Whats your most broken level 3-4 character?


Pathfinder First Edition General Discussion

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Shadow Lodge

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Recently my roommates and I started a new campaign. Everyone came to me for advice on making their characters more powerful, because when I play, I use all the rules, and bend them to my whim!!

Of course I'm much nicer as a DM.

Anyways, the point is, it got me thinking about broken, or extremely powerful low level characters. And, while I have MANY ideas on the subject, I can't be the ONLY building IMBA characters for funzies?

So, let me know! It does have to be damage based, but that is the most obvious. Bonus points (which can be cashed in for imaginary fun-bux) if you can do it in 3 levels, but 4th max! No 3rd party stuff (except Dreamscarred Press' Psionic content)

Here's an example:

Pistolero Gunslinger 1/Sniper Rogue 2

First note, that this takes place in the "Gun Everywhere" rule active. Here, at level 3, you combine the The Rogue's ranged Sneak Attack with a revolver, the pistolero's Up Close and Deadly, and the Rogue Talents (via Ninja Trick): Ki Pool and Vanishing Trick (via Extra Rogue Talent feat).

This leads to the rogue being able to vanish mid combat, being able to put out 1d8+2d6+5. More reliably he's doing 1d8+1d6+5 almost every turn. You have to min/max you skills, but you can VANISH.... anyways... lemme know!

RPG Superstar Season 9 Top 16

Something that becomes a monster, like a vivi-alchemist or a summoner. Natural attacks laugh and dance on the grave of BAB-based iteratives.


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Horse Master (scion of humanity Aasimar, Nature Oracle, favored class bonus, huntsmaster feat + celestial servant). At level 3, your 5 HD horse will kick anything that opposes you, has DR 5/evil and 3*elemental resistance 10 + smite evil 1/day.


I played a Summoner once, that was pretty silly at early levels.

Shadow Lodge

Petty Alchemy wrote:
Something that becomes a monster, like a vivi-alchemist or a summoner. Natural attacks laugh and dance on the grave of BAB-based iteratives.

Do you have a specific build?

Pupsocket wrote:
Horse Master (scion of humanity Aasimar, Nature Oracle, favored class bonus, huntsmaster feat + celestial servant). At level 3, your 5 HD horse will kick anything that opposes you, has DR 5/evil and 3*elemental resistance 10 + smite evil 1/day.

Wow! Now thats what I'm talking about people!


Beast Totem Barbs get pretty nasty pretty quick. With a goblin, you can get 3 attacks in a round, with Feral Gnasher you can do some terrifying damage.


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Ironically, for me, its the humble, much-maligned Figher. Consider this:
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Human 4th level Lore Warden

Attributes: (20 point build)
STR - 18 (+2 racial mod, +1 @ 4th level)
DEX - 14
CON - 14
INT - 14
WIS - 12
CHA - 7

Traits:
Defender of the Society
Freed Slave

Feats:
1st - Dodge
1st - Power Attack
1st - Cleave
2nd - Mobility
2nd - Combat Expertise
3rd - Combat Reflexes
4th - Spring Attack (Swap Cleave for Whirlwind Attack)

So you've got Whirlwind Attack at 4th level - two levels before any other martial even gets their second iterative. Use a reach weapon to make an attack against everyone on the battlefield at your highest BAB every round (don't forget your 5' step) and then Combat Reflexes to make anyone who closes with you pay. He even has above average skills and will saves for a Fighter.

With Power Attack and a +1 weapon, the character has an attack bonus of +7 and deals [weapon damage]+13... I've seen him carve up a group of a dozen 2nd level warriors like they were nothing.

If I were building the character beyond 4th I would do it a little differently and would select Weapon Master instead of Lore Warden, but at 4th level its tough to get a better option.

As another 3rd or 4th level option I would consider a Human with 1 or 2 levels of Fighterto go along with 1 or 2 levels of Witch. You get a Familiar and you can use Hexes even in full armor - targeted Sleep is a VERY powerful weapon at this level. Coups de Grace ftw!


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When variations of this thread come up, I just go and see what is banned in PFS and then work with that stuff to fulfill the request

Liberty's Edge

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Synthesist Summoner 1/Vivisectionist Alchemist 1/Barbarian 1

Biped eidolon; ability increase (str) and improved damage (claws) as evolutions, with improved natural attack as eidolon feat.

Add power attack, and assuming a raging, mutagened full attack, you get two claws at 1d8 + 10 (+1d6 if a sneak attack)

This is off the top of my head, and I'm sure it can be improved.

Liberty's Edge

Oh, you can throw in your extract of Enlarge Person to make it 2d6 + 12, without sneak attack.

Shadow Lodge

A simple barbarian is pretty disgusting at level 4.

With only a +1 Greatsword:

Power attack + Lesser Elemental Rage + Lesser Fiend Totem + Rage
Greatsword +1: +10 (2d6 + 1d6 + 17)
Gore: +5 (1d8 + 1d6 + 5)
Bite: +5 (1d4 + 1d6 + 5)

Edit: And he's got 57 HP and DR 2/-.


Bloodrager 1, Monk MoMS 2. Warpriest 1
Traits: Heavy Hitter, Fates Favored
Half-Orc with Sacred Tattoo

20pt build

Str 20 (+1 4th, +2race) 13pt
Dex 12 2pt
Con 14 5pt
Int 7
Wis 12 2pt
Cha 12 2pt

BAB +2(+3 Unarmed Strike)

Tiger claws Full attack Raging +10 1d6+17,1d6+14(2d6+31)
Cast Divine Power first and its +12 2d6+35
Even if your DM is conservative and rules Dragon Style only works with one of the fist and power attack is only +2 and doesn't benifit from dragon style the damge would be +10 1d6+16, 1d6+10 (2d6+26)

Your saves are good at Fort +11, Ref +6, Will +8 You have access to wands of shield and other good spells.

Feats:
Power Attack 1st
Tiger Style bonus
Tiger Claws bonus
Dragon Style 3rd
Weapon Focus bonus

Shadow Lodge

intensified shockin grasp strength based magus with a great sword.

at 3rd level youre hitting for 7d6 + 1.5 strength.

hex crafter magus2/monk2 moms debuffer of stupidity. enforcer+rime spell+stunning fist (dragon style). you can spell combat a stunning, entangeling, fatiguing, intimidateing, 2x strength d6 punch to the face.

a cha based charmer. stack the snot out of you cha stat and cast charm person on everything, GG.

play a warpriest, they are pretty broken at low levels, 4th level you can cast 4 self buffs in one round.


TheSideKick wrote:

intensified shockin grasp strength based magus with a great sword.

at 3rd level youre hitting for 7d6 + 1.5 strength.

hex crafter magus2/monk2 moms debuffer of stupidity. enforcer+rime spell+stunning fist (dragon style). you can spell combat a stunning, entangeling, fatiguing, intimidateing, 2x strength d6 punch to the face.

a cha based charmer. stack the snot out of you cha stat and cast charm person on everything, GG.

play a warpriest, they are pretty broken at low levels, 4th level you can cast 4 self buffs in one round.

This is wrong, Intensified Spell increases the damage cap, you actually must have sufficient CL to actually go over the cap, impossible at 3rd level.

A human that goes Magus 1/ Fighter 1/ Magus 2 could come up with something similar, taking spell focus and spell specialization at lvl 1, power attack at lvl 2, and varisian tattoo at lvl 3 for power attack of 1.5 STR + 5d6 shocking grasp at 4th level.


master_marshmallow wrote:
TheSideKick wrote:

intensified shockin grasp strength based magus with a great sword.

at 3rd level youre hitting for 7d6 + 1.5 strength.

hex crafter magus2/monk2 moms debuffer of stupidity. enforcer+rime spell+stunning fist (dragon style). you can spell combat a stunning, entangeling, fatiguing, intimidateing, 2x strength d6 punch to the face.

a cha based charmer. stack the snot out of you cha stat and cast charm person on everything, GG.

play a warpriest, they are pretty broken at low levels, 4th level you can cast 4 self buffs in one round.

This is wrong, Intensified Spell increases the damage cap, you actually must have sufficient CL to actually go over the cap, impossible at 3rd level.

A human that goes Magus 1/ Fighter 1/ Magus 2 could come up with something similar, taking spell focus and spell specialization at lvl 1, power attack at lvl 2, and varisian tattoo at lvl 3 for power attack of 1.5 STR + 5d6 shocking grasp at 4th level.

He only get 5 dice from shocking grasp. With Spell specialisation that is ok at level 3. But the great sword is gonna make Spell combat very sad.


TheSideKick wrote:


play a warpriest, they are pretty broken at low levels, 4th level you can cast 4 self buffs in one round.

This is wrong as well, you would have 2+cha Fervor/day and using a user to cast a buff is a swift action so you can buff yourself with 2 spells in a round, never more even a rod of quicken or the quicken feat makes it a swift action wich you only get 1 of a round.


Ashe wrote:

Bloodrager 1, Monk MoMS 2. Warpriest 1

Traits: Heavy Hitter, Fates Favored
Half-Orc with Sacred Tattoo

20pt build

Str 20 (+1 4th, +2race) 13pt
Dex 12 2pt
Con 14 5pt
Int 7
Wis 12 2pt
Cha 12 2pt

BAB +2(+3 Unarmed Strike)

Tiger claws Full attack Raging +10 1d6+17,1d6+14(2d6+31)
Cast Divine Power first and its +12 2d6+35
Even if your DM is conservative and rules Dragon Style only works with one of the fist and power attack is only +2 and doesn't benifit from dragon style the damge would be +10 1d6+16, 1d6+10 (2d6+26)

Your saves are good at Fort +11, Ref +6, Will +8 You have access to wands of shield and other good spells.

Feats:
Power Attack 1st
Tiger Style bonus
Tiger Claws bonus
Dragon Style 3rd
Weapon Focus bonus

Holy S~!$! Nice!

How about Wild Rager Barbarian 2/Alchemist(Vivisectionist/Ragechemist) 1

Str 20+Rage+Mutagen = 30 ---> Full Attack +9/+9(2d6+18[+d6 Sneak]) at level three. Though I strongly recommend boosting your Will Save or you are royally f$!$ed.

Slumberwitch

Or just any Mounted Combat build...


Cap. Darling wrote:
master_marshmallow wrote:
TheSideKick wrote:

intensified shockin grasp strength based magus with a great sword.

at 3rd level youre hitting for 7d6 + 1.5 strength.

hex crafter magus2/monk2 moms debuffer of stupidity. enforcer+rime spell+stunning fist (dragon style). you can spell combat a stunning, entangeling, fatiguing, intimidateing, 2x strength d6 punch to the face.

a cha based charmer. stack the snot out of you cha stat and cast charm person on everything, GG.

play a warpriest, they are pretty broken at low levels, 4th level you can cast 4 self buffs in one round.

This is wrong, Intensified Spell increases the damage cap, you actually must have sufficient CL to actually go over the cap, impossible at 3rd level.

A human that goes Magus 1/ Fighter 1/ Magus 2 could come up with something similar, taking spell focus and spell specialization at lvl 1, power attack at lvl 2, and varisian tattoo at lvl 3 for power attack of 1.5 STR + 5d6 shocking grasp at 4th level.

He only get 5 dice from shocking grasp. With Spell specialisation that is ok at level 3. But the great sword is gonna make Spell combat very sad.

Right, he is better off with ye ole Scimitar for sure.

Losing out on 1d6 and half a STR mod pales when you get a whole second attack and that d6 comes right back along with a full STR mod, but I didn't wanna ruin his day.


Right now I'm playing an Aasimar Cavalier(order of the Dragon) Huntsmaster

At 3rd and 4th level I had two Celestial Dogs (and Boon Companion for one of them). They have their Smite Evil and they benefit from my Challenge ability and the Tactician ability. All my Favored Class bonus has gone to increasing Challenge damage.

So at 4th level Challenge is granting +2 to hit, +5 damage to me and my dogs. Their Smite evil is granting +4 and 3 damage respectively. Precise Strike Tactic is granting and extra d6 damage. and every time a Dog hits it gets a free trip attempt. Both Dogs have combat reflexes for extra AOO to savage the guy when he tries to stand up. The Damage output on a single evil target in a round ends up being pretty nasty, all said and done I'm averaging 40 points of damage a round if all three of us hit.

It's only a 1 fight per day kind of deal but it has ripped apart a lot of my DM's Boss encounters in short order, much to his annoyance. He's asked to check my math a couple of times now.

Not sure how this is going to work out at the higher levels but at the low levels it's turning out really well. We just hit 6th so now the dogs are getting Damage reduction on top of everything else.


I3igAl wrote:


Holy S@%#! Nice!

How about Wild Rager Barbarian 2/Alchemist(Vivisectionist/Ragechemist) 1

Str 20+Rage+Mutagen = 30 ---> Full Attack +9/+9(2d6+18[+d6 Sneak]) at level three. Though I strongly recommend boosting your Will Save or you are royally f~~$ed.

Slumberwitch

Or just any Mounted Combat build...

Thanks, I'm playing a similar build in society play it was before the new classes, he is Monk 2 Brawler Fighter 5 now. I mean it takes a full attack to work but it counting as 1 attack is so good. We were in a fight once with an elemental with DR 10/ and were caster light. The others widdled away but it was a loosing battle before I got in and started hittiong for average of 45ish I think so 35 after DR didn't take long then. I may spend PP to rebuild him as a warpriest though have to build it at that level and take a look at the differances.


Martial Artist Mantis Style Monk
with even a easy 16 on wisdom
2 attacks at full bab, evasion, 40ft movement, dodge, deflect arrows (or improved grapple if you want to do more than stun casters and solo slay them)
+ decent AC (amazing with mage armour - buy your caster a 1000 pearl o power)
weapon focus, ability focus (stunning), mantis style.
At 5th specialization and extreme endurance.
Your stunning fist = DC 18
Oh and as a swift action +2 to hit and ignore DR

All ACs in easy reach and all DRs a roll away!!
Your defenses are great.
Good skills to boot!

Tracks well from 1st, keeps tracking well till 20th without need for rebuilds or multi-dipping DMs might make you pay for (if they make you study someplace to change profession).
+ Good RP AND fun.

(PS: also good for barkeeps - keeps PCs from causing a ruckus)


Wiggz wrote:

Ironically, for me, its the humble, much-maligned Figher. Consider this:

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Human 4th level Lore Warden

Attributes: (20 point build)
STR - 18 (+2 racial mod, +1 @ 4th level)
DEX - 14
CON - 14
INT - 14
WIS - 12
CHA - 7

Traits:
Defender of the Society
Freed Slave

Feats:
1st - Dodge
1st - Power Attack
1st - Cleave
2nd - Mobility
2nd - Combat Expertise
3rd - Combat Reflexes
4th - Spring Attack (Swap Cleave for Whirlwind Attack)

So you've got Whirlwind Attack at 4th level - two levels before any other martial even gets their second iterative. Use a reach weapon to make an attack against everyone on the battlefield at your highest BAB every round (don't forget your 5' step) and then Combat Reflexes to make anyone who closes with you pay. He even has above average skills and will saves for a Fighter.

With Power Attack and a +1 weapon, the character has an attack bonus of +7 and deals [weapon damage]+13... I've seen him carve up a group of a dozen 2nd level warriors like they were nothing.

If I were building the character beyond 4th I would do it a little differently and would select Weapon Master instead of Lore Warden, but at 4th level its tough to get a better option.

As another 3rd or 4th level option I would consider a Human with 1 or 2 levels of Fighterto go along with 1 or 2 levels of Witch. You get a Familiar and you can use Hexes even in full armor - targeted Sleep is a VERY powerful weapon at this level. Coups de Grace ftw!

Great Build.

I suggest the 2H fighter archetype (x2 str to damage at 3rd)

Plays well all levels.

Loose Lore Warden and combat reflexes (lower levels not that many things attack any one person.

B. Dodge, B. P. Attack, 1. Cleave and a reach weapon means attacked or attacking 2 attacks a round.
2. Dodge, 3. Mobility, 4. Spring Attack (and swap cleave for whirlwind attack).
Whirlwind with x 2 str to damage and power attack.

Trait up your will save, get iron will soon. If your dominated when in among your party they are toast !


That I've actually played? Priest of Desna 1/Shadowcraft Mage 3, building off DMM: Heighten to cast 9th level Evocation and Conjuration spells at level 4. You don't even wanna know what happens when you walk into a partially real demiplane...


I'll do another example of Animal Abuse: Call Animal. Say you're a 3rd. level druid. You've done few things to boost your CL with this spell, so you can call a Tiger or Bear or Hippopotamus or gargantuan snake...or whatever you think lives around here. The range of the spell is very subjective, but it's safe to say "a lot".

So, this big, dangerous animal shows up. It's Indifferent to you. That's not very useful. Yet. That's what Wartrain Mount is for.

You can pull this off as a 2nd level multiclass, but there are probably ways of doing it at 1. level.


Animals or natural attacks are great for a front loaded build.

I'd suggest a Human Druid (Packlord) 3.
Feats: Huntsmaster, Boon Companion*2.

This allows you to have 3 horses, at animal companion lvls 4, 4 and 2.

It might be a bit stronger in a few levels by going aasimar with celestial servant.

But all in all, you get a lot of combat potential from the start, and in the long run, you are still a full caster.


Damn, I was going to make a Lance Swashbuckler, thinking that Lance is an excellent one-handed piercing weapon - but it's a two-handed weapon that you wield with one hand.

Dark Archive

Level1 Gunsligner, 3 Ninja - Tiefling.
Darkness - walk around sneak attacking flat footed touch to those without darkvision.

Summoner at level 4 - gets haste and can enlarge eidolon.
Eidolon with exotic WP feat & large keen bastard sword / medium keen Falcata

Fey blooded sorceror - how to win friends and influence enemies.
+2 to all compulsions (eg. murderous command, hideous laughter et all.)

Druid
flood the zone with stirges +7 touch drain 1 con.


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I would never play this character, but it was a fun thought experiment that a friend and I created once back in 3.5. I'm sure there are optimizations for pathfinder I didn't discover, but here she is.

Molly Happyfriend, Master Diplomancer

str 7, dex 7, con 14, int 18, wis 13, cha 16

Human Synthesist Summoner 1, Divination Wizard (Foresight) 3

Diplomacy +32

Skill points +4, Ease of Faith trait +1 (also in class, so +3), Charisma +3, 1 Evolution point for Skilled +8 (diplomacy), silver-tongued human racial option +2, Barnaby your trusty pig familiar +3, Circlet of Persuasion +3, skill focus (diplomacy) +3, persuasive +2.

As much invisibility memorized as possible. Wander until you find a place with unhappy people, turn invisible and sneak about talking to them as they try to find you. After interacting for 1 minute (of your 3 minutes of invisibility) you can shift their attitude up to 3 steps, possibly from hostile to friendly (dc 25+their cha to get them to not stab you on sight). Use foresight power of prescience to get two rolls on diplomacy if you feel that'd be helpful. Now your friends can be happy, just like you!

Take profession (tea party hostess) and lead your group of happy new friends to your favorite park for a tea party. If necessary, convince your friends to "give you aid that could result in punishment" providing help on your dangerous adventuring career.

Obviously, this is a silly build and any reasonable DM wont really let it work. Diplomacy has so many DM options available that it really wouldn't work like this, but I just enjoy the concept of a "power gaming" character that skips about invisibly convincing people to be happy and play nice.

Dark Archive

Lore Warden 3 / Manuever Master 1 Tengu

Str: 7
Int: 14
Wis: 14
Dex: 19 (20 after level)
Con: 12
Chr: 7

Alt-feature: Claws (instead of swords)

Magic Items: Ioun stone slotted (Red)
Feats:
MM 1) Agile Manuevers, Improved Trip
LW 1) Improved Grapple, Ki Throw
LW 2) Combat Expertise, Improved Dirty Trick, Binding Ki Throw

So the character does 4 manuevers per turn (Claw/Claw/Bite/Manuever Master; does not want the -5 to take an unarmed strike).

With any of his "Feat" Manuevers, he is:

+4 (Level, assuming he flurries) -2 (flurry) +5 (Dex) +2 (feat) +2 (Ioun Stone) +2 (Lore Warden), for a total of +13, very solid at this level. If he can't flurry he is +14 (-1 for level, +2 for not flurrying).

Against multiple foes, this translates to Dirty trick (Blind) the scariest one; then trip 3 of them. With each trip he gets a reposition, so he sets up combat for his allies.

Against a single foe, he just blinds them; then trips and grapples them and calls it a day.

No damage, but 4 attacks at this level is difficult to beat.


I know you said 3-4... but one of my current level 2's..

Witch 1 (white-haired)/Bloodrager (draconic) 1 - Tiefling

STR: 16
DEX: 10
CON: 16
INT: 18
WIS: 7
CHA: 5

Alt Trait: Bite (1d6)

Yes, the CHA is low, as there is no need to take Bloodrager past 3. Mainly used for Fast Movement + Uncanny Dodge + Rage/Claws

But you do get access to rage + enlarge person putting STR at a 22, making all your attacks +11, with damages of +9.

Your attack rotation is:
Hair + Grapple (1d4)
Bite (1d6)
Claw Claw (1d6 + 1d6)

You eventually get to add constrict + trip to it which is even more exciting. Who knows what else I could do with this if I take more time to screw around. lol


level 4 goblin tetori....

Shadow Lodge

Lamontius wrote:
When variations of this thread come up, I just go and see what is banned in PFS and then work with that stuff to fulfill the request

Which ones are? And... wheres this request fulfillment?

Ironic Hero wrote:

Synthesist Summoner 1/Vivisectionist Alchemist 1/Barbarian 1

Biped eidolon; ability increase (str) and improved damage (claws) as evolutions, with improved natural attack as eidolon feat.

Add power attack, and assuming a raging, mutagened full attack, you get two claws at 1d8 + 10 (+1d6 if a sneak attack)

This is off the top of my head, and I'm sure it can be improved.

Very Nice!

Knuckles Jarvis wrote:

A simple barbarian is pretty disgusting at level 4.

With only a +1 Greatsword:

Power attack + Lesser Elemental Rage + Lesser Fiend Totem + Rage
Greatsword +1: +10 (2d6 + 1d6 + 17)
Gore: +5 (1d8 + 1d6 + 5)
Bite: +5 (1d4 + 1d6 + 5)

Edit: And he's got 57 HP and DR 2/-.

This is maybe more than a 'simple barbarian' haha... I like it!

Shadow Lodge

I like that a few people used the Advanced Classes form the playtest. CLEARLY this is on people's minds!


Bloodrage made barbarian obsolete at least in my mind. I never cared for rage powers much, but now you can dip one level and get 4+con rage, fast movement, D10 HD is a downgrade but you can use all wands of spells on your spell list freely


insaneogeddon wrote:

Martial Artist Mantis Style Monk

with even a easy 16 on wisdom
2 attacks at full bab, evasion, 40ft movement, dodge, deflect arrows (or improved grapple if you want to do more than stun casters and solo slay them)
+ decent AC (amazing with mage armour - buy your caster a 1000 pearl o power)
weapon focus, ability focus (stunning), mantis style.
At 5th specialization and extreme endurance.
Your stunning fist = DC 18
Oh and as a swift action +2 to hit and ignore DR

All ACs in easy reach and all DRs a roll away!!
Your defenses are great.
Good skills to boot!

Tracks well from 1st, keeps tracking well till 20th without need for rebuilds or multi-dipping DMs might make you pay for (if they make you study someplace to change profession).
+ Good RP AND fun.

(PS: also good for barkeeps - keeps PCs from causing a ruckus)

Not knocking your build but I think it's pretty funny that "Two attacks at full BaB" is one of the selling points when the to-hit bonus is actually WORSE than your normal 3/4 BaB. =p

Shadow Lodge

My Magus exploded in power at level 5 when her scimitar became keen. She had a 30% chance to threaten a crit for a 12d6 shocking grasp... channeled through her sword which also crits for another 2d6+14 on top. And she attacks twice per round.

She just got more lethal as she leveled up.

Pupsocket wrote:
Horse Master (scion of humanity Aasimar, Nature Oracle, favored class bonus, huntsmaster feat + celestial servant). At level 3, your 5 HD horse will kick anything that opposes you, has DR 5/evil and 3*elemental resistance 10 + smite evil 1/day.

This was even MORE absurdly powerful before the FAQratta nerfed the Celestial Servant feat. It used to increase your companion's BAB and hit points too.


Rynjin wrote:
insaneogeddon wrote:

Martial Artist Mantis Style Monk

with even a easy 16 on wisdom
2 attacks at full bab, evasion, 40ft movement, dodge, deflect arrows (or improved grapple if you want to do more than stun casters and solo slay them)
+ decent AC (amazing with mage armour - buy your caster a 1000 pearl o power)
weapon focus, ability focus (stunning), mantis style.
At 5th specialization and extreme endurance.
Your stunning fist = DC 18
Oh and as a swift action +2 to hit and ignore DR

All ACs in easy reach and all DRs a roll away!!
Your defenses are great.
Good skills to boot!

Tracks well from 1st, keeps tracking well till 20th without need for rebuilds or multi-dipping DMs might make you pay for (if they make you study someplace to change profession).
+ Good RP AND fun.

(PS: also good for barkeeps - keeps PCs from causing a ruckus)

Not knocking your build but I think it's pretty funny that "Two attacks at full BaB" is one of the selling points when the to-hit bonus is actually WORSE than your normal 3/4 BaB. =p

Hitting is hitting. Meant once calculated as if full bab class, should have spelt it out.

4th with a mere 14 str.
+2/+2 Base. +2 str, +1 weapon focus, +2 Exploit Weakness = +7/+7
+8 if you get masterwork brass knuckles.
Well able to hit CRs at that level.

If you stun them your additional attacks (that exponentially increase with level) get an extra +2 to hit (mantis wisdom) AND -2 their AC and they loose dex (stunning).
Unlike the fighter exp. a 2 weapon fighter your itteratives won't be missing. Your 6 attacks from flurry and medusas wrath at 10th will hit. If your DM allows more than 1 stunning attempt a round use 2 in the first 2 attacks (the stunning fist entry in monk says duration stacks) and anything will drop after 2 full flurries.
Also with your movement abilities and stun caster shut down is easy.


Level 4 Human Arcanist:
Traits: Magical Lineage (Magic Missile) & Reactionary
Feats: Toppling Spell, Spell Focus (Evocation), Spell Specialization (Evocation), Improved Initiative
Exploits: Metamagic Knowledge, Potent Magic

Begin with a 21 Intelligence, dumping Strength and Charisma, throw a Fox's Cunning on to make that 25 Int (+7), Prepare a Toppling Magic Missile in a 1st level slot (Magical Lineage), Anticipate Peril. Cat's Grace would also help with Initiative checks.

If you've been able to scout out the encounter ahead, toss on an Anticipate Peril to gain the immediate combat advantage. You don't need to spend the point, as a +4 to initiative here brings you up to +10, plus whatever Dexterity you have (I would hope a +3, +4 or better with Cat's Grace).

At 21 Int (+5 bonus) you gain 2 1st level spell slots and 1 2nd level spell slot. You've used up one 1st level slot (of 6) and 1 2nd level slot (of 3). This is more than likely fine. Consume a 2nd level spell slot to gain 2 additional Arcane Power (total now 5).

Spend a point of Arcane Power to increase your caster level by 2, and cast your Toppling Magic Missile. You should now have an overall caster level of 8, making each missile have a chance to trip your opponent (4 missiles, each with a +15 CMB). You can do this 5 times. At this point, you're just knocking down your opponents so your Fighter or Barbarian friend with Combat Reflexes can AoO them to death.


Adding Toppling Spell to Magic Missile only lets you make a trip attempt with one of the missiles.


Human racial heritage orc
1)scarred witchdoctor witch (con instead of INT for sleep hex)
2)Barbarian (any really) +4 con
3) Alchemist (see above) +4 con mustagen
+2 con belt
= (10 + 1 (witch level) + 5 (ability score) + 4 from above) 20 DC sleep @ 3 with ability focus it's 22 DC sleep @ 3 (23 with a potion of bear's endurance instead of belt)
Carry a scythe for coup de grace (2d4 X 4)


It's a bit vanilla compared to some of the above but a Nature Oracle at level 4 can have a level 6 animal companion which is pretty solid, or if you prefer arcane a Sorc (fey) can have a level 4 companion which is pretty solid too.


Somthing like this.

Synthesist level 4
Ismaralda Zyperion
half elf ( dual mind alternate race feature, and favored class in evo points)
Str 10
dex 10
con 14
int 14
wis 14
cha 16
feats: weapon focus claws, arcane strike.
Quadroped Fused eidelon Centauer tigerish creature
Traits: seeker. Suspisious
Skills: Perception+10, sense motive +10, UMD+10 and spellcraft+ 9
Str 17
con 13
dex 15
AC:20 with mage armor.
Fort +4
ref +5
will +5
HP : 23+(20 temporary)
evolutions: Pounce, limbs (arms), extra armor(+2 natural AC), extra str(+2), Claws(2)
Free evolutions: bite (not used at this level), limbs(legs)(2)

Attack 4 claws +7 1d4+4

On a pounce she will do somthing like 20 damage on a AC 15 baddie:)

Spells:Cantrips;
level 1:4/day : mage armor, rejuvanate eidelon (lesser), expedisious retreat, shield,
level 2:2/day : evolution surge(lesser), summon eidolon.

She will have some items so saves will likely be a bit better. Pehaps a Cold iron morning star or somthing. But the rest is mostlikely consumeables at this level.
She could do a bit more damage with Power Attack but he want to ignore DR /magic at this level but when he gets big enough for a quicken rod. She will retarin to Power Attack. Around level 9 she may want to take 2 levels of MoMS monk to get snake style and crane style or dragon style and pehaps feral combat training. But that may be a bad idea:)
She of cause also have the summon monster stuff and all.


Lots of entertaining ideas here!
Pure damage aside, there are other ways to brake the game in half - lets talk Diplomacy. A simple 1st-level human sorcerer can be a nasty surprise in any game featuring lots of NPC relations - and you don't even go very far here. The most exotic option is an alternate racial trait from the ARG, but you could use an aasimar for almost the same effect.

Human Sorcerer (arcane) 1
Cha 18
Silver Tongued (ARG): +2 to Diplomacy, able to shift attitude three steps instead of two.
Ease of Faith Trait (APG): +1 to Diplomacy, class skill.
Trush Familiar (arcane bloodline): +3 Diplomacy
Skill Focus (diplomacy): +3 Diplomacy
Spell: memory lapse (APG), in case you need to retry a roll.

Roll Diplomacy with +17 right from the start.
If it goes wrong, cast memory lapse and try again. Of course, charm person is still a classic option in case you don't have time to f**k around :)

The Exchange

Halfling ranger(beastmaster) 4. Take mounted combat at 1 ride by attack 2 3 spirited charge. You are a flying lance master with a 16 str (1 point at 4th) 18 with a belt. Plus one lance and leaden blades is 3d8 + 15 or 3d8+ 21 with favored enemy.

You can also fly in dungeons and have a 10 foot reach with the lance.


dreadfury wrote:

Halfling ranger(beastmaster) 4. Take mounted combat at 1 ride by attack 2 3 spirited charge. You are a flying lance master with a 16 str (1 point at 4th) 18 with a belt. Plus one lance and leaden blades is 3d8 + 15 or 3d8+ 21 with favored enemy.

You can also fly in dungeons and have a 10 foot reach with the lance.

Even with druid companions you cannot get a medium mount to ride flying. There is the griffon riding feat but you may as well be medium.

Is there something I am missing??

If you can ride a small mount a better build is with the falconer archetype. Its hard to get a better bird than that ranger archetype gives.


insaneogeddon wrote:


Even with druid companions you cannot get a medium mount to ride flying. There is the griffon riding feat but you may as well be medium.

Is there something I am missing??

The Dire Bat is medium. So is the Giant Vulture, Giant Wasp, and Roc. The latter three increase to large at lvl 7, but the size increase is optional..

Silver Crusade

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You want broken at 3rd level? Here's a nasty combination that matures early:

Human Multiclass Controller (not a weapon user, but good defenses). You inflict little HP damage, but you shut down foes and boost your allies.

1 level Oracle of Heavens Dual Cursed Oracle, 1 level cleric , 1 level Sylvan Wild-blooded Sorcerer. High Charisma. You must worship one of a select few deities, possibly Sun Wukong, Dispater, or Abadar. Any alignment is possible. Archdevil Dispater is most effective, but there are others less objectionable.

Revelation: Misfortune (oracle-1), Awesome Display (from Extra Revelation feat)
Feats: Selective Channeling[1st], Boon Companion, Extra Revelation (Awesome Display)

Special Abilities:
Variant Negative Channeling 30' area effect mass daze & damage effect. Available in variations to deities with portfolios Ale/Wine, Rulership, Cities, and several others. High DC and many uses each day. At 5th level Quick Channel will allow channeling as a Move action.

Color Spray spell, cast as a Sorcerer, is exceptionally effective as a result of Awesome Display revelation and CHA 20. Also takes a Will Save.

Grease to target Reflex Save, DC16+

Full level 3 Animal Companion via Sylvan Wild-blooded Sorcery and Boon Companion. As a Sorcerer you have access to some unusual buffs for your Animal Companion, such as Enlarge Person. Some animals make better companions than others.

Immediate Action Misfortune Force d20 re-roll once per round.

******************************

This PC gets outrageous action economy at 3rd level:
1. Your pet does something
2. Every round you use an Immediate Action to Misfortune a d20 Roll
3. You take an action. Possibly a super-powered Color Spray, possibly a 30' area effect Daze and Damage effect. Possibly some other 1st level spell, of the ten you can cast each day.

I've played such a character in PFS. Just your immediate action Misfortune, used to sway luck in your favor, pulls your weight as a party member. Your foes must re-roll critical hits, and your allies may re-roll critical saving throws and actions. Your own actions, and those are your animal companion, are bonus.

This build does best with a full sized team. You are at your best versus hordes of mooks, but you are also deadly-dangerous to the BBEG. Your ability to Daze or Nauseate all foes in 30', in addition to 1d6 automatic damage, crushes most CR-appropriate encounters.

Versus the BBEG you use combination save-or-suck spells. My favorite is to move well behind the front rank fighter, then cast Oracle-sourced Command to 'Approach Me'. If the BBEG makes the DC16+ will save, then use Misfortune to force another save. If the BBEG fails either save then all your team's melee fighters will get AoOs. In the unlikely event the BBEG survives this gauntlet, it is in a terrible tactical place. When you reach 5th level you can force the BBEG to roll three times versus your save-or-suck, and minions to roll twice.


HaraldKlak wrote:
insaneogeddon wrote:


Even with druid companions you cannot get a medium mount to ride flying. There is the griffon riding feat but you may as well be medium.

Is there something I am missing??

The Dire Bat is medium. So is the Giant Vulture, Giant Wasp, and Roc. The latter three increase to large at lvl 7, but the size increase is optional..

That's nice. The falconer ranger archer with a roc will pretty much dominate any low level. Doesn't compromise the later levels either.


insaneogeddon wrote:


That's nice. The falconer ranger archer with a roc will pretty much dominate any low level. Doesn't compromise the later levels either.

Except that a Roc is not the "Bird" animal companion that the Falconer *must* choose.


"The bird can be of any type of large hunting or scavenging bird (even a vulture)."

Roc is a large hunting bird methinkydinks..

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