Overpowered for Rise of Tiamat?

Post/Author/DateTimePost
#1

Cauldor

Nov 09, 2014 15:21:08

Proposed character for RoT , is it over-powered? 

 

Cauldor – 8th level Champion Fighter

8th level Medium Dwarf Fighter

 

Armor Class: 20
Hit Points: 84 hp
Proficiency: +3
Speed: 30’
Initiative: +9
Alignment: Chaotic Good

 

Attacks: 
Hammer, +2, Dwarven Thrower  +11 melee primary attacks, 2 attacks/turn or +11 ranged thrown attack, 20’/60’

Damage: 
Hammer, +2, Dwarven Thrower melee primary 2d4+10 (3d4+10) /19-20 or ranged thrown 2d4+10 (3d4+10) /19-20

 

Ability Scores: Strength: 23(20), Dexterity: 16, Constitution: 18, Intelligence: 10, Wisdom: 10, Charisma: 9
Ability Bonuses: Strength +6, Dexterity +3, Constitution +4, Intelligence +0, Wisdom +0, Charisma -1
Saving Throws: Strength +9, Dexterity +4(+6), Constitution +7, Intelligence +0, Wisdom +0, Charisma -1

 

Class Features: 

  • Dueling – Cauldor gains +2 to damage with weapon when attacking with no other weapons; 
  • Second Wind – 1/day Cauldor can regain 1d10+8 hit points as a bonus action; 
  • Action Surge – 1 per short or long rest Cauldor can take an extra action on top of regular and possible bonus actions; 
  • Improved Critical – Cauldor scores critical hits on roll of 19-20; 
  • Extra Attack – Cauldor gets an extra attack when taking Attack option; 
  • Remarkable Athlete – Cauldor can add half of proficiency bonus to any Dexterity check; 
  • Shieldmaster Feat – When taking attack action, Cauldor can use bonus action to try and shove a creature within 5’ of him with his shield; Cauldor can add the shields AC bonus (+3) to any Dexterity saving throws made against a spell or other harmful effect that targets only him; When Cauldor makes a Dexterity saving throw to take only half damage, he can use his reaction to take no damage if he succeeds on his saving throw by interposing shield between himself and source of effect; 
  • Alert Feat – +5 bonus to Initiative, Cauldor can’t be surprised while conscious, other creatures don’t gain advantage on attack rolls against Cauldor while hidden from him

 

Special Qualities: – Darkvision – 60’; +5’to base speed, +5’ on all Jump checks (Boots)

 

Skills: +3 Athletics, Intimidation, Perception and Survival

 

Magic Possessions:

  • Platemail, – 18 AC, no Dexterity bonus, Disadvantage of Stealth, heavy armor, 65 lbs.
  • Shield, - +2 AC, 6 lbs.
  • Hammer, +2, Dwarven Thrower – +2 Enchantment, 2d4+2 bludgeoning (3d4+2 vs. Giants), range 20’/60’, when thrown and successfully striking target hammer does 2d4+2 damage (3d4+2 vs. Giants) and returns to Cauldor’s hand at end of his attack, 4 lbs. – Attuned
  • Belt of Stone Giant Strength – 23 Strength, +6 to Hit and Damage, 2 lbs. - Attuned
  • Boots of Leaping and Striding – +5’ to base speed, +5’ on all Jump checks, 1 lb. - Attuned

 

 

#2

OrwellianHaggis

Nov 09, 2014 15:54:06
For one thing, I'd say that's far too many magic items at level eight that offer plus bonuses. But that may just be me. I'd have given a lot more items that offered less combat oriented bonuses.
#3

Huntsman57

Nov 09, 2014 16:09:02

I agree, but really it's personal preference if his group wants to run a high power campaign. Obviously the DM will have to turn up the challenge level unless they want to LOL their way through the adventure.

(Reply to #2)

Cauldor

OrwellianHaggis wrote:
#5

Zardnaar

Nov 09, 2014 19:41:33

heh I rememebr this from your 1E to 5E conversion thread. Yu fighter was level 15 or 16 IIRC. Yuo probably want to tone the dwarven thrower down to +1 or 2 and ditch the girdle of giant strength. You do not need girdles to throw the hammer in modern D&D AFAIK.

 

Then agian the DM might be fine with a high power game. +3 weapons are very powerful in 5E even without any other effect. Our PCs are level 10 and jsut starting to get a feww +2 itmes here and there usually not an ideal weapon (+2 shortsword you use despite wanting a longsword etc).

 

 

#6

Coredump00

Nov 09, 2014 20:10:59

I assume RoT is designed assuming characters are comeing straight from HotDQ, and I am pretty sure there is no where near that quality of magic available in HotDQ, and definitely not enough so that a single character would have 4 really good, really beneficiall items like that.

 

Granted I have not seen the DMG yet... but I just cant even imagine that in the edition of 'bounded accuracy' they would let the hammer/gauntlets/belt stack....  getting a +16 to hit at 8th level....??? 

 

As I understand it, +3 weapons are the 'apex' of the magic, getting it in Tier 2 seems way early.

 

 

So yes... this is blatantly overpowered for RoT......  that said, if your group wants to play at that magic level,and the DM is willing to adjust the power level of all the enounters.... then have at it.  The point of the game is to have fun, however that goes....

 

 

 

Out of curiousity..... how are you guys generating stats?  And what is the Str stat without magic?

 

 

(Reply to #6)

Cauldor

Coredump00 wrote:
#8

Danny_Montanny

Nov 10, 2014 6:07:20

The things that I'd question.

 

Initiative is +8, not +9.

Second Wind and Action Surge are once per short or long rest, not once per day.

There are Boots of Striding and Springing in the DM Basic Rules, so you can just use those. Which would bring your speed down to 30 feet.

Shield Master would only add +2 to Dex saves, not +3.

He'd have another skill proficiency.

The thing with Gauntlets of Ogre Power stacking with your Belt of Giant Strength doesn't make sense to me. What does the bonus actually do? With just the belt, you'd be at +11 to hit and +10 to damage so long as you're using it with your Duelist style. So it gives you an extra +1 to hit? I'd drop the mechanic, it seems super clunky to me. Also, don't Dwarven Throwers usually return instantly? So your Extra Attack should allow you to throw twice a turn.

(Reply to #8)

Cauldor

Danny_Montanny wrote:
(Reply to #9)

Danny_Montanny

Cauldor wrote:
#11

Cauldor

Nov 10, 2014 7:53:29

Think I have cleaned it up and tweaked it to be playable in Rise of Tiamat without being overly powerful.

 

Now on to remaing 5 characters for RoT, hope it goes quicker based on lessons learned from everyones input.

 

Thanks again.

#12

Coredump00

Nov 10, 2014 12:26:43

Seems more reasonable.  Still significantly more powerful than if you went through HotDQ; so the DM will need to boost the encounters (plus having 6 in the party).  But I imagine it should work out okay.

#13

Cauldor

Nov 12, 2014 8:25:35

First off - thanks to everyone for thier input, much appreciated.

 

I have made all the edits that intend to make on this character. After reading through RoT I really don't think it is too powerful for RoT, but we will see. As DM I would feel comfortable using guidelines in RoT to make it challenging without having to add additional monsters/traps or whatever.

 

This and the other 5 characters I am working on will be used as pre-rolled characters for players who did not run HotDQ but want to pick up on campaign with RoT. The other five charatcers I am working on are as follows:

 

8th Level Human War Domain Cleric - Anderon (Sir Fal's twin brother)

8th Level Human Evocation Wizard - Sir Fal (Anderon's twin brother)

8th Level Elf Hunter Ranger - Eldakar (blood brother to Ravenscroft)

8th Level Gytherai Open Hand Monk - Questor (rescued and recruited by party during previous encounter with mind-flayers)

8th Level Human Archery Fighter 2 - Thief Rogue 3 - Lore Bard 3 - Ravenscroft (just cant make up his mind, propbably targeting for levels associated with orignal AD&D, i.e. 7/9/16 when finished)

 

I have extensive backgrounds for all of these already so hopefully it will go smoothly. Willl limit to three attuned items per character based on both current rules and my own proficiency equivalent.

 

Not trying to build the baddest of characters for DPR, but characters that are interesting and encourage good roleplay and creative collaboration.

 

I think I will start new post for each additional character as I develope them.

 

Thanks

#14

Coredump00

Nov 12, 2014 9:41:26

Good luck, hope it goes well and all have fun.

 

#15

MonsterEnvy

Nov 13, 2014 0:04:08

I don't get what you are doing. 

(Reply to #15)

Cauldor

MonsterEnvy wrote:
#17

MonsterEnvy

Nov 14, 2014 15:58:05

Cauldor wrote:
#18

Zardnaar

Nov 16, 2014 21:11:19

MonsterEnvy wrote:
#19

Sorxores

Nov 17, 2014 9:54:39

for magical item, technically you should have run HotDQ first, where you should manage to get

 

dagger of venom

chain mail+1

Scale mail+1

Harizawn (greatsword +2, +1d6 necrotic damage +more)

Insignia of the claw (+1 to unarmed and natural weapon)

longsword+1

wand of winter

shiled of arrow catching

Bracer of defense

Some potion and scroll.

(the longbow+1, the dragon mask and the staff of fire are very likely to escape the player and wait for them in Rise Of Tiamat)