Level 50 Character


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Shadow Lodge

Tarvi wrote:
archmagi1 wrote:

Half-Giant Fighter (Archer) 20, Monk (Sohei) 19, Wizard (any) 1, Arcane Archer 10

You will be using a large sized Gravity Bow enhanced bow, coupled with Enlarge Person, and will proceed to flurry of arrows every single round for 4d6 base arrow damage, preferably with some critical themed feats from your fighter levels. Suggest adding appropriate Banes and other dice stacking weapon abilities.

Note that the arrows stop being large when you fire them.

"Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage."

in addition zen archer makes for a better archer than soehi, though I believe they stack

what you want, especially at such a high level are classes that add stuff to the arrow

like alchemist (greanader) 2+
ranger (trapper) 10+
magus (Myrmidarch/hexcrafter) 4+
arcane archer (obviously)
zen archer 4+

a quiver of abundant ammunition, get the drow poison arrows, sure at this level the modifiers for the fort saves had better be significantly higher than +12, but even if your bonus is +500000 you can still roll a 1, and if every single one of your arrows has that poison.... you can see where I'm going with this yes?

a robe and belt of the monk

cast gravity bow (it's a good idea, credit where credit is due I had forgotten about this spell in my build)

a heavily enchanted bow, one of the more important enhancements being ki focus

stunning fist feat, along with any other fist or arrow enhancing feats

extra ki feat

bleading attack feat

the spell "strong jaw" cast on your fists

an amulet of mighty fists

the bodywrap that does the same thing essentially

so we have on each arrow in this flurry of arrows,
2 spells (one aoe, one touch or range touch)
between item enchants from the bow, the body wrap and the amulet, magus arcana, and arcane archer stuff, pretty much every enchantment you can get on the things
base damage as per a monk of your monk level +8
poison (you're an alchemist, you have poison use, you may even have swift poisoning)
1d4 bleed
a ranger trap
any one alchemical item (I do believe that alchemist's extracts are "alchemical items" in addition to that, technically, with a RAW interpritation, if your arrow is enhanced with alchemist's fire it still
isn't "magical" ammunition so abundant ammunition would let you recall the alchemist's fire"
a death attack
drow poison
a ranger trap

so many dice will be rolled... soo soo many

Shadow Lodge

Tarvi wrote:

I'd have a few possibilities

18 Paladin, 1 cleric, 1 oracle, 20 Monk, 10 Champion of Irori
For saves that might actually help you...
oracle pick the mystery that lets you add dex to AC, get the feat chain that lets you do funky stuff with the dimension door stuff.

13 Sorc, 10 Dragon Discipline, 10 Barbarian, 17 monk with max strength and the spell that lets you substitute str damage for expensive material components. (cast Wish for Free)
with the orc bloodline from the eldrich Heritage bloodline.
(I believe this works out that you have over 50 str)
would need some tinkering to figure it out.

20 sorceror (sage bloodline? the one that changes you to int casting), 20 Wizard, 10 monk for defense.
Sorceror for the common spells, wizard for the customization for the day.

20 paladin, 20 sorceror, 10 Oracle.

I believe the spell you are referring to is "blood money"

barbarian and monk only work together at all under certain specific situations such as:

me wrote:

Martial artist, perhaps?

or the aasimar trait "enlightened warrior"?

a literal interpretation of the archetype "monk of the four winds"?

one of the psionic races with the ability "ordered rage?"

better strength would be

barbarian(drunken brute) 3-4/alchemist(vivisectionist rage chemist)12-13 master chemist 10/oracle 1-2/rage prophet 10/druid (dragon or sauren shamen) 2-4


Malusiocus wrote:
Are combat maneuvers even still viable at this level? I feel like a lot of the monsters you would be facing would be immune to most of the combat maneuvers you throw at them in one way or another. Tripping is mostly gonna suck as most monsters have more than 2 legs/no legs/fly, while combat sundering and disarming seem pointless at a level where most creatures are spellcasting/built in natural attacks.

Given the number of already created premade creatures that exist for play at that level (a number only slightly greater than "0") ... I'm going to hazard to guess your GM is going to be creating most of them from the ground up. But yes I would expect a lot of difficulty in using Combat Maneuvers successfully, particularly grappling and tripping. And Sundering and Disarm maneuvers are probably rather dependent on what sort of foes your GM invents (more or less humanoid medium-sized weapon users vs pretty much anything else).

The biggest obstacle in my experience to Grapple is Freedom of Movement. I'd expect any 50th level build to have this ability full time one way or another as it totally neuters any grappling vs the character while it is in effect. Obviously any ability that suppresses FoM (such as a Tetori Monk's ability or Antimagic Fields) potentially brings that risk right back. There are some feats in the Complete Warrior (3.5E material) that are very useful for making one less dependent on FoM to avoid/counter Grapple Maneuvers. Fortunately most 'monstrous' creatures do not inherently have Freedom of Movement.


Lord Foul II wrote:

how'd you get those three alignment restricted classes to work at once?

Martial artist, perhaps?

or the aasimar trait "enlightened warrior"?

a literal interpretation of the archetype "monk of the four winds"?

one of the psionic races with the ability "ordered rage?"

I'd have to find it somewhere... but i once found a feat (maybe third party?) allowing the user to bypass lawful/chaotic Alignement for a class. I'd find a way to make it work :) like.... donuts and beer, every dm likes donuts and/or beer....

Or could always bend alignment later while leveling as neccessary.


Aelryinth wrote:
Majuba wrote:

That's +27 *before* ability score adjustments.

You don't need to cheese items to survive just fine in Epic.

Actually, I was assuming a Paladin/20 with a 30 Charisma, and therefore +10 to all saves, +12 for a strong save, and +5 resistance.

Bing, +27. And that's the highest save you can reasonably expect out of ANY PC.

You still missed my point: Saves are +27, *before* Dex/Con/Wis adjustment to save. Those are going to be +5 to +8 for most characters when you hit epic. Headbands and Belts of Physical Perfection are too cheap not to.

Aelryinth wrote:


A +6 Cloak of Epic Resistance is 1,036,000 gp. That first Epic bonus is ONE MILLION GP.

As you mentioned, +11 armor happens to jump that high (because 11^2 * 10000 is over that). The 360K for a +6 cloak is achievable, and then cheaper for each additional +1 until you hit a +15 cloak.

Do you have to worry about items in epic? Yes. Do you need to do cheesy ones? No.


20th level paladin (For self-healing, defense, and smite evil)
20th level draconic sorcerer (Spells, and flight)
10th level archeologist bard (Luck bonus, spells, skills and traps)

This gives three spell lists based of off charisma, immunities to a lot of different things, incredible saves, and a good blend of defense and offense.

20th level Zen Archer (Flurry of blows, and Wisdom to AC)
20th level Inquisitor (Bane and Judgments)
10th level Empyreal Sorcerer (Spells especially gravity bow)

All classes based on Wisdom. Flurry of greater bane (with Gravity Bow).

Shadow Lodge

Kolokotroni wrote:
Do you just keep stacking things like bab and saves and hit points? I guess I'd go pretty nuts, its going to be a rediculous game anyway.

Kind of. I forget the exact rules, but I think it was something like you get +1 BAB for every level after 20, to prevent there being absolutely silly gaps in BAB between wizards and fighters, etc. Saves increased similarly.

You could also take as many levels in a class as you wanted, so you could be a 50th level summoner. Any patterns in advancement would continue - so if there's a mathematical expression able to calculate how many evolution points your Eidolon would have, that would continue to increase at the same rate.

There's also separate methods for Epic Spellcasting, where you essentially "build" spells which you cast by making spellcraft checks. It enables silly things like the "Nailed to the Sky" spell, which teleports your target into a geostationary orbit around the planet you're on, or the "Animate Planet" spell, which turns the planet you're on into an animated object. Not to mention "Vengeful Gaze of God" which deals, I think, 510d6 points of untyped damage to a single target.

The book is worth getting, if only to fantasize about playing 100th-level characters like a giggling kid playing with dad's power tools. :P

Shadow Lodge

which would you rather play
a wizard level 100 or
a wizard lvl 10 sorcerer 10 cleric 10 mystic theurge 10 true magus 10 (essentially mystic theurge for arcane classes, except it only grants a total of 14 caster levels instead of 20 and gives some really neat bonuses) psion 10 divine mind 10 (divine/psionic) cerebremancer 10
now the second one is only lvl 80, but it has at least 9th lvl spells/powers in 3 caster lists, and epic casting in 2 of them

for the lvl fifty one, just by taking 5 levels in each class, instead of 10 which would you do?


If anything is allowed from PF, I'd go with either a 20th level wizard 10th level mystic theurge solar (or even add 20 levels of cleric, if that's allowed), or, if not that, a half-elf oracle 20/sorcerer 20/mystic theurge 10.

It's not necessarily the most powerful direct option, but it has so many options, I don't really care.

In the first case, I've got tremendously amazing stats, resistances, immunities, and so on.

In the second case, I've got spontaneous access to almost everything I'd need in the vast majority of cases, but I also have the access to Paragon Surge.

The personal power is more than enough for me, really. I can handle most anything anyone would dish out.

The few cases where I can't, I can just leave.

Also, dudes: simulacra. Simulacra. Let me just say that again: simulacra.

Add that to share memory, and some telepathic bonds and stuff, and I've got a lot of options for how to deal with stuff and gain information.


The Morphling wrote:
Kind of. I forget the exact rules, but I think it was something like you get +1 BAB for every level after 20, to prevent there being absolutely silly gaps in BAB between wizards and fighters, etc. Saves increased similarly.

Both increase by +1 every other level, Epic Attack bonus on the odd levels and Epic Save bonus on the even levels. Iterative attacks cap at 4 and are based off your BAB for the first 20 class levels, so get to BAB=16+ if you want 4 attacks per round (i.e your Epic Attack bonus is not considered for purposes of iterative attacks).

There is also the feat "Epic Prowess" which grants a +1 bonus to attacks, can be taken multiple times and its effects stack.

Quote:

You could also take as many levels in a class as you wanted, so you could be a 50th level summoner. Any patterns in advancement would continue - so if there's a mathematical expression able to calculate how many evolution points your Eidolon would have, that would continue to increase at the same rate.

There's also separate methods for Epic Spellcasting, where you essentially "build" spells which you cast by making spellcraft checks. It enables silly things like the "Nailed to the Sky" spell, which teleports your target into a geostationary orbit around the planet you're on, or the "Animate Planet" spell, which turns the planet you're on into an animated object. Not to mention "Vengeful Gaze of God" which deals, I think, 510d6 points of untyped damage to a single target.

The rules for Creation of Epic Spells is where I would caution strongly for a great deal of GM oversight and player responsibility to maintain balance and fun for the campaign. Stuff can get really broken/out of whack via these rules if not carefully used. The damage, for example, of the spell mentioned above (Vengeful Gaze of God) can pretty much be altered to do whatever amount you wish as long as the caster can successfully create that version of the spell.

Shadow Lodge

I invented one where if you have 5 mages capable of casting 9th lvl and one capable of epic level casting
And 24 hours where you can be not interrupted
You can turn those 5 into rank one demigods

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