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I am confused is the GM tælling you to use monsters and just take the CL as startog level and then ad levels until it is 21 togeather?
That seems very unbalanced in many ways:)

Lantern Lodge

What about something like a Tetori Sucubus? Innuendo aside, ridiculous grappling + Level Drain seems okay.

Or if you can convince your GM that a Centaur should be considered "mounted" at all times you could make a pretty slick Gendarme Cavalier (Order of the Sword).

Scarab Sages

Cap. Darling wrote:

I am confused is the GM tælling you to use monsters and just take the CL as startog level and then ad levels until it is 21 togeather?

That seems very unbalanced in many ways:)

This is a GM who lies firmly in the "Pathfinder is for lasers" philosophy. OP or unbalanced is his speciality. He's currently playing a transmutation caster who can achieve 100 AC. He has High system mastery and no fear of what I make. Thus the opening quotes.

Edit: you also 'recover' 1 level per 3 class levels you progress after your starting CR up to 1/2 your hit dice so your actual hit dice can get quite high as can caster levels if your selection starts with casting like a dryad or several higher level outsiders.

Scarab Sages

Buri wrote:

I'd go Movanic Deva, honestly. Their immune list is ridiculous. Then, add to it. LOL

Quote:
Immune acid, cold, electricity, fire, death effects, energy drain, petrification;

That's crazy. I might have to try something with that.


Choon wrote:
Cap. Darling wrote:

I am confused is the GM tælling you to use monsters and just take the CL as startog level and then ad levels until it is 21 togeather?

That seems very unbalanced in many ways:)

This is a GM who lies firmly in the "Pathfinder is for lasers" philosophy. OP or unbalanced is his speciality. He's currently playing a transmutation caster who can achieve 100 AC. He has High system mastery and no fear of what I make. Thus the opening quotes.

Edit: you also 'recover' 1 level per 3 class levels you progress after your starting CR up to 1/2 your hit dice so your actual hit dice can get quite high as can caster levels if your selection starts with casting like a dryad or several higher level outsiders.

I am very curious about how a trans can get 100 in AC. I realize that it sounds like i think he i cheating and for that i apologize but if you will please post somthing like his build i will be gratefull:)

And i still think the synthesist with 1 monk level is a good suggestion pehaps make him half elf for a bit of extra.
Or a pouncing Calikang barbarian he would be level 12 i belive.
Or a choker monk. The quickness thing would be Nice to try and it would give the monk a new chance i think.


Quickling Monk/Barbarian With The Fleet Feat. You'll Break The Sound Barrier On a Charge! :D


1st mythic tier take mythic spellcasting. Be something with mythic time stop. Then... Win? Hours of frozen time is pretty insane.

Shadow Lodge

oh yes quicklings, edit to previous build, the rouge is now a quickling, and with the recovery bit, the necromancer is now a vamp, everybody else is fine as is, but half dragon would work with the barbarians, and half celestial/half fiend would work with the soulknife, or half dragon for him too


Great Wyrm Brine Drsgon CR19 Sorcerer 1/Lore Oracle with Sidestep Secret 1 -Full Casting, remove your crappy Dex from saves and AC.

Star Spawn of Cthulluh CR 20/Lore Oracle 1- If you wanna be Cthulluh Sidestep Secret might be helpful.

Marilith CR 17/Fighter 4 - Ask if you can take Dimensional Derwish with your Teleport Spell Like Ability or aquire a Dimension Door item to get full attacks.

Adamantit Golem CR 19/Master of Many Styles 2 or Fighter 2 - Immune to nearly everything, can only be killed by a Vorpal weapon. And pumps your Ac even firther/blocks attacks.

Advanced Planetar CR 17/Cleric 4 - Casts as 20, awesome stats.

To counter Undead you could be an Undead(and be immune to all those nasty energy drains/ability drains):

Juju Zombie CR1 Two-Handed Fighter 20: Hit with a Ranseur for 5xdamage, everythign dies. Pick mythic Power Attack to oneshot them even easier.

Advanced CR1 Human Wizard with demonic Demonic Obedience to Cadiri 20: You are a Ghoul without the Ability Boni(instead +4 to all) but all the immunities of one.

Sorcerer 18/Advanced Ghost CR +3 - Full Caster, CHA-Synthesis, Incorporeal

Advanced Flaming Beheaded CR 1/Arcane Sorcerer 20 - You get to be a flying skull, yay! Buy yourself a Ring of Three wishes or a luck black to gain material component free wishes all day.


Okay now look at this one:

Awakened Vamire Bat Swarm CR 3/Wizard 18 - Reaches 9th level spells and is practically immune to everything with his Undead traits and the Swarm traits. One could go for an Awakened Ghost Bat swarm to get even harder to kill or a Juju Zombie Swarm to save levels.

Shadow Lodge

is this a campign that is still recruting because I'd love to submit a character


Phasm CR 7 Some kind of Monk 14 - If a Monk Druid works well, a perfect SHapechanger Monk will rock.

Shadow Lodge

Lord Foul II wrote:
oh yes quicklings, edit to previous build, the rouge is now a quickling, and with the recovery bit, the necromancer is now a vamp, everybody else is fine as is, but half dragon would work with the barbarians, and half celestial/half fiend would work with the soulknife, or half dragon for him too

strike that, a team of quicklings would be interesting, make the sorscerer/oracle/mystic theurge a vampire the rest quicklings

Scarab Sages

Not play by post. It'll be taking place next year (2015) sometime (if I'm lucky) with my tabletop group.

Edit: in responce to,

Lord Foul II wrote:
is this a campign that is still recruting because I'd love to submit a character


@Lord Foul II - Did Some Quick Work, Quickling Barbarian 1/Monk 16 With Haste Would Hit Speed Of 220. I Thought For Kicks I'd Put Boots Of The Mastadon On Him For Overrun Fun! Do Those Boots Work Well With a Belt Of Thunderous Charging, I Wonder? I'm Still Putting Him Together, I'll Post Finished Build Later.

Shadow Lodge

williamoak wrote:

One thing I'd like to see tried at that level is a barbarian (urban barb) 1/Scarred witch doctor 5/Eldritch knight 10/ spherewalker 5/ anything above in "hellknight enforcer". Basically, you're a full caster, you've got above 3/4 bab, ridiculous con, DCs boosted by "controlled rage" or plain rage with a +4 furious courageous weapon. Heck, if I could have a +6 furious courageous weapon, you'd basically get the effects of mighty rage from your "regular" rage. And cast 9th level spells. And fight like a mad creature. At level 21, I think it could be a monster. Probably go dual path champion/archmage and go nuts.

Well, it's a dream. Sounds like an interesting campaign.

you can't cast in a rage unless you take the rage prophet prestige class


Haste does nothing for a monks speed as they're both enhancement bonuses and don't stack, you still get the extra attack 'tho.

Shadow Lodge

you can go x10 your normal speed one round a day with the proper eldritch heritage feats

Shadow Lodge

I once was helping a friend make a character who wanted to have super speed as his gimmick, it was a lvl 16 gestalt, 3.5 was allowed, and you could have up to 4 CR worth of templates or races (if you got DM approval it could go up to 7 but no more)
using a series of gimmicks we got a character who could break the sound barrier,

Scarab Sages

I'm seeing some cool ideas here, but lets shift the focus a bit.
(Those of you working on builds, please don't stop. )

Lets say I wanted to play support. The condition-remover, buff giver, survive to make my buddies even more awesome kind of guy. What would you choose then?

What about I'd I wanted to focus on being completely defensively impervious/immune to everything? What would you choose?

What about if I wanted to focus on melee? Ranged?

Sovereign Court

Sounds like you want to make a bard, a level 20 bard would pretty awesome and gives a lot of buffs.

For the defensive, can't go wrong with Oracle of Life (can't die from ability damage and immune to negative levels) , on top of it, your healing spells or mass heal would be a massacre against your enemies.

For melee too many ways to go about it...just check all the guides out there.

For ranged, I would recommend a Divine Hunter Paladin, against armies of undead, you will reign supreme.

Scarab Sages

Oh, I already have ideas. I want to know yours to gain perspective and possibly glean some ideas that are in a different direction or vein than I tend to think. That's why I ask what you would do. :)


Choon wrote:
Lets say I wanted to play support. The condition-remover, buff giver, survive to make my buddies even more awesome kind of guy. What would you choose then?

Unless you build your party around you(full undead party with an evil cleric) it's pretty hard to top vanilla bard or Evangelist Cleric here IMO.

Archons have some Auras of Magic Circle against evil but that's not so impressive.

I guess I would make an Vampire Bard 18. You got all those Undead immunities, Cha synergy and a Vampire Bard is quite flavorful.

Choon wrote:
What about I'd I wanted to focus on being completely defensively impervious/immune to everything? What would you choose?

Look at some of my builds above. Since you are fighting mainly Undead, being Undead yourself, makes you immune to most of their attacks.

A bloody skeletal Champion would be pretty cool, due to being able to respawn after killed and having DR bludgeoning above all Undead Immunities.
An Awakened Demilich ist immune to a lot, though you loose lots of your caster levels due to the high level adjustment.
An Undead Swarm might be the hardest thing to kill for your enemies, since you are immune to normal attack above all(though riddculously cheesy). A ghost would also be awesome for this.

Choon wrote:
What about if I wanted to focus on melee? Ranged?

Melee A) Take something with multiple arms(Four Armed Gargoyle/Marilith/Charda) for many weapons/natural attacks or with an insanely high STR for a Two-Handed Weapon. Add a few Fighter/Barbarian levels (or (Anti-)Paladin if you got high Charisma).

Maybe keep one level free to add Weretiger for Pounce.

Melee B) Advanced CR 1/2 creature, two handed Fighter 20 with Scythe. Hits once per round for around 600 damage as a standard action. Can be Undead too for immunities(Ju Ju Zombie)

Melee C) Take a high CR monster with a natural caster level(Dragons, Celestials) advance to caster 20 and be still awesome in melee due to being a dragon etc.

Melee D) A Phasm is an awesome creature being able to turn into nearly anything from all monster Manuals from small to large like the Shapechange spell, making it the maybe the most versatile charater you could play.
Advanced Phasm CR 8/Melee Class 12 - Could really rock with it's natural weapons.

Ranged A) Some multiarmed pistolero for Double barrelled guns.
I suggest Sahuagin Mutant, Four Armed CR3 Pistolero 18. Wield 4 Double Barrelled Pistols with Weapon chord (ab)use. Deal nigh infinite damage. Could also make him a Juju Zombie or Vampire, you don't need that many levels.

Dark Archive

Stark_ wrote:
If you're looking to play a dragon (and come on, how often does the opportunity come up), a great wyrm brine dragon has one of the best ratios of CR to caster level out there, being CR 19 with 19th level sorcerer casting. So, in exchange for class features you get 26 HD, BAB 26 and a stun effect on every one of your many natural attacks. Technically, by paizo's rules you get an extra class level for every 2 up to 1/2 your CR, so you have another 3 levels to play around with. Personally, I'd dip a level into lore/lunar oracle to use charisma for AC and reflex saves to shore up your weak dex, as well as the full benefits of your choice of curse, and then a level of arcane bloodline sorcerer, loremaster or mystic theurge to cap out your sorcerer casting. From there, if you're using epic rules and can advance CL past 20, I'd take mystic theurge all the way up, otherwise... do whatever the hell you want.

Where are people getting the idea that CR=Level for playing monster characters? 26 HD and 19th level casting is going to make the ECL of the character in the 30's.


@choon
Any luck in procuring you GMs AC 100 transmuter build for us to look at? It will give a Nice idea about the expectet power level. And some house rules pehaps.


Victor Zajic wrote:
Where are people getting the idea that CR=Level for playing monster characters? 26 HD and 19th level casting is going to make the ECL of the character in the 30's.

It's the new Pathfinder guidelines for Monster as characters. Pathfinder got no ECL anymore.

http://paizo.com/PRD/monsters/monstersAsPCs.html

They actually advance even faster going by these guidelines gaining extra levels if they are low level monsters.

I admit it can turn kinda broken. A Fairy Dragon for example is CR 2 and casts as a Sorcerer 3. He will also gain one extra level between level 4 and 5, making him a sorcerer 2 levels above a normal character.(Though to be fair the text calls out for adjusting disruptive monster characters)

Since this game is intended to be broken and cheesy however, it is totally encouraged to build overpowered characters.


Be a behir since it has 6 arms.

Take 2 levels of Alchemist and get vestigial arm. Spend one feat on extra discovery and get another vestigial arm.

Take 11 levels of two-wep fighting fighter. Take the feat multiweapon fighting. Wield 4 falchions at -2 to hit. Crit everything forever.

Scarab Sages

Cap. Darling wrote:

@choon

Any luck in procuring you GMs AC 100 transmuter build for us to look at? It will give a Nice idea about the expectet power level. And some house rules pehaps.

I'm a player in that one so I haven't asked due to possible awkwardness.

I know he has levels in sorceror and veiled illusionist and is somehow cherry picking all the most awesome buff spells (and has access to 1001 spells) + is a litch. He casts a spell that turns him into a paladin of 1/2 his HD which is the smite boost that puts him up near 100 because of his high Cha.

Scarab Sages

I3igAl wrote:


Since this game is intended to be broken and cheesy however, it is totally encouraged to build overpowered characters.

Totally. This game is the worst munchkin's wet dream as the DM is also a munchkin at heart and knows how to balace the scales even as the relative power rockets toward infinity.


Choon wrote:
Cap. Darling wrote:

@choon

Any luck in procuring you GMs AC 100 transmuter build for us to look at? It will give a Nice idea about the expectet power level. And some house rules pehaps.

I'm a player in that one so I haven't asked due to possible awkwardness.

I know he has levels in sorceror and veiled illusionist and is somehow cherry picking all the most awesome buff spells (and has access to 1001 spells) + is a litch. He casts a spell that turns him into a paladin of 1/2 his HD which is the smite boost that puts him up near 100 because of his high Cha.

Sounds like it is a combination of splat books and Strange stuff and pehaps a bit of double stacking. The reason i ask is because with my level of system Mastery AC 100 sounds like cheating. And at least some degree of creative reading must be involved.

Scarab Sages

His system mastery is very high and at least one splat book (1001 spells) is involved. I don't doubt him when he says it's legit. He has an absurd number of buffs active on him at any given time. A dozen at least.

Shadow Lodge

hmm, what approximately would be his touch AC


Iron Golem with a custom magic item that consistently deals fire damage each round. An anti magic field on a broach and wizard levels.

Scarab Sages

krevon wrote:
Iron Golem with a custom magic item that consistently deals fire damage each round. An anti magic field on a broach and wizard levels.

Wouldn't the anti-magic field nullify the fire item?


Choon wrote:
His system mastery is very high and at least one splat book (1001 spells) is involved. I don't doubt him when he says it's legit. He has an absurd number of buffs active on him at any given time. A dozen at least.

Often very High system Mastery often just a bit higher than the folks you play with combined with there lag of skeptisism.

Even a absurd High number of buff spells will have bonuses that dosent stack.
Edit: also if you keep aiming for more AC after you have 80 i think you are wasting resourses, as everything will only hit you on a natural 20.

Scarab Sages

Cap. Darling wrote:
Choon wrote:
His system mastery is very high and at least one splat book (1001 spells) is involved. I don't doubt him when he says it's legit. He has an absurd number of buffs active on him at any given time. A dozen at least.

Often very High system Mastery often just a bit higher than the folks you play with combined with there lag of skeptisism.

Even a absurd High number of buff spells will have bonuses that dosent stack.
Edit: also if you keep aiming for more AC after you have 80 i think you are wasting resourses, as everything will only hit you on a natural 20.

All I know is that he isn't stealing the spotlight, even with his absurd stats, so I'm happy to let him munchkin.


Choon wrote:
Cap. Darling wrote:
Choon wrote:
His system mastery is very high and at least one splat book (1001 spells) is involved. I don't doubt him when he says it's legit. He has an absurd number of buffs active on him at any given time. A dozen at least.

Often very High system Mastery often just a bit higher than the folks you play with combined with there lag of skeptisism.

Even a absurd High number of buff spells will have bonuses that dosent stack.
Edit: also if you keep aiming for more AC after you have 80 i think you are wasting resourses, as everything will only hit you on a natural 20.
All I know is that he isn't stealing the spotlight, even with his absurd stats, so I'm happy to let him munchkin.

And i am sure it is great in your game but i cannot really advice you on what is a good 21 level character. If the GM is running a level 20 arcane caster lich with AC 100 as a player i dont think i can suggest somthing mening full to bring to his level 21 everything goes game.

But i am very curious about how it goes for you guys. :)

Scarab Sages

Let your inner munchkin run free and I'll tweak as necessary. ;)


Choon wrote:
krevon wrote:
Iron Golem with a custom magic item that consistently deals fire damage each round. An anti magic field on a broach and wizard levels.
Wouldn't the anti-magic field nullify the fire item?

Until you suppress the anti magic field. I would also make custom animated objects into catapults that throw shrunken inactive mithril golems that on impact a contingency take place and dismisses the reduce person and activates the golems.

Scarab Sages

krevon wrote:
Choon wrote:
krevon wrote:
Iron Golem with a custom magic item that consistently deals fire damage each round. An anti magic field on a broach and wizard levels.
Wouldn't the anti-magic field nullify the fire item?
Until you suppress the anti magic field. I would also make custom animated objects into catapults that throw shrunken inactive mithril golems that on impact a contingency take place and dismisses the reduce person and activates the golems.

Also, the golem's entry specifies fire attack for the healing so I'm not sure a simple item would work.


Choon wrote:
krevon wrote:
Choon wrote:
krevon wrote:
Iron Golem with a custom magic item that consistently deals fire damage each round. An anti magic field on a broach and wizard levels.
Wouldn't the anti-magic field nullify the fire item?
Until you suppress the anti magic field. I would also make custom animated objects into catapults that throw shrunken inactive mithril golems that on impact a contingency take place and dismisses the reduce person and activates the golems.
Also, the golem's entry specifies fire attack for the healing so I'm not sure a simple item would work.

Okay, it is a fireball/scorching ray/fire snake/delayed blast fireball/flaming sphere trap that goes off via proximity and has a reset time of 1 round.

So if temporary hit points vanish after an hour, you have an hours worth of fire damage to do. Average rolls for d6's are 3.5.
3.5*5=17.5 once every other round.
10 rounds = 60 seconds
3600 seconds in one hour
So you can build up 315000 temporary hit points before they fall off and start over again.

Scarab Sages

krevon wrote:
Choon wrote:
krevon wrote:
Choon wrote:
krevon wrote:
Iron Golem with a custom magic item that consistently deals fire damage each round. An anti magic field on a broach and wizard levels.
Wouldn't the anti-magic field nullify the fire item?
Until you suppress the anti magic field. I would also make custom animated objects into catapults that throw shrunken inactive mithril golems that on impact a contingency take place and dismisses the reduce person and activates the golems.
Also, the golem's entry specifies fire attack for the healing so I'm not sure a simple item would work.

Okay, it is a fireball/scorching ray/fire snake/delayed blast fireball/flaming sphere trap that goes off via proximity and has a reset time of 1 round.

So if temporary hit points vanish after an hour, you have an hours worth of fire damage to do. Average rolls for d6's are 3.5.
3.5*5=17.5 once every other round.
10 rounds = 60 seconds
3600 seconds in one hour
So you can build up 315000 temporary hit points before they fall off and start over again.

Oh wow.

Would they all go away after the first was applied, or would they hit max and just maintain that level as the first instance falls off and is replaced?


Choon wrote:
krevon wrote:
Choon wrote:
krevon wrote:
Choon wrote:
krevon wrote:
Iron Golem with a custom magic item that consistently deals fire damage each round. An anti magic field on a broach and wizard levels.
Wouldn't the anti-magic field nullify the fire item?
Until you suppress the anti magic field. I would also make custom animated objects into catapults that throw shrunken inactive mithril golems that on impact a contingency take place and dismisses the reduce person and activates the golems.
Also, the golem's entry specifies fire attack for the healing so I'm not sure a simple item would work.

Okay, it is a fireball/scorching ray/fire snake/delayed blast fireball/flaming sphere trap that goes off via proximity and has a reset time of 1 round.

So if temporary hit points vanish after an hour, you have an hours worth of fire damage to do. Average rolls for d6's are 3.5.
3.5*5=17.5 once every other round.
10 rounds = 60 seconds
3600 seconds in one hour
So you can build up 315000 temporary hit points before they fall off and start over again.

Oh wow.

Would they all go away after the first was applied, or would they hit max and just maintain that level as the first instance falls off and is replaced?

They would fall off in order you gained them unless you took damage.

Scarab Sages

Right. That's almost enough to roll a iron golem right there. I can't even really wrap my head around that many hit points. It would take over 30 mins of damage at 300 dpr just to burn through my temp HP. And that's not counting the temp I would be constantly generating.


Temporary hit points from the same source (Iron Golem racial) don't stack with each other normally and I don't see anything in its description that says specifically that they do. Instead of getting 315,000 in an hour more likely you would just keep the highest of the individual rolls for temp HP.

FAQ about temp HP stacking


chaoseffect wrote:

Temporary hit points from the same source (Iron Golem racial) don't stack with each other normally and I don't see anything in its description that says specifically that they do. Instead of getting 315,000 in an hour more likely you would just keep the highest of the individual rolls for temp HP.

FAQ about temp HP stacking

Oh well, it was an old trick from back in the day from PVP tourneys. You can still make a custom item to damage yourself how ever much you wanted and still get those temp hp for an hour or until they are beaten away then you get them all over again.

Scarab Sages

But it won't be very much in comparison to the numbers that will be flying around in that environment.
Oh well, it was a grand idea.


Even if it is 100 temp hp....they have to cut through the same 100 hp over and over and over.

Also you'd be immune to nearly every type of magic once you drop the anti magic field.

RPG Superstar 2012 Top 16

Just make a permanent intensified maximized Empowered Wall of Fire and store it inside your chest. Roughly 47 temp hp or fast healing a round. Spend a lot of money training yourself to max hp, cause when you hit 0, you die.

Note that if you're a troll that gets immunity to fire and acid, you lose your regen and it becomes fast healing. Unless you're the tarrasque, regen must have a weakness.

Cap. Darling, you can get over a 100 AC by stacking multiple ability mods to AC.

For Charisma, it's possible to get Cha instead of Dex to AC, Cha as Monk bonus to AC, Cha as Sacred Bonus to AC, and Cha as Deflection bonus to AC. He's playing a lich and might have a 40 Cha, so that's +60 Touch AC right there.

Now, he's got a Nat AC bonus as a lich of +5, +5 Enhancer is now another +10, so we're at +70 for 80 AC. Bracers +8 and permanent SHield, + Gauntlets of Defender +5 is potentially + another 18, so we're at 98.

he could be morphed into a form with a +10 Nat AC bonus instead of +5. He could have a 20 Dex. We're now at 110. Maybe he's got an insight or luck item bonus to AC. He could be at 120.

Etc etc etc.

The world record hits something like 200 over on the 3.5 boards. I believe the base form used is a planetar, but I'd have to check.

==Aelryinth

Scarab Sages

Kevron- You said wizard levels before. I wonder if something divine or support focused wouldn't be better. This guy will be missing out on a lot of class levels. Sohi monk?

Aelryinth - Thanks for the tip. I didn't know it became fast healing. Also about stores g a wall of fire internally. That's clever.

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