Most OP level 1 build?


Advice

51 to 66 of 66 << first < prev | 1 | 2 | next > last >>

Preface: I approve of this thread-necro.

* Assumes an actual 1st-level character (i.e., not a higher-CR monster with a single PC class level)
* Assumes all starting money cannot be used to purchase three lions. (GM: "Does your character have clothes? Food? Anything? These lions are untrained, and unless your Handle Animal is spectacular, will begin eying you hungrily only seconds after you purchase them.")

~ ~ ~

Concept: This is a "sleeper build" designed to survive tit-for-tat attrition at low-level (and whose abilities accelerate drastically by 3rd as a barbarian/cleric/fighter multiclass). This is especially good if you're in a game in which the GM, briefly overlooking your character sheet and not seeing an 18 or 20 in any physical stat, isn't immediately inclined to add 50% more monsters to every encounter to keep the difficulty up, let alone have the toughest thing always pile on you first. --He'll begin doing that eventually, but not before we have our legs under us.

str: 15
dex: 14
con+ 16
int: 12
wis+ 18 (dwarf 16,15,14,14,12,7 25pt array)
cha- 5

traits: Berserker of the Society, Glory of Old
01 barbarian1 [savage technologist], Steel Soul

Raging saves vs. poison/magic/supernatural: Fort: +10, Reflex: +9, Will: +11
Skills: 1pt in Diplomacy, Handle Animal, Perception, Ride, Swim

Equipment:
* wartrained heavy horse w/Leather barding, military saddle, bags, 344gp
* armor: chainshirt, armored kilt, buckler, 125gp
* weapons: lance, bardiche, castus, javelins (10), sling + bullets (10), heavy crossbow + bolts (10), dagger, 102gp
* misc: explorer's outfit, rope, string, grappling hook, fishooks, chalk, pitons, stewpot, pepper, soap, kibble, etc., (29gp worth)

HP 15, AC 18 (20 raging)
attack melee: +3, +2 (raging) +1 (mounted vs afoot target)
attack ranged: +3, +2 (raging)
warhorse: bite +5 (1d4+5), 2 hooves +5/+5 (1d6+2)

Tactics: Against more powerful foes (e.g., a Str minmaxed barbarian), he keeps out of range while mounted and plinks. Minmaxed casters will struggle to near a 50% chance of affecting him with anything granting a save. Any beatable target is plinked at, then rode down with lance charges or toyed with and made to eat AoOs before being subjected to a combined full-attack of mount+rider. (The horse is also +7 to grapple, although it grants an AoO. ...not a bad ploy against a spindly-armed caster within 50' not holding a melee weapon: "Clyde? *Sit* on 'em!")


Gray Warden wrote:

Did I say they are archetypes?

Bloodline Mutations wrote:
Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces.

Huh, that's interesting. Apparently doesn't stop you from trading out "altered" bonus feats though.

Liberty's Edge

Define Overpowered

Small Druid with Medium flying mount


At first level, I don’t think anything is as strong as the half elf synthesist summoner.


Firebug wrote:

Since we're continuing the old thread, here is a 'martial' character that I typically use as a 'pregen' for level 1 PFS. Granted, you are giving an extra 450 gp, and 5 more point buy so I'll note where to spend it.

** spoiler omitted **...

This isn't OP, at all, it's just super smart. D@mn clever playing right here.


There are so many "over powered" builds reliant on grounded combatants within 30' I have to question the definition of overpowered. Flight/hover + bow/crossbow kills all of this at level one.


VoodistMonk wrote:
There are so many "over powered" builds reliant on grounded combatants within 30' I have to question the definition of overpowered. Flight/hover + bow/crossbow kills all of this at level one.

At 4.5dmg a bolt, you're annoying them for the few rounds it takes them to get indoors. A few builds will orient their tower shield with facing "up", and dare you to come down within reach of the ground in order to have a shot.


You will not want to get into an artillery duel with this guy at 1st level (i.e., if VoodistMonk's strix crossbow flier had a dex-rage class at 1st, it'd be 50% to hit Ned's AC, which is great, but will only do a miserable average ~1.5 damage after quilted cloth's DR):

str: 12 (2)
dex+ 18 (10) (Ulfen human, 25pt-buy)
con: 16 (10)
int: 12 (2)
wis: 14 (5)
cha: (-4)

racial alternative trait: Dimdweller
character traits: Berserker of the Society, Weapon Training (+1dmg w/traditional Ulfen weapons)
01 barbarian1 [savage technologist], Point Blank Shot, Rapid Shot

Move 40; Raging saves: Fort: +5, Reflex: +6, Will: +4

Weapons: STR+3 composite longbow (nonmasterwork, 400gp), 40 thistle arrows, 20 regular, two additional quivers, 47gp

Armor: quilted cloth, armored kilt, buckler (125gp), ... AC 19, DR3/- vs small piercing, ACP:0

(Advantage strix: it can see in the dark; Ned can't.)
Misc. (28gp for clothing, traveling gear, cheap melee weapons, mundane equipment)

Backstory: An impatient and irritable youth, Ned's father sent him to a monastery to learn discipline and enlightenment. After two weeks of drudgery, Ned decided it was the most excruciating waste of time imaginable, and swiped a choice bow from the Zen armory on the way out to the nearest longboat departing for foreign shores.

Ranged attacked (raging): 110' increment, +7, or +5/+5 Rapid Shot, +1 (if target within 30')
Damage, arrows: 1d8+4(+1 bleed/6 rounds), +1 (if target within 30')

* variant: starting dex 18>20, drop con and int two apiece to pay for it; results in +1 attack bonus, -1 skill, and Fort-1/Ref+1, but AC does not increase (exceeds capacity of armored kilt; save 20gp by getting rid of it). IMO having an extra skillpoint and hitpoint per level, and an extra round of rage in a build that won't stay barbarian, is worth not minmaxing.


Ok, sure, lets make a few assumptions. Like you've got a GM that is just going to say yes. Dez'No Che'ating was exploring the surface world with a raiding party of other Drow when he was abducted from Xerox by an unknown alien race.

An unknown amount of time passed as Dez'No was poked, prodded and probed by the aliens. Eventually Dez'No was able to break free of his captors and managed to escape inside of some sort of "traveling closet". He managed to scavenge some odds and ends from the closet and travel to a nearby city. Surprisingly the guards didn't shoot him on sight, though Dez'No didn't understand their language. He managed to convince a local noble to shelter him temporarily while he figured out what happened. He managed to sell the alien artifacts and obtain tools to craft a proper Rifle like the one he was use to using. The primitive black powder weapons the natives were using couldn't compare.

Thanking his benifactor who helped teach Dez'No the local language and customs he sets out to see if he can find a way home...well, actually he just wants revenge on those dam aliens!

Since he comes from a more advanced civilization where modern weapons are common, he gained Gun Training 1 and lost the free Gunsmithing feat. He can also manufacture all Firearms and Ammo at 10% of its listed price (Modern firearms are already listed with the 10% price reduction).

Dez'No Che'ating (Drow Noble, Gunslinger 1)
Str 10, Dex 22, Con 12, Int 12, Wis 14, Cha 11.
Traits: Scarred by Space Pirates (+1 trait bonus to hit humanoids)
Self-taught Scholar

Feat: Gunsmithing (because he lost it but needs it)
Class Abilities: Grit, Deed (Quick Clear), Gun Training 1 (M1891)
Skills: Acrobatics, Perception, Linguistics, Survival, Stealth.
Equipment: Mastercrafted Rifle, Mosin-Nagant M1891 (850gp - crafted for 425gp), 2 M1914 concussion grenades (100gp total - crafted 50gp), 20 Metal Cartridge (15gp each, reduce to 10%, half cost for crafting, 15gp total), Gunsmithing Kit (15gp), Scope (25gp), Leather Armor (10gp), 60gp remaining for other gear. Oh, and a Gunslinger starting Pistol (free).

Ranged: M1891 +8/1d10+6(x4) +1 to hit vs humanoids, can cast Divine Favor for +1 to hit/damage for 10 rounds. Range 80' (touch AC to 5 increments), Capacity 5 (move to reload clip of 5), misfire 1.

AC: 18, 16 touch, 12 flat. HP: 11.

Tactic: always cast Deeper Darkness where he intends to stand. Then stealth between shots. In the future he'll probably want to add levels of Unchained Rogue so he can gain sneak attack. And in the duel of the ranged shooters: guy in total concealment vs guys that don't get their dex to AC. Also with a scope Dez'No has a range increment penalty of -1 instead of -2 and still hits on touch out to 400'.


And just because: Dez'No vs Lion Pack.

Lions will rip Dez'No appart if they get a round to attack him. So lets not give them one. Dez'No already travels in an area of Deeper Darkness (thanks to his Light Blindness disadvantage) constantly. But in Daylight that is only Dim light (20% concealment). But...Drow Nobles can Levitate at will. 20' of levitation and the Lions can't reach him (Lions have a reach of 5). If he drops the object the Deeper Darkness is cast on, people outside of it might not notice him up there even in full Daylight (20% concealment + stealth attempt to hide) until he shoots.

If the Lions can see him, its a +8 attack vs touch AC of 12, so 4 or better to hit. Average damage kills a Lion in 3 attacks (32 hp vs 1d10+6). If they can't see him they lose their dex to AC, which drops them to 9 so Dez'No hits on a 2, and misfires on a 1.

FYI: if Dez'No stayed on the ground in Darkness (total concealment) the Lions would be able to use Scent to find him if they wandered into the Darkness with no penalties if they got within 5'. And each Lion would hit on a 11+, any 2 attacks would kill Dez'no at first level.


not going to fully build stuff. but here are a few 1st level shenanigans you might like:

-human with racial heritage (Stone giant) and stone soul feat (stoneskin sla at level 1 +1 nat ac.)

-Sylph with one of the acid breath alt abilities (they can pick one of two)a bite attack (from traits, like adopted into orc and gaining their racial bite trait) and noxious bite feat (a bite attack with +1 acid damage + save or nauseate)

-nagaji (or human+racial heritage) fighter (bonus for venomblade archtype) who focus on the spit venom tree. specifically Viscous Venom which entangles on hit.
beside level 1,later on taking the aoe toxic spray make it even better as you can hit a grid (dc 5) and every1 who start or move through it is effected (and like above entangled) at level 2 you can hit it with dex +1 by not rolling a nat 1. venomblade archtype is recommended as it make spitting even less of an action as they advance (up to swift action) so can fight while he entangle a foe who then need to spend turn getting out of it can't engage or range. (be sure to pick ranged weapons or reach). beside blinding\acid\bleeding effects that can be added via tree.


I'd use the fey sorcerer mentioned above plus I'd hire a few npc spellcasters, get rich parents trait, buy as many scrolls of magic missile as possible and kill any slumber witch due to higher range ... most 30ft abilities like the witches hex are useless against PCs.


just have a famliier or trained campanion wake you up with standard action.done.


Meirril wrote:

Dez'No Che'ating (Drow Noble, Gunslinger 1)

Str 10, Dex 22, Con 12, Int 12, Wis 14, Cha 11.

Drow Nobles are, according to Jason Bulmahn, one level less than characters of standard races. Essentially, this means that the moment Dez'No acquires a class-level, he's a CR2 creature (i.e., one class level and one monster level).

-- 22 Dex would work if he were a goblin (and he'd get a further bonus to attack from being small).

I doubt that even the most lenient GM would let him manufacture modern firearms and ammo at all, let alone at a 10% discount.

Usually-lenient GM wrote:
"Really? You've learned the composition for smokeless powder? You know how to make primer caps and brass? Where do you have the tools to do this, and where did the know-how come from? You're telling me that you have a chemistry lab, an industrial press, a foundry, and a blast-furnace capable of high-grade alloy steel, as well as access to the rare-earth elements necessary for those alloys, to make rifle barrels that can handle 56,000psi 7.62 ammunition without exploding the first time they're shot?"

(Yes, it is irksome when GMs actually know how things work. It's hard to get away with nonsense around them. Dream-crushers, every one, I tell ya.)


I know its ridiculous, but according to the rules if the guy with Gunsmithing comes from an area that has modern firearms (or advanced, or just altered availability and prices for default firearms, or even more restricted) they should be able to use that feat to produce firearms at half of that value.

Actually I've always found the Gunsmithing trait to be one of the most broken in Pathfinder. Using it, if any character had 100gp left over from character creation they could make 1,000gp worth of ammo/powder per day. Selling it at standard prices means a profit of 400gp per day. No skill roll required, just a 15gp gunsmithing kit. This is kind of necessary to be a first level Gunslinger. Who wants to fire 10gp worth of ammo per shot when you're split of the treasure is going to be around 300gp for an entire dungeon? But the potential to abuse it is nuts.

Also more important to the character is Darkvision+Deeper Darkness. That basically equals improved invisibility.

And lastly, OP said Drow Noble was fair game. :P


It's hard to go wrong with a bat form kineticist. really high stealth, good to hit, and damage, no real limit on usage, 120 ft if you have a full round to attack. The skinwalker version is I think slightly worse than the human with racial heritage though. It even holds up if your DM decides that the bat form can't be diminutive.

Of course, he's also buying lions.

51 to 66 of 66 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Most OP level 1 build? All Messageboards

Want to post a reply? Sign in.