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Kierato wrote:
Erghiez wrote:
Kierato wrote:
Experience must be achieved, it cannot be given. He/she came seeking powerful builds, all we can do is offer those builds and let him/her learn on his/her own.
'He' =P. I'm a He. =). But you are all right. The builds provided were very appreciated, but the advice you all have given is much more valuable.
I try not to assume. If you want anymore builds, let me know.

I'll definitely keep it in mind, thanks much


I know this is an incredibly dumb question to ask. I've been browsing through the Core books trying to figure this out exactly.

What really got me thinking about this was a Half-Orc Crowd Control Bard, Whip specialist using intimidate to dominate the battle field.

The build sounded great, as I personally never much cared for Direct Attack builds, but I am still an inexperienced player so something like this seems a little outside my understanding.

If someone could give me an example of how a PC using intimidate during battle would work I would be greatly appreciative =)


As the subject title says, I am thinking about building a character designed around the use of a tower shield. Something fun, and unexpected.

The campaign being set up right now is being hosted by a substitute DM who isn't all that experienced, neither are some of the other players (including myself,) so for right now our group consists of a Rogue, Sorcerer, Wizard, and Monk. Squishies.

I did a little bit of looking around and came across this:

http://www.d20radio.com/forums/viewtopic.php?f=114&t=6522

Its a Dwarf based around Bull rushing, etc. So it kind of got me thinking about building something with sort of an 'Ultimate Defense' and incredible threat range. Doesn't need to do alot of damage, but if possible control a large area and create humorous havoc... If that makes any sense at all.

For the sake of playing around I'll just use a 15 point buy and max CL of 10. Race and class is entirely open. This campaign will be backwards compatible within DM discretion. If its TOO game breaking, its not allowed, but due to the nature of our current party he is willing to make some exceptions. Starting GP is 1,000 GP, and starting level is 1.

Thanks!


Kierato wrote:
Experience must be achieved, it cannot be given. He/she came seeking powerful builds, all we can do is offer those builds and let him/her learn on his/her own.

'He' =P. I'm a He. =). But you are all right. The builds provided were very appreciated, but the advice you all have given is much more valuable.


Kierato wrote:
Erghiez wrote:
Kierato wrote:

By your comments, I am under the assumption that you can use 3.5 material. With that in mind I created the following debuffer wizard. If I am mistaken, please let me know. More to follow.

Human Wizard/10 (Universalist)
Str 12, Dex 16, Con 14, Int 22, Wis 14, Cha 10
Feats: Scibe Scroll, Toughness, Dodge, Persistant Spell(APG), Craft Wand, Combat Casting, Weapon Focus (Ray), Heighten Spell, Craft Rod
Skills:
Special Features: Arcane Bond (Ring)
Spells Known:
0-level:
1-level: Chill Touch, Ray of Enfeeblement, Color Spray, Shield, Mage Armor, Magic Missile, (4 more spells that strike your fancy)
2-level: Touch of Idiocy, Spectral Hand, Touch of Gracelessness(APG), Ray of Sickness(SC), Ray of Stupidity(SC), Ray of Weakness(SC)
3-level: Dispel Magic, Hold Person, Ray of Exhaustion, Slow, Ray of Dizziness(SC), Greater Disrupt Undead(SC)
4-level: Black Tentacles, Crushing Dispair, Bestow Curse, Enervation, Calcific TOuch(APG), Ray of Deanimation(SC),
5-level:Dismissal, Cloud Kill, Feeblemind, Hold Monster, Waves of Fatigue,

(APG)=Advanced Players Guide (Pathfinder)
(SC)=Spell Compendium(3.5)

Many of the spells are from 3.5 but are required to make the character work. Spectral Hand allows you to deliver touch spells at a distance, avoid melee (obviously). This character can reduce the effectiveness of any creature to minimal in a few short rounds. For undead and constructs, you pretty much have to rely on straight damage (Ray of deanimation for Constructs and Greater Disrupt Undead for, well, undead). Craft Scrolls and Wands to be able to use the spells more per day. Pearls of power will allow you to get some spells back between encounters. Your arcane bond (Ring) should be turned into a powerful ring of wizardry.

Collectively we have every 3.5 edition book, and most of the Pathfinder books.
Is this the kind of thing you are looking for?

Haha, like I've mentioned I'm a bit inexperienced, so I'm browsing through the books I have to piece it together, but it looks like a great build. I'll have to give it a go. Thank you =)


Kierato wrote:

By your comments, I am under the assumption that you can use 3.5 material. With that in mind I created the following debuffer wizard. If I am mistaken, please let me know. More to follow.

Human Wizard/10 (Universalist)
Str 12, Dex 16, Con 14, Int 22, Wis 14, Cha 10
Feats: Scibe Scroll, Toughness, Dodge, Persistant Spell(APG), Craft Wand, Combat Casting, Weapon Focus (Ray), Heighten Spell, Craft Rod
Skills:
Special Features: Arcane Bond (Ring)
Spells Known:
0-level:
1-level: Chill Touch, Ray of Enfeeblement, Color Spray, Shield, Mage Armor, Magic Missile, (4 more spells that strike your fancy)
2-level: Touch of Idiocy, Spectral Hand, Touch of Gracelessness(APG), Ray of Sickness(SC), Ray of Stupidity(SC), Ray of Weakness(SC)
3-level: Dispel Magic, Hold Person, Ray of Exhaustion, Slow, Ray of Dizziness(SC), Greater Disrupt Undead(SC)
4-level: Black Tentacles, Crushing Dispair, Bestow Curse, Enervation, Calcific TOuch(APG), Ray of Deanimation(SC),
5-level:Dismissal, Cloud Kill, Feeblemind, Hold Monster, Waves of Fatigue,

(APG)=Advanced Players Guide (Pathfinder)
(SC)=Spell Compendium(3.5)

Many of the spells are from 3.5 but are required to make the character work. Spectral Hand allows you to deliver touch spells at a distance, avoid melee (obviously). This character can reduce the effectiveness of any creature to minimal in a few short rounds. For undead and constructs, you pretty much have to rely on straight damage (Ray of deanimation for Constructs and Greater Disrupt Undead for, well, undead). Craft Scrolls and Wands to be able to use the spells more per day. Pearls of power will allow you to get some spells back between encounters. Your arcane bond (Ring) should be turned into a powerful ring of wizardry.

Collectively we have every 3.5 edition book, and most of the Pathfinder books.


I have to say I am surprised at the traffic on this thread. I really appreciate all of the advice.

The largest reason we've dealt with him for this long is largely due to his place providing a large area with little to no distractions. As the rest of us are either married, have kids, or in relationships, it makes it difficult to host games at any one of our places.

My place is the most suitable out of our group (aside from the current DM.) It is an apartment, and sound carries, so it'd be hard to not disturb my neighbors.

Some of the other reasons have alot to do with experience. Alot of us aren't skilled enough to DM a game appropriately. The few of us that can DM a game never really want to. We could learn to DM, but I have to admit that a couple of us nit pick alot of details. We've made a few attempts at letting a couple others try, and its always ended in disaster. I'm sure you guys have all seen the arguments over this effecting that, etc.

We usually deal with our current DM because he actually knows the game and doesn't enjoy playing the game as much as DM'ing it. He doesn't always apply the, 'My house, my rules' nonsense, but it's come up from time to time.

As I've mentioned, I am still fairly inexperienced with the game. I haven't played consistently enough to remember every detail I've encountered, so I am constantly re-learning as I go along.

Our games also tend to run for several hours. Our schedule usually starts at around 6pm on friday nights and we are usually lucky if it ends at 6am the following morning. I am sure that largely has to do with our group size and constant cheetos/mountain dew jokes =)


Kierato wrote:
Some more info would help, level range, attribute scores, wealth.

Well level Range at its maximum would be 10 since we have yet to get passed that level.

He usually allows us a hefty point allocation. Its usually something along the lines of 18,16,14,14,12,10.

Wealth at starting is generally 1kGP, and one +1 weapon. We always start at level 1.

My last Character was a half Orc which was focused around Dazzling Display using a whip. There is usually between 4 or 5 of us and we try to keep a well rounded team, but at this point we just want to make him miserable so we want something insanely OP. Not exactly easy due to our limitations.


Hi, I am new here on the forums, so I'll get straight to the point.
I have very limited D&D tabletop experience. I've probably played 20 campaigns or so spread out over a 5 year period. I don't get a whole lot of time to play, and when I do the games never really last more than a month, which brings me to the sole reason for this topic.
The DM for almost all of our games is a Power Mongerer. I am not alone in feeling this way. Our games never last more than 4 weeks because he sees it fit to introduce impossible situations into our campaigns. No one else DMs since none of us really have the home space for 10+ people in our individual places of residence save for the afore mentioned DM, so we just kind of deal.
We've tried talking to our DM about this, but it never really gets anywhere. We deal with it because we enjoy hanging out, just not dying every few weeks or so.
We have only had one campaign where our characters have made it passed level 10. We usually all die around level 6 or 7. Its sort of become an expected scenario, so as of late we have all been trying to come up with absolutely broken builds, that will do nothing but create insane amounts of frustration for our DM.
The only real limitations in our campaigns are nothing from Psionics. Everything else is sort of on the fly. The DM doesn't like True alignment characters. Frenzied berserkers and obviously broken PrCs are out.

I'm posting on the Pathfinder boards because we will be having our second Pathfinder game coming up soon, and we would all like to catch the DM off guard, and actually finish a campaign before we all die during the fourth or fifth week.
There isn't alot of actual role playing in our campaigns. Some of us try, but it never really seems to matter. I played a Bard with starting charisma of 18 (focusing solely on charisma), and didn't pass a single check as the game progressed.
So as it stands, we are all searching for the most over powered, and game breaking builds that we can get our hands on. If anyone would be kind enough to point us in the right direction would be appreciated.