Help audit one of my players' character!


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L'cutus wrote:

One thing I learned in PFS play was that Acid Splash essentially replaces rogues for quietly entering buildings. It takes a lot of time, but it eventually works. My party found a place to hide in an alleyway and bored in through a wall.

So I imagine fire works the same, except it causes light, heat and generally much more ado. I don't know about rules for catching fire, but eventually damage will work. I'd just expect the whole dungeon to be waiting on the other side.

How, exactly, is a maximum of 4 damage, halved, getting through even wood's 5 hardness, to say nothing of stone's 8?

Sovereign Court

L'cutus wrote:

One thing I learned in PFS play was that Acid Splash essentially replaces rogues for quietly entering buildings. It takes a lot of time, but it eventually works. My party found a place to hide in an alleyway and bored in through a wall.

So I imagine fire works the same, except it causes light, heat and generally much more ado. I don't know about rules for catching fire, but eventually damage will work. I'd just expect the whole dungeon to be waiting on the other side.

Doesn't work. Elemental damage is halved and object hardness is applied.

[url]http://www.d20pfsrd.com/equipment---final/damaging-objects#TOC-Energy-Attac ks[/url]


Hey, everyone. So, the next session will be today, and I'm going to ask for a copy of his Character Sheet. I've talked with him about some of the problems, and he admitted that the Quicken feat allowing him 2 spells per round was stupid. He was sad to hear that the +30 feet speed thing wasn't going to be allowed, but I think he'll get over it.

In addition, as something I probably should have mentioned, rather than using point buy, we used the 4d6 drop lowest method, so all of my players have distinctly above average stats. I don't know if any of my players has a stat below 10.

So, we'll see how this session goes, and if his character's still too powerful after the removal of the additional 30 feet and the Quicken feat, I'll be sure to post his full character sheet.


OilHorse wrote:
L'cutus wrote:

One thing I learned in PFS play was that Acid Splash essentially replaces rogues for quietly entering buildings. It takes a lot of time, but it eventually works. My party found a place to hide in an alleyway and bored in through a wall.

So I imagine fire works the same, except it causes light, heat and generally much more ado. I don't know about rules for catching fire, but eventually damage will work. I'd just expect the whole dungeon to be waiting on the other side.

Doesn't work. Elemental damage is halved and object hardness is applied.

[url]http://www.d20pfsrd.com/equipment---final/damaging-objects#TOC-Energy-Attac ks[/url]

The Devs have specifically said, as does that section, that some elemental damage may deal full damage (things like fire on wood etc) though I agree hardness would still stop it without some work.

RPG Superstar 2013 Top 32

Bioboygamer wrote:
I'm sorry if I've cluttered things up unnecessarily. Thank you for letting me know. Given that the previous thread was locked, I figured that posting on it was no longer allowed. I tend to be abysmal at figuring out little nuances like this, so I'm honestly grateful for the advice.

I didn't realize that it was locked. I gave up after scanning 2 pages of threadjack. Apologies if it came off as heavy-handed.

Sovereign Court

Thomas Long 175 wrote:
OilHorse wrote:
L'cutus wrote:

One thing I learned in PFS play was that Acid Splash essentially replaces rogues for quietly entering buildings. It takes a lot of time, but it eventually works. My party found a place to hide in an alleyway and bored in through a wall.

So I imagine fire works the same, except it causes light, heat and generally much more ado. I don't know about rules for catching fire, but eventually damage will work. I'd just expect the whole dungeon to be waiting on the other side.

Doesn't work. Elemental damage is halved and object hardness is applied.

[url]http://www.d20pfsrd.com/equipment---final/damaging-objects#TOC-Energy-Attac ks[/url]

The Devs have specifically said, as does that section, that some elemental damage may deal full damage (things like fire on wood etc) though I agree hardness would still stop it without some work.

The exact phrase is "Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily"

Wood does not necessarily burn easy like paper, it will take a bit to smoulder and catch fire, the biggest part is the GM discretion...and that is for doing full damage. Hardness applies as you agree.

In the example of the other poster Acid Splash doing a d3 is not going to go through a stone wall with a hardness of 8 even at full damage.

Basically the OP needs to get more strict on this player and his burning through doors. Halve the damage, apply hardness, let them get ambushed a few times.

Sovereign Court

Christopher Dudley wrote:
Bioboygamer wrote:
I'm sorry if I've cluttered things up unnecessarily. Thank you for letting me know. Given that the previous thread was locked, I figured that posting on it was no longer allowed. I tend to be abysmal at figuring out little nuances like this, so I'm honestly grateful for the advice.
I didn't realize that it was locked. I gave up after scanning 2 pages of threadjack. Apologies if it came off as heavy-handed.

TBH it did come off as heavy. You came screaming in like a jerk boss.

Sovereign Court

Bioboygamer wrote:

Hey, everyone. So, the next session will be today, and I'm going to ask for a copy of his Character Sheet. I've talked with him about some of the problems, and he admitted that the Quicken feat allowing him 2 spells per round was stupid. He was sad to hear that the +30 feet speed thing wasn't going to be allowed, but I think he'll get over it.

In addition, as something I probably should have mentioned, rather than using point buy, we used the 4d6 drop lowest method, so all of my players have distinctly above average stats. I don't know if any of my players has a stat below 10.

So, we'll see how this session goes, and if his character's still too powerful after the removal of the additional 30 feet and the Quicken feat, I'll be sure to post his full character sheet.

Good thing is that he seems fairly reasonable about the changes.

RPG Superstar 2012 Top 16

Jiggy wrote:
FAQ on rays being affected by things that affect weapons.

All of those things I am aware of, and they aren't applicable. they are broad-based bonuses that don't actually target anything.

Arcane Strike is indeed akin to Greater Magic Weapon.

here's the feat:

==============
You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
=================

Note the first sentence. You "Imbue your Weapons". That means the feat requires you to have a weapon at the time of the swift action. If you don't, then there's no benefit.

The ray does not exist at the time of your swift action, so it can't receive the benefits of Arcane Strike. It's more akin to GMW in this instance, it's not a blanket effect like bardsong, which affects TH/DMG, it does not target weapons at a specific point in time and give them a temporary bonus.

Mind you, I don't think it hurts anything to give the bonus, unless you're looking at abusing cantrips somehow, but RAW, I'm pretty sure it doesn't work.

If the feat left off the first sentence, you'd be in good territory. But that swift action and imbuing weapons language is shooting you down.

==Aelryinth


Well, I've got some info from the player's character sheet:

Ifrit Sorcerer 3

STR 10
DEX 17
CON 17
INT 12
WIS 8
CHA 20

17 AC (4 armor + 3 from DEX)

FORT 4
REF 4
WILL 4

Unfortunately, it seems like the player in question uses his character sheet as more of a quick reference for the session, and he keeps the rest of his character info at home. All the same, it looks like he's not going to be nearly as overpowered as he was before.

If there's any other info you want, I could probably just ask him, but I'm not sure if there's much else to say at this point.


Is he wearing armor or using magic?


He's wearing very little armor, only enough for a 5% arcane spell failure chance. He sometimes uses Mage Armor too, for an AC of 21.


Bioboygamer wrote:
He's wearing very little armor, only enough for a 5% arcane spell failure chance. He sometimes uses Mage Armor too, for an AC of 21.

Make sure he does not combine the 2. Mage armor overlaps with armor, it does not stack. You take the higher bonus.

Dark Archive

Seems like he should be more in line with the others now, no spells far beyond his level (you may want to let him retrain the Quicken Spell feat he was apparently using for something that's worthwhile now though, as that feat won't be any use for a good many levels), his Ray of Flame doing the correct (1d6+2 most likely) damage instead of way beyond it and facing items actual hardness, with his speed back down to what it should be as well and you letting him know no AC stacking (simply take the highest) and making sure he is rolling that Arcane Failure for every spell you should be good to go with a far more appropriate power level player!


Aelryinth wrote:
Jiggy wrote:
FAQ on rays being affected by things that affect weapons.

All of those things I am aware of, and they aren't applicable. they are broad-based bonuses that don't actually target anything.

Arcane Strike is indeed akin to Greater Magic Weapon.

here's the feat:

==============
You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
=================

Note the first sentence. You "Imbue your Weapons". That means the feat requires you to have a weapon at the time of the swift action. If you don't, then there's no benefit.

The ray does not exist at the time of your swift action, so it can't receive the benefits of Arcane Strike. It's more akin to GMW in this instance, it's not a blanket effect like bardsong, which affects TH/DMG, it does not target weapons at a specific point in time and give them a temporary bonus.

Mind you, I don't think it hurts anything to give the bonus, unless you're looking at abusing cantrips somehow, but RAW, I'm pretty sure it doesn't work.

If the feat left off the first sentence, you'd be in good territory. But that swift action and imbuing weapons language is shooting you down.

==Aelryinth

You can cast the spell, hold charge, use the swift for arcane strike while you have your "weapon" ready and finally make the touch attack as a free.

The FAQ has made pretty clear that you can consider touch attack spells as a weapon, so I think that, by RAW, arcane strike can be used with spells as scorching ray (or acid splash). I don't even see the cheesiness because if it is true that with scorching ray you get up to three times the intended bonus, the way in which resistances work makes these type of spells of little use against a prepared opponent. I usually prefer one big impact instead of several little ones.


Bioboygamer wrote:

Well, I've got some info from the player's character sheet:

Ifrit Sorcerer 3

STR 10
DEX 17
CON 17
INT 12
WIS 8
CHA 20

17 AC (4 armor + 3 from DEX)

FORT 4
REF 4
WILL 4

Problem 1

his armor with mage armor and without is the same now if he uses shield spell THAT adds 4 ac in form of shield bonus.

Problem 2
his saves
fort and reflex are both correct but his will save is 2 not 4 he gets a +3 from class and - 1 from his wisdom mod

Problem 3 did you roll for stats or do point buy if point buy how many points?

Prob 4 list of spells he knows and his feats plus traits can help us flesh out what else might be wrong

Prob 5
the +30 ft base speed might come from his bloodline elemental fire if that is what he chose HOWEVER that comes at lvl 15

ALso to those who are debating arcane strike isnt that a bit off topic?

Liberty's Edge

He said they did 4d6 drop lowest for stat generation

As for feats, going by what was said before about the original wrong use of the rules, the feats were Improved Initiative and Quicken Spell (used wrong)


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Bioboygamer wrote:

Well, I've got some info from the player's character sheet:

Ifrit Sorcerer 3

STR 10
DEX 17
CON 17
INT 12
WIS 8
CHA 20

17 AC (4 armor + 3 from DEX)

FORT 4
REF 4
WILL 4

Unfortunately, it seems like the player in question uses his character sheet as more of a quick reference for the session, and he keeps the rest of his character info at home. All the same, it looks like he's not going to be nearly as overpowered as he was before.

If there's any other info you want, I could probably just ask him, but I'm not sure if there's much else to say at this point.

The bolded above is mine. I wouldn't allow this, especially if you believe him to be overpowered. My common practice is to keep a copy of the full character sheet of each person on hand, in case they miss a session or leave theirs behind or some other mishap happens. That way you are all on the same page and someone cannot "remember" some stat or item that they don't have incorrectly. Some people cheat, and some people have faulty memories; either way, this prevents that.


Oh I missed that and I definetley agree with knightnday the Char sheet is what his char has if its not on there he doesnt have it he needs to show you all of the char info if he doesnt anything he wont show the char doesnt have.

RPG Superstar 2013 Top 32

1 person marked this as a favorite.

I wonder if he got the +30 foot move by taking the trait that says "You can take another race's trait" and then looked at "Racial traits" in the race's description (instead of race traits from the trait list) on the race, and thought you could stack its 30' move on top of his own. That hair-splitting difference in terms has caused confusion in one of my previous games as well.

Scarab Sages

I think you found the answer to the mysterious +30 ft of movement. Thinking the Adopted Social Trait can grab a Racial trait ability, rather than a Race trait. Nice catch, Christopher Dudley!


Bioboygamer wrote:


He regularly bypasses locked doors by simply burning them, and is in general a force to be reckoned with.

Indescribably unlikely

Quote:

Energy Attacks

Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Hinges have hardness 10. Min damage to do 1 point of damage is 22. Min 1 point of damage for wood is 18.

Grand Lodge

Bioboygamer wrote:
He's wearing very little armor, only enough for a 5% arcane spell failure chance. He sometimes uses Mage Armor too, for an AC of 21.

Also, what armour gives a +4 Armour Bonus with only a 5% Arcane Spell Failure chance? Even a mithral shirt has a 10% Arcane Spell Failure.

The Exchange

without a character sheet there can be no audit.

Scarab Sages

EvilTwinSkippy wrote:
Bioboygamer wrote:
He's wearing very little armor, only enough for a 5% arcane spell failure chance. He sometimes uses Mage Armor too, for an AC of 21.
Also, what armour gives a +4 Armour Bonus with only a 5% Arcane Spell Failure chance? Even a mithral shirt has a 10% Arcane Spell Failure.

+2 Darkleaf Leather Armor

+2 Darkleaf Rosewood Armor
+2 Lamellar Cuirass
+1 Darkleaf Hide Shirt
+1 Darkleaf Leaf Armor
+1 Darkleaf Parade Armor
+1 Darkleaf Studded Leather

I had make a database list of it here.

Liberty's Edge

2 people marked this as a favorite.
Pathfinder PF Special Edition Subscriber
knightnday wrote:
Bioboygamer wrote:

Well, I've got some info from the player's character sheet:

Ifrit Sorcerer 3

STR 10
DEX 17
CON 17
INT 12
WIS 8
CHA 20

17 AC (4 armor + 3 from DEX)

FORT 4
REF 4
WILL 4

Unfortunately, it seems like the player in question uses his character sheet as more of a quick reference for the session, and he keeps the rest of his character info at home. All the same, it looks like he's not going to be nearly as overpowered as he was before.

If there's any other info you want, I could probably just ask him, but I'm not sure if there's much else to say at this point.

The bolded above is mine. I wouldn't allow this, especially if you believe him to be overpowered. My common practice is to keep a copy of the full character sheet of each person on hand, in case they miss a session or leave theirs behind or some other mishap happens. That way you are all on the same page and someone cannot "remember" some stat or item that they don't have incorrectly. Some people cheat, and some people have faulty memories; either way, this prevents that.

Absolutely, positively, 100% this. No-one should ever be playing without a full character sheet with them. I'm not going to say that your player is a dirty stinking cheater, but I can't think of a way to finish this sentence...

Grand Lodge

Cao Phen wrote:
EvilTwinSkippy wrote:
Bioboygamer wrote:
He's wearing very little armor, only enough for a 5% arcane spell failure chance. He sometimes uses Mage Armor too, for an AC of 21.
Also, what armour gives a +4 Armour Bonus with only a 5% Arcane Spell Failure chance? Even a mithral shirt has a 10% Arcane Spell Failure.

+2 Darkleaf Leather Armor

+2 Darkleaf Rosewood Armor
+2 Lamellar Cuirass
+1 Darkleaf Hide Shirt
+1 Darkleaf Leaf Armor
+1 Darkleaf Parade Armor
+1 Darkleaf Studded Leather

I had make a database list of it here.

Fair enough (and it's an impressive compilation).

I still want to hear which one of these his 3rd level Sorcerer is wearing. From the way it was described, sounds like his light armour is no big deal. The cheapest one of these would cost more than 50% of his WBL.

Dark Archive

I have to agree with The Shining Fool on the 'no character sheet' thing, memory is fallible, the player needs a full sheet there for both themselves and you, if it's not written down on the sheet they shouldn't be allowed to use it. Much as I don't like to jump to conclusions without ample evidence in front of me it seems that the player either simply doesn't have a clue as to how the rules work or that they are selectively picking which rules they follow and just hoping you wouldn't notice the rest of the 'mistakes' they made.

Grand Lodge

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Keep a Pregen around.

New rule: Nobody plays without a sheet. If you have no sheet, you can use the Pregen.


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Bioboygamer wrote:

Well, I've got some info from the player's character sheet:

Ifrit Sorcerer 3

STR 10
DEX 17
CON 17
INT 12
WIS 8
CHA 20

17 AC (4 armor + 3 from DEX)

FORT 4
REF 4
WILL 4

Unfortunately, it seems like the player in question uses his character sheet as more of a quick reference for the session, and he keeps the rest of his character info at home. All the same, it looks like he's not going to be nearly as overpowered as he was before.

If there's any other info you want, I could probably just ask him, but I'm not sure if there's much else to say at this point.

Players need to have the character sheet with them every session because it is easy to forget things. You need to require that everyone have a complete sheet before the 1st session even starts.

RPG Superstar 2012 Top 16

Aeric Blackberry wrote:
Aelryinth wrote:
Jiggy wrote:
FAQ on rays being affected by things that affect weapons.

All of those things I am aware of, and they aren't applicable. they are broad-based bonuses that don't actually target anything.

Arcane Strike is indeed akin to Greater Magic Weapon.

here's the feat:

==============
You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
=================

Note the first sentence. You "Imbue your Weapons". That means the feat requires you to have a weapon at the time of the swift action. If you don't, then there's no benefit.

The ray does not exist at the time of your swift action, so it can't receive the benefits of Arcane Strike. It's more akin to GMW in this instance, it's not a blanket effect like bardsong, which affects TH/DMG, it does not target weapons at a specific point in time and give them a temporary bonus.

Mind you, I don't think it hurts anything to give the bonus, unless you're looking at abusing cantrips somehow, but RAW, I'm pretty sure it doesn't work.

If the feat left off the first sentence, you'd be in good territory. But that swift action and imbuing weapons language is shooting you down.

==Aelryinth

You can cast the spell, hold charge, use the swift for arcane strike while you have your "weapon" ready and finally make the touch attack as a free.

The FAQ has made pretty clear that you can consider touch attack spells as a weapon, so I think that, by RAW, arcane strike can be used with spells as scorching ray (or acid splash). I don't even see the cheesiness because if it is true...

No, you can't.

Read the above. You are imbuing a weapon, a physical object. Imbuing your hand is going to do nothing for a Ray or a Touch Attack like shocking grasp...both things are not material objects, they don't exist until the moment they are discharged, and thus not valid targets for the effect.

Like I said before, you can't imbue Greater Magic weapon into a ray or touch attack, you can't do it with Arcane Strike, either. The imbue language pretty much hoses it.

==Aelryinth


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The Shining Fool wrote:
Absolutely, positively, 100% this. No-one should ever be playing without a full character sheet with them. I'm not going to say that your player is a dirty stinking cheater, but I can't think of a way to finish this sentence...

Completely agreed. If I don't have a character sheet on file, the PC isn't being played. I require a copy e-mailed every level, so I can print one if someone's missing and a different player is going to fill in.

I trust my players, but we're all human and part of the DM's job is to know the game better than the players, to check for the "I thought this worked X way" situation.


Aelryinth wrote:
Aeric Blackberry wrote:
Aelryinth wrote:
Jiggy wrote:
FAQ on rays being affected by things that affect weapons.

All of those things I am aware of, and they aren't applicable. they are broad-based bonuses that don't actually target anything.

Arcane Strike is indeed akin to Greater Magic Weapon.

here's the feat:

==============
You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
=================

Note the first sentence. You "Imbue your Weapons". That means the feat requires you to have a weapon at the time of the swift action. If you don't, then there's no benefit.

The ray does not exist at the time of your swift action, so it can't receive the benefits of Arcane Strike. It's more akin to GMW in this instance, it's not a blanket effect like bardsong, which affects TH/DMG, it does not target weapons at a specific point in time and give them a temporary bonus.

Mind you, I don't think it hurts anything to give the bonus, unless you're looking at abusing cantrips somehow, but RAW, I'm pretty sure it doesn't work.

If the feat left off the first sentence, you'd be in good territory. But that swift action and imbuing weapons language is shooting you down.

==Aelryinth

You can cast the spell, hold charge, use the swift for arcane strike while you have your "weapon" ready and finally make the touch attack as a free.

The FAQ has made pretty clear that you can consider touch attack spells as a weapon, so I think that, by RAW, arcane strike can be used with spells as scorching ray (or acid splash). I don't even see the

...

Give it a rest boys, or take it to one of the myriad threads dedicated to this. You're not really advancing the cause of the OP with this constant bickering.


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Hey everyone, I'm the guy playing with the OP here, and I can clarify a few things.

1: I DID have my character sheet with me. I'm not a complete idiot, nor a cheater.
2: I fully admit that I goofed up on a few things. This was my first time playing the game, and every change that my GM has made was taken in stride.
3: My character isn't particularly powerful, merely streamlined, with above average stats.
4: Our encounters to start have been laughably easy for the most part, and many enemies have been weak to magic, or resistant to melee, meaning my char has been front and center for almost every encounter.

for example, 6 skeletons, with regen 1 and 6 hp. The first turn, I hit the 3 bunched together with a cone of fire, killing all of them. I then took out 2 on the next turn, slightly damaging a teammate in the process. Meanwhile, our dwarf and our werewolf fought 1, damaging it slightly. Our dwarf realized their resistance, and so used the blunt end of his axe. Our wizard killed the final one with acid splash (lolwut) and our werewolf almost got knocked unconscious before I killed the two that were near him.

5: I seem to have the luck of the bloody devil on initiative rolls. Seriously, my worst roll on init in 6 sessions was an 8.
6: I am well aware of my knack for scavenging, and have since toned it down.

Hopefully this will shed some light on the scenario.

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