
Captain Yeti |

My favorite character died who was the party healer, now I want to go pure on damage. We have 30 points to build with, have to stick to core books and such. I would love some help on building the most munchkin power build I can get. I would like to avoid a two handed fighter type. A full on power archer might be good, or I also heard about an arcane caster build that drained levels with almost endless rays of frost. Basically I need some help with making something most GMs would cringe to allow, but still following all the rules.
Thanks gang

ashern |
Guide ranger archer. Be a human. Start with a 20 in dex and get the best bow you can. Fill everything full of pointy pointy arrows.
Though if you reeeeallly want to push the envelope, I'd suggest Cheapy's masterpiece. It's not normally suggested, but is probably what you are looking for. Amy Alchy
That should cover the two basic non THW optimized DPR builds around here. If neither of those suite you, give some more details about what you are interested in.

wraithstrike |

I would only go with the the guide variant if you are multiclassing. If you are you going straight builds for both classes then the normal ranger is pretty good.
A paladin archer also does a lot of damage. Stacking favored enemy and smite should kill most anything within APL+2 of the party's level in one round, no more than two, if it is evil. If it is not evil then it will still suffer.
What level are you starting at?

Captain Yeti |

level 12, and equipment is pretty open and I can get the majority of it at cost as well so lots of room for power play.
By the way this is not intended for a long term character, he is going to be fun fill in till we reach a point when I can get my healer back. Sort of like a nice super sweet dessert till I get back to my diet.

I'M INCREDIBLE! |

Ranger/Fighter. Take the Archery line. Take standard archer fighter feats, along with the entire snap shot line, combat reflexes and make your horse super mobile. Pick up greater bracers of archery, gloves of dueling, boots of haste and the baddest bow you can. Stack your favored enemy something rare (like dragons), and use the ranger spell instant enemy on every encounter. Melt all enemies!

deuxhero |
A bit tricker than 3.5 due to limited classes.
It's still hard to beat Wizard//Whatever or Cleric//Whatever (don't try WIzard//Cleric though, you will split your attributes, have only one set of actions and end up weaker for it) in raw power, but that's full casters instead of synergy.
Druid//Monk would be the core only gestalt of choice, but Monk and Druid nerfs hurt it bad. Druid 20///Monk 1/Inquisitor 2/whatever 17 could work.
Sorcerer//Paladin is also a classic and has been buffed due to the buffs to both.
While it can't match even a non-gestalt full caster in raw power, Drunken Brute Barbarian 20//Alchemist 20 is neat, due to how you can still "cast" extracts (they aren't actually spells) when raging and how their potion like nature reduces "casting time" with Drunken Brute.

Halfling Barbarian |
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Munchkin, huh? Suli oath of vengence paladin/gendarme beast rider cavalier (order of the sword).
Choose an elephant mount and make your sacred bond with a lance (Put all the points into straight enhancement).
Starting stats Str 20, Dex 10, Con 13, Int 8, Wis 10, Cha 18
Put all points into str. (23)
Feats:
1st Mounted combat
1st Bonus Ride By Attack
3rd Spirited Charge
5th Weapon Focus
5th Bonus Power attack
7th Trample
8th Bonus Improved Bull Rush
Order of the sword 8th Skill focus: ride
9th Trick Riding
11th Pick anything you like.
11th Bonus Unseat
So at level 12 without figuring in any bought magic items...
Charging Suli on the elephant with = +23 to hit, 3d8 + 81 (19-20 x 3 crit)
You may also challenge 4/day and smite evil 4/day (+1 if you use 2 lay on hands)
This makes your charge attack...
+31 to hit, 3d8 + 153 (19-20 x 3 crit). And I'm not even adding in the extra bonus you'd get against evil dragons, undead, etc.
In addition, your saves are awesome, you can wear heavy armor with very few penalties, and you have tons of party buffs that are always on.

StreamOfTheSky |

Define "core books and such". Any 3.5 books allowed? Which of PF? APG, UM, UC, ARG, UE...?
I have a gestalt menhir savant druid // ranger archer, though that was w/ 3E alt. class features to remove redundancy. Without those, I guess druid//fighter or druid//zen archer monk works, too. Level 12 is about where you can just turn into a big a@@ elemental and pwn things with bow full attacks. You'd need the Ultimate Equipment (UE) bow property to have an adjustable strength bonus, costs a flat 1000 gp. Turn into a Huge (or smaller, as location dicatates) Air elemental. Enjoy a str and dex boost and size huge bow damage (3d6 base damage; 4d6 with gravity bow).
Works well for me...
For melee... Synthesist Summoner // Vivvisectionist (Beastmorph?) Alchemist can get an absurdly large amount of attacks, pounce, and full sneak attack progression, with the ability to cast greater invisibility on himself.
A Master of Many Styles Qinggong Monk mixed with either a full BAB class (Fighter is best, Ranger isn't bad either) or a full casting class could be built as a counter-attack machine. Get Snake Fang and the entire Panther style line, later on add the entire Crane style line for more defense...
Enemies provoke an AoO everytime they miss you (snake fang), enemies that AoO you for moving provoke a free attack (does NOT deplete AoOs from you) from you (panther feats), and you can use an immediate action to again attack anyone that missed you (snake fang and crane riposte, they kinda overlap there sadly). And the first melee hit on you each round is turned into a miss (crane wing) and you fight defensively for +4 AC and only -1 to hit (crane style, crane riposte, and 3 acrobatics ranks).
Problem would be "drawing aggro", ie, getting them to actually try to attack you.
Just some unique ideas. 2H weapon build always works as well, of course.

Halfling Barbarian |

Munchkin, huh? Suli oath of vengence paladin/gendarme beast rider cavalier (order of the sword).
Choose an elephant mount and make your sacred bond with a lance (Put all the points into straight enhancement).
Starting stats Str 20, Dex 10, Con 13, Int 8, Wis 10, Cha 18
Put all points into str. (23)
Feats:
1st Mounted combat
1st Bonus Ride By Attack
3rd Spirited Charge
5th Weapon Focus
5th Bonus Power attack
7th Trample
8th Bonus Improved Bull Rush
Order of the sword 8th Skill focus: ride
9th Trick Riding
11th Pick anything you like.
11th Bonus Unseat
So at level 12 without figuring in any bought magic items...
Charging Suli on the elephant with = +23 to hit, 3d8 + 81 (19-20 x 3 crit)
You may also challenge 4/day and smite evil 4/day (+1 if you use 2 lay on hands)
This makes your charge attack...
+31 to hit, 3d8 + 153 (19-20 x 3 crit). And I'm not even adding in the extra bonus you'd get against evil dragons, undead, etc.
In addition, your saves are awesome, you can wear heavy armor with very few penalties, and you have tons of party buffs that are always on.

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Let's see. This isn't fully optimized, it is just a sketch. There is plenty of more room to boost offense, but this has a good balance of defense and protection in it too.
Half-elf Synthesist 12/Savage Warrior Fighter 10 with a two level dip into Master of Many Styles Monk of the Sacred Mountain.
Half-elf stats: STR 10+6belt DEX 10 CON 14+1+1 INT 13+1 WIS 18+2 CHA 14
Levels: F F M F M F F F F F F F/ Sx12
Why? The Master of Many Styles monk gets to ignore prereqs with the two bonus style feats. So, he can take the starting style feat as a normal feat, skip the second and jump straight to the third with the bonus feat (affects the snake line).
Feats:
1 Combat Reflexes
1(F1) Weapon Focus (Claws)
2(F2) Power Attack
3 Snake Style
3(M1) Snake Fang, (M1 bonus) Improved Unarmed Strike, (M1 bonus) Stunning Fist
5 Dragon Style
5(M2)Dragon Ferocity, (M2 bonus) Toughness
6(F4) Feral Combat Training
7 Combat Style Master (enter styles faster including in surprise round)
8(F6) Furious Focus
9 Extra Evolution
10(F8) Weapon Specialization (Claws)
11 Extra Evolution
12(F10) pick anything
Items:
45,000 gp ~ Holy Vicious Amulet of Mighty Fists +0. +4d6 damage, 1d6 self inflicted. It is 40% of your WBL, which is reasonable for a main weapon.
36,000 gp ~ Belt of STR +6
9,000 gp ~ Cloak of Resistance +3
18,000 gp ~ other stuff
Quadruped Synthesist, in the shape of a cattaur. Clawed arms and foreleg paws.
Evolutions: 19 = 16 base + 3 Favored Class bonus + 3 feat bonus
Evolutions: pounce(1) + clawsX2(2) +limbs(arm)(2) + large(4) + skilled(perception)(1) + resist(fire,electric)(2) + Imp Nat Armor (1) + energy attacks(2) + spell resistance(4)
The beasts stats turn out as
STR 27+1+6belt DEX 17 CON 17+1 INT 13+1 WIS 18+2 CHA 14
NA +2+10+2
AC = 42 = 10 base + 14 NA + 2 Imp Nat Armor + 3 DEX + 5 WIS + 4 Mage Armor +4 Shielded Meld
Touch AC = 18, Flat footed AC = 39
Snake Style + immediate action can boost Touch AC to d20+20 against one opponent if Sense Motive is maxed out in ranks.
SR = 23 = Synthesist level + 11
Resist: 15 fire, 15 electricity
Perception = 30 = +2 elf + 3 class monk + 12 max ranks + 5 WIS + 8 skilled
Other niceties: Darkvision and Evasion
HP while merged = 10f+6*9f+5*2m+12*4con + 12Toughness= 134 Real and 9*6e+9*4con = 90 Temporary
Holy Vicious Amulet of Mighty Fists +0. Cost 45,000 gp, +4d6 damage, 1d6 self inflicted. It is 40% of your WBL, which is reasonable for a main weapon.
Attacks: claw x4: 12 bab + 12 STR + 1 WeaponFocus -1 Large - 3 Power attack +2 Savage Warrior = +26/+23/+23/+23 to hit
Attack while charging: additional +5 to hit due to Savage Warrior's Savage charge replacing the normal +2 from charge == +28/+25/+25/+25 to hit
bite: 12 bab + 12 STR -1 Large - 3 Power attack = +20, d8 + 12STR + 6 PA + 4d6 AoMF + d6 energy
Damage: 1d8 + 12STR*1.5 + 9 Power Attack +2 Savage Warrior +2 Weapon Spec +AoMF + energy attack = d8 + 31 + 4d6 AoMF + d6 energy = average damage of 53 or 40 per attack times 5 attacks for 252 damage per round.
You are able to charge through difficult terrain and allies, then attack with all five attacks at full BAB==level. Since pounce allows you to full attack at the end of a charge, every 10 foot movement or more is declared as a charge. Therefore, you can always full attack unless you have to turn around a hard corner.
Every missed attack against your AC 42 provokes an attack of opportunity, of which you get four.
Saves: Fort 19 Reflex 14 Will 21 including the cloak +3 to enhance them. You have an additional +2 vs. enchantment (half-elf), +2 vs. sleep, paralysis and stun (Dragon Stance), +3 vs. energy drain and death (Savage Warrior).
Your weakness, Damage Resistance. Fighting a creature with DR will slow you down considerably because you depend on multiple attacks.
Oh, you are a spell caster than can self buff too. ;-) Mage Armor, Overland Flight and Haste are all your daily "go to" spells.
Design Synergies:
a) Dragon Stance lets you charge through most obstacles. Pounce lets you full attack at the end of the charge. Savage Charge changes the attack bonus from +2 to +5 for charging.
b) Feral Combat Training allows all the monk goodness on natural weapons. Savage Warrior gives additional bonuses on natural weapons. And the AoMF applies to all natural weapon attacks.
c) Snake Fang allows for every missed attack against you to provoke an AoO. Very few things are going to hit your AC 42.
d) The SR is not great, but if it negates a third of the spells thrown at you, it was worth it. The reflex is a little low, so the resist fire and electricity cuts down on the overall damage you take, if SR didn't get it.
e) Dragon Ferocity changes natural weapon damage from STR to STR*1.5, which cascades down to Power Attack damage as well.
Books: Core Rule Book, APG, Ultimate Magic, Ultimate Combat.
PS. This is a gestalt character with highly pumped ability purchase points. Properly built synthesists are not this over the top.

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An gestalt archer built...
Cleric 12// Zen archer monk 4/Ranger 8
This will give you all the archer feats you need.
And with an Base Attack of +11 you get all the attacks you need.
This one makes use of an as high as possible Wis score.
So buff yourself into heaven and make the GM cry ;)
And the beauty of the build is that you gain all the Archery feats without having to qualify for them ^^
So with 30 points to build with I would do something like this before racial bonuses:
16 Str
15(raise to 16 at level 12) Dex
10(You should be capable of keeping away from the enemy) Con
10 Int
18 Wis
7 Cha

Sean FitzSimon |

You could try a few of my favorite gestalt builds:
Oracle of Lore / Bard: Specialize in summoning in combat to fill the board with Summoned creatures that you then buff with bardic performance. You also add your charisma to your AC and have knowledge checks so high it would make your DM cry (int + cha + skills + class bonus + 1/2 level).
Fighter (Archer) / Summoner: Build your Eidolon to be a melee beast and focus everything on doing damage. Meanwhile build your actual character to be a demon of an archer, devastating combat from both melee and ranged while you essentially play two characters.
If you're really looking to make your DM cringe you need to abuse the only part of the game that Gestalt doesn't really touch- action economy. Figure out a way to get multiple actions per round that matter and you can "win" the game.

Captain Yeti |

This is the pick I went with, with a couple of modifications. I switched to Aasamir, and I was not able to go with the weapon, I was limited to 1/3 of my starting cash for any one item. I ended up with an option that was shocking/frost for a +2 combo. This did allow me to add wings of flying though as well.
I was not sure exactly how you were arriving at the 134 hps.
I was looking at it being
10d10 worth of fighter levels
2d8 worth of monk levels
toughness for
Con bonus
I am not sure what i am missing here. I am probaly just not understanding your shorthand.
Second part is how would you recommend leveling this guy up.
I did come up with a pretty cool backstory for this guy. He is still a powermonster, but at least he is entertaining now from a roleplaying side.
Let's see. This isn't fully optimized, it is just a sketch. There is plenty of more room to boost offense, but this has a good balance of defense and protection in it too.
Half-elf Synthesist 12/Savage Warrior Fighter 10 with a two level dip into Master of Many Styles Monk of the Sacred Mountain.
Half-elf stats: STR 10+6belt DEX 10 CON 14+1+1 INT 13+1 WIS 18+2 CHA 14
Levels: F F M F M F F F F F F F/ Sx12
Why? The Master of Many Styles monk gets to ignore prereqs with the two bonus style feats. So, he can take the starting style feat as a normal feat, skip the second and jump straight to the third with the bonus feat (affects the snake line).Feats:
1 Combat Reflexes
1(F1) Weapon Focus (Claws)
2(F2) Power Attack
3 Snake Style
3(M1) Snake Fang, (M1 bonus) Improved Unarmed Strike, (M1 bonus) Stunning Fist
5 Dragon Style
5(M2)Dragon Ferocity, (M2 bonus) Toughness
6(F4) Feral Combat Training
7 Combat Style Master (enter styles faster including in surprise round)
8(F6) Furious Focus
9 Extra Evolution
10(F8) Weapon Specialization (Claws)
11 Extra Evolution
12(F10) pick anythingItems:
45,000 gp ~ Holy Vicious Amulet of Mighty Fists +0. +4d6 damage, 1d6 self inflicted. It is 40% of your WBL, which is reasonable for a main weapon.
36,000 gp ~ Belt of STR +6
9,000 gp ~ Cloak of Resistance +3
18,000 gp ~ other stuffQuadruped Synthesist, in the shape of a cattaur. Clawed arms and foreleg paws.
Evolutions: 19 = 16 base + 3 Favored Class bonus + 3 feat bonus
Evolutions: pounce(1) + clawsX2(2) +limbs(arm)(2) + large(4) + skilled(perception)(1) + resist(fire,electric)(2) + Imp Nat Armor (1) + energy attacks(2) + spell resistance(4)The beasts stats turn out as
STR 27+1+6belt DEX 17 CON 17+1 INT 13+1 WIS 18+2 CHA 14
NA +2+10+2
AC = 42 = 10 base + 14 NA + 2 Imp Nat Armor + 3 DEX + 5 WIS + 4 Mage Armor +4 Shielded Meld
Touch AC = 18, Flat footed AC = 39
Snake Style + immediate action can boost Touch AC to d20+20 against one opponent if Sense Motive is maxed out in...

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Considering what you said about the rays, I'd go spellslinger sorcerer with only up to lvl 5 in wizard/spell slinger and lvl 7 in the musket master.
I'm not exactly clear on gestalt rules, as I understand them you simply just have two classes or mix there of equaling lvl 12 each.
The gun will let you use enervation and other rays/cones/lines etc.