Most OP level 1 build?


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Grand Lodge

25 point buy. All Paizo SRD stuff is legal. No Psionics or 3PP stuff. Starting gold is 600gp. OK to start with crafted items at 1/3 price, but need a rolled 10 to succeed with the Craft.


Slumber witch.

Grand Lodge

Master of the Dark Triad wrote:
Slumber witch.

This has potential. Any way to pump the DC of this? Drow Noble is allowed.


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Muchkin answer

Play a Pit Fiend with 1 level of Fighter. Technically level 1.


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Ability Focus: Slumber Hex

Human:Racial Heritage:Orc to qualify for Orc Witchdoctor using CON as casting stat.
Although you could argue that doesn't work to qualify for taking that as your 1st class at character level 1,
because Feats/Skills are gained after taking a level, which all 0HD creatures inherently start out with.
But that would just be trying to keep a good munchkin down.


Drow Noble is the most overpowered race, easily.

Slumber Witch is definitely top 2 (in some order).

L1 Feat: Two Weapon Fighting (two lances), small, mounted, Gendarme (Cavalier Archetype) who chose the bonus feat Spirited Charge at L1 are also broken (able to 1 shot L3 'boss fights' on either attack on the first round of combat)


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Slumber Witch who spends her 600gp on three trained lions at 200gp each.


Barbarians can be pretty brutal at 1st level. He can still fail a save though.

RPG Superstar Season 9 Top 16

Slumber Witch is good.

For melee, a boarkin skinwalker alchemist can have bite/claw/claw/gore/hoof/hoof at 1.

Grand Lodge

Level 1 goblin rogue can get stealth up to +20. Good luck finding that little bobble-headed bastard.


Sarrah wrote:


L1 Feat: Two Weapon Fighting (two lances), small, mounted, Gendarme (Cavalier Archetype) who chose the bonus feat Spirited Charge at L1 are also broken (able to 1 shot L3 'boss fights' on either attack on the first round of combat)

Bonus Feats do not inherently ignore prerequisites. You can only ignore prerequisites when the ability granting bonus feats specifically says so (like Ranger or Monk).


Petty Alchemy wrote:
For melee, a boarkin skinwalker alchemist can have bite/claw/claw/gore/hoof/hoof at 1.

I don't think that would work; you need to be level 2 to have access to the discovery to get the bite/claw/claw and you can't take Extra Discovery until you have the class feature iirc. Even if you could, you wouldn't have room for Extra Feature to allow two shifted features simultaneously.

I'd say Sorcerer with Color Spray or Sleep. Area of effect Save or Die is pretty brutal.

RPG Superstar Season 9 Top 16

My mistake, I forgot that you don't get the discovery until 2. In that case you could be a toothy boarkin whatever melee class you like and still have 4 attacks at 1.


Human Sorcerer 1 with 20 cha:

10 + 5 cha + 1 level + 2 compulsion + 1 spell focus = DC 19

I don't think you could take greater spell focus with it at first level so:

Magical Lineage + Heighten spell would put it at DC 20.

If they aren't immune to mind effects (which a LOT of things are) it should be sleepy time for the enemy.


I like a druid with the huntsmaster feat

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Skinwalker draconic bloodrager and Mother's Teeth trait. With extra features for ragebred to get Gore/claw/claw/Bite/hoof/hoof and rage. With 18+4=22 raging strength, power attack and all hits, that is +27 static damage.


Tie fling fighter with pit fiend feat. In PFS can have plate armor and tower shield for 26 AC.

Grand Lodge

Partizanski wrote:

Skinwalker draconic bloodrager and Mother's Teeth trait. With extra features for ragebred to get Gore/claw/claw/Bite/hoof/hoof and rage. With 18+4=22 raging strength, power attack and all hits, that is +27 static damage.

DM has banned advanced class guide and all play test classes, claims they aren't done being tested yet. Grudgingly, I sort of agree...


Dwarf Gun Tank Gunslinger

Str 13
Dex 16
Con 17
Int 10
Wis 16
Cha 8

Spend your gold on upgrading your starting firearm (a pistol) to masterwork, a suit of Breastplate, and a Tower Shield, leaves you with 70 gp to play with.

Starting Feat: Steel Soul.

EDIT: Make that 50 gp to start with... spend 20gp on a Dwarven Boulder Helmet.

Shadow Lodge

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A human cavalier with Mounted Combat, Ride By Attack and a warhorse starter-package will annihilate anything else on foot in open field combat. (He can "cheat" by using his mount as cover for AC+4, becoming almost impossible to hit; and then it's then just a matter of him going back and forth until he connects for double-damage w/lance. His horse is safe from readied attacks via Mounted Combat, and cavalier permits him to ignore armor penalties to Ride checks.)

In terrain with lots of cover, a DEX-based halfling rogue will crush the Stealth vs. Perception skill-checks of his opponents and bleed them out with plink-and-run sniper tactics.


Take Rich Parents, buy combat trained animals, win.


Pupsocket wrote:
Sarrah wrote:


L1 Feat: Two Weapon Fighting (two lances), small, mounted, Gendarme (Cavalier Archetype) who chose the bonus feat Spirited Charge at L1 are also broken (able to 1 shot L3 'boss fights' on either attack on the first round of combat)
Bonus Feats do not inherently ignore prerequisites. You can only ignore prerequisites when the ability granting bonus feats specifically says so (like Ranger or Monk).

If bonus feats have to meet the prereqs, then they are just listing feats anyone can take. What is the point to listing them?


Because the ability isn't just letting you take any Feat you might want and qualify for, like Toughness, it's only offering that limited set.
The ability also isn't letting you ignore pre-reqs for all Combat Feats which you can take once you complete the given list.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I think you would be hard pressed to beat a synthesist with the rich parents trait that spent all his starting funds on lions.


Pathfinder Adventure Path Subscriber

What setting?

If the campaign is trap heavy versus combat focused...or say based on diplomacy...may tweak reponses. :)


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Master of the Dark Triad wrote:
Slumber witch.

Add Dreamweaver Elf and fey touched (trait?) to crank up the DC.

Getting a DC like 19 at level 1.

/cevah


In a social campaign/adventure, be an human sorcerer with the Silver Tongued alternate racial trait and get Diplomacy as class skill via trait. With 20 Cha, a familiar that grants a Diplomacy bonus, and Skill Focus (Diplomacy) you roll with +16 before casting any spells. Make yourself some new friends.


I like a fire tattooed sorcerer with spell focus and spell specialization at 1st level to toss out burning hands at 4d4+4. It's like a color spray build that instakills instead of just knocking the monsters out.


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Nothing beats the pure power of Conrad the Con Man.

This concept needs a Bluff skill modifier of +28. As a level one character this requires a lot of investment. It works better a one level dip at higher level, when plain 'ol skill ranks can replace some or all of the traits, feats, and racial bonuses used below.

Conrad is a Human Human Street Performer bard focusing on Gladhanding.

As a human, he is Silver Tongued and has Focused Study to improve his bluffing. He has a 20 Charisma. None of his other ability scores matter.

His traits are rich parents and partial protege. Using his inheritance he purchases a mask of stony demeanor.

His feats are Skill Focus (Bluff) and deceitful.

Thus Conrad's Bluff skill modifier is 28 = 1 Rank + 3 Class Skill + 5 Charisma Modifier + 1 Streetwise + 5 Feat + 2 Racial + 1 Trait + 10 Item

The Diplomacy DC to change an opponent's attitude from Hostile to Unfriendly Indifferent is 25 + opponent's Charisma Modifier. Conrad can cause anyone he encounters to not be hostile for one minute. He will probably succeed by 5 or more, making them treat him with indifference or better for a minute!

Moreover, the Diplomacy DC to get an Indifferent NPC to agree to reveal secrets or give dangerous aid is also 25 + opponent's Charisma Modifier. So Conrad can automatically cause most people he encounters to betray secrets or risk danger to be of help!

Conrad can safely "scout ahead" among any evildoers as long he speaks their language. He simply walks into the next room and tells the NPCs he is the boss's newest slave, who has gotten lost. They will shurg and let him continue. Often they will give him advice, and even lend him their keys, weapons and other useful items!

Then the rest of the party arrives and gets a surprise round. If Conrad cannot think of an excuse to keep his "new friends" off guard, he can always use the Fascinate bardic performance for a round or two.

Shadow Lodge

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The Saltmarsh 6 wrote:
Who cares

Slowly, Weakly, Raises Hand Up


Gnome fighter with mw longsword, shield and breastplate. Go for 18 str (16 with reduction. And 16 dex.

With weapon focus feat and sword scion talent you can boast a +8 to hit, +7 with power attack. And you deal 1d6+5 damage, with an armor class of 22.

Remember to have 12 or more wisdom, so your will save isn't a complete loss :-)

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That's pretty cool David. And if they started hostile, it can't get any worse. Too bad it can't stack with Prankster, I've got a social campaign coming up.

That...doesn't seem particularly OP, Rocket Surgeon. What does Gnome do for this build? Just the 18 and 16 in Str/Dex brings you to 27 PB (without changing any other stats).

Scarab Sages

Of course, there will be table variation on this tidbit in Diplomacy:

Diplomacy wrote:
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

If your gm had guards to specifically attack on sight, good luck on Diplomacy.


Oni-Spawn Tiefling Barbarian with 20 strength, claws alternate racial trait, adopted trait with tusked, power attack. 3 natural weapons at +7 to hit equaling 3D4+27 damage on a full attack and raging.


davidvs wrote:

Nothing beats the pure power of Conrad the Con Man.

This concept needs a Bluff skill modifier of +28. As a level one character this requires a lot of investment. It works better a one level dip at higher level, when plain 'ol skill ranks can replace some or all of the traits, feats, and racial bonuses used below.

Conrad is a Human Human Street Performer bard focusing on Gladhanding.

As a human, he is Silver Tongued and has Focused Study to improve his bluffing. He has a 20 Charisma. None of his other ability scores matter.

His traits are rich parents and partial protege. Using his inheritance he purchases a mask of stony demeanor.

His feats are Skill Focus (Bluff) and deceitful.

Thus Conrad's Bluff skill modifier is 28 = 1 Rank + 3 Class Skill + 5 Charisma Modifier + 1 Streetwise + 5 Feat + 2 Racial + 1 Trait + 10 Item

The Diplomacy DC to change an opponent's attitude from Hostile to Unfriendly Indifferent is 25 + opponent's Charisma Modifier. Conrad can cause anyone he encounters to not be hostile for one minute. He will probably succeed by 5 or more, making them treat him with indifference or better for a minute!

Moreover, the Diplomacy DC to get an Indifferent NPC to agree to reveal secrets or...

At level 1? Maybe. But in a few levels lets see him get an auto-95 on bluff (92 using the +10 item you listed) and soon be soaring over 100

And assuming you aren't fighting undead and mind-immune creatures it wouldn't be that hard to throw out:

Sorcerer Fae

10 + Cha 20 (+5) + 1 (SL) + 1 (trait) + 1 (Spell Focus) +2 (compulsion) = a DC 20 to avoid going nappy nappy with Sleep. Not many creatures at level 1 are going to pass that will save unless either A) DM flubs rolls B) pulls out the zombies or C) has everything come at you always because its a full round cast

Not sure if its allowed but greater spell focus with human would make it a DC 21.


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Diplomacy wrote:
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

That is why Conrad uses Gladhandling.

"As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally."

Everyone else's Diplomacy takes one minute of conversation. Street Performer Bards only need a 1-round action (standard and move).

Sovereign Court

Conrad is pretty OP. The way I'd counter it is that if he lied to a BBEG, the bad guy would go to great lengths to ruin the con man's reputation.

"after which its attitude becomes one step worse than originally."

Guess what happens when the town guard switches to Unfriendly heh. It's an amusing character concept though. I am going to try combining this character concept with a Cross-blooded Orc/Draconic sorcerer in an upcoming game.

Best part is the look on a DM's face when he says "you rolled 30 what?!"

Considering this, a crossblooded sorcerer (yay 5d4+10 damage at level 1...) or a Lawful Evil Slumber witch heh

Silver Crusade

taldanrebel2187 wrote:
Considering this, a crossblooded sorcerer (yay 5d4+10 damage at level 1...)

sorry how are you getting 5d4+10?


No one said new level one PC.

Take best Barbarian or Scarred Witch Doctor. High CON. But elf.

Dies. Reincarnate as troglodyte. Cast lesser restoration heal CON drain.

Now has CON +6, DEX -2, natural armor +6, darkvision 90'.

(CON +2 from not-elf, +4 from rroglodte)

Silver Crusade

Scott / Avro wrote:
taldanrebel2187 wrote:
Considering this, a crossblooded sorcerer (yay 5d4+10 damage at level 1...)
sorry how are you getting 5d4+10?

Sounds like burning hands with +2 per die of bloodline damage, tattooed sorcerer archetype, spell focus (evocation), specialized spell burning hands, and a gnome? racial trait for another caster level.


I know this is an old thread but I just wanted to throw my two bits in. If you're just going straight damage I think Cross blooded sorc using the Orc and Draconic (any fire) blood lines and the bloodline mutations for +3 dmg per dice. Using varisian tatoo and precocious spell caster you can have a burning hands at lvl1 that deals 3d4+9 dmg 5 times a day. Or if you want a more long term character drop the cross blooded and take only the orc blood line and have 3d4+6 dmg burning hands a second spell like windy escape ( a favorite of mine.)


You're suggesting options that did not exist at the time the thread was created.

Probably, if you want to talk about the most powerful level one character possible with all the new options, the thing to do would be to make a new thread.

Silver Crusade

Jaxtor wrote:
I know this is an old thread but I just wanted to throw my two bits in. If you're just going straight damage I think Cross blooded sorc using the Orc and Draconic (any fire) blood lines and the bloodline mutations for +3 dmg per dice. Using varisian tatoo and precocious spell caster you can have a burning hands at lvl1 that deals 3d4+9 dmg 5 times a day. Or if you want a more long term character drop the cross blooded and take only the orc blood line and have 3d4+6 dmg burning hands a second spell like windy escape ( a favorite of mine.)

Cross-blooded alters all Bloodline powers, so no Bloodline Mutations for you.


Gray Warden wrote:
Jaxtor wrote:
I know this is an old thread but I just wanted to throw my two bits in. If you're just going straight damage I think Cross blooded sorc using the Orc and Draconic (any fire) blood lines and the bloodline mutations for +3 dmg per dice. Using varisian tatoo and precocious spell caster you can have a burning hands at lvl1 that deals 3d4+9 dmg 5 times a day. Or if you want a more long term character drop the cross blooded and take only the orc blood line and have 3d4+6 dmg burning hands a second spell like windy escape ( a favorite of mine.)
Cross-blooded alters all Bloodline powers, so no Bloodline Mutations for you.

Bloodline Mutations aren't an archetype.

Silver Crusade

Did I say they are archetypes?

Bloodline Mutations wrote:
Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces.


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Strix
10, 20, 14, 12, 14, 5

Drawback:
..Condescending -or- Umbral Unmasking
Traits:
Storm Pilot
.. treat wind conditions one level lower
Slippery
.. +1 Stealth, always class skill
Touch of Divinity
.. True Strike 1/day SLA

Feat: Hover

You start with a masterwork repeating crossbow, you fly 100' in the air and hover...

Safely out of range of charging Cavaliers, raging barbarians, burning hands, color sprays, and sleep hexes...


demontroll wrote:
Slumber Witch who spends her 600gp on three trained lions at 200gp each.

I like how you think. My level 2 monk once had a pet tiger who was combat trained. Quiet broke the game...

Sovereign Court

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Since we're continuing the old thread, here is a 'martial' character that I typically use as a 'pregen' for level 1 PFS. Granted, you are giving an extra 450 gp, and 5 more point buy so I'll note where to spend it.

BS Medium:
Human Medium level 1
Alternative Race features: Fey Magic (choose a terrain you expect to encounter based on the scenario advertisement): Your choice of 3 0th level spells 1/day, and 1 1st level spell. PFS you do not get the trained skills, but you do also get the low light vision. Dancing Lights, Enhanced Diplomacy, Guidance, and then I like Burning Disarm for the level 1 spell. Low DC doesn't matter since if they save, they drop their weapon which is better then 1d4 damage.
Adoptive Parentage(Tengu): Tengu have sword-trained, but not actual weapon familiarity, so they can get skill focus or weapon focus for free. Since we normally can't take weapon focus until BAB +1, this is early access. Longsword.
Str 18 (16 base +2 human); Dex 14; Con 14; Int 8; Wis 10; Cha 12
You can increase the Str to 20, but you will need to either drop Wisdom to 8, Int to 7, or Dex to 13. Alternatively, increase Dex to 16 for a little more AC, or Con for a little more HP.
Trait: Chosen of Iomedae(Faith)(Light 1/day, free Masterwork Longsword and double duration and radius of light when cast on this Longsword)
Arodenite Sword Training(Proficiency with Longsword)
Feat: Spirit Focus(Champion)
Medium Class: Spirit Surge 1d6, Spirit Bonus +2(+2 to hit, +4 non-spell damage), Spirit Power(trade down for 2 more free uses of Spirit Surge), Knacks(Light, and Detect Magic)
Pick whatever skills you find useful.
Favored Class Bonus: HP
Since we've got the money, grab a MW breastplate off the bat, 2 spring loaded wrist sheathes one with a cold iron dagger, the other with a silver kunai for DR. You can add a MW buckler or Light Shield if you feel like you need a little more AC. Or just 2h your longsword. Half a dozen various Alchemist Fire/Acid/Holy Water/Liquid Ice/Shard Gel.
Since these are non-spell damage rolls, they get Spirit and Seance bonus (+2 hit/+4 damage). Some Javelins or a Crossbow in case you need really long range.
Ultimately, with the 20 str option, you are looking at +9 to hit for 1d8+11, or 1d8+9 if you use a shield. 3/day you can add 1d6 to a declared missed attack roll by GM or declared failed fortitude save to make it into a success without penalties, and another 2 times if you lock out your spells.
+7 with other melee weapon besides the longsword still doing +11 or +9 to damage rolls, and ranged/splash weapons at +4 and +4 damage bonus(or +9 if javelin/dagger).
Fort +4; Ref +2; Will +2
AC 18 (19 w/shield)
11 HP
With Low Light Vision and Chosen of Iomedae, you can see 160' without miss chance.

TLDR: +9 to hit (5/day add +1d6 to a declared miss), 1d8+11(2h) or +9(1h) damage, AC 18(19 w/shield), Alchemical weapons do additional(+4) damage.

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