Most Broken level 1 PFS build


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Scarab Sages

However, with a musket master, remeber that they are severely limited in the actions they can do, especially at level 1. Shoot. Next round, reload as FULL ROUND action. Moreover, bullets cost money, lots of money.

So on average, the most efficient level 1 character has actions of unlimited source, like standard melee attacks or rock throwing, as well as the efficiency of an action, like a full attack or a very high damaging standard action.

Of course, you can also attempt to try and use really high skills to avoid combat altogether. The best way to conserve limited resources is to not have the need to use them in the first place.


Pathfinder Adventure Path Subscriber
Cao Phen wrote:

However, with a musket master, remeber that they are severely limited in the actions they can do, especially at level 1. Shoot. Next round, reload as FULL ROUND action. Moreover, bullets cost money, lots of money.

...

It's not that bad. Musket Master archetype grants Rapid Reload(muskets). That brings it down to a standard action. But yeah firing every other round does sting a bit.

You could go paper cartridges. I don't like them because of cost and higher misfire. But at level 1 that brings reloading down to a move action.

Bullets and powder (10% cost) in PFS runs 1.1 per shot for standard. 1.2 for cold iron. Though cartridges certainly eat into your budget early on as they are only 1/2 cost.


Cao Phen wrote:

However, with a musket master, remeber that they are severely limited in the actions they can do, especially at level 1. Shoot. Next round, reload as FULL ROUND action. Moreover, bullets cost money, lots of money.

So on average, the most efficient level 1 character has actions of unlimited source, like standard melee attacks or rock throwing, as well as the efficiency of an action, like a full attack or a very high damaging standard action.

Of course, you can also attempt to try and use really high skills to avoid combat altogether. The best way to conserve limited resources is to not have the need to use them in the first place.

The musket maste rigets rapid reload for free at level 1 so he can fire every turn he can also pay for some alchemical cartriges. And quite a lot of the problems you meet at level one is vulnerable to 1t12+1 blunt and piercing damage.


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Gotta say, all of these 'overpowered' 1st level caster builds seem a little silly to me. You can contort yourself six ways from Sunday, but you'll still only be able to do your 'thing' a few times and then you're useless, assuming that all of the other glaring weaknesses of the character isn't exploited first.

Witches are probably your best bet (theoretically unlimited uses of Hexes) and after that its got to be full Martial characters for their defense and their consistent offensive ability.

Think about it - if you can reliably do 25 hit points of damage to any target 5x a day and I can reliably do 12 hit points of damage to any target an unlimited number of times each day, who's going to be more effective against level 1 foes? Next factor in easy to hit and easy to kill vs. harder to hit and harder to kill... it ain't rocket science.

If we were discussing most broken spell combination at level 1 I'd get it, but that's not the question.

Go 1st level Human Witch with a Greensting Scoripion familiar and a High Intelligence. Take Daze, Detect Magic and Light as your cantrips and a couple of useful 1st level spells like Enlarge Person, Charm Person or Obscuring Mist. Take the Slumber Hex (which you can use against every for you face) and carry a Scythe and a cudgel. Make your feats Improved Initiative and Toughness. Everything after that is purely elementary.

After the Witch I'd say standard Summoner for a PFS legal option and after that it'd be a Barbarian.

Scarab Sages

...or you can try to maximize them cantrips.

1d3+7 Ray of Frost anyone?


awp832 wrote:
you could be a tatooed sorcerer archetype and get varisian tattoo for free.

But in the example above, you couldn't be crossblooded an thus would not receive the extra damage per die.


Renlar wrote:
awp832 wrote:
you could be a tatooed sorcerer archetype and get varisian tattoo for free.
But in the example above, you couldn't be crossblooded an thus would not receive the extra damage per die.

You don't have to be crossblooded to get +1 damage per die. You have to be crossblooded to get +2 damage per die.


Depends on how you mean 'broken'. Less broken in terms of single, big damage attacks but more in terms of effectively two characters in one would be Druid and Summoner. Or possibly Cavalier/Samurai if you feel like playing more of warrior-type.

Liberty's Edge

Renlar wrote:
awp832 wrote:
you could be a tatooed sorcerer archetype and get varisian tattoo for free.
But in the example above, you couldn't be crossblooded an thus would not receive the extra damage per die.

I know it was ruled that you could not be Crossblooded and Wildblooded, was it ever stated somewhere that you could not be Crossblooded and Tattooed Sorcerer?


BigDTBone wrote:
Renlar wrote:
awp832 wrote:
you could be a tatooed sorcerer archetype and get varisian tattoo for free.
But in the example above, you couldn't be crossblooded an thus would not receive the extra damage per die.
You don't have to be crossblooded to get +1 damage per die. You have to be crossblooded to get +2 damage per die.

I was looking at the 5d6+10 example, sorry I should have clarified that.


Fomsie wrote:
Renlar wrote:
awp832 wrote:
you could be a tatooed sorcerer archetype and get varisian tattoo for free.
But in the example above, you couldn't be crossblooded an thus would not receive the extra damage per die.
I know it was ruled that you could not be Crossblooded and Wildblooded, was it ever stated somewhere that you could not be Crossblooded and Tattooed Sorcerer?

I don't know if it has officially been stated, but Crossblooded modifies bloodline abilities that are also modified by Tattooed Sorcerer. For example, would they get the tattoo familiar, or can they pick any of the other level 1 bloodline powers.


If he is worried about your offense, go the other direction.

Can't touch this!

Level 1 Halfling Fighter
str 14 dex 16 con 13 int 12 wis 12 cha 10
Alternate Racial Traits: Underfoot, fleet of foot
Feats: Dodge, Shield Focus
Traits: Defender of the society, {perception as a class skill}
skills: Perception, Survival, Stealth (possibly Diplomacy or Sense Motive with favored class skill point)
Equipment: Longsword, Scale Mail, Tower Shield (or heavy shield if you want)

Your AC will be 10 +5 armor +4 (or +2) shield +3 dex +1 size +1 dodge feat, +1 shield focus, +1 underfoot (if opponent is medium or larger) +1 trait for a total of 27 (25 if you use a heavy shield).

Offensively, you'll be +2 to hit (+4 with a heavy shield) for 1d6+2. Not great, but hey, you'll never get hurt. I mean, how many things at first level has better than a +8 (+6 with heavy shield) to hit?


@ Dilvias

swarms don't make attack rolls....Also, any enemy who does make rolls can get a nat. 20.
But it is a nice tank build!

@ OP

I did actually play this with a 5d4 burning hands capable 20-int wizard. I prepped 2 of those, a grease and a color spray, then had the bonded object for "just in case" emergencies. NO problems.

RPG Superstar 2013 Top 16

For the record, he relented and let me play "Jahnni Thunderfist" last night. It wasn't even that overwhelming. I obliterated one zombie, and didn't do that much more damage to the final boss than my girlfriend's Fighter.


Thanks for the Update and merry xmas.

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