PDA

View Full Version : Who here has played an Overpowered character?



Zergrusheddie
2009-01-30, 03:00 AM
I've been reading over the "Campaign Smashers" and posts that are similar to it and have been both amused and impressed with what people were able to think of. However, it seems like a lot of these characters are situational. For example, the Hulking Hurler can throw a rock about 30 feet that does about 3000d6 damage or something ridiculous like that; but under what circumstances are you actually going to be able to lug around a 5 ton rock? Also, what happens after you throw your rock? Can you get Returning?...

So, here's my question:
Who here has actually played a character they was Overpowered and how did you manage to pull it off?

Best of luck
-Eddie

Baron Malkar
2009-01-30, 03:29 AM
I have in fact played a overpowered character. It was a killer gnome who could cast miracle at fifth level. Though I mainly used it for practical jokes. It worked out rather well.


FYI the hulking hurler throws a 5ton mass of whatever they are standing on.

mikej
2009-01-30, 03:35 AM
Most of the " Campaign Smashers " were theoritical challenges to see what can be pulled off with 3.5 rules. Like Pun-Pun none of them were really meant to be used.

Right now my fellow player is doing the Dweomekeeper Cleric build, I'm just playing a Incantatrix using the well known god/batman tactics. One day I would like to play a Planar Shepherd...one day T.T

Tsotha-lanti
2009-01-30, 04:19 AM
I've DM'd several: every single druid my druid-crazy player plays. His animal companion is inevitably a better fighter than the party's fighters, and his spellcasting takes care of the rest.

They just smash encounters, though, not campaigns. Except the one that got to epic levels...

BobVosh
2009-01-30, 04:26 AM
FYI the hulking hurler throws a 5ton mass of whatever they are standing on.

Or the even more fun choice of throwing a shrunk object that shrinks to 5tons. Expands to whatever that would expand to.

Most campaign smashers are not meant to be played.

However I feel that oneshots are fine with CSers. So I made a Tauric beastie for that very thing.

Lord of the Helms
2009-01-30, 04:29 AM
I played a ludicrously strong multiclassed dwarf fighter-type in DSA once (obscenely good stats, especially his 17 strength in a setting where the maximum is 20, which on a check-roll is a critical fail anyway). None of the party came even close to him in combat ability, but it was balanced by selecting "bad luck" as a background trait, which the Game Master exploited masterfully.

Ricky S
2009-01-30, 04:42 AM
Ranged elf cleric great bow mighty with rapid shot and plunging shot also had elf domain which gives point blank shot for free and storm domain for call lightning. One stormy session (lol) I did 3d10 (call lightning) + 2 d10 + 10 (+8 for str bonus and +2 for sharp quality arrows) and plunging shot +d6 damage so total damage was 5 d10 + 2d6+ 10 per round for 5 rounds. Killed all the opponents and completely baffled my fighter and wizard who were usually the powerhouse in other campaigns.
Feats
Great bow profficiency
Rapid shot
Plunging Shot
Zen Archery
Point Blank Shot* (free feat)
(use trait for free feat)
At fifth level I did on average 185 damage in 5 rounds.

Arcane_Snowman
2009-01-30, 04:47 AM
Ranged elf cleric great bow mighty with rapid shot and plunging shot also had elf domain which gives point blank shot for free and storm domain for call lightning. One stormy session (lol) I did 3d10 (call lightning) + 2 d10 + 10 (+8 for str bonus and +2 for sharp quality arrows) and plunging shot +d6 damage so total damage was 5 d10 + 2d6+ 10 per round for 5 rounds. Killed all the opponents and completely baffled my fighter and wizard who were usually the powerhouse in other campaigns.
Feats
Great bow profficiency
Rapid shot
Plunging Shot
Zen Archery
Point Blank Shot* (free feat)
(use trait for free feat)
At fifth level I did on average 185 damage in 5 rounds. To be fair, while it is certainly a grand amount of damage, I wouldn't actually call that a Campaign Smasher.

And no, I have not made a campaign smasher, yet. And I'm not really too interested in doing so either, I tend to be the people pleaser, going for whatever might be needed.

Toliudar
2009-01-30, 04:53 AM
I once DM'ed a campaign and told players they could take a character to level 15, anything they wanted except psionics. One player jokingly asked if he could take 15 divine ranks.

So we decided to play with that - a god who was taking a holiday from being a god in order to be an adventurer. Essentially, he'd made a bet with himself as to how long he could keep from revealing his divine abilities. Played stupidly, it would definitely have obliterated the campaign, but the player set himself up well to be a support and low-key character in a fairly over-the-top group. Short-lived but fun!

Kaiyanwang
2009-01-30, 05:41 AM
I hope one of my players try....

*BBEG Maniacal Laughter*

kentma57
2009-01-30, 06:59 AM
I only play a high powered character in two situations:
1) The rest of my party is new to the game and I need to save them frequently.
2) The entire party is trying new potentially overpowered builds. Yes it is fun to watch three 3rd level characters win 15th level encounter.

Eldariel
2009-01-30, 07:12 AM
I've had to carry my party sometimes and I always optimize my characters (ever since I acquired the know-how). That said, I haven't played anything from the TO side of things and only play more powerful characters than the rest of the party when the party makes it clear that they need someone to add to their overall power. At that point, I usually roll up a Druid and cover any party roles that need covering still.

serok42
2009-01-30, 07:18 AM
Don't remember the exact build but I thought my

Abjurer / Master Specialist / War Weaver was pretty overpowered. The DM suggested I change her after the adventure was over.


1st round of combat pop my weave (as a free action I believe) and the whole party gets Bull's STR, Stoneskin, Shield, insert other touch range buffs... And then I throw an offensive spell. Of course I had to pre cast them all but they store for quite awhile and one (non mass) spell effects all party members.

She ended up dying in the tomb of horrors though (after I changed her)

Now I play an Archivist-10 / Lore Master-1

Triaxx
2009-01-30, 07:50 AM
Pretty much always. My entire group. We simply jack up the encounters to compensate.

Zen Monkey
2009-01-30, 08:55 AM
Second edition psionicist:
There was a power that allowed you to attempt to indefinitely switch bodies with someone if you could maintain numerous rounds of physical contact while attempting to use the power. The only draw back is that you had to make a Con check each day or permanently lose one point of Con in that body. However, you keep all your mental stats.
So... a sleeping blue dragon with Con higher than 19 means you can easily handle the long casting duration with a light touch and thus not waking it up, and so my character ends up with full psionic knowledge in the body of a dragon who can only fail his daily check on a critical failure, and still doesn't really suffer if he does.
The dragon was not happy to wake up in the body of an elderly human, and be on the receiving end of his own breath weapon. One dimensional, but broken.

Molant
2009-01-30, 09:06 AM
I currently have a rogue/assassin at tenth level I used in my previous group. I always thought of it as a good character, but these guys kept thinking it was WAY too powerful. Just about every session, they'd do something incredibly stupid and I'd end up having to save them.

In order to try to "make things fair" the DM kept trying to kill me by sending bigger and stronger monsters which ignored the easy picking and went after the guy who could turn invisible (what's up with that?). Thankfully for me, the idiot never bothered sending anything immune to sneak attack or with a Will save attack.

I had an old DM visiting one session and when he heard that I was playing an assassin he said he hopes I never have to face off against a necro. With such a dismal will save, I'd be toast.

From what I've learned, the key to a strong character is to completely specialize in one area (in this case, surprise attacks) and then use roleplaying and preparation to bring these about. If you're not in your specialized area of expertise, don't even try. It's like playing a sports team that never plays the games they lose.

Morandir Nailo
2009-01-30, 09:13 AM
I once played a Wizard/Master of Shrouds/Ur Priest/True Necromancer (using the 3.0 versions of MoS and TN from DotF and T&B respectively), which in itself isn't so bad (caster level in the mid 30s for Necro spells at lvl 20 was nice though), except the DM is a crazy powergamer whose rule is "I'll allow it if as long as you've got the book." To add to the fun, he ignores the restrictions on bonus stacking, i.e. you can wear +5 Full Plate and Bracers of Armor +8 and have a +23 AC as a result. Same goes for any other kind of bonus. And he lets Wizards cast spontaneously from their spellbooks, and Clerics from their entire frickin' list.

Add to this a friend who had scads of crazy-broken 3rd party material on his Gaming Shelf of Doom, and you've got one hell of a game. My favorite schtick was to abuse Haste-like effects (again, they all stacked) to cast 40+ spells in a round, all Metamagiced to hell because I had a feat that allowed me to use gems instead of spellslots and we had nigh-infinite wealth (from time-shifted plane abuse) - long story short, Magic Missiles that did 10,000 points of damage in a single round. My party one-shotted Moradin. Yes, it was silly. Yes, it was a blast. Then about level 30 or so, we started picking up Divine Ranks...

Mor

Grail
2009-01-30, 09:21 AM
In an Arena game, I once played a guy who specialised in sundering. Not super over-powered, normally, but in that kind of setting he was harsh. And very, very rude.

(It was an Arena Campaign, where you had to earn money to buy equipment, and what was lost in battle was lost, so destroying equipment was very bad form).

WalkingTarget
2009-01-30, 09:44 AM
In an Eberron game I played a Shifter Barbarian (and eventually Were-touched Master) focused on movement increases. Maybe not as overpowered as some options, but nobody moved around a battlefield like I did. It was fun.

The longest-running game I participated in was a Deadlands game where I played a Blessed monster hunter. A Blessed character with enough Gifts and a few handy Miracles (I preferred Jawbone of an Ass for some good old zombie head crackin') is a force to be reckoned with (granted, not as OP as a Harrowed Huckster or an optimally put together Shaman).

Olo Demonsbane
2009-01-30, 09:54 AM
I once played a Wizard/Master of Shrouds/Ur Priest/True Necromancer (using the 3.0 versions of MoS and TN from DotF and T&B respectively), which in itself isn't so bad (caster level in the mid 30s for Necro spells at lvl 20 was nice though), except the DM is a crazy powergamer whose rule is "I'll allow it if as long as you've got the book." To add to the fun, he ignores the restrictions on bonus stacking, i.e. you can wear +5 Full Plate and Bracers of Armor +8 and have a +23 AC as a result. Same goes for any other kind of bonus. And he lets Wizards cast spontaneously from their spellbooks, and Clerics from their entire frickin' list.

Add to this a friend who had scads of crazy-broken 3rd party material on his Gaming Shelf of Doom, and you've got one hell of a game. My favorite schtick was to abuse Haste-like effects (again, they all stacked) to cast 40+ spells in a round, all Metamagiced to hell because I had a feat that allowed me to use gems instead of spellslots and we had nigh-infinite wealth (from time-shifted plane abuse) - long story short, Magic Missiles that did 10,000 points of damage in a single round. My party one-shotted Moradin. Yes, it was silly. Yes, it was a blast. Then about level 30 or so, we started picking up Divine Ranks...

Our campaign isn't that screwed up, but its pretty close. The DM has all of these simplified rules that lets a powergamer like myself destroy the enemies.

I was playing two 10th level characters, and there were two others in the party. I kept one shotting epic monsters. My characters could attack 8/6 times each turn, and my morningstar disentegrated (120d6) anyone evil who touched it...and my other character could cast 6 intensified cyclones per turn, at will. It was pretty awesome.

kalt
2009-01-30, 10:00 AM
Ohh god I have. The problem really comes with the rest of the part not playing a optimized character so it creates a large power difference. I have been asked to switch characters twice in my Second Darkness campaign. The first was a druid the second was a conjuror going into malconvoker. I could handle the encounters close to solo and if the DM beefed them up the rest of the party had a funny way of getting thwumped. Now I'm a melee character.

Yakk
2009-01-30, 10:47 AM
On the other end of the power spectrum, but still overpowered -- I built a Runequest Paladin-type character who had a 95% chance to block incoming attacks with his shield ... and had some magic that let him completely heal all wounds in a 'slot' with an action multiple times between prayers (for the rare attack that got through).

The result was a character who couldn't be hurt by anything that wouldn't instant-kill the rest of the party.

It sucked.

Eldariel
2009-01-30, 10:58 AM
Pretty much always. My entire group. We simply jack up the encounters to compensate.

Then you can't really call it overpowered anymore; you can only be overpowered related to your allies or enemies.

Nohwl
2009-01-30, 03:01 PM
i built a character that looked overpowered (compared to what im used to having other people play), but never had a chance to use it.

warforged dragonborn wizard 1/archivist 5/singer of concordance 3/sacred exorcist 1/ dweomerkeeper 10

edit: can anyone tell me if it would break a game?

Atamasama
2009-01-30, 03:27 PM
I was playing in an original Ironclaw game (the anthropomorphic animal RPG) and had a Green and Purple Mage (that game's version of a psionicist) who was a cowardly fox, but the one time he stuck his neck out and tried to be heroic he was killed. So to compensate, I made a rhinocerous mercenary in plate mail with a heavy shield and huge mace. I didn't intend to make a super-powerful character, I just picked stuff that looked nice. He ended up being so powerful (due to broken combat rules apparently) that the GM had to send more and more powerful enemies until an encounter that killed off the rest of the group and left me unharmed. We stopped playing the game after that, and I felt bad because it was pretty fun until my stupid rhino broke everything.

I also have a story about a time I broke a campaign with a non-overpowered character. In an earlier game, we were playing Rifts in a campaign my friend based on some Clive Barker book (Weaveworld maybe?). In the campaign we were teenagers living in the modern world who entered a magical world through a magic carpet that was a doorway into the other world. You can reach under the carpet and roll it up to move it, but the top of the carpet functioned as a portal to the other world. At one point our group was chased by criminals in the real world who wanted to kill us and steal the carpet, so we ran to the carpet to escape into the other world. I was the last one to go, and didn't want the carpet stolen, so I reached under, grabbed a corner of the carpet, and pulled it with me when I jumped into it. The GM couldn't figure out what the consequences of that would be and gave up on the campaign.

Alleine
2009-01-30, 04:14 PM
the Hulking Hurler can throw a rock about 30 feet that does about 3000d6 damage or something ridiculous like that; but under what circumstances are you actually going to be able to lug around a 5 ton rock? Also, what happens after you throw your rock? Can you get Returning?...

So, here's my question:
Who here has actually played a character they was Overpowered and how did you manage to pull it off?

First off, you lug around your Sphere of Doom in a portable hole. That's the best way because it doesn't encumber you at all. Second, if you read through the thread(I tried, but gave up because it was just too much overkill) they do start arguing about enchantments and weapons. Returning, seeking, etc. There's a weapon ability that I can't remember the name of, but it allows your weapon to essentially fold in on itself until its just a little cylinder that fits in your hand.

I actually played the Hulking Hurler. Unfortunately the campaign didn't last long because the DM got bored and never finished making the setting. :smallfrown:
It was useful. Most of the time I just threw 'regular' rocks around that still did tons of damage. I helped build us a small boat by tearing out the trees we needed. And wrestled our Frenzied Berserker into submission before he could kill the entire party. He still killed most of them. because they stood too close to him.


When I do play characters that could be overpowered, I usually just tone it down so that the campaign isn't destroyed. It's just fun knowing you have the option.

monty
2009-01-30, 05:11 PM
For example, the Hulking Hurler can throw a rock about 30 feet that does about 3000d6 damage or something ridiculous like that; but under what circumstances are you actually going to be able to lug around a 5 ton rock? Also, what happens after you throw your rock? Can you get Returning?...

You underestimate the Hurler. In its final incarnation, it throws something like 10^83 pounds. At that point, you don't care what happens to it, because you've already quite literally broken the universe.

Anyway, I'm playing a metamagic-abusing blaster wizard in an upcoming campaign. Blasting isn't quite as weak when you're putting out enough damage to one-shot things twice your CR.

PurinaDragonCho
2009-01-30, 06:06 PM
I think the question is flawed - like asking "do you drive too fast?" Everyone thinks that people who drive more slowly than they do are a-holes and everybody who drives faster are idiots.

"My characters are optimized just right - if somebody doesn't optimize as much as I do, they're suboptimal - if they optimize more, they're munchkins."

I never play very optimized characters though. I like to multi-class too much. The closest I ever came to being overpowered was when we managed to get our hands on the deck of many things - which then put me several levels ahead of the rest of the party.

Zergrusheddie
2009-01-30, 07:16 PM
Anyway, I'm playing a metamagic-abusing blaster wizard in an upcoming campaign. Blasting isn't quite as weak when you're putting out enough damage to one-shot things twice your CR.

Yep, one of our players in our group is doing that. Group is level 5 and he is throwing out 10d6 'Sonic'balls with a DC 23. We are using a very relaxed system that is a mix of Pathfinder and any source material you can find at "DM discretion."

I know it's not really overpowered, but considering the S&B Fighter thinks that Agile Shield Fighter and Bashing is extremely powerful, I see bad things happening in the future. Of course, throwing out Sonic Resistance/20 could just as easily stop him.

monty
2009-01-30, 08:15 PM
Yep, one of our players in our group is doing that. Group is level 5 and he is throwing out 10d6 'Sonic'balls with a DC 23. We are using a very relaxed system that is a mix of Pathfinder and any source material you can find at "DM discretion."

I know it's not really overpowered, but considering the S&B Fighter thinks that Agile Shield Fighter and Bashing is extremely powerful, I see bad things happening in the future. Of course, throwing out Sonic Resistance/20 could just as easily stop him.

Yeah, I was thinking more in the thousands of damage (albeit not until slightly later), but whatever floats your boat.

7th lvl scrub
2009-01-30, 08:33 PM
In a 3.5 campaign I'm currently in I'm playing a Lion Totem Barbarian/Frenzied Berserker charger.

You know its bad when you drop 4 displacer beasts off of one charge.

JerryMcJerrison
2009-01-30, 10:30 PM
Only once, in an Exalted game that (unfortunately) never got off the ground. There's this spell in 1st Edition that was ridiculously unbalanced when used for combat purposes. Long story short? Combat-centered starting characters can swing at you with around 15 dice, and do around 15 dice of damage if they hit, without using essence. With that spell, a guy would swing with like 50 and deal even more without spending a single drop of essence. As a starting character.

The only reason the DM was going to allow it was that if I abused it, antagonists would start showing up with the spell as well.

woodenbandman
2009-01-30, 11:04 PM
I wasn't overpowered, but everyone else was underpowered. It's not fun at all. I eventually swapped builds for something less stupid.

FYI I was a Druid. I was level 9 with AC in the 40s capable of throwing a hundred or so damage per turn, and cast spells on top of that. But I didn't, of course, because I could have (and did) kill several encounters with a spell or two, and that got boring, so then I started going into melee, and that got boring, so then I just said "**** it" and became a Binder instead.

Draz74
2009-01-30, 11:08 PM
Last time I really had an overpowered character was in 2e. And in a solo campaign. And mostly because the game was borderline free-form, and I was a rather successful hunter of magic items of near-artifact power level.

So I've had the hedonistic experience, but I don't think it's what the OP is really after.

Heck, my last character was a wizard -- so I made sure to dip a level of Rogue, avoid some very useful spells, and start with only a 15 Intelligence (14 Strength, 14 Dexterity, 12 Constitution, 11 others -- interesting rolls) to make sure I wasn't overpowered.

I think being an unstoppable godlike character -- once -- is good for a player, to "get it out of their system" so they can be something more moderate thereafter.

@monty (below): Heh, I was thinking of saying something like that. :smallamused:

monty
2009-01-30, 11:20 PM
I wasn't overpowered...I was a Druid...

Well, make up your mind. Which is it?

Frosty
2009-01-30, 11:23 PM
FYI I was a Druid. I was level 9 with AC in the 40s capable of throwing a hundred or so damage per turn, and cast spells on top of that.

And that wasn't overpowered at level 9 HOW?

NeoVid
2009-01-30, 11:51 PM
I played a Cleric 5/Master of Shrouds everything else up through 14th level. The job of the rest of the party ended up being to use a Ring of X-Ray Vision to look through the wall and tell me how many shadows and wraiths I should send into the next room.

This was well before I knew the system well and knew how to purposely make an OP character.

Jerthanis
2009-01-31, 01:59 AM
I've played the occasional unremarkable straight Cleric or straight Wizard, and have had some success Batmaning and Czillaing, but the time I had the most OP character for the game it was in was when I played a standard Tripping/disarming fighter with a Halberd. It was a game with only humanoid-with-weapon antagonists, and the rest of the party was unbelievably poorly put together. The game also ended at level 5, so that played into it.

I still get called a powergamer because of that character and all I can do about it is sigh.

Zergrusheddie
2009-01-31, 02:09 AM
I wasn't overpowered, but everyone else was underpowered. It's not fun at all. I eventually swapped builds for something less stupid.

FYI I was a Druid. I was level 9 with AC in the 40s capable of throwing a hundred or so damage per turn, and cast spells on top of that. But I didn't, of course, because I could have (and did) kill several encounters with a spell or two, and that got boring, so then I started going into melee, and that got boring, so then I just said "**** it" and became a Binder instead.

See, I always read posts like this. Straight Druid, at moderate level, is throwing out that much damage and it's not really that surprising :smalleek:.

How is this done so often? What form can do that much?

expirement10K14
2009-01-31, 02:15 AM
So, here is my group, designing characters for a level 20 arena bracket for fun, and they turn to me.

Ryan: "We've decided you can play a level 18 character."
Eric (Usual DM): "Ever since we saw you could Clericzilla with a favored soul, we decided you have to be toned down. Also, you get level 18 gold, not 20."
Me (Laughing): "Fine."

DMM Persist, Righteous Might (or something like that), greater visage of the deity, Divine Power. Belt from miniatures guide for +6 to all stats.

Them: WTF?

JupiterPaladin
2009-01-31, 02:57 AM
Most of my characters have been overpowered compared to their adventuring parties.

I had a 2nd edition dwarf specialty priest of St. Cuthbert. At 5th level he had only a loin cloth and a broken table leg to use as his weapon of choice (the club). Considering that all other players were fully decked in magic items, and 6th to 8th level, they assumed they would have to carry me for a few weeks of play. WRONG! Proper use of the divine casting, especially the specialty priest spell "beguiling" led me to build shield walls of disposable ogres and I outdid the rest of the party... and there were 7 of them. It only got worse. I was the last man standing in a fight at Zhentil Keep. The DM put us against 4 17th level fighters riding wyverns, a 13th level cleric, and a 15th level wizard. I managed to bluff, heal the party enough to make a run for it, and was the only one to score a kill. We only lost 1 character but I was able to cast Raise Dead.

Another 2nd edition character. This time in a huge group, as in like 16 characters at the same time. I decided to roll up a monstrous dwarf just so I'd have a reason to stay out of town and let the noobs roleplay the lead roles and stuff. Well when we used the Humanoids Handbook to make him ugly, he ended up with giant strength(19), size increase, godly dexterity (20)... and the drawbacks... he had to eat 3 times that of a normal dwarf and drink 4 times as much. It could not have been any more in my favor because being the size of an Umberhulk (the Incredible Dwarven Hulk) I figured he'd consume a ton anyway. I multiclassed Fighter/Cleric. I tried all I could to keep out of the spotlight, even taking skill in scimitars then intentionally using slings with non-magical rocks, polearms, or improvised weapons just to take penalties. Through a fortunate series of challenges, the party made him the leader even tho I didn't want that, then using every splatbook and spell source available, I had a flying super-hero that could cast with the best of em and still dominate in melee. His saves and HP total managed to trump the entire party as well. I intentionally had this one temporarily banished to the abyss at 20th level just to get him out of that game.

In my first 3rd edition game we had a no-magic campaign. I played a rogue and proper skill use and RP, I managed to score some backup with Leadership and went solo to assassinate a king, disguised my cohort as that king, then had him turn the kingdom over to me. The rest f the party gloated for defeating this army unit or that, then I snuck off and trumped it in one night.

I won;t even mention that I had a 17th level evil cleric (OK back to 2nd edition) with a 6th level dwarven fighter henchman... the henchman that could out-damage the other 17+ level characters except mine!

Clerics are bad-ass. Always have been. GO TEAM CLERIC! :smallbiggrin:

Shpadoinkle
2009-01-31, 10:44 AM
I'm pretty much playing one now. He's a centaur ranger with the Giant Killer kit in a 2e game. At level 9, he gets 5 attacks per round (2 with one sword, a third with the second sword, and two hooves), and against giants (which have been about 90% of our enemies thus far) he does something like 1d12 + 2d4 (flaming enchantment) +1d12 (poisonsword enchantment) + 15 (from the kit's bonus damage vs. giants, a high strength, and specialization), plus ANOTHER 1d12 if anything he hits with his swords fails it's save vs. poison. Plus his hoof attacks, which each do about half as much as his swords.

VERY few giants have survived more than one round in melee with him. So far, he's made the vast majority of kills vs. giants (something like 160- I keep track because he lops off the right thumb of every giant he personally slays. He IS a Giant Killer, after all).

The giants we've been fighting think he's a demon, and have received massive penalties to thier morale checks due to the modifier of "cannot hurt enemy."

I wasn't going for a game breaker when I made him, I just wanted to play a centaur warrior. When the DM mentioned we'd be fighting giants, I remembered the kit and figured it would be stupid of me NOT to take it. Of course, I suppose any kit can be a game breaker if 90% of the campaign consists of what that kit was specifically designed to do.

Artanis
2009-01-31, 12:12 PM
In an Exalted campaign, I once played a character that wasn't really that overpowered, but that felt that way because it was completely by accident.

It was my first ever Exalted campaign, so I had no idea what I was doing. I'm pretty bad at optimization anyways, and I just took what looked neat:
*I wanted to hit things with a sword, so I made a Dawn Caste.
*I then decided that a Grand Daiklave looked suitably Awesome, so I took one.
*I then thought that Peony Blossom Attack and Hungry Tiger Technique were neat, so I took them.
*I then put those two charms in a combo.

Eventually, the Storyteller just stopped having me bother with rolling damage if the combo went through* :smalleek:



*For those familiar with White Wolf's Storyteller system: we're talking a barrage with multiple hits, each of which had 25+ post-soak lethal damage dice.

Glimbur
2009-01-31, 12:37 PM
I played a kobold rogue. Well, technically rogue1/swashbuckler3/rogue3. The web enhancement says that giving kobolds three natural attacks "doesn't stand up to optimization" because a fighter is better off with a greataxe. They didn't consider a kobold doing 1d3+3d6+10 a swing, thanks to Craven and Int to damage from swashbuckler. The only thing I didn't kill in one sneak attack was a dragon. I also had the best AC in the party and the DM was appalled at my skills.

Then I got pasted by a lucky crit from a boss type barbarian. Ce'st la vie.

Illven
2009-01-31, 03:14 PM
I get to play a Sorcerer who has to tank for the rest of the party after casting his spells he has 66 hp and Ac 27 the rest of the party mostly has like around 40 hp, and high ten's Ac and can Heal nearly as well as the cleric and usually kill the monster's on my own the other awesome charcater was the bard who could give a +6 on inspire couarge this was at level 6, plays 4 instruments at once and is being worshiped by two other party members