What is your favorite Min / Max damage build, and why? (No Psionics, please)


Homebrew and House Rules

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Geno, If you could would you please clarify the below.

I believe these are the rules you wish:

1.) Stats are 18,18,18,10,10,10

2.) Level is 10th

Geno wrote:


Use Core rules when playing a Monstrous race (meaning, 4 levels buys you Ogre, including hit dices+etc., and gain extra level for every three levels gained by party)

Could you please explain the above or if it is in a Paizo book please give us either a book and page number or PRD link?

Geno wrote:
Buy enchantments on items based off of individual level enchantment price, not off total price of item

I believe the above means that you buy magic weapons/armor in the following manner please correct me and explain if I am wrong.

Normal CRB rules:

+1 weapon = 2,000 GP + weapon cost

+1 Keen weapon = 8,000 GP + weapon cost

House rule:

+1 Weapon = 2,000 GP + weapon cost

+1 Keen weapon = (2,000 GP + 2,000 GP) + weapon cost

Also, do you still use the max of +10 to weapons/armor bonuses?


Covent wrote:

Geno, If you could would you please clarify the below.

I believe these are the rules you wish:

1.) Stats are 18,18,18,10,10,10

2.) Level is 10th

Geno wrote:


Use Core rules when playing a Monstrous race (meaning, 4 levels buys you Ogre, including hit dices+etc., and gain extra level for every three levels gained by party)

Could you please explain the above or if it is in a Paizo book please give us either a book and page number or PRD link?

Geno wrote:
Buy enchantments on items based off of individual level enchantment price, not off total price of item

I believe the above means that you buy magic weapons/armor in the following manner please correct me and explain if I am wrong.

Normal CRB rules:

+1 weapon = 2,000 GP + weapon cost

+1 Keen weapon = 8,000 GP + weapon cost

House rule:

+1 Weapon = 2,000 GP + weapon cost

+1 Keen weapon = (2,000 GP + 2,000 GP) + weapon cost

Also, do you still use the max of +10 to weapons/armor bonuses?

The stats are accurate. The rule for monstrous races I'm using is found in the core rulebook, I'm not sure what page, but here's the rule , it's under Monsters as PCs.

And yes, you're using the house rule right. And yes, we still use the +10 max.


Geno wrote:
Covent wrote:

Geno, If you could would you please clarify the below.

I believe these are the rules you wish:

1.) Stats are 18,18,18,10,10,10

2.) Level is 10th

Geno wrote:


Use Core rules when playing a Monstrous race (meaning, 4 levels buys you Ogre, including hit dices+etc., and gain extra level for every three levels gained by party)

Could you please explain the above or if it is in a Paizo book please give us either a book and page number or PRD link?

Geno wrote:
Buy enchantments on items based off of individual level enchantment price, not off total price of item

I believe the above means that you buy magic weapons/armor in the following manner please correct me and explain if I am wrong.

Normal CRB rules:

+1 weapon = 2,000 GP + weapon cost

+1 Keen weapon = 8,000 GP + weapon cost

House rule:

+1 Weapon = 2,000 GP + weapon cost

+1 Keen weapon = (2,000 GP + 2,000 GP) + weapon cost

Also, do you still use the max of +10 to weapons/armor bonuses?

The stats are accurate. The rule for monstrous races I'm using is found in the core rulebook, I'm not sure what page, but here's the rule , it's under Monsters as PCs.

And yes, you're using the house rule right. And yes, we still use the +10 max.

Thank you, I will get back to you.

Dark Archive

18/18/18/10/10/10 is hardly "ideal stats" for most classes.


Seranov wrote:
18/18/18/10/10/10 is hardly "ideal stats" for most classes.

For the purposes of min-maxing damage, exactly what class are you playing that need more than 3 18s to accomplish their build?


Geno wrote:
mplindustries wrote:

First, how is this a 10th level character? You have 12 HD!

Second, I guarantee you that you'll deal more damage overall without Vital Strike, because Vital Strike is awful (for non T-Rexes).

Maybe, but at level 10, I can 1-shot a CR 11 Stone Golem without critting.

My Tarrasque Barbarian 10 can too.


Geno wrote:


My responses:

1.) If you don't like the build, bully for you! It's my preferred build for damage because it counters DR nicely, and because I'm used to playing in campaigns where the fights are designed to murder us if we take longer than three rounds to beat them. (Thus why the DMs I'm used to playing with allow this kind of character)

2.) Point-buy is great for some people, but I don't prefer it. However, even if I did, the purpose of this thread was min-maxing damage. Thus why I said 'assume IDEAL stats' and not 'restrict your examples to things you'd actually expect to be allowed to play.'

3.) Again, the purpose of this thread was min-maxing damage. I bought nothing that a character handed 10th level starting gold and told to buy whatever he wanted wouldn't be able to afford. Again, I'm not asking everyone to restrict themselves to standards they'd actually have for a character they'd play, I'm asking for examples of characters designed, specifically, to put out as much damage as possible.

Any questions?

I just realized I wasn't following your rules. You had Max Damage(No Crit):120. I listed the Ninja's average damage by mistake. The Ninja build Max Damage(No Crit) is 392.


Geno wrote:
Seranov wrote:
18/18/18/10/10/10 is hardly "ideal stats" for most classes.
For the purposes of min-maxing damage, exactly what class are you playing that need more than 3 18s to accomplish their build?

18/18/18/18/18/18 before race is far preferable. Add to that a great wyrms adjustments of +32, Dex -4, Con +18, Int +12, Wis +12, Cha +12 and you have pretty decent stats for a 10th level character.


Ilja wrote:
Geno wrote:
Seranov wrote:
18/18/18/10/10/10 is hardly "ideal stats" for most classes.
For the purposes of min-maxing damage, exactly what class are you playing that need more than 3 18s to accomplish their build?
18/18/18/18/18/18 before race is far preferable. Add to that a great wyrms adjustments of +32, Dex -4, Con +18, Int +12, Wis +12, Cha +12 and you have pretty decent stats for a 10th level character.

Save for the part where you're not following the rules. You can't play a CR 18 monster in a 10th level campaign. A CR 4 ogre? Yes, that's acceptable. Sure, it abuses the rules, but it doesn't break them.

And CR 25 tarrasque would be right out.


What the-

Man, no.

Vivisectionist/Beastmorph Alchemist.
Feral Mutagen Discovery
Power Attack
Enlarge Person
Animal Aspect: Aspect of the Gorilla
Bull's Strength
Eldritch Claws or some shennanigans with potions of Magic Fang, Greater Magic Fang and Alchemical Allocation.
Dip a level of Barbarian and get some gear like Amulet of Mighty Fists and stuff.

Okay if you have done all that then you win by hitting a touchdown and scoring the game point for victory in terms of just pure sick gross damage output.


I'm not going to get into the weeds on all the other stuff--it's not a character I'd want to play, but I realize YMMV--but there is one problem with this build I haven't noticed anyone else point out.

Your feats aren't additive. That is, they don't work together. I'm not addressing whether or not Vital Strike and/or Improved Vital Strike are good feats (I personally happen to like them on some ranged attack builds), but even if we assume that they are good for Mr. Charming here they don't synergize with Cleave and Great Cleave. Cleaves are standard actions. Vital Strikes work on attack actions, which are also standard actions. So you cannot Vital Strike on a Cleave (although if you had the feat you could Cleaving Finish on a Vital Strike). Now if you are already aware of this and have spread your feats out so you can do okay damage to groups and to individuals, fine. But you had indicated this is supposed to be a min/max build, not a real build that can actually function in multiple circumstances. That being the case, you could have easily gotten more damage with a more focused feat selection.


Zog of Deadwood wrote:

I'm not going to get into the weeds on all the other stuff--it's not a character I'd want to play, but I realize YMMV--but there is one problem with this build I haven't noticed anyone else point out.

Your feats aren't additive. That is, they don't work together. I'm not addressing whether or not Vital Strike and/or Improved Vital Strike are good feats (I personally happen to like them on some ranged attack builds), but even if we assume that they are good for Mr. Charming here they don't synergize with Cleave and Great Cleave. Cleaves are standard actions. Vital Strikes work on attack actions, which are also standard actions. So you cannot Vital Strike on a Cleave (although if you had the feat you could Cleaving Finish on a Vital Strike). Now if you are already aware of this and have spread your feats out so you can do okay damage to groups and to individuals, fine. But you had indicated this is supposed to be a min/max build, not a real build that can actually function in multiple circumstances. That being the case, you could have easily gotten more damage with a more focused feat selection.

The example I gave was one of a character I've actually played. It was my personal favorite min-max build, and I was allowed to play it only because the DM told us going in that it would be a hack-and-slash campaign against nothing but the most straight-forward battle-focused monsters in the book.

The point of cleave/great cleave was, like you say, just so he could fight multiple opponents. They don't stack with vital strike, but they worked great against horde battles with a 15-foot reach, a ridiculous strength score, and a huge sized weapon.

Paizo Employee Design Manager

My 3 armed Ratfolk Gulchgunner/Vivisectionist can make for a pretty bad day for whomever's belly he's shoving his pistols into....


Geno wrote:
Ilja wrote:
Geno wrote:
Seranov wrote:
18/18/18/10/10/10 is hardly "ideal stats" for most classes.
For the purposes of min-maxing damage, exactly what class are you playing that need more than 3 18s to accomplish their build?
18/18/18/18/18/18 before race is far preferable. Add to that a great wyrms adjustments of +32, Dex -4, Con +18, Int +12, Wis +12, Cha +12 and you have pretty decent stats for a 10th level character.

Save for the part where you're not following the rules. You can't play a CR 18 monster in a 10th level campaign. A CR 4 ogre? Yes, that's acceptable. Sure, it abuses the rules, but it doesn't break them.

And CR 25 tarrasque would be right out.

You can if the DM allows you, just like you can play an ogre if the DM allows you.


Ilja wrote:
You can if the DM allows you, just like you can play an ogre if the DM allows you.

Not following the rules as stated in the core rulebook, you can't.


Geno wrote:
Ilja wrote:
You can if the DM allows you, just like you can play an ogre if the DM allows you.
Not following the rules as stated in the core rulebook, you can't.

Just as much as you can with an ogre. Both are squarely into the DM adjudication territory.


Lamontius wrote:

What the-

Man, no.

Vivisectionist/Beastmorph Alchemist.
Feral Mutagen Discovery
Power Attack
Enlarge Person
Animal Aspect: Aspect of the Gorilla
Bull's Strength
Eldritch Claws or some shennanigans with potions of Magic Fang, Greater Magic Fang and Alchemical Allocation.
Dip a level of Barbarian and get some gear like Amulet of Mighty Fists and stuff.

Okay if you have done all that then you win by hitting a touchdown and scoring the game point for victory in terms of just pure sick gross damage output.

This build looks like it would do a great deal of damage. But just how much damage? Come on, let's see the numbers.

Dark Archive

Geno wrote:
Ilja wrote:
You can if the DM allows you, just like you can play an ogre if the DM allows you.
Not following the rules as stated in the core rulebook, you can't.

I don't believe massive point buys and outright ignoring magical item creation rules really qualifies as "rules as stated in the core rulebook."


Seranov wrote:
Geno wrote:
Ilja wrote:
You can if the DM allows you, just like you can play an ogre if the DM allows you.
Not following the rules as stated in the core rulebook, you can't.
I don't believe massive point buys and outright ignoring magical item creation rules really qualifies as "rules as stated in the core rulebook."

But at least he's following the "rules" (more like guidelines) for playing monsters as PCs.


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Geno wrote:
Lumiere Dawnbringer wrote:
a serpentfolk would have been 2 levels behind a proper caster. which doesn't lose as much as losing a single level of bard. and nixies tend to be well tailored to the bard class. and bards are the best skill monkeys of pathfinder. and being a fey lost less overall skill points than being a monstrous humanoid did.

Friend recently built a 10th level Serpent Folk Witch... it casts a suggestion spell with a DC of 30. What kind of save DC does your nixie have? 20?

Bravo!!! *sarcastic slow-clap* I'm sure all of your skills will be very useful when the Adult Red Dragon with a Will Save of +15 needs to roll a 5 to avoid most of your spells.

Also: Rogues can out-damage anything you could hope to build, and monks are the most broken class in the game for damage.

Do you even play this game?

i play normal pathfinder, i believe your group's houserules have changed their perception of the game. including yours. the biggest offender is allowing CR4 monsters with Crazy High Offensive Attributes as PCs. there is a reason a lot of sane dungeonmasters don't allow ogre and serpentfolk PCs, even nixies would be a little iffy, though not as bad. the moment you include one of these abominations, you have to drastically ramp up the difficulty.

a typical CR10-15 monster, not counting a few niche 3rd party examples, is not intended to have an AC of 40+.

you are not supposed to be dropping monsters in a single standard action swing, unless it is a critical hit from a power attacking minmaxed fighter with a scythe.

i also don't get to play a minmaxed abomination with 3 18's and nothing below 10. such a thing requires a point buy of 51 or more points, and excessive amount of rerolls on an extremely generous attribute generation method or just plain cheating the dice.

when 2 lost levels gets you 4 extra hit dice with +14 to your primary offensive attribute and a boatload of additional hit points. you are no longer playing the same pathfinder as the majority of these boards.


Just to be clear this is ridiculous.
Enjoy.

MITE O'DOOM:

Male Mite Barbarian 1 Fighter 5 Monk (Master of Many Styles) 2
NE Medium Dragon (Augmented Fey, Native)
Init +10; Senses Darkvision (120 feet), Low-Light Vision, Scent; Perception +31
--------------------
DEFENSE
--------------------
AC 38, touch 24, flat-footed 33. . (+6 Dex, +16 natural, +1 dodge, -2 Tiger Pounce)
hp 141 (1d12+5d10+2d8+1d6+90); Fast Healing 5
Fort +18, Ref +14, Will +19
Defensive Abilities Bravery +1, Channel Resistance +4, Evasion; DR 10/magic, 10/silver, 2/cold iron; Immune acid, paralysis, poison, sleep, Undead Traits; Resist acid 10, cold 10, electricity 10, fire 10; SR 24
Weakness Light Sensitivity, Vampire Weaknesses
--------------------
OFFENSE
--------------------
Spd 30 ft., Climbing (20 feet), Flight (60 feet, Good)
Melee +4 Keen Nodachi +36/+31 (1d10+46/15-20/x2) and
. . Bite (Half-Dragon) +23 (1d8+12/20/x2) and
. . Bite (Half-Fiend) +23 (1d8+12/20/x2) and
. . Claw x2 (Half-Dragon) +23 x2 (1d6+12/20/x2) and
. . Claw x2 (Half-Fiend) +23 x2 (1d6+12/20/x2) and
. . Slam (Vampire) +23 (1d6+12/20/x2) and
. . Unarmed Strike +28/+23 (1d6+25/20/x2)
Special Attacks Blood Drain, Breath Weapon (1/day) (DC 19), Children of the Night (1/day), Create Spawn, Dominate (DC 23), Energy Drain (2 levels) (DC 23), Smite Good (1/day), Weapon Training: Blades, Heavy
Spell-Like Abilities Contagion (1/day), Darkness (3/day), Desecrate (1/day), Doom (1/day), Poison (3/day), Prestidigitation (at will), Unholy Blight (1/day)
--------------------
STATISTICS
--------------------
Str 42/52, Dex 22, Con -, Int 20, Wis 28, Cha 28
Base Atk +7; CMB +28; CMD 52 (54 vs. Bull Rush56 vs. Disarm54 vs. Overrun56 vs. Sunder54 vs. Trip)
Feats Alertness, Combat Reflexes (7 AoO/round), Craft Wondrous Item, Dodge, Flyby Attack, Furious Focus, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Master Craftsman: Craft (Leather), Monk Weapon Proficiencies, Power Attack -2/+4, Stunning Fist (3/day) (DC 23), Tiger Pounce, Tiger Style, Toughness +9, Weapon Focus: Nodachi, Weapon Specialization: Nodachi
Skills Bluff +17, Climb +33, Craft (Leather) +17, Disguise +15, Fly +22, Intimidate +21, Perception +31, Sense Motive +31, Spellcraft +14, Stealth +30, Swim +25, Use Magic Device +21
Languages Other Language, Other Language, Other Language, Other Language, Other Language, Undercommon
SQ AC Bonus +9, Armor Training 1 (Ex), Change Shape (dire bat or wolf, beast shape II) (Su), Fast Movement +10 (Ex), Fuse Style (2 styles) (Ex), Gaseous Form (Su), Gloves of Dueling, Hatred (Ex), Rage (13 rounds/day) (Ex), Shadowless (Ex), Spider Climb (Ex), Stunning Fist (Stun) (Ex), Unarmed Strike (1d6), Vermin Empathy +22 (Ex)
Combat Gear +4 Keen Nodachi; Other Gear Artisan's tools, masterwork: Craft (Leather), Belt of Giant Strength, +6, Gloves of Dueling
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +9 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.
Bravery +1 (Ex) +1 Will save vs. Fear
Breath Weapon (1/day) (DC 19) (Su) 1/day, Breath Weapon deals 1d6 Acid damage, DC 19.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Climbing (20 feet) You have a Climb speed.
Combat Reflexes (7 AoO/round) You may make up to 7 attacks of opportunity per round, and may make them while flat-footed.
Contagion (1/day) (Sp) Granted by Half-Fiend heritage.

Infects subject with chosen disease.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

20-ft. radius of supernatural shadow.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.

Fills area with negative energy, making undead stronger.
Dominate (DC 23) (Ex) As Dominate Person spell, takes standard action.
Doom (1/day) (Sp) Doom once per day.
Energy Drain (2 levels) (DC 23) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flight (60 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Gaseous Form (Su) Assume Gaseous Form at will (as the spell).
Gloves of Dueling These supple leather gloves grant the wearer gains a +4 bonus to his CMD against disarm attacks, attempts to sunder his wielded weapons, and effects that cause him to lose his grip on his weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, his weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hatred (Ex) +1 racial bonus to attacks against Dwarves and Gnomes.
Immunity to Acid You are immune to acid damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Craftsman: Craft (Leather) +2 to the selected craft skill, its ranks count as caster level for Craft Magic Arms and Armor and Craft Wondrous.
Poison (3/day) (Sp) Granted by Half-Fiend heritage.

Touch deals 1d10 Con damage, repeats in 1 min.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prestidigitation (at will) Prestidigitation at will.
Rage (13 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Smite Good (1/day) (Su) +9 to hit, +9 to damage, +9 deflection bonus to AC when used.
Spell Resistance (24) You have Spell Resistance.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Stunning Fist (3/day) (DC 23) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Tiger Style Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

Harms and sickens good creatures (1d8 damage/2 levels).
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Vermin Empathy +22 (Ex) Improve the attitude of vermin, as if using Diplomacy.
Weapon Training: Blades, Heavy +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Bearded Ben wrote:
Seranov wrote:
Geno wrote:
Ilja wrote:
You can if the DM allows you, just like you can play an ogre if the DM allows you.
Not following the rules as stated in the core rulebook, you can't.
I don't believe massive point buys and outright ignoring magical item creation rules really qualifies as "rules as stated in the core rulebook."
But at least he's following the "rules" (more like guidelines) for playing monsters as PCs.

Those aren't even in the core rulebook. And the guidelines that are say:

"weighing such a character against others is challenging. Monsters are not designed with the rules for players in mind, and as such can be very unbalancing if not handled carefully."
"Ms should carefully consider any monster PCs in their groups. Some creatures are simply not suitable for play as PCs, due to their powers or role in the game. As monster characters progress, GMs should closely monitor whether such characters are disruptive or abusive to the rules and modify them as needed to improve play."


Covent wrote:

Just to be clear this is ridiculous.

Enjoy.
** spoiler omitted **...

You, sir, have my respects. That is both ridiculous, and exactly what I was looking for.

*slow clap*


Geno wrote:
Covent wrote:

Just to be clear this is ridiculous.

Enjoy.
** spoiler omitted **...

You, sir, have my respects. That is both ridiculous, and exactly what I was looking for.

*slow clap*

Glad you enjoyed it.

The above is a good example of template abuse.

I would never ever use this even against a group of level 15 PC's. It would be no fun and would destroy in an unfun way most PC's played with the standard point buy. Which is what I usually play just to be clear.

However it is a very funny build that is immune/resistant to almost everything, has great AC, Great saves, does amazing damage, and is just generally OP in every way.

It seems you play in games with an extremely high power level. While that is not to my taste I am glad you enjoy such and are having fun. I am further glad that I could be of assistance.

Edit: *Removed an objectionable word*


Ilja wrote:
Bearded Ben wrote:
Seranov wrote:
Geno wrote:
Ilja wrote:
You can if the DM allows you, just like you can play an ogre if the DM allows you.
Not following the rules as stated in the core rulebook, you can't.
I don't believe massive point buys and outright ignoring magical item creation rules really qualifies as "rules as stated in the core rulebook."
But at least he's following the "rules" (more like guidelines) for playing monsters as PCs.

Those aren't even in the core rulebook. And the guidelines that are say:

"weighing such a character against others is challenging. Monsters are not designed with the rules for players in mind, and as such can be very unbalancing if not handled carefully."
"Ms should carefully consider any monster PCs in their groups. Some creatures are simply not suitable for play as PCs, due to their powers or role in the game. As monster characters progress, GMs should closely monitor whether such characters are disruptive or abusive to the rules and modify them as needed to improve play."

the rules are in an overlooked section within the back of Bestiary 1.

PRD wrote:

Using one of the monsters presented in this book as a character can be very rewarding, but weighing such a character against others is challenging. Monsters are not designed with the rules for players in mind, and as such can be very unbalancing if not handled carefully.

There are a number of monsters in this book that do not possess racial Hit Dice. Such creatures are the best options for player characters, but a few of them are so powerful that they count as having 1 class level, even without a racial Hit Die. Such characters should only be allowed in a group that is 2nd-level or higher.

For monsters with racial Hit Dice, the best way to allow monster PCs is to pick a CR and allow all of the players to make characters using monsters of that CR. Treat the monster's CR as its total class levels and allow the characters to multiclass into the core classes. Do not advance such monsters by adding Hit Dice. Monster PCs should only advance through classes.

If you are including a single monster character in a group of standard characters, make sure the group is of a level that is at least as high as the monster's CR. Treat the monster's CR as class levels when determining the monster PC's overall levels. For example, in a group of 6th-level characters, a minotaur (CR 4) would possess 2 levels of a core class, such as barbarian.

Note that in a mixed group, the value of racial Hit Dice and abilities diminish as a character gains levels. It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels. Repeat this process a number of times equal to half the monster's CR, rounded down. Using the minotaur example, when the group is at a point between 6th and 7th level, the minotaur gains a level, and then again at 7th, making him a minotaur barbarian 4. This process repeats at 10th level, making him a minotaur barbarian 8 when the group reaches 10th level. From that point onward, he gains levels normally.

GMs should carefully consider any monster PCs in their groups. Some creatures are simply not suitable for play as PCs, due to their powers or role in the game. As monster characters progress, GMs should closely monitor whether such characters are disruptive or abusive to the rules and modify them as needed to improve play

note that the last paragraph is especially important. the DM does have the right to veto the Ogre mentioned in Geno's OP.

if you wish to use the bestiaries without too much trouble. apply the following guidelines.

Disallow starting attributes above 16-17 AFTER racial modifiers. the CR system was built around a primary offensive stat that started at 14-15.

there is no problem with changing the slot an item occupies without a markup or upgrading specific items if you know how to reverse engineer. but additional powers on the same item should require a markup, and scaling item prices should be enforced, as to prevent the perfect super item from being acquired prematurely.

there is also rule 0, the DM has the right to deny the player permission to play a character that would too greatly unbalance their campaign. such as the Ogre and Serpentfolk Geno mentioned.


While not for damage, I would recommend a succubus skeletal champion that has had the young template applied three times afterwards. Class would be level 10 sorcerer.
CR7 to skeletal champion CR5 to 3xYoung CR2, two CR disappear through leveling.

Stats would be Str 10, Dex 38, Con -, Int 26, Wis 22, Cha 34. Diminutive undead (extraplanar). HP would be 10d6+10d8+240. AC 10+2+14+4 before items and spells. Save DCs would be 22+Spell Level and it has at will greater teleport.


Lamontius wrote:

What the-

Man, no.

Vivisectionist/Beastmorph Alchemist.
Feral Mutagen Discovery
Power Attack
Enlarge Person
Animal Aspect: Aspect of the Gorilla
Bull's Strength
Eldritch Claws or some shennanigans with potions of Magic Fang, Greater Magic Fang and Alchemical Allocation.
Dip a level of Barbarian and get some gear like Amulet of Mighty Fists and stuff.

Okay if you have done all that then you win by hitting a touchdown and scoring the game point for victory in terms of just pure sick gross damage output.

What about 4 levels dragon disciple for a +4str or is that counter productive? also with that build what is the strength if you had put an 18 into str? Also get a mount, lance and tiger style so you can full attack even if you move 25ft.


I present to you Andy the Antipaladin. She's tiny, she's a succubus, she's a skeleton, and she's awesome. Long live template abuse!

Stat block:

Andy the Anti-paladin[/b]
Diminutive Skeletal Champion Succubus Antipaladin 10
CE Undead (extraplanar)
Init +16; Senses darkvision 60 ft., detect good; Perception +21
DEFENSE
AC 30, touch 25, flat-footed 18 (+4 size, +12 Dex, +4 mage armor, +1 natural, +1 deflection)
hp 344 (10d8+10+9d10+240)
Fort +22, Ref +34, Will +39
DR 10/cold iron or good; DR 5/bludgeoning; channel resistance +4; Immune cold, electricity, fire, poison; Resist acid 10, cold 10; SR 18; undead traits
OFFENSE
Speed 40 ft (or carpet of flying 40 ft +17 fly checks)
Melee +1 Agile Light Pick +23/+18/+13/+8 (1+23; 19-20x4) and +1 Agile Light Pick +23/+18/+13 (1+17; 19-20x4)
Smite w. Unholy: +1 Agile Light Pick +35/+30/+25/+20 (1+33+2d6; 19-20x4) and +1 Agile Light Pick +35/+30/+25 (1+27; 19-20x4)
Special Attacks energy drain, profane gift, touch of corruption, channel negative energy.
Spell-Like Abilities (CL 12th)
Constant—detect good, tongues, aura of despair and cowardice.
At will—charm monster (DC 26), detect thoughts (DC 24), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 25), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day—dominate person (DC 28), summon (level 3, 1 babau 50%); Fiendish Boon (usually Unholy on one of the picks).
Antipaladin Spells Prepared (CL 7, concentration +19)
3rd (DC 25) - Animate dead, burst of speed, magic circle against good
2nd (DC 24) - Darkness, invisibility, summon monster II, undetectable alignment
1st (DC 23) - Death knell, disguise self, magic weapon, murderous command, protection from law
STATISTICS
Str 13, Dex 34, Con -, Int 26, Wis 32, Cha 34
Base Atk +17(/+12/+7/+2); CMB +14; CMD 36
Feats Agile Maneuvers, Combat Reflexes, Improved Critical (light pick), Improved Initiative, Iron Will, Power Attack, Two-weapon Fighting (Improved, Greater), Weapon Finesse
Skills Bluff +43, Diplomacy +32, Disguise +25, Escape Artist +32, Intimidate +35, Knowledge (arcana) +31, Knowledge (local) +28, Knowledge (religion) +31, Perception +42, Sense Motive +34, Stealth +35, Use Magic Device +22; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ Change Shape (alter self, Small or Medium humanoid)
SPECIAL ABILITIES
Energy Drain (Su)
A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 26 Will save to negate the suggestion. The DC is 26 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su)
Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Touch of Corruption (Su)
17 times per day Andy can make a touch attack that deals 5d6 damage to a living target or heals the same amount in an undead target. If the paladin wishes, it can select either fatigue, exhaustion or disease - the target must make a fortitude save (DC 27) or be affected by that condition (disease works as a 10th level contagion).
Equipment: 2x +1 Agile light pick, amulet of natural armor +1, ring of protection +1, wand of mage armor, boots of striding and springing, carpet of flying.

Average damage if all attacks hit without smite: 150.
With smite and using the bond to get Unholy: 248.

Against a CR 10 monster the smite DPR is:
.95*41 + .1*.95*34*3 + .95*41 + .1*.95*34*3 + .95*41 + .1*.95*34*3 + .85*41 + .1*.85*34*3 + .95*28 + .1*.95*28*3 + .95*28 + .1*.95*28*3 + .95*28 + .1*.95*28*3 =
293.18 including crits.

As a bonus Andy has pretty decent hit points and saves.

Dark Archive

1 person marked this as a favorite.

I've learned one thing from this thread:

Geno is not welcome in any game I run or play in...

Ok, two things:

I should stop being surprised by the Internet...


someone say something about template abuse


+5 Toaster wrote:
someone say something about template abuse

Here, have a CR5 Pit Fiend.


Run, Just Run wrote:
Lamontius wrote:

What the-

Man, no.

Vivisectionist/Beastmorph Alchemist.
Feral Mutagen Discovery
Power Attack
Enlarge Person
Animal Aspect: Aspect of the Gorilla
Bull's Strength
Eldritch Claws or some shennanigans with potions of Magic Fang, Greater Magic Fang and Alchemical Allocation.
Dip a level of Barbarian and get some gear like Amulet of Mighty Fists and stuff.

Okay if you have done all that then you win by hitting a touchdown and scoring the game point for victory in terms of just pure sick gross damage output.

also with that build what is the strength if you had put an 18 into str?

For the Vivi, yeah, let's say level 5 pure alchemist, with an 18 in STR.

Feral Mutagen: Full BAB 1D8 Bite / 1D6 Claw / 1D6 Claw, +4 STR
Power Attack: -1 hit / +2 Damage per attack
Bull's Strength: +4 STR
Enlarge Person: +2 STR, 10ft Reach, 2d6 Bite / 1D8 Claw / 1D8 Claw
Animal Aspect, Gorilla: 3D6 Bite / 2D6 Claw / 2D6 Claw
Sneak Attack: + 3D6

So, you'd be at something like 28 STR and with the various bonuses and negatives you'd look something like this, on a full-round flanking power attack set:

Bite: +12 to hit, 3D6 + 11 + 3D6 sneak attack damage.
Claw: +12 to hit, 2D6 + 11 + 3D6 sneak attack damage.
Claw: +12 to hit, 2D6 + 11 + 3D6 sneak attack damage.

With 10ft reach, at level 5. You want to get really funky, start throwing in the Beastmorph stuff and a dip into Barbarian for free action rage and improved movement.


Geno wrote:

Wow, has everyone missed the point on this one.

The three problems everyone is having, so far as I can tell, are as follows:

1.)I'm using a vital strike build, which apparently everyone thinks sucks.

2.)I'm not using a point-buy system. (Or, at least, not one that makes any sense.)

3.)I violated wbl rules.

My responses:

1.) If you don't like the build, bully for you! It's my preferred build for damage because it counters DR nicely, and because I'm used to playing in campaigns where the fights are designed to murder us if we take longer than three rounds to beat them. (Thus why the DMs I'm used to playing with allow this kind of character)

2.) Point-buy is great for some people, but I don't prefer it. However, even if I did, the purpose of this thread was min-maxing damage. Thus why I said 'assume IDEAL stats' and not 'restrict your examples to things you'd actually expect to be allowed to play.'

3.) Again, the purpose of this thread was min-maxing damage. I bought nothing that a character handed 10th level starting gold and told to buy whatever he wanted wouldn't be able to afford. Again, I'm not asking everyone to restrict themselves to standards they'd actually have for a character they'd play, I'm asking for examples of characters designed, specifically, to put out as much damage as possible.

Any questions?

Why would you call this min/max -ing when there is no min? Sure you have some 10's which isn't minimum in my eyes... but that aside- there are no other minimum.s No reasonable boundaries with which you are working in.


TheJayde wrote:
Why would you call this min/max -ing when there is no min? Sure you have some 10's which isn't minimum in my eyes... but that aside- there are no other minimum.s No reasonable boundaries with which you are working in.

He min-maxes because he doesn't compensate for many things a normal character would, such as out-of-combat play, and the ability to fight less conventional enemies.

For example: look at his will and reflex saves, they're terrible.


Run, Just Run wrote:
Lamontius wrote:

What the-

Man, no.

Vivisectionist/Beastmorph Alchemist.
Feral Mutagen Discovery
Power Attack
Enlarge Person
Animal Aspect: Aspect of the Gorilla
Bull's Strength
Eldritch Claws or some shennanigans with potions of Magic Fang, Greater Magic Fang and Alchemical Allocation.
Dip a level of Barbarian and get some gear like Amulet of Mighty Fists and stuff.

Okay if you have done all that then you win by hitting a touchdown and scoring the game point for victory in terms of just pure sick gross damage output.

What about 4 levels dragon disciple for a +4str or is that counter productive? also with that build what is the strength if you had put an 18 into str? Also get a mount, lance and tiger style so you can full attack even if you move 25ft.

Also add rage chemist for an extra +2 to strength with the +4 and +2 that would be a 34str then add belt of giants strength+6 for a 40 strength +15 modifier.


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