it. The things I can't grasp are why an archer has a power attack for bow and the ability to add his int to the same attack with virtually no penalty. Well I don't see why deadly aim was ever printed. I also don't see the need for fighter weapon training considering how broken the new power attack and deadly aim are. Why is it Paizo want to break fighters so much? Seriously combat begins The Archer attacks three times does between 70-90 points the warpreist attacks twice and does between 50-60 and most combats are over. How do we fix this or are we doomed to play in broken realms from here on out? Maybe we should play WoTC for a balanced system.

Scarab Sages

Without builds, we can't really see the whole picture. There could be some serious errors in adding bonuses for all we know, and they should only be doing about half as much damage. No way to tell unless we see the math behind it.

That having been said, at that level I'm not surprised at that damage for the most part.

Also, you heard it here, guys. Fighters = broken.


This is some serious epic trolling, has to be.


Okay, first, you need know how to figure out CR for your group. CR13 Barbarian should be no thread at all for this party, you can therefor check some of those guids thatexplain how to calculate CR for your party (keep in mind, the CR-rating given in the PF-sources are based on a party of four). You will need to calculate CR using the XP an encounter offers and... well, just check this guide: Klick

Then in addition to that you have a different problem: the level of optimization of your pcs. Usually fighter should be easy to handle with as they have bad saves and not many options but to just dish out some full attacks. keep them from doing that and you will be fine. On the warpriest - well, the palyer seems to be a little weird, maybe you should talk to them. Most of the time talking to your players will be more effective than such a thread anyway as a lot of people on these boards will tell you to do exatly that very thing.

Tell them what your problem is and I'm sure they will cooperate and find a solution everyone is fine with.

Also, for future games, I would try to only allow your players stuff from the CRB - this will solve a lot of issues until you are more into "system mastery" (and believe me, after some games you will see, fighters are far from broken in pathfinder). Once you and your players understood more of the game you can add more resources for character building and you will find yourself way more prepared when it comes to how to deal with "stronger" characters.


I'm really not seeing why anything is broken. The numbers (while vague) don't seem unreasonable. Fighters hit and do damage, that's (usually) their shtick. Warpriest I have no idea and that class might be experiencing some power creep, but as Davor said, no math.

I'd also say the GM isn't challenging you the right way. You're roughly 4 melees, and two Casters.

Now, I don't know what kind of bloody skeletons they were, but I'll assume they're just the generic template. Those are pathetically easy to deal with. And, no matter the power of the enemy barbarian, you still have 6:1 on his actions. Not to mention he's trying to overcome you as a heavy battler when you're all heavier.

Again, don't know the situation. I'd drop a few debuff spells on you, maybe a dominate or confusion and let you duke it out yourselves.


Abuse the Wind Wall spell for the Archer. Skill challenges - never let a melee charge through a heavy forest without Acrobatics checks - little house rules to up the ante. Finally, your DM needs action economy. Fireball can hit from over 400' away; I've lost count how many times I opened up a combat with "Team Evil" hitting the PC's from 500' away and then chocking up a wind wall for the cheeky archers.

I second the confusion spell; nothing kills PC's faster than the fighter hitting another party member for absurd damage.


weasel: Male Elf Fighter10 ; CR 9 ; Medium Humanoid (Elf);  HD (10d10)+40; hp 98; Init +7; Spd Walk 30 ft.; AC 29, touch 19, flat-footed 22, Base Atk +10/+5; CMB +14; CMD +33; Atk: +23 Ranged (1d8+10/20/x3, *Longbow +2 (Composite/Frost/Strength Rating+4) , Range 110 ft. ) or ; Full Atk: +23/+18 Ranged (1d8+10/20/x3, *Longbow +2 (Composite/Frost/Strength Rating+4) , Range 110 ft. ) or ; SA: Armor Training (Ex), Bonus Feats, Bravery (Ex), Elven Immunities (Ex), Elven Magic (Ex), Keen Senses (Ex), Low-Light Vision (Ex), Weapon and Armor Proficiency, Weapon Familiarity (Ex), Weapon Training (Ex), ; SQ: Low-Light Vision; AL: None; SV Fort +10, Ref +10, Will +5; STR 18, DEX 24, CON 16, INT 18, WIS 14, CHA 13 .
          Skills and Feats: Perception +4; Deadly Aim, Elven Accuracy, Focused Shot, Greater Weapon Focus (Longbow), Point Blank Master, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike, Weapon Focus (Longbow), Weapon Specialization (Longbow).
          Possessions: Amulet of Natural Armor +3; Ring of Protection +2; Belt of Incredible Dexterity +4; Studded Leather +2; Buckler +1; Longbow +2 (Composite/Frost/Strength Rating+4) ;
so when using deadly aim and within 30 he adds +21 to hit dmg is 1d8 +1d6 +4 str +4 int +6 deadly +2 weapon spec +2 magic +2 weapon training +1 point blank. for a total 1d8+21 and 1d6 cold. and almost no cr 13 has high enough armor to survive our level 10 party of 1 extra person


Place a single level 11 druid in front of them, fully buffed with control winds, protection from good, flying, stealth, and summon monsters every turn from outside of their range. Keep in mind this is a pathetic encounter CR wise but a significantly hard enough encounter to challenge them.

Optimized parties require optimized tactics. Flyby dragon breath weapons. Fighting in a swamp with a literal maze of trees. Attack them at night while they sleep and steal their gear.

EDIT the above is actually rather weak you were probably just using a very poorly built encounter.

Ice devil for comparison.

Spoiler:
ICE DEVIL (GELUGON) CR 13
XP 25,600
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +27
Aura fear (10 ft., DC 22)
DEFENSE
AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size)
hp 161 (14d10+84); regeneration 5 (good weapons, good spells)
Fort +15, Ref +14, Will +12
DR 10/good; Immune fire, cold, poison; Resist acid 10; SR 24
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee +1 frost spear +21/+16/+11 (2d6+10/×3 plus 1d6 cold plus slow), bite +14 (2d6+6), tail +14 (3d6+3 plus slow)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 13th)
Constant—fly
At will—cone of cold (DC 20), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 20), wall of ice (DC 19)
1/day—summon (level 4, 2 bone devils, 50%)
STATISTICS
Str 23, Dex 21, Con 22, Int 25, Wis 22, Cha 20
Base Atk +14; CMB +21; CMD 36
Feats Alertness, Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Weapon Focus (spear)
Skills Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, Intimidate +19, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment any (Hell)
Organization solitary, team (2–3), council (4–10), or contingent (1–3 ice devils, 2–6 horned devils, and 1–4 bone devils)
Treasure standard (+1 frost spear, other treasure)
SPECIAL ABILITIES
Slow (Su) A hit from an ice devil's tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil in the case of its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based.

Round 1 he charges the ice devil walls off the rest of the party and proceeds to dispatch him 1v1 (keep in mind he has greater teleport and is highly intelligent more than able to pick them off 1 by 1)


ShaylaShayla wrote:


weasel: Male Elf Fighter10 ; CR 9 ; Medium Humanoid (Elf);  HD (10d10)+40; hp 98; Init +7; Spd Walk 30 ft.; AC 29, touch 19, flat-footed 22, Base Atk +10/+5; CMB +14; CMD +33; Atk: +23 Ranged (1d8+10/20/x3, *Longbow +2 (Composite/Frost/Strength Rating+4) , Range 110 ft. ) or ; Full Atk: +23/+18 Ranged (1d8+10/20/x3, *Longbow +2 (Composite/Frost/Strength Rating+4) , Range 110 ft. ) or ; SA: Armor Training (Ex), Bonus Feats, Bravery (Ex), Elven Immunities (Ex), Elven Magic (Ex), Keen Senses (Ex), Low-Light Vision (Ex), Weapon and Armor Proficiency, Weapon Familiarity (Ex), Weapon Training (Ex), ; SQ: Low-Light Vision; AL: None; SV Fort +10, Ref +10, Will +5; STR 18, DEX 24, CON 16, INT 18, WIS 14, CHA 13 .
          Skills and Feats: Perception +4; Deadly Aim, Elven Accuracy, Focused Shot, Greater Weapon Focus (Longbow), Point Blank Master, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike, Weapon Focus (Longbow), Weapon Specialization (Longbow).
          Possessions: Amulet of Natural Armor +3; Ring of Protection +2; Belt of Incredible Dexterity +4; Studded Leather +2; Buckler +1; Longbow +2 (Composite/Frost/Strength Rating+4) ;
so when using deadly aim and within 30 he adds +21 to hit dmg is 1d8 +1d6 +4 str +4 int +6 deadly +2 weapon spec +2 magic +2 weapon training +1 point blank. for a total 1d8+21 and 1d6 cold. and almost no cr 13 has high enough armor to survive our level 10 party of 1 extra person

Saves of 10/10/5 are just asking for any form of enchantment or control magic you want. This character is far from being optimised. The gear options are also particularly bad.

A simple CR8 erinyes has a 65% chance of sending him fleeing in terror and it can use it at will.


I love the vital strike on an archer as well. Can't use it on full attack, its basically for melee mobility. Why would an archer ever take it?


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*Sees Party Composition*

*Identifies "Fighters are OP" statement*

*Notices No True Full Casters*

*Laughs*

*Leaves Joke of a Thread*


Am I right - that fighter does not have rapid shot and many shot?


Is he using Focused Shot in a full attack? Because he can't.

"As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage."

And by Geb you're right Wasum, No rapid or many. I never thought I'd see the day.

EDIT: Focused Shot also can't be combined with Vital Strike if I remember correctly.

Shadow Lodge

ShaylaShayla wrote:
Maybe we should play WoTC for a balanced system.

Good luck with that. Lemme know how it works out.

Liberty's Edge

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Throwing melee foes at an optimized limited trick ponies not going to challenge them. Throw the above mentioned Ice Devil(CR13) or six Erinyes(CR13) at them. The system isn't the problem, the problem is they have adapted and optimized to your style of GMing.


rapid but not many shot. Also can he use focused with rapid or vital strike? as for the encounters we're in the kingdom builder adventure path do not expect our dm to scale them right she doesn't even know how to make a character most days. limited to 66k in gear which is more then i thought we needed.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
ShaylaShayla wrote:
rapid but not many shot. Also can he use focused with rapid or vital strike?

No.


I just edited above, but I'll repeat here. I don't think he can use Focused Shot with Vital strike because of the wording on Vital Strike.

Liberty's Edge

ShaylaShayla wrote:

rapid but not many shot. Also can he use focused with rapid or vital strike? as for the encounters we're in the kingdom builder adventure path do not expect our dm to scale them right she doesn't even know how to make a character most days. limited to 66k in gear which is more then i thought we needed.

So your DM doesn't really know the system, or what to do with it... and thus the game is broken? OK, that makes so much sense...


ShaylaShayla wrote:

rapid but not many shot. Also can he use focused with rapid or vital strike? as for the encounters we're in the kingdom builder adventure path do not expect our dm to scale them right she doesn't even know how to make a character most days. limited to 66k in gear which is more then i thought we needed.

Looking at the party comp I still say that a well played ice devil will handily TPK them. Kill one, teleport away, rengerate, return. Takes a few minutes but probably capable of TPKing them.

Your group will likely stomp linear encounters (Generic fighter/barbarian/warriors) but loses hard to any mildly difficult encounter. Heck 3-4 shadow demons can TPK the party from inside a wall. Anything outside of "These monsters go toe to toe and compare stats" will likely nearly kill them.


So your 5 man 10th level party killed a lone Barbarian? Shocking.

Yes I know he technically had "8 bloody skeletons" as minions but anything that needs a 20 to hit and does 1% of a Wizard's health at that level barely even counts as being there.


None of that is broken to me.
As an example using the +19 to hit.
+10 BAB
+5 dex
+1weapon focus
+3 weapon
= +19 and it could be higher.


My level 10 halfling samurai shoots 4 arrows at level 9 at +20(x2)/+20/+15 doing 1d6 +19 damage. And he's not even fully optimised (otherwise he'd not be halfling:P)

I am gm-ing a group of lvl 10 pirates right now - all of them roleplayers and no min-maxers at all but that fighter there would still be weaker than all of them...

The problem with your group is somewhere else, give the link to that GM-guide to your GM and hope she will read it.


Oh btw, +19 at level 10 is nothing, I'm currently level 3 with my barbarian and kick +10 to hit after power attack.


Wasum wrote:
Okay, first, you need know how to figure out CR for your group. CR13 Barbarian should be no thread at all for this party, you can therefor check some of those guids thatexplain how to calculate CR for your party (keep in mind, the CR-rating given in the PF-sources are based on a party of four). You will need to calculate CR using the XP an encounter offers and... well, just check this guide: Klick

I second that guide, I'm a pretty experienced gm and i still got value out of it. CR calculations by RAW are a terrible way to determine encounter levels. By my rough calculation for a group of 6 optimized level 10s that encounter should be trivial. For a non optimized party it should be easy.

Dark Archive

If your GM isn't very familiar with the system and isn't able to use the encounters to their best against an oversized, likely higher than expected point buy (Kingmaker assumes 15pt characters) party... it's not the system that's broken. You should either try and help your GM learn the system better or realise that she's not highly experienced and make allowances for that.

Kingmaker Spoiler:
Presuming that the fight was against Armag it's not the best written encounter in the AP, personally I used the two Black Sisters there as well and that made it perfect. Given the increased power level you have over the supposed encounter level this might have helped a lot, or perhaps giving the Skeletons a number of Advanced templates to bring them more in line. But either way, the takeaway is that an overpowered party and an inexperienced GM has literally no relevance on the balance of the system.


Did the ops group roll stats? That would explain inter group disparity.


ShaylaShayla wrote:

Lately we have encountered a number of challenges that don't add up to our party. We are a large high powered party. We are 10th level and have

Elf fighter archer rules lawyer that abuse how broken bows have become. Adding +19 to every shot without declaring anything. He adds +19 to hit as well on this +2 bow. His ac 28.

Human warpreist who has AC 36 and despite being Lawful good has threatened to kill the shaman for capturing him in blast. He also hits in the 30's for absurd amounts of damage.

Human Shaman who if she knew how to play would effective but not really overpowered.

Human alchemist who used to be effective but the warpreist and the fighter have made her useless on average.

Human swashbuckler who was a combat tank until the archer and warpreist surpassed it in ac and defensive abilities despite the swashbuckler having focused to defensive.

and our barbarian just got swapped for a bloodrager don't know how this will fair.

At level 10 we just walked a cr 13 barbarian that had it's ac doubled; hit point maxed and doubled; and 8 blood skeleton body guards in 4 rounds of combat while only taking a mild amount of damage.

Is this Kingmaker? Our party was outleveled by 4, and despite all our cheese still lost that fight badly!

Quote:
Something wrong when a CR 2 levels higher get over bumped and we still plow through it. The things I can't grasp are why an archer has a power attack for bow and the ability to add his int to the same attack with virtually no penalty. Well I don't see why deadly aim was ever printed. I also don't see the need for fighter weapon training considering how broken the new power attack and deadly aim are. Why is it Paizo want to break fighters so much? Seriously combat begins The Archer attacks three times does between 70-90 points the warpreist attacks twice and does between 50-60 and most combats are over. How do we fix this or are we doomed to play in broken realms from here on out? Maybe we should play WoTC for a balanced system.

A CR +2 encounter is not going to be all that tough, especially if you're using an Adventure Path with optimized PCs. That's just standard-equivalent, so you're looking at maybe 20% resource loss.

If you're talking about that Kingmaker adventure, I would have taken the two Black Sisters and maybe that named cleric and put them all in the same room with the barbarian lord. So now the barbarian lord has spell resistance (since the Black Sisters can cast that spell on him) and the named cleric can heal him. Either cleric may be able to cast True Seeing or Invisibility Purge to deal with common adventuring tactics. Condition relief is handy, even Dispel Magic if his weapon isn't enough to save him from getting locked up by Resilient Sphere or similar spells. There's too many NPCs for the PCs to focus fire on. Also, skeletons and the whatever-the-hacks the female clerics summon.

Some Alarm spells would give the bad guys enough time to buff before the PCs break in the door. (Was the door locked? Arcane Locked? Why not?)

Not enough? A hidden door into that room (trap door?) opens up and a bunch of NPCs come up. Steal some from the NPC Codex. That'll explain the Alarm spells, if you don't want those to just be traps. (Such as explosive sound-making traps.)

When it comes to the feats... well, if you're the DM, you need to control what goes into your game. You don't need both Int-to-damage and "Power Attack" for your archer. So tell the player what ridiculous feats they can't have. Same for the rest of the group.

ShaylaShayla wrote:


weasel: Male Elf Fighter10 ; CR 9 ; Medium Humanoid (Elf); HD (10d10)+40; hp 98; Init +7; Spd Walk 30 ft.; AC 29, touch 19, flat-footed 22, Base Atk +10/+5; CMB +14; CMD +33; Atk: +23 Ranged (1d8+10/20/x3, *Longbow +2 (Composite/Frost/Strength Rating+4) , Range 110 ft. ) or ; Full Atk: +23/+18 Ranged (1d8+10/20/x3, *Longbow +2 (Composite/Frost/Strength Rating+4) , Range 110 ft. ) or ; SA: Armor Training (Ex), Bonus Feats, Bravery (Ex), Elven Immunities (Ex), Elven Magic (Ex), Keen Senses (Ex), Low-Light Vision (Ex), Weapon and Armor Proficiency, Weapon Familiarity (Ex), Weapon Training (Ex), ; SQ: Low-Light Vision; AL: None; SV Fort +10, Ref +10, Will +5; STR 18, DEX 24, CON 16, INT 18, WIS 14, CHA 13 .

Those are ridiculously low saves. Even the Fort saves. Those villainous clerics could have put the fear (as in the spell) into said archer! Or hit him with Blindness/Deafness. Minimum save DC 13, but probably a lot higher (like 20). A blinded archer isn't shooting anything.

Quote:
Skills and Feats: Perception +4; Deadly Aim, Elven Accuracy, Focused Shot, Greater Weapon Focus (Longbow), Point Blank Master, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike, Weapon Focus (Longbow), Weapon Specialization (Longbow).

Or just get in his face. Why didn't the barbarian sunder his bow? Even if the barbarian doesn't have the feat, what sort of attack of opportunity is the archer going to get? Will the barbarian even notice, with all those hit points and damage reduction pitted against the archer's low melee attack bonus?

Quote:
Possessions: Amulet of Natural Armor +3; Ring of Protection +2; Belt of Incredible Dexterity +4; Studded Leather +2; Buckler +1; Longbow +2 (Composite/Frost/Strength Rating+4) ;

Someone want to add up those values? They seem a little high. No Cloak of Resistance? No CR 10 mage ever cast Dominate Person on him, and then made him mow down his friends?

Quote:
so when using deadly aim and within 30 he adds +21 to hit dmg is 1d8 +1d6 +4 str +4 int +6 deadly +2 weapon spec +2 magic +2 weapon training +1 point blank. for a total 1d8+21 and 1d6 cold. and almost no cr 13 has high enough armor to survive our level 10 party of 1 extra person

The archer's best bet is to keep shooting the same target. 1d8+21 and 1d6 cold once is not enough. That means give more targets, or give targets that use abilities such as Displacement or Mirror Image to make the archer waste shots. Naturally, said abilities works against swords too, even targeted magic in the case of Mirror Image (or so I believe).

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