
Tarantula |

If we take Seregon, and change him to a Two-handed fighter archetype instead. He can use his devastating blow power to get an autocrit on Mr.T
Damage would be (2d4+49(10 str+20 greater power attack+5 enhancement+6 WT+4 WS))x5 and autocrits. AC would be 4 less due to losing armor training and the dex bonus. Average of 270 damage a round. Pretty much guaranteed to hit. (Change his feats to scythe as appropriate). Also, he isn't reliant on full-attacks to knock Mr.T down, so in 3 rounds of move/attacking Mr.T will drop.
Even better if we could trade out for some critical feats (blind/staggered/stun/fatigue/exhausted is not something Mr.T is immune to)

7heprofessor |
If we take Seregon, and change him to a Two-handed fighter archetype instead. He can use his devastating blow power to get an autocrit on Mr.T
Damage would be (2d4+49(10 str+20 greater power attack+5 enhancement+6 WT+4 WS))x5 and autocrits. AC would be 4 less due to losing armor training and the dex bonus. Average of 270 damage a round. Pretty much guaranteed to hit. (Change his feats to scythe as appropriate). Also, he isn't reliant on full-attacks to knock Mr.T down, so in 3 rounds of move/attacking Mr.T will drop.
Even better if we could trade out for some critical feats (blind/staggered/stun is not something Mr.T is immune to)
There are many things that could be done to change the build to make it work. I think I've illustrated the fault in the original claim, barring a response from Ravingdork.
Other than possibly the lance chargers or pouncers that deal hundreds upo hundreds of points of damage in one turn *and* can reliably charge despite the myriad things that can prevent a charge, no melee build should ever be on a "broken builds" list. Unless broken is to include underpowered/nonfunctional as well as overpowered, since both extremes are right to consider "broken."
Does this statement include casters that happen to melee? (i.e. Druids/battle oracles/clericzillas)

Marthkus |

Druid 20
I never felt bad or weak in any situation. I could roflstomp many situations.
Now the most broken build I've ever seen (in pathfinder) was an archer paladin in the hands of my friend who rarely rolls lower than 15 and rolls a couple 20s each round. When he DMs he keeps rolling until he does not crit (this can take a minute or two). We have banned dice. It doesn't stop.
The archer paladin was then killed off to be replaced by a horse-poop alchemist that had poisons that why kill anything not immune to poisons. Next boss we fought something immune to poisons.
Throughout all that mess my druid was just kicking butr while being the primary party tank. At higher levels he did more casting than smacking.

Ravingdork |

I originally built Seregon as a mental exercise (I was inspired by the fighter VS balor thread). Then he had a ring of freedom of movement. When the APG came out and human fighters could suddenly add HUGE bonuses to their CMDs against certain maneuvers, I didn't see much need for it anymore. So I instead gave him a ring of regeneration to increase his durability throughout an adventuring workday.
I also wanted to see how big a tank I could make. I found that I could do better than Seregon does, but there was no need to do so since (at the time of his creation) nothing published could hit him on anything but a natural 20.
As written, he has a better than 75% chance of beating Mr. T on the big guy's terms. Switch out the rings as noted above and it just isn't even fair anymore.

Tarantula |

As written, he has a better than 75% chance of beating Mr. T on the big guy's terms. Switch out the rings as noted above and it just isn't even fair anymore.
I assume you're talking about an all out slugfest (full-round attacks each way).
How does he handle the issue of reach? If Mr.T just moves back 30' each round, and makes a single attack or grapple attempt? Can his standard action hit do enough to whittle down Mr.T before he gets swallowed?

StreamOfTheSky |

Does this statement include casters that happen to melee? (i.e. Druids/battle oracles/clericzillas)
It includes casters whose best / most powerful schtick is melee combat related.
It does not include a Paragon Surge abusing Oracle, who also happens to have the Battle mystery and tends to fight in melee a lot, for example.

Ravingdork |

Ravingdork wrote:As written, he has a better than 75% chance of beating Mr. T on the big guy's terms. Switch out the rings as noted above and it just isn't even fair anymore.I assume you're talking about an all out slugfest (full-round attacks each way).
How does he handle the issue of reach? If Mr.T just moves back 30' each round, and makes a single attack or grapple attempt? Can his standard action hit do enough to whittle down Mr.T before he gets swallowed?
Want me to say you're right? Fine. You're right--IF a GM plays the tarrasque as anything other than a big dumb lizard.
Seregon was NEVER meant to fight the tarrasque without the ring of freedom of movement anyways. I just neglected to mention that I had changed him for more conventional adventuring at some point (I had simply forgotten that he no longer had the ring).

Lemmy |

Tarantula wrote:Want me to say you're right? Fine. You're right--IF a GM plays the tarrasque as anything other than a big dumb lizard.Ravingdork wrote:As written, he has a better than 75% chance of beating Mr. T on the big guy's terms. Switch out the rings as noted above and it just isn't even fair anymore.I assume you're talking about an all out slugfest (full-round attacks each way).
How does he handle the issue of reach? If Mr.T just moves back 30' each round, and makes a single attack or grapple attempt? Can his standard action hit do enough to whittle down Mr.T before he gets swallowed?
But... Isn't that what the Tarrasque is? A big dumb lizard with never-ending hunger?
Well... I suppose it could be controlled or something... But that'd be an exception, not the rule... Controlling Tarrasques is not supposed to be easy, right?
Rogar Stonebow |

Ravingdork wrote:Tarantula wrote:Want me to say you're right? Fine. You're right--IF a GM plays the tarrasque as anything other than a big dumb lizard.Ravingdork wrote:As written, he has a better than 75% chance of beating Mr. T on the big guy's terms. Switch out the rings as noted above and it just isn't even fair anymore.I assume you're talking about an all out slugfest (full-round attacks each way).
How does he handle the issue of reach? If Mr.T just moves back 30' each round, and makes a single attack or grapple attempt? Can his standard action hit do enough to whittle down Mr.T before he gets swallowed?
But... Isn't that what the Tarrasque is? A big dumb lizard with never-ending hunger?
Well... I suppose it could be controlled or something... But that'd be an exception, not the rule... Controlling Tarrasques is not supposed to be easy, right?
Is it possible for a beast bonded witch take over the body of a taaresque? Or maybe face their familiar do it?

Azothath |
I don't know why everyone's afraid of a dumb Tarrasque... you WANT to get swallowed... they are far easier to deal with once you're inside. One Rope Trick (overcoming the SR) and you have a room in a tarrasque where spells work easily and you don't have to stand in the stomach acid. Remember to take a pole arm so you can prod the beasty in the direction you want to go...

7heprofessor |
I don't know why everyone's afraid of a dumb Tarrasque... you WANT to get swallowed... they are far easier to deal with once you're inside. One Rope Trick (overcoming the SR) and you have a room in a tarrasque where spells work easily and you don't have to stand in the stomach acid. Remember to take a pole arm so you can prod the beasty in the direction you want to go...
Again, 3 Int isn't as dumb as you think. Imagine a PC with a 3 Int barbarian; whatever you'd allow her to do you must allow the Tarrasque. Plus, it's impossible to accurately depict exactly what a 3 Int creature would do instinctually.
Also, casting that Rope Trick is going to be difficult without an INSANE Concentration bonus. Remember, you're taking 6D6+22 plus 6D6 acid ongoing damage. That's an average of 64 damage. Meaning the Concentration check is 10+2(spell level)+32(1/2 dmg)= 44!

Azothath |
so... a Resist Acid(CL11=@30pts)/Protection from Energy(Acid)(120pts)
and Freedom of Movement(spell/ring)? (you might have to lower the spell to get swallowed)
ohhhh - and one meat suit (in case the tarrasque doesn't want to swallow you due to it's subjectively high INT... lol...)
All within a 12th level character's grasp.
8^)

Rerednaw |
So as the subject says I would like to see the builds of peoples most broken and cheese builds. Now with this I would like to know why you think it is broken and how it is supposed to work as just a small chart of lvls and abilitys only goes so far.
I'm also willing to post if ppl would like.
Nice thread...may I suggest adding a few variables?
At level 1.
At level 4.
At level 7.
At level 12.
Pathfinder or Pathfinder Society?
Core or all Paizo?