Need a cheese build to compete with powergaming group...


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@ cheapy

Just about your AMY ALCHY build.

Have you cosidered taking 2 levels of ranger in the build? so going something like alch 17/monk 1/ranger 2. This would net you 2 levels of full bab, favored enemy (what ever u like), wild empath (meh), and a style feat.

The trick would then be to select natural weapon style, and pick aspect of the beast to gain 2 more claw attacks, in effect having claws on arms and feet and then a bite attack.

Another way to do this would be the changeling race, but you would run into the problem that the rest of its bonusses are really not that great for an alchy.

It could also be done with the variant tiefling rules, taking fiendish heritage you can pick +2 str and +2 wis -2 cha, and with a nice gm you would not have to roll on the chart provided and you could take the claws ability, again gaining 5 natural attacks.

IMO then the surest way to do it would be to use ranger, but with a nice GM i would go for the tiefling. Changeling is great, except for the absolutely crap racial stats for the alchy, but i guess you could always dump 7 in cha and wis then, and just buy the str and int for it.


Midnight_Angel wrote:
GeraintElberion wrote:
** spoiler omitted **...

Hmm... weren't changelings supposed to be female?

*ducks for cover*

They are, she was just born into the wrong body. No worries, enough magic will fix it...


Feral Combat Training makes things that apply to Unarmed Strikes apply to some natural attacks.

Changeling race is necessary so you start with claws, thus allowing you to take weapon focus claws earlier. I think a non-Changeling race comes together at level 5 or so, and Amy comes together at 3. Any race that grants claws would work, since you need claws to take some of the feats.

Didn't look at the tiefling stuff, as you roll for that. Haven't checked out Blood of Fiends either.

To me, at least, the important thing about Amy is that she is 99.9% RAI. The only thing that I am not 100% sure on are whether Changelings get one or two claws. The fluff and sample block says 2,the stats say 1. And I don't think that it is intended for claws to be put on limbs other than the normal arms you start with. She's made possible without bending the rules to the best of my knowledge.

So no, haven't thought about that. Maximizing claw attacks is in a grayish area IMO, so I won't be modifying it. It's a great way to make her even better, of course.


Go go team night shift!

... that is all.

Dark Archive

Christopher Lee wrote:

Hey, I'm joining a new gaming group here in Korea and discovered today that my balanced Conjurer is completely overshadowed by every other member of the group to the point that it is un-fun. The GM all but actively encourages rules-cheesing...but I haven't tried to make a broken character in a very long, and neve rin PF.

He is allowing feats/races/classes from 3.5...but I'd like to stay pure PF if possible. I just want to be able to compete with characters like the Goliath barbarian with monkey grip and enlarged by the sorceror doing 5d6 per swing at level 5. And he is one of the less powerful characters. It is frustrating, and not really the type of game I like...but it is the only one in town at the moment, and I'm too busy to GM myself.

EDIT: We are level 5, and pretty much anything goes/is allowed.

I 3rd. Druid. Many people use to refer to Wizards of the Coast as Druids of the Coast just because of this build. Although Its versatility is unprecedented.

Druid - 5 / Planar Shepherd - 10 / War Shaper - 4 / Natures Warrior - 1
Alternately you could take 1level of monk at first level and drop Natures Warrior.

- Take Divine Minion Template for your character
* wild shape as a 11th level Druid (animal forms only). This will ensure power at lower levels and be helpful the entire build.

- Take alt. Class ability Elemental Companion (elemental of your choice) grows in power as you level.

Planar Shepherd allows you to wildshape into magical beasts, elementals and Any Outsider native to a Plane you choose to call your second home, while retaining all of the supernatural and spell like abilities and stats. This choice of Plane will vary depending on what kind of power you want.
- Fernia (fire) wildshape into a Balor / Efreeti many more...
- Kythri (chaos plane) Titans / Slaads / Chaos Beast
- Mabar NIGHTSHADEs
- Risia (Ice) Immoth
- Syrania Angels (all)
- Dal Quoar this in conjunction with the planar bubble ability will 10 rounds of action to every 1 round outside the bubble.
- Negative Energy plane voidstones, negative lecels, undeads

Feats - just off top of my head
Dilute aura
Powerful Shape
Feral Combat Training
Dragon style
Dragon Ferocity
Primal Wild Shape
Initiate of Nature

Just Google Planar Sheperd Handbook, it will appear on top of page and explain all the cheese gravy you need.


Cheapy wrote:

beej...you are aware that if you grapple someone who isn't adjacent to you, you have to move them to be adjacent to you, right? And that while grappled, they can still full-attack you?

And you have d6 HD and bad AC?

Strangling Hair spell (short range) doesn't drag them closer, it just gives them the grappled condition. Then you can pin them on round 2 with your ordinary Prehensile Hair, then send the Strangling Hair out for another target.

It's not an infallible combo, but you're still a Witch, and you get a super high DC on your Slumber Hex / etc. Plus spells. Mitigate your AC and squishyness by Fly hex.


Problem here is not the players, problem is that the GM can't challenge a few min maxed melee types without going wahoo with the CR.

That said you mentioned 3.5 is allowed but should be avoided.

Make sure that the other palyers have done that as well, because a few 3.5 feats are ridiculous and even one of them can make a strong char OPed.

If you want instant power then do a melee Druid with a great cat companion, especially at level 6 I doubt there is a stronger char in combat with that much versatility.

Summoning will not work because the opponents are just too tough.

However if you want to wait out a few levels your Conjurer can really start to shine with SoS spells and utility (Fly ftw).


beej67 wrote:
Cheapy wrote:

beej...you are aware that if you grapple someone who isn't adjacent to you, you have to move them to be adjacent to you, right? And that while grappled, they can still full-attack you?

And you have d6 HD and bad AC?

Strangling Hair spell (short range) doesn't drag them closer, it just gives them the grappled condition. Then you can pin them on round 2 with your ordinary Prehensile Hair, then send the Strangling Hair out for another target.

It's not an infallible combo, but you're still a Witch, and you get a super high DC on your Slumber Hex / etc. Plus spells. Mitigate your AC and squishyness by Fly hex.

It's part of the grapple rules, unfortunately.

Quote:
If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails).

So if you are flying, and they aren't flying, I guess you can't grapple them if the can't be adjacent to you.

I wonder what the carrying capacity of your hair is, hrmmm.


Quote:
It's part of the grapple rules, unfortunately.

The Strangling Hair spell is a spell, it's like Web in that it grants the grappled condition to the target as a spell effect. It doesn't automatically drag them 35 feet across the battlefield to stand next to you. You also can't pin with Strangling Hair.

I believe Prehensile Hair would, since it's a natural attack, not a spell, but it's only got 10 foot reach as opposed to 30+ ft range anyway. But as I say, get them grappled at range, and if they (or you close) to within reach, pin them with the Prehensile Hair.

Quote:
So if you are flying, and they aren't flying, I guess you can't grapple them if the can't be adjacent to you.

Can a Dragon or a Roc not grapple you as they fly by? I always presumed they could. They clearly have a carrying capacity that includes your weight though.

Quote:
I wonder what the carrying capacity of your hair is, hrmmm.

It's based on your INT bonus, and they specify you don't need to worry about how strong your neck is to hold something. The question in this case (flying grappling) would be how much your Fly Hex can carry, which is based on Fly spell. Spell text says you can carry up to a heavy load, so it looks very much like a Prehensile Hair attack from above would lift the grappled guy up into the air, when he's sucked to within 5 feet of you by attaining the grappled condition.

That's very interesting. I don't think I'd realized that. Pin someone, tie them up, carry them into the sky, drop them, falling damage. That's ugly.


Ah, I missed the line that specifically says it can't move them, which overrides the general rule that if you grapple, they move closer to you. Prehensile hair doesn't have that line however.


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Christopher Lee wrote:
Dabbler wrote:
Here's a suggestion: Don't TRY and compete with them all. Do something none of them can do instead. If they all dish mega-damage, focus on battlefield control, or maneuvers, or utility spells.

I've tried that...it is what the character was built to do since they already have a Sorceror acting as a mobile weapons platform. The enemies are beating my DCs easily, though, and ignoring nearly all of my control spells except for the Create Pit line. I'm not happy just being the buffer, which is what I've been relegated to.

Pretty much the only thing the party can't do to the XTREME right now is stealth/precision damage/skill monkey and battlefield control. They have a rogue, but she just kinda runs around hiding and doing nothig else.

I can't see how to get XTREME at battlefield control without getting my DCs higher...which isn't terribly easy to do.

Wizard 20, focused on battlefield control and conjuration. You can continually rev up your game until the players and GM tell you to tone it down or start house ruling you. There are tons of battlefield control spells, such as sleet storm that allow no save. Use spells like simulacrum to create plenty of minions who can do stuff (succubi have a DC 22 charm at-will; balors have an at-will DC 27 dominate monster and power-word stun; ice devils have at-will wall of ice and ice storm; pit fiends have at-will DC 27 mass hold monster; solars have a lot of nice buffs and summon monster VII at will; etc). So much shredded cheese on your pizza.

Load yourself down with spells that either don't allow a save or punish enemies even on a save. Spells like waves of exhaustion can end a battle even on a save, since it will fatigue everyone even on a save (no running, no charging, and penalties). Enervation deals 1d4 negative levels with no save.

Create a powerful intelligent item golem, and equip it with a life drinker axe (you can craft this yourself as well). Life drinkers deal 2 negative levels with every hit. Golems have a perfect BAB, and if it's Intelligent it gets feats, allowing it to pickup the weapon proficiency. It's immunity to SR-allowing spells make it pretty nice, and you can give it a variety of useful spell-like abilities.

Consider being iron man. Build a large golem intelligent golem mecha that you ride around inside with little shutters that you can open to get line of sight for your spells. Then sit inside of it while your golem is ruining enemies in melee and range (again, Intelligent constructs get feats, so pickup some weapon proficiencies) while you cast spells from inside of it, and have your familiar ready actions to close the port hole whenever someone casts an offensive spell at you (thus denying them line of effect to you). Incidentally, you should be shooting for one of these guys for maximum awesomeness (nearly indestructible shell, fast healing, epic damage reduction, powerful natural attacks, 30 hit dice, which is a nice fat +30 BAB and about 15 feats if made Intelligent; etc).

Use your imagination? :)

EDIT: Incidentally, an Intelligent adamantine golem looks sexy with the Vital Strike line of feats. Base damage is 6d10 damage on their slam attacks. Greater vital strike makes that 24d10 damage as a standard action. Can you say "FALCON PUUUUUNCH!!"?


Or just play a bard, and dominate any social situations the party is in.

Then claim they're your henchmen.

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