Your Single most OP Charachter concept PFS Legal!


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The Exchange

my favorite is on its way to being a mystic theruge, cleric sorc(empyreal)

Dwarf cleric2/ sorc2
Stats:
Str: 9
Dex: 14
Con: 14
Wis 20
Int 12
Cha 8
Skills: knowledge arcana, religion, spellcraft, your choice
Traits:Eastern Mysteries (for when your spell NEEDS to connect), classically schooled (for dispelling)
Feats
1: Iron hide (i like having ac)
3: Spell Focus (i did enchant because he is a controller, evocation if you want to blast things)
5-11: haven't gotten that far

alternate race abilities: spell resistance gms hate it.

Favored class point: +1 hp when taking sorc, +.5 abilites when taking cleric

domain abilities: arcane beacon (helps you and your arcane friends), resistant touch (i needed another domain and you can help another player if they need it i guess)

bloodline abilities: Heavenly Fire, (stuck with it to have one casting ability)

Spells: you pick them
10 1st level: 4 prepared cleric spots +1 domain, 6 spots for sorc
9 0 level: 4 prepared cleric spots, 5 spells known

casting 1st level spells of your selected school using arcane beacon dc18 at level 4. Once per day using arcane mysteries and beacon dc20, or dc19 with +1 caster level

Grand Lodge

Tariq Nuha wrote:

my favorite is on its way to being a mystic theruge, cleric sorc(empyreal)

Dwarf cleric2/ sorc2
Stats:
Str: 9
Dex: 14
Con: 14
Wis 20
Int 12
Cha 8
Skills: knowledge arcana, religion, spellcraft, your choice
Traits:Eastern Mysteries (for when your spell NEEDS to connect), classically schooled (for dispelling)
Feats
1: Iron hide (i like having ac)
3: Spell Focus (i did enchant because he is a controller, evocation if you want to blast things)
5-11: haven't gotten that far

alternate race abilities: spell resistance gms hate it.

Favored class point: +1 hp when taking sorc, +.5 abilites when taking cleric

domain abilities: arcane beacon (helps you and your arcane friends), resistant touch (i needed another domain and you can help another player if they need it i guess)

bloodline abilities: Heavenly Fire, (stuck with it to have one casting ability)

Spells: you pick them
10 1st level: 4 prepared cleric spots +1 domain, 6 spots for sorc
9 0 level: 4 prepared cleric spots, 5 spells known

casting 1st level spells of your selected school using arcane beacon dc18 at level 4. Once per day using arcane mysteries and beacon dc20, or dc19 with +1 caster level

So you know you can only pick one favored class, so you have to pick cleric or sort, you can't have both.


Kiinyan wrote:


So you know you can only pick one favored class, so you have to pick cleric or sort, you can't have both.

I picked sorc because i will need 3 levels of sorc vs 2 of cleric either are valid choices those were my thoughts at character creation

Grand Lodge

Kayakers6 wrote:
Kiinyan wrote:


So you know you can only pick one favored class, so you have to pick cleric or sort, you can't have both.

I picked sorc because i will need 3 levels of sorc vs 2 of cleric either are valid choices those were my thoughts at character creation

Ah, I thought you had chosen both.

Side note: I may be forgetting but don't you need 2nd level spells of both, thus 4 and 3 not 3 and 2?


Bigdaddyjug wrote:
Sitri wrote:

"Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery."

Why would you think you could reload with this? Not only is retrieving and reloading two entirely different things, the swift action doesn't even exist on the spectrum of possible time frames that it might take to reload a firearm.

"Reloading a weapon" is a specific type of action that includes retrieving the piece of ammunition and loading the weapon. The tail can certainly do this. If the "reloading action" is faster than a swift action, it takes a swift action. If it takes longer than a swift action, it takes that amount of time.

I agree that you would not be able to reload 4 barrels in 1 round with your tail.

Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm.

Loading a firearm specifically calls out the need for a free hand.

Additionally, while retrieving the ammo may be part of the reload action, it doesn't mean that being able to retrieve entitles you to reload any more than being able to move 10 or more feat in a strait line automatically entitles you to charge.

Shadow Lodge

pauljathome wrote:
Darkflame wrote:

I would like you all to post your single most Broken/powerfull charachter concept PFS legal.

the idea is it has to shine from lvl 1 to 12 so no LVL12 only builds and the charachter does not know what party members he is gooing to have so he needs to be prepared for anything!

Broken and versatile are pretty much contradictory. The most powerful builds are generally very specialized.

You also rarely need hyper optimized builds in pfs.

I'd argue that the most optimal PFS builds are the ones which are the most flexible, especially synergistic multiclasses.


Yeah but i would like some full builds :-)
just to get some idea's :-)

Silver Crusade

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Kiinyan wrote:
Bigdaddyjug wrote:
I am building a paladin along these exact lines, except I'm an angel-blooded aasimar aasimar, so the only difference is my LoHs heal for 1 less HP per level. My other change will be Greater Mercy at 3 and Power Attack at 5. With the extra healing at level 3 I'll feel extremely comfortable playing in 4-5s for all of level 3.
From curiosity what feats did you snag at 7,9,11?

Oh I'm only level 2 now. Ultimate Mercy will definitely be in there as soon as I have 10 uses of LoH. I will probably take Furious Focus at level 7 and Extra LoH at 9. So probably:

1. Fey Foundlig
3. Greater Mercy
5. Power Attack
7. Furious Focus
9. Extra LoH
11. Ultimate Mercy


Nature Oracle with the 1.5 x level animal companion - it's a monster!

Sczarni

Darkflame wrote:

I would like you all to post your single most Broken/powerfull charachter concept PFS legal.

the idea is it has to shine from lvl 1 to 12 so no LVL12 only builds and the charachter does not know what party members he is gooing to have so he needs to be prepared for anything!

Why I ask is that I had a fighter1/magus1 involved in a TPK this wekend and I just hate it when you have to start from scratch! in a campaign you just make a charachter of the same lvl and go on! but I only had 1 PFS legal charachter and now its dead!

I didn't optimize and that is probably the reason i am dead i am normaly the optemizer in our group and this time i thought i would leave the heavy duty to the rest but none of them did anny deacent damage! and I was support!

so pleas post your PFS LEGAL Best of the Broken! from lvl 1-12

Qinggong 12 Monk/ Wolf Shaman 8 Druid w/liberation domain

Colossal Fist(12d8) damage with Flurry in Huge Wildshape + Strongjaw.

Not to mention the good saves, outstanding AC with a Dex/Wisdom build(also with everything stacking perfectly with the semi-naked classes - mage armor, shield(sp), bark skin, natural armor from wildshape, monk ac bonuses, wis/dex bonuses) and much higher than expected Str thus making the Monk even less MAD since it has Str/Dex/Wis at that point covered. Then some of the ridiculous spells the druid can use on the fly and defensive monk abilities along with increased movement speed.

Feels broken, but well deserved :)

Silver Crusade

Kazumetsa Raijin wrote:
Darkflame wrote:

I would like you all to post your single most Broken/powerfull charachter concept PFS legal.

the idea is it has to shine from lvl 1 to 12 so no LVL12 only builds and the charachter does not know what party members he is gooing to have so he needs to be prepared for anything!

Why I ask is that I had a fighter1/magus1 involved in a TPK this wekend and I just hate it when you have to start from scratch! in a campaign you just make a charachter of the same lvl and go on! but I only had 1 PFS legal charachter and now its dead!

I didn't optimize and that is probably the reason i am dead i am normaly the optemizer in our group and this time i thought i would leave the heavy duty to the rest but none of them did anny deacent damage! and I was support!

so pleas post your PFS LEGAL Best of the Broken! from lvl 1-12

Qinggong 12 Monk/ Wolf Shaman 8 Druid w/liberation domain

Colossal Fist(12d8) damage with Flurry in Huge Wildshape + Strongjaw.

Not to mention the good saves, outstanding AC with a Dex/Wisdom build(also with everything stacking perfectly with the semi-naked classes - mage armor, shield(sp), bark skin, natural armor from wildshape, monk ac bonuses, wis/dex bonuses) and much higher than expected Str thus making the Monk even less MAD since it has Str/Dex/Wis at that point covered. Then some of the ridiculous spells the druid can use on the fly and defensive monk abilities along with increased movement speed.

Feels broken, but well deserved :)

You didn't understand the PFS part of his request, did you?


Quote:
so please post your PFS LEGAL Best of the Broken! from lvl 1-12
Quote:

Qinggong 12 Monk/ Wolf Shaman 8 Druid w/liberation domain

Colossal Fist(12d8) damage with Flurry in Huge Wildshape + Strongjaw.

Not to mention the good saves, outstanding AC with a Dex/Wisdom build(also with everything stacking perfectly with the semi-naked classes - mage armor, shield(sp), bark skin, natural armor from wildshape, monk ac bonuses, wis/dex bonuses) and much higher than expected Str thus making the Monk even less MAD since it has Str/Dex/Wis at that point covered. Then some of the ridiculous spells the druid can use on the fly and defensive monk abilities along with increased movement speed.

Feels broken, but well deserved :)

Bit difficult to achieve with the PFS level cap at 12.


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Pathfinder Adventure Path Subscriber

If the OP wants a simple summoner build:
Race: any with +cha I prefer humans but other good options are gnome-pick up darkvision alternate racial or half-elf-class racial favored +1/4 evolution.

This build focuses primarily on the pet and summons.

Ash, Human Summoner.

Str 10(00)
Dex 14(05)
Con 14(05)
Int 13(03)
Wis 10(00)
Cha 15+2=17(07)

Feats:
Spell Focus Conjuration
Augment Summoning

Spells
0-Acid Splash, Det Magic, Guidance, Read Magic
1-Enlarge Person, Shield

Combat Gear:
Lamellar Armor(+4 AC, UE) 60 gp

Eidolon
Base form: Quadraped (speed 40)
Evolutions
1-Claw
2-Pounce
3-Improved Bite(1d8)
Feat: WF: Bite

In combat: Guidance on pet, send pet in. Spam cantrips for support or plinking. If buffing necessary, Enlarge Person on Eidolon. Bite becomes 2d6.

Eidolon default full attack is
+4 1d8+3(bite), +3 1d4+2(claw) +3 1d4+2(claw)
Not great but fairly decent for level 1.

Enlarged Eidolon full attack
+4 2d6+4(bite) +3 1d6+3(claw) +3 1d6+3(claw)

Shield can also be used on Eidolon to bump his AC but frankly if he drops, spamming Summon Monster I via the class ability as a standard is perfectly fine, especially since they are coming in augmented (+4 str, +4 con). You have 6 uses of Summon Monster per day, so don't afraid to use it.

Level 2: rebuild Eidolon to go focus on Bite attack (reach is a good choice) or perhaps splash a special movement form (climb speed) to enhance maneuverability. Spells: Grease is a good idea for both utility and battlefield control.

Level 3: Pick up Superior summoning feat. Now if Eidolon drops, spam 1d3+1 Augmented Eagles (each with claw, claw, bite) or horses if you want HP blockers. Add Improved Armor Evolution to Eidolon.

Level 4: Learn Haste as level 2 spell. Add Increase Ability Score (Str) to Eidolon. Have more fun.

Level 5+ pretty much do whatever you want.

Out of combat: you have 4 (5 with favored class) skill points per level with your summoner and 2 more with your Eidolon so you have most skills covered. Spells should focus primarily on buffing Eidolon first, utility and battlefield control second.


Currently? A ninja with 14 Charisma and maxed Diplomacy and Bluff. Because everybody else in the group has bought Charisma down to 7, and NOBODY buys social skills. Or Dungeoneering. Or Local Knowledge. She usually starts off with "Please forgive my companions' rudeness, they are but Western Barbarians."

It's easy to be OP in an area when everyone else bases their characters on the optimization guides.

Grand Lodge

ericthetolle wrote:

Currently? A ninja with 14 Charisma and maxed Diplomacy and Bluff. Because everybody else in the group has bought Charisma down to 7, and NOBODY buys social skills. Or Dungeoneering. Or Local Knowledge. She usually starts off with "Please forgive my companions' rudeness, they are but Western Barbarians."

It's easy to be OP in an area when everyone else bases their characters on the optimization guides.

Unless you're one of the other charisma based classes, some of which comprise the best classes in the game (cough summoner). As it is when my 12th level barbarian with a 7 charisma has both diplomacy and intimidate in the high teens. The problem with charisma dumps is people think they won't be good at it no matter what.


Kiinyan wrote:
ericthetolle wrote:

Currently? A ninja with 14 Charisma and maxed Diplomacy and Bluff. Because everybody else in the group has bought Charisma down to 7, and NOBODY buys social skills. Or Dungeoneering. Or Local Knowledge. She usually starts off with "Please forgive my companions' rudeness, they are but Western Barbarians."

It's easy to be OP in an area when everyone else bases their characters on the optimization guides.

Unless you're one of the other charisma based classes, some of which comprise the best classes in the game (cough summoner). As it is when my 12th level barbarian with a 7 charisma has both diplomacy and intimidate in the high teens. The problem with charisma dumps is people think they won't be good at it no matter what.

Me am barbarian. Me smash face. Me also bring rum.

But if you want to be superb at diplomacy a half elf summoner with 20 charisma and skill focus diplomacy lets you start with +12 diplomacy at level 1. You can do most missions taking 10 and by 4th you'll be able to do 6-7th faction missions taking 10. You'll also have the most powerful class in the game (potentially).


Tariq Nuha wrote:

my favorite is on its way to being a mystic theruge, cleric sorc(empyreal)

Dwarf cleric2/ sorc2
Stats:
Str: 9
Dex: 14
Con: 14
Wis 20
Int 12
Cha 8
Skills: knowledge arcana, religion, spellcraft, your choice
Traits:Eastern Mysteries (for when your spell NEEDS to connect), classically schooled (for dispelling)
Feats
1: Iron hide (i like having ac)
3: Spell Focus (i did enchant because he is a controller, evocation if you want to blast things)
5-11: haven't gotten that far

alternate race abilities: spell resistance gms hate it.

Favored class point: +1 hp when taking sorc, +.5 abilites when taking cleric

domain abilities: arcane beacon (helps you and your arcane friends), resistant touch (i needed another domain and you can help another player if they need it i guess)

bloodline abilities: Heavenly Fire, (stuck with it to have one casting ability)

Spells: you pick them
10 1st level: 4 prepared cleric spots +1 domain, 6 spots for sorc
9 0 level: 4 prepared cleric spots, 5 spells known

casting 1st level spells of your selected school using arcane beacon dc18 at level 4. Once per day using arcane mysteries and beacon dc20, or dc19 with +1 caster level

I have a question?

How are you able to cast Sorcerer spells at all with an 8 for Charisma.
"To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level."

Sczarni

Emperial Sorcerer uses Wis, not Cha.


I would recommend for this the Inquisitor for versatility. A human Infiltrator with conversion inquisition and silver tongued can EASIlLY be the best face in the entire game. The bonus feat is also good. U also are a strong candidate for being the skill monkey with all those skill points and decent INT. in combat u may not be as good as straight combatants but bane will more than make up for it.

Proposed stats...

Str:10
DEX: 16
CON: 12
INT: 12
WIS:16 (18)
CHA: 7

If u seek to be more combat than skill monkey. Swap dex and INT if u want skills instead.


Anyone got a STR based Combat oriented cleric? who is pritty powerfull?


Darkflame wrote:
Anyone got a STR based Combat oriented cleric? who is pritty powerfull?

Yes, it's not the most powerful character I've made but it's DEFINITELY up there for versatility. There are two seperate ones. One with sword and board relying on summons and one with a longspear and combat reflexes which uses summons and AoO's for value. A lot of people like sword and board but it's worse, by a lot.

Spoiler:

Cleric Human of Shelyn
STR: 18<Bumps here> DEX: 14 CON: 12 INT: 12 WIS: 14 CHA: 7
Glave wielder
Domains: Luck, Good
Traits: Reactionary, Eyes and ears of the city
H: Summon good monster
1: Combat reflexes
3: Sacred summons (NG creatures IE most of the SGM list)
5: Power attack
7: Weapon focus
9: Step up
11: Improved critical
Skills: Diplomacy, Perception, Favored class Knowledge religion, Spell craft, Knowledge planes.

Cleric Human of Cayden
Rapier eventually make it keen (~level 6-7) and heavy shield
Aka I'M TOO DRUNK! or Why is the rum gone?
STR: 16 DEX: 12 CON: 16 INT: 10 WIS: 14 CHA: 8
Domains: Liberation, Travel <Optional, replace liberation with luck but I LOVE liberation>
Traits: Birthmark, Eyes and ears of the city
H: Summon good monster
1: Sacred summons
3: Power attack
5: Heavy armor prof
7: Weapon focus
9: Step up
11: Quicken spell

Shelyn has more damage and especially at levels 1-2 is overpowering before it gains summoning. The rapier build is heavily slanted toward hit points and being more tanky. If you drop the summoning aspect for toughness and improved initiative you'll do fine but dropping monsters on the field is the second strongest thing you can do (The strongest being no save and suck spells like maze, wall of stone and wall of force).

Sczarni

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I think I would go with:

Race: Aasimar
Heritage: Agathion Blooded
SLA: Summon Natures Ally II (level 2 Divine, Druid Spell list)
Alt Racial Traits: Exalted Resistance, Scion of Humanity (so 'person' spells will work on you, ignore for defense reasons if you like).

Stats:
8 Str, 14 Dex, 14 Con, 12 Int 10 Wis, 19 Cha - All levels to Cha Bonuses

Traits:
Wayang Spell Hunter (Color Spray) and Magical Lineage (Color Spray)

Level 1: Sorcerer, Tattooed (Illusion), Arcane . . . Learn: Color Spray, Silent Image
Feat: Spell Focus (Illusion) DC on level 1 illusions

Level 2: Oracle, Heavens Mystery, Awesome Display Revelation, Tongues Curse

Level 3: Sorcerer, Spell Focus Necromancy

Level 4: Sorcerer

Level 5: Sorcerer. Spell Focus Enchantment

Level 6: Mystic Theurge

Level 7 Mystic Theurge, Coaxing Spell (Illusions compulsions now affect oozes and vermin)

Level 8 Mystic Theurge

Level 9 Mystic Theurge. Thanatopic Spell (Illusions now work on Undead)

Level 10 Mystic Theurge

Level 11 Mystic Theurge (Heighten Spell)

Level 12 Mystic Theurge

You have a zillion Color Sprays a day, that can affect most anything (vermin, oozes, undead)

Spend all your money on +Cha gear.

Spells!

0th level 7 Divine known (Oracle), 9 Arcane known (Sorcerer)

1st level 5 Divine known 7/day, (Oracle), 5 Arcane known 7/day (Sorcerer)

2nd level 3 Divine known 7/day, (Oracle), 4 Arcane known 7/day (Sorcerer)

3rd level 2 Divine known 5/day, (Oracle), 4 Arcane known 7/day (Sorcerer)

4th level 2 Arcane known 6/day (Sorcerer)

5th level 1 Arcane known 3/day (Sorcerer)

Total spells/day, known

0th level - -/day, 16 known
1st level - 14/day 10 known
2nd level - 14/day 7 known
3rd level - 12/day 6 known
4th level - 6/day 2 known
5th level - 3/day 1 known

Note, all numbers are based on having a 19 cha, never put another point into it. You will want to put all three bumps in, a +6 headband, eat the wafer, and put anything else you can think of onto cha.

Sczarni

Str based clerics are the very reason why summoners and Druids that are pet centered are better...as a cleric you are either buffing/healing or you are attacking. As a sum/dru you do BOTH...
But I made one and no matter what build thoughts I had, he was way too MAD to compete in hitting anything without buffing 3-4 rounds...in which the others have either done all the work, or I had to abandon buffing to heal....currently level5 and seldom gets played.

Now I do have a whip magus that was really fun and very playable from level 1-11.
Basic idea is you work for whip mastery and greater whip mastery as early as possible. I personally chose the dex based bladebound kensi route, with a focus in the trip and disarm tree. (If you go human it follows as I laid out, if you do Teifling for the tail to hold rods, then drop imp disarm)
At level 3 I had whip mastery and now my whip does leathal damage. With spell strike via whip I can spike damage as needed, trip to keep enemies debuffed, and free magic weapon.
At 5 I can add an extra 2d6 damage through a couple of energies. Investing in knowledges helps know which energies work best. Also at this point my weapon can also turn into pure energy to bypass DR. I took the imp trip/disarm at this level.
6 maneuver master arcana
7 imp whip mastery
9 greater trip= you now trip for normal attacks, get free attack for damage. I tended to trip with normal attacks all enemies in reach and then spell strike one of the prone ones. At some point you should have added combat reflexes and now you can do this a lot. Oh and when they stand up within 10ft of you, you smack them again. You now add up to 3d6 energy or have a +5 weapon so all DR (sans elementals) is ignored if needed.
With some pearls you expand your daily spells a bit...but this magus isn't all about the spells...it is more about screwing up the enemies...for those that can't be tripped, you still have your spells to help. I recommend a rod of echoing spell as its 13k cheaper than 3 level 3 pearls with the added benefit of being flexible on levels compared to just plain pearls. Level 1 pearls are still a must.
My magus is now level 11,hated by most DMs and even a few players (except those with combat reflexes) but is very fun to play.

Sczarni

Col or'Sprae
Female Agathion-Blooded Aasimar (Idyllkin) Mystic Theurge 7 Oracle 1 Sorcerer 4
NG Medium Outsider (human, native)
Init +2; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 75 (1d8+11d6+24)
Fort +5, Ref +5, Will +10
Resist oracle's curses (tongues [auran, celestial])
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities Summon Nature's Ally II (1/day)
Oracle Spells Known (CL 7):
3 (6/day) Cure Serious Wounds, Magic Circle against Evil
2 (9/day) Cure Moderate Wounds, Protection from Evil, Communal, Grace, Staggering Fall (DC 22)
1 (9/day) Liberating Command, Murderous Command (DC 22), Bless, Obscuring Mist, Cure Light Wounds
0 (at will) Resistance, Stabilize, Detect Poison, Create Water, Guidance, Enhanced Diplomacy, Vigor
Sorcerer Spells Known (CL 10):
5 (5/day) Summon Monster V
4 (7/day) Black Tentacles
3 (8/day) Haste, Dispel Magic
2 (9/day) Create Pit (DC 22), Glitterdust (DC 22), Lipstitch (DC 23)
1 (9/day) Silent Image (DC 22), Magic Missile, Mage Armor, Color Spray (DC 22), Identify, Grease (DC 21)
0 (at will) Arcane Mark, Disrupt Undead, Acid Splash, Read Magic, Ghost Sound (DC 21), Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 20)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 30
Base Atk +5; CMB +4; CMD 16
Feats Coaxing Spell, Eschew Materials, Heighten Spell, Spell Focus (Enchantment), Spell Focus (Illusion), Spell Focus (Necromancy), Threnodic Spell
Traits Magical Lineage (Color Spray), Wayang Spell Hunter (Color Spray)
Skills Bluff +17, Diplomacy +17, Disguise +13, Intimidate +17, Knowledge (arcana) +5, Knowledge (dungeoneering) +7, Knowledge (planes) +5, Knowledge (religion) +10, Perception +15, Spellcraft +16, Survival +2, Use Magic Device +17; Racial Modifiers +2 Survival
Languages Aquan, Auran, Celestial, Common
SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), bloodlines (arcane), combined spells (4th), deliver touch spells through familiar, empathic link with familiar, exalted resistance (17), metamagic adept (1/day), mysteries (heavens), revelations (awesome display -10), scion of humanity, share spells with familiar
Other Gear Circlet of persuasion, Headband of alluring charisma +6, 150 GP
--------------------
TRACKED RESOURCES
--------------------
Metamagic Adept (1/day) (Ex) - 0/1
Summon Nature's Ally II (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Awesome Display -10 (Su) Your Illusion (pattern) spells treat observers as 10 HD lower than their actual HD.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Coaxing Spell A coaxing spell affects mindless oozes and vermin as if they weren’t mindless.
Combined Spells (4th) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exalted Resistance (17) You have spell resistance 17 vs evil spells, or any spell cast by evil outsiders.
Heighten Spell Increases spell level to effective level desired.
Magical Lineage (Color Spray) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Threnodic Spell Mind affecting spell affects undead (even mindless) but not living foes. +1 Level.
Tongues (Auran, Celestial) You can only understand and speak two languages in combat.
Wayang Spell Hunter (Color Spray) Reduce spell level increase from metamagic for chosen spell by 1.

--------------------

Arcane Familiar
Scorpion, Greensting
NG Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 120 ft.; Perception +16
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 natural)
hp 37 (1d8)
Fort +3, Ref +6, Will +10
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sting (Scorpion, Greensting) +10 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +5; CMB +6; CMD 12 (20 vs. Trip)
Feats Deep Sight, Weapon Finesse
Skills Bluff -3, Climb +7, Diplomacy -3, Fly +7, Intimidate -3, Perception +16, Spellcraft +10, Stealth +15, Use Magic Device -3; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages
SQ improved evasion, poison
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Darkvision (120 feet) (Deep Sight) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


If you really want to abuse Colour Spray then Persistent Spell will give you better results than Heighten and Widen Spell will address the very small area of effect. If taking Widen you may want to seriously consider Selective Spell as well.

Silver Crusade

If you want to do the mystic theurge, you're better off going fate and trickery cleric 1/heavens oracle 1/sorcerer 1/mystic theurge 9. The level of cleric saves you 2 levels of sorcerer and as a theurge you advance oracle spell casting nested of cleric spellcasting. This also gets you extra orisons and a few 1st level spells as a cleric.

When I get hom, I'll build one of these and post the full stat block.


Akinra wrote:

Col or'Sprae

Female Agathion-Blooded Aasimar (Idyllkin) Mystic Theurge 7 Oracle 1 Sorcerer 4
NG Medium Outsider (human, native)
Init +2; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 75 (1d8+11d6+24)
Fort +5, Ref +5, Will +10
Resist oracle's curses (tongues [auran, celestial])
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities Summon Nature's Ally II (1/day)
Oracle Spells Known (CL 7):
3 (6/day) Cure Serious Wounds, Magic Circle against Evil
2 (9/day) Cure Moderate Wounds, Protection from Evil, Communal, Grace, Staggering Fall (DC 22)
1 (9/day) Liberating Command, Murderous Command (DC 22), Bless, Obscuring Mist, Cure Light Wounds
0 (at will) Resistance, Stabilize, Detect Poison, Create Water, Guidance, Enhanced Diplomacy, Vigor
Sorcerer Spells Known (CL 10):
5 (5/day) Summon Monster V
4 (7/day) Black Tentacles
3 (8/day) Haste, Dispel Magic
2 (9/day) Create Pit (DC 22), Glitterdust (DC 22), Lipstitch (DC 23)
1 (9/day) Silent Image (DC 22), Magic Missile, Mage Armor, Color Spray (DC 22), Identify, Grease (DC 21)
0 (at will) Arcane Mark, Disrupt Undead, Acid Splash, Read Magic, Ghost Sound (DC 21), Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 20)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 30
Base Atk +5; CMB +4; CMD 16
Feats Coaxing Spell, Eschew Materials, Heighten Spell, Spell Focus (Enchantment), Spell Focus (Illusion), Spell Focus (Necromancy), Threnodic Spell
Traits Magical Lineage (Color Spray), Wayang Spell Hunter (Color Spray)
Skills Bluff +17, Diplomacy +17, Disguise +13, Intimidate +17, Knowledge (arcana) +5, Knowledge...

awsome build

1 more question
could you write down what you chose by lvl ?
wich feats/abileties at what lvl?

Scarab Sages

Ragechemist 2/Unbreakable Fighter 1/Invulnerable Rager X

Dump INT and CHA down to 7 and just forget to roleplay the low intelligence.

Use a Nodachi

Always carry an enlarge potion to drink as a move action.

Shield held in 3rd hand.

Silver Crusade

Artanthos wrote:

Ragechemist 2/Unbreakable Fighter 1/Invulnerable Rager X

Dump INT and CHA down to 7 and just forget to roleplay the low intelligence.

Use a Nodachi

Always carry an enlarge potion to drink as a move action.

Shield held in 3rd hand.

An alchemist with an Int of 7?

Grand Lodge

Bigdaddyjug wrote:
Artanthos wrote:

Ragechemist 2/Unbreakable Fighter 1/Invulnerable Rager X

Dump INT and CHA down to 7 and just forget to roleplay the low intelligence.

Use a Nodachi

Always carry an enlarge potion to drink as a move action.

Shield held in 3rd hand.

An alchemist with an Int of 7?

He's choosing to ignore extracts and is only taking it for mutagen and extra arm discovery.

For the record I don't like this build, nor think its truly "broken" for a couple of reasons.

The suggestion to "forget to role play the low intelligence" is the worst I've ever heard. Second, the regechemist with a low int means if you take a few hits you're going down. It literally takes 3 rounds of taking damage and failed will saves for you to go unconscious. Yes it'll probably be a combat machine, but it'll be slow to get moving, and all it'll ever be good at is combat. Any control or the like will completely shut it down, not to mention barbarian is exceptional non-multiclassing because most rage powers scale.


I really like the versatility of pet classes. I know you won't be one-shotting things like a barbarian or a cavalier but you have you as the face and your pet your body. You won't be bored in whatever area of the game you are.

Darkflame wrote:

1 more question

could you write down what you chose by lvl ?
wich feats/abileties at what lvl?

I don't think it matters that much the order in which he/she did it in PFS. If I were you, I'd pick the basic class which I will enjoy playing then just add the finishing touches as you level, until eventually you would reach that level.

Dark Archive

Kiinyan wrote:
Bigdaddyjug wrote:
Artanthos wrote:

Ragechemist 2/Unbreakable Fighter 1/Invulnerable Rager X

Dump INT and CHA down to 7 and just forget to roleplay the low intelligence.

Use a Nodachi

Always carry an enlarge potion to drink as a move action.

Shield held in 3rd hand.

An alchemist with an Int of 7?

He's choosing to ignore extracts and is only taking it for mutagen and extra arm discovery.

For the record I don't like this build, nor think its truly "broken" for a couple of reasons.

The suggestion to "forget to role play the low intelligence" is the worst I've ever heard. Second, the regechemist with a low int means if you take a few hits you're going down. It literally takes 3 rounds of taking damage and failed will saves for you to go unconscious. Yes it'll probably be a combat machine, but it'll be slow to get moving, and all it'll ever be good at is combat. Any control or the like will completely shut it down, not to mention barbarian is exceptional non-multiclassing because most rage powers scale.

Should be Str: 18 Int: 12 Wis: 14 Dex: 14 Con: 14 Chr: 5 type Oni Tiefling Ragechemist 2 / Unbreakable Fighter 1 / Invulnerable Rager; the 12 int would let you make the potions of enlarge person as extracts, saving you 250 GP per swig. And it hits hard; but its AC isn't as great as a lot of other things that hit hard; and would quickly fade at high levels.

Silver Crusade

I'd rather just go straight human invulnerable rager with the favored class bonus into pumping Superstition rage power. In fact, that's the type of barbarian I have built but have yet been able to play. First level feats are Power Attack and ummm...Furious Focus maybe?


Furious Focus isn't doing much for you at level 1. I would consider Improved Initiative. Get to act before your allies move into your charge lanes. Especially important for PFS when you don't know what sort of fools will be on the table with you.

Silver Crusade

I don't actually remember what my other feat is and even if it is Furious Focus I can change it because this is a brand new character I haven't even played yet. I think I took Furious Focus because I left Str at 17 at level 1, although when I rage I will be at a +6 to hit, +5 when power attacking, so I guess I can do without Furious Focus until level 3 or 5.

This is my first barbarian, so I'm not exactly sure how to build it, lol. Just know that invulnerable rager + superstition + human = win.


Bigdaddyjug wrote:
Sitri wrote:

"Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery."

Why would you think you could reload with this? Not only is retrieving and reloading two entirely different things, the swift action doesn't even exist on the spectrum of possible time frames that it might take to reload a firearm.

"Reloading a weapon" is a specific type of action that includes retrieving the piece of ammunition and loading the weapon. The tail can certainly do this. If the "reloading action" is faster than a swift action, it takes a swift action. If it takes longer than a swift action, it takes that amount of time.

Yesbut- it doesn’t include loading the weapon. Getting amo out, yes, I can see that. Putting said ammo into the gun- no.

Sczarni

Stats
10 Str, 14 Dex, 12 Con, 10 INT 12 Wis, 19 Cha

Agathion Aasimar, Exalted Resistance alternate racial. (Took away the Scion of Humanity for the "Person" Spell immunity.)

Level 2 Divine Racial SLA (SNA II), half way there.

Level 1 Oracle - Curse: Lame* - Mystery: Heavens - Revelation: Awesome Display - Feat: Spell Focus, Illusion - Trait 1: Magical Knack (Oracle) - Trait 2 = Wayang Spell Hunter (Colorspray).

Level 2 Sorcerer - Archetype: Tattooed - Bloodline: Arcane

Level 3: Cleric - Archetype: Separatist - Deity: Desna - Domain 1 Travel (+10 Movement Speed) - Domain 2: Trickery (Copycat = Mirror Image, level 2 Arcane) - Feat: Spell Focus, Enchantment

Level 4: Mystic Theurge (Oracle/Sorcerer for all levels)

Level 5: MT - Feat: Spell Focus, Necromancy

Level 6: MT

Level 7 MT (You should have 6 levels of K. Religion by now) Threnodic Spell

Level 8 MT

Level 9 MT (You should have 6 levels of K. Dungeoneering by now) Coaxing Spell

Level 10 MT

Level 11 MT Heighten Spell

Level 12 MT

Spell wise, focus on Enchantment, Necromancy, and Illusion for attacks, aside from those, stick to buffs.

Buy a rod of Widen.

Buy increases to Cha early and often.

Focus on Headband of Cha +6
Belt of Str --> Str/Con +___
Circlet of Persuasion

* You will take Travel domain for a +10 back to your movement, and you are never slowed to encumbrance. The cool think is you can only bypass Oracle curses with divine intervention, and Desna (a divine) grants you the Travel Domain. You only have to suffer 2 levels, and then you never need care again about movement speed and encumbrance.

** You will be using your ability to swap spell types to consider everything Divine so you can wear full armor as you like.

RPG Superstar 2012 Top 32

Akinra wrote:
build that takes mystic theurge at 4th...
did they change the prereq.s for mystic theurge in PFS? cause for requirements...
the rules wrote:
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

unless there's something i'm unaware of the earliest you could take MT is 7th with wiz or witch/cleric or druid- eighth if you go for cleric/empyreal, or 9th for sorc/oracle. its too slow developing to really be considered optimal, muchless broken (IMHO).

Sczarni

Unnamed Hero
Agathion-Blooded Aasimar (Idyllkin) Cleric (Separatist) 1 Mystic Theurge 9 Oracle 1 Sorcerer (Tattooed Sorcerer) 1
NG Medium Outsider (human, native)
Init +6; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex)
hp 89 (2d8+10d6+36)
Fort +8, Ref +5, Will +12
Defensive Abilities copy cat (su) (4/day); Immune fatigue
Weakness oracle's curses (lame)
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks agile feet (4/day)
Spell-Like Abilities Copy Cat (Su) (4/day), Ghost Sound (3/day), Summon Nature's Ally II (1/day)
Oracle Spells Known (CL 10):
5 (5/day) Cure Light Wounds, Mass
4 (7/day) Cure Critical Wounds
3 (8/day) Cure Serious Wounds
2 (9/day) Cure Moderate Wounds
1 (9/day) Cure Light Wounds
Sorcerer (Tattooed Sorcerer) Spells Known (CL 12):
Cleric (Separatist) Spells Prepared (CL 1):
1 (2/day) Longstrider
0 (at will) Virtue, Guidance, Vigor
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 10, Wis 12, Cha 30
Base Atk +4; CMB +2; CMD 18
Feats Coaxing Spell, Heighten Spell, Spell Focus (Enchantment), Spell Focus (Illusion), Spell Focus (Necromancy), Threnodic Spell, Varisian Tattoo (Illusion)
Traits Magical Knack (Sorcerer [Tattooed Sorcerer]), Wayang Spell Hunter (Color Spray)
Skills Acrobatics -2 (-6 jump), Climb +1, Escape Artist -2, Fly -2, Knowledge (dungeoneering) +9, Knowledge (religion) +9, Perception +3, Ride -2, Sense Motive +3, Stealth -2, Survival +3, Swim -2; Racial Modifiers +2 Survival
Languages Common
SQ +4 bonus on initiative checks, aura, bloodline tattoos, bloodlines (arcane), cleric channel positive energy 1d6 (13/day) (dc 20, combined spells (5th), domains (travel), empathic link with familiar, exalted resistance (17), familiar tattoo, forbidden rites (trickery), mysteries (heavens), revelations (awesome display -10), scion of humanity, share spells with familiar, spontaneous casting
Other Gear Mithral Agile half-plate, Belt of physical might (Str & Con +4), Headband of alluring charisma +6, 150 GP
--------------------
TRACKED RESOURCES
--------------------
Agile Feet (4/day) (Su) - 0/4
Cleric Channel Positive Energy 1d6 (13/day) (DC 20) (Su) - 0/13
Copy Cat (Su) (4/day) (Sp) - 0/4
Ghost Sound (3/day) (Sp) - 0/3
Summon Nature's Ally II (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Agile Feet (4/day) (Su) For 1r, you ignore difficult terrain.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Awesome Display -10 (Su) Your Illusion (pattern) spells treat observers as 10 HD lower than their actual HD.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Cleric (Separatist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric (Separatist) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Positive Energy 1d6 (13/day) (DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Coaxing Spell A coaxing spell affects mindless oozes and vermin as if they weren’t mindless.
Combined Spells (5th) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Copy Cat (Su) (4/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Exalted Resistance (17) You have spell resistance 17 vs evil spells, or any spell cast by evil outsiders.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Heighten Spell Increases spell level to effective level desired.
Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Magical Knack (Sorcerer [Tattooed Sorcerer]) +2 CL for a specific class, to a max of your HD.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Threnodic Spell Mind affecting spell affects undead (even mindless) but not living foes. +1 Level.
Varisian Tattoo (Illusion) Spells from chosen school gain +1 caster level.
Wayang Spell Hunter (Color Spray) Reduce spell level increase from metamagic for chosen spell by 1.

Put 1 rank in every CHA skill, especially class skills.

Sorcerer and Oracle you know 9 Orisons, 5 1st, 4 2nd, 3 3rd, 2 4th, and 1 5th
Cleric you know 1 dominion and 2 1st level

You can cast infinite Orisons, 21 1st level, 18 2nd level, 16 3rd level, 14 4th level, and 10 5th level spells/day.

So, discounting Orisons, you can cast 76 spells/day, +3 cleric = 79/day. Yeah, you are never running out.

Concentration is +20, so thats good. . .

Same as above, with a decent improvement on casting! Whee!

Sczarni

nate lange wrote:
Akinra wrote:
build that takes mystic theurge at 4th...
did they change the prereq.s for mystic theurge in PFS? cause for requirements...
the rules wrote:
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.
unless there's something i'm unaware of the earliest you could take MT is 7th with wiz or witch/cleric or druid- eighth if you go for cleric/empyreal, or 9th for sorc/oracle. its too slow developing to really be considered optimal, muchless broken (IMHO).

Check the FAQ discussions.

1) SLAs now count as ___ level spells for pre-reqs.
2) Default is a spell is Arcane, unless it appears only on Cleric, Druid, Paladin, Ranger spell list.
3) Acts as means it is that spell for FAQ purposes.
4) Agathion SNAII SLA = Devine since it only appears on Druid/Ranger, takes care of Devine Spell level 2.
5) Copycat acts as Mirror Image taking care of Arcane spell level 2


You still need 3 ranks each in know: arcana and religion for MT though, so you're not getting in at 3rd level.

Why are most of these builds set up to end at level 12 when 11 is the highest that standard PFS scenarios allow?


Because there is a level 12 retirement arc and apparently a new one in development.

Scarab Sages

Kiinyan wrote:
Bigdaddyjug wrote:
Artanthos wrote:

Ragechemist 2/Unbreakable Fighter 1/Invulnerable Rager X

Dump INT and CHA down to 7 and just forget to roleplay the low intelligence.

Use a Nodachi

Always carry an enlarge potion to drink as a move action.

Shield held in 3rd hand.

An alchemist with an Int of 7?

He's choosing to ignore extracts and is only taking it for mutagen and extra arm discovery.

For the record I don't like this build, nor think its truly "broken" for a couple of reasons.

The suggestion to "forget to role play the low intelligence" is the worst I've ever heard. Second, the regechemist with a low int means if you take a few hits you're going down. It literally takes 3 rounds of taking damage and failed will saves for you to go unconscious. Yes it'll probably be a combat machine, but it'll be slow to get moving, and all it'll ever be good at is combat. Any control or the like will completely shut it down, not to mention barbarian is exceptional non-multiclassing because most rage powers scale.

1. High DR + high AC limits damage.

2. It's not something I would use. It does break encounters, especially at low level.


You CAN get up to 19 or so in PFS if you play through specials, modules, and APs as well. That's likely to get to 20 with more options, if it hasn't already. Why not just post full 20-level builds with pre-Seeker (1-11) and post-Seeker (12+) arcs?

RPG Superstar 2012 Top 32

@OP

I'm fooling around at work, so i can't post a full build but here's an outline for a not really str based cleric that might satisfy what you're looking for.

human, chaotic-neutral, cleric[gorum] (channel negative energy)
domains: destruction[rage], strength[ferocity]
str 14; dex 12; con 12; int 7; wis 18 (16+2 racial); cha 14
feats (@1st)- channel smite, guided hand
other feats- take power attack @3rd and then whatever you like- furious focus, toughness, weapon focus... (if you want some easier healing, pick up versatile channel)

your str isn't where you probably wanted it, but use your wisdom for attack rolls and can double smite on most attacks (your 2 1st level domain powers stack and can each be used 7 times/day- factor in a few rounds of casting and in most PFS adventures you should be able to use both pretty much every round)- on top of that you get to add your channel damage 5 times/day. and don't forget that you can buff yourself and at 8th can rage... if you find yourself in an adventure with lots of combats/day, or really long fights you will lag in damage vs. a higher str build (for example, this build if you focused more on str and drop guided hand for PA), but this build has decent damage output and high enough wis to still be an effective caster (ie, more bonus spells and decent DCs).

edit: you could also make this guy as an Aasimar... it takes longer to come together because you won't get guided hand until 3rd and PA until 5th, but the extra Cha would up your number of channel smites/day (and their DC), and would synergize nicely with the racial bonus to diplomacy (if you want to put your 1 rank/level in that)

RPG Superstar 2012 Top 32

Akinra wrote:
nate lange wrote:
Akinra wrote:
build that takes mystic theurge at 4th...
did they change the prereq.s for mystic theurge in PFS? cause for requirements...
the rules wrote:
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.
unless there's something i'm unaware of the earliest you could take MT is 7th with wiz or witch/cleric or druid- eighth if you go for cleric/empyreal, or 9th for sorc/oracle. its too slow developing to really be considered optimal, muchless broken (IMHO).

Check the FAQ discussions.

1) SLAs now count as ___ level spells for pre-reqs.
2) Default is a spell is Arcane, unless it appears only on Cleric, Druid, Paladin, Ranger spell list.
3) Acts as means it is that spell for FAQ purposes.
4) Agathion SNAII SLA = Devine since it only appears on Druid/Ranger, takes care of Devine Spell level 2.
5) Copycat acts as Mirror Image taking care of Arcane spell level 2

copycat is listed on your character sheet as a supernatural, not spell-like, ability... point 1 (which seems sketchy, though i realize that that's not your fault) wouldn't cover it, so you'd still need at least 3 levels of wiz or witch, or 4 levels of sorc?


Pathfinder Adventure Path Subscriber

Another option is to go straight evoker. Not as powerful as a conjurer, but the original poster did mention a lack of damage output.

Tiefling Evoker
CN
Wizard
Evoker(for moar damage raor).
Admixture Subschool(for on the fly energy substitution)
+1 damage with evocation every 2 levels (Intense Spells school feature)
Opposed Schools: Enchantment, Necromancy.

Stats(base value, cost, racial, total)
chr va cs rc to
str 07 -4 00=07
dex 16 10 +2=18
con 14 05 00=14
int 17 13 +2=19
wis 10 00 00=10
cha 07 -4 -2=05

hp: 9 if you put the favored class bonus in hp, otherwise skill pt.
+8 initiative.

feats:
Spell Focus(Evocation)
Spell Specialization Burning Hands

skills: knowledge arcane, dungeoneering, nature, planes, religion, spellcraft

traits:
magical lineage: fireball
wayang spellhunter: fireball

familiar: scorpion or compsagnathus (+4 init)

standard loadout: 3xburning hands at 3d4+1 Reflex 16 for half.

Progression:
+1 caster level to below if human and taking Varisian Tattoo feat.

L1 Burning Hands: 3d4+1 Reflex 16 for 1/2 feat: Spell Specialization
(Burning Hands)
Spam Ray of Frost 1d3+2 as a RTA with +4 to hit.
Gear: Liquid Ice(as focus, +1 damage with Ray of Frost)

L2 Burning Hands 4d4+1 R 16

L3 Burning Hands 5d4+1 R 16, feat Intensify Spell
Use in combination with Burning Sphere.

L4 Change Spell Spec to Fireball. +1 to Int

L5 Feat: Empower Spell Wizard Bonus feat: Dazing Spell
Gear: Headband of Int+2 (4,000), Rod of Selective Spell, Lesser
(3,000)

L6 Change Specialized Spell to Fireball
Empowered Fireball 8d6x1.5+3 R 20

L7 Feat: Improved Familiar or if you don't want to bother with a
familiar, pick up Varisian Tattoo here (and add 1 die to below).
Dazing Fireball 9d6+3+daze R 20
Empowered Fireball 9d6+3x1.5 R 20
gear: Wand of Ill Omen (for Improved Familiar to use)

L8 Empowered Intensified Fireball 10d6x1.5+4 R 20
gear: Rod of Maximize, Lesser (14,000)

L9 Feat: Quicken Spell
Gear: Headband of Int +6 (36,000)
Round 1 Nova of combat (use rod of maximize on both):
Quickened Fireball 10d6-> 64 damage R 21
Empowered Intensified Fireball 11d6x1.5-> 105 damage R 21

This is not a complete build but enough to give you the general gist.

Silver Crusade

Copycat is an SLA. Not sure why HeroLab is pulling it up as Su.

Paizo PRD says wrote:

Trickery Domain

Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelive this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.


I'd love to see a link to this FAQ discussion.

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