| Ariantar |
I'm working on a sunderer character for a possible future campaign, but know it could generate a lot of group hate.
How do I make Make Whole viable?
The concept is a Tengu Shigenjo Oracle with the wrecker curse and battle mystery. Basically, i use the tengus bite and claws (all primary attacks) and the sunder combat ability to shred the opponents weapons then armor.
Thematically, I think the character is going to be, basically, a scavenger with some sort of obsessive compulsion to find and hoard magic items (Mine! minemineminemine!). The problem, of course, is he picks up a magic item, because of the curse it gains the broken condition, inspects it, and says, 'This is broken. It's junk!' Then he tosses it aside for the rest of the group. Of course, once it's out of his hands, it loses the broken condition, and the group gets their loot. So the character's RP is super greedy, but in game, I've got a vehicle to not hoard the loot, and make sure we all split the loot evenly. Thus, my character can have this super bad personality trait for RP, but I'm not actually being a greedy a%#%%&! at the table.
My problem is, naturally, I'll be destroying a lot of loot using sunder. The gm has said in no uncertain terms that if a character uses sunder, he will not alter the loot or game to make up for all the lost wealth. He does not follow the WBL, and does not give out much loot.
My solution is Make Whole. How can i bump up my caster levels enough so that Make Whole keeps up with loot progression? It requires me to have double caster level per CL of the item. Somehow, at level 4 I need CL 6. At level 6 I need CL 12. At 9 I need 18. Etc. It's impossible to keep up, but the closer I can keep to keeping up, the more I can fully play this character without hurting the group.
Thoughts?
Help?
| Broken Prince |
Ask your DM if you can play PFS, where sundering costs you nothing or prepare to be everyone's least favourite party member. Even with Make Whole you are either out the magic item until the next day or down a 2nd level spell in the adventuring day.
Any character can be rendered fun for the group via good roleplaying, etc., but its a big handicap IMO.
| marcryser |
Maybe take improved disarm instead of sunder? You see a magic item that you want in the hands of an enemy and let out an excited screech "mine!" as you rush in and snatch it out of their unworthy hands. After the miserable desecrator of YOUR magic item is defeated, you sadly realize that it wasn't ever really magic at all and is, in reality, a broken piece of shoddy equipment. You reluctantly discard it only to find that one of the strange hoarders with whom you travel picks it up and keeps it.
| marcryser |
The spell pilfering hand might go well with your concept as well... I have a sorcerer who uses it in conjunction with true strike to take the BBEG's weapon. shield, staff (whatever seems appropriate).
At 9th level I am +34 to the disarm attempt. It takes two rounds to do but looking at the DM try to figure out what the BBEG archer is going to do now that they don't have their +3 human bane bow is well worth it.
| Gregory Connolly |
You can sunder many things very cheaply. First of all when sundering you have the choice to leave objects at 1 hp and broken rather than destroy them. Simply leave everything expensive at the broken condition and be happy. Broken halves armor bonuses and makes weapons 20/x2 crit range and -2 to hit. So destroy the ogres greatclub, no problem; leave the evil wizards staff of power at broken, no problem. Mending takes 10 minutes to cast but will fix anything you didn't destroy. A scroll of Make Whole caster level 20 costs 1,000 gp for reference if you do happen to destroy something really valuable by accident.