Munchkin-ism


Pathfinder First Edition General Discussion


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So, I see threads all the time about people complaining about how X thing is OP or too munchkin-y with a very specific build.

Well, this is not a complaint thread. Instead embrace you inner munchkin!

So, with this thread, post your most munchkin ideas and builds. The rules are simple:
full level 20
20 pt buy
any race in the ARG
Everything printed from Paizo is fair game.

So have fun and keep munchkin-ing on!


Most munchkiny things I experience at my table involve game mechanics and not particular builds.

I have a player who is convinced that if he wears multiple magic rings on the same hand, he can spend an action to decide which of them he gains the benefits from. I ruled that only the ring with the higher CL is always on and the other is suppressed, if they have the same CL, they are both suppressed.

Murdering and stealing makes you chaotic neutral and not evil is another one.

Same player also wants me to allow him to have multiple elemental enchantments on a weapon all tied to the same word so they will all stack and he can do +4d6 elemental damage with every hit. I said he would have to quest for a crafter that knew how to do that.


Not really got a full munchkin build, but just wanted to point out that elemental enchantments don't require an activation every round, so you can have 4 different ones active at the same time.


I have a few...

There's my "High oradin of Arshea", a creature that recieves saves, AC (4 times over) attack, damage & healing from charisma. Without a doubt my silliest build.


Human Vivisectionist Alchemist 20
Final relevant stats
Str:32 Dex:40

Vestiginal arm x2
Transformation formula

Feats
1-Proficiency long composite bow
3-WF bow
5-Point blank
7-Precise shot
9-Deadly Aim
11-TWF
13-Rapid Shot
15-Improv TWF
19-Greater TWF

Composite Bow +5 adaptive x2
Boots of speed
Archer bracer, greater
Sniper goggles, greater

Attacks: +32/+32/+32/+32/+27/+27/+22/+22/+17
Damage: 1d8+29
Sneak: 1d8+49+10d6


^^

Now that is a build that would make a GM cry xD


Human Wizard 20


Munchkin-ism is when people cheat. For example, a rogue wild-shaping via UMD and druid's vestment is an example of good munchkin-ing (as in cheating but maybe vaguely rules legal if read things a particular way). Another example of munchkin-ing is adding 10 to your d20 roll whenever it is below 10.

Making effective OP broken builds. That is power-gaming which is different than munchkin-ism.

Munchkin-ism always implies cheating.


Whatever that build was that people were talking about using gunslingers dual-wielding double-barreled pistols and getting 12 or more attacks per round using ranged touch attacks.

It harkens back to when I first started playing Champions and the group told the newbie me "if anything acts on phase 1 (meaning they had a SPEED stat of 12) kill it without prejudice." Anything getting that many attacks (as a PC at least) is unnatural. *grin*

Liberty's Edge

kyrt-ryder wrote:
Human Wizard 20

This. Or Paragon Surge Oracle cheese.

Honestly the builds I come up with (while debatably pretty optimized) never hold a candle to any of the really optimized builds for the good and simple reason that I generally dislike playing Full Casters and thus usually don't come up with builds for them.

So...nothing I've got (the Oracle of Lore 1/Barbarian 19 who wins all the out-of-combat knowledge checks forever, abuses Fate's Favored to make his one level of Oracle useful for Divine Favor and has pretty much all the standard Barbarian goodies, or the Oracle of Lore 1/Paladin (Oath of Vengeance) 5/Monk 4/Champion of Irori 10 who smites all the things forever while enjoying the same advantages I mention for the Barbarian, or the Kitsune Ninja (Scout) 20 who combines Pounce with the scout ability, Sneak Attack, and TWF to unleash a ridiculous amount of damage) can really compare to actual well-optimized stuff.

I guess I could mention the Kitsune Enchantment Sorcerer, but that's really as simple as grabbing Fey or Arcane Bloodlines, getting Spell Focus and Greater Spell Focus, and abusing the Kitsune Favored Class option. Save DCs of 22-23 at 4th level (for the Fey version, anyway) are silly, and it only gets more terrifying from there (DC 30 by 10th level is very possible, as is DC 42 without Spell Perfection at 20th level).


Human Two-Handed Fighter 20
Final Relevant Stat:
Str: 32

Feats:
1)Weapon Focus (Falchion)
1F)Power Attack
1H)Furious Focus
2F)
3)Improved Initiative
4F)Weapon Specialization (Falchion)
5)
6F)
7)
8F)Greater Weapon Focus (Falchion)
9)Improved Critical (Falchion)
10F)Critical Focus (Falchion)
11)Bleeding Critical (Falchion)
12F)Greater Weapon Specialization (Falchion)
13)
14F)Critical Mastery (Falchion)
15)
16F)
17)Stunning Critical (Falchion)
18F)
19)
20F)

Belt of Strength (+6)
+5 Corrosive Burst Falcion of Speed

--------------------------------------
W/O Power Attack
Attack(s):+37/+37/+32/+27/+22
Damage:2d4 + 35
Critical:6d4 + 2d10 + 2d6 + 105 + Stun
--------------------------------------
W/Power Attack
Attack(s):+31/+31/+26/+21/+16
Damage:2d4 + 59
Critical:6d4 + 2d10 + 2d6 + 177 + Stun

I think I missed a few things, I just kind of threw this together.

Assuming Max and all crits, this is 1165 potential damage in one round.


master_marshmallow wrote:

Most munchkiny things I experience at my table involve game mechanics and not particular builds.

I have a player who is convinced that if he wears multiple magic rings on the same hand, he can spend an action to decide which of them he gains the benefits from. I ruled that only the ring with the higher CL is always on and the other is suppressed, if they have the same CL, they are both suppressed.

Murdering and stealing makes you chaotic neutral and not evil is another one.

Same player also wants me to allow him to have multiple elemental enchantments on a weapon all tied to the same word so they will all stack and he can do +4d6 elemental damage with every hit. I said he would have to quest for a crafter that knew how to do that.

Well I'll agree in most cases to the stealing. Although some people just need killing.


Mythic Johnny Bowman Fighter 20, Champion(M) 10
NG Huge Human
lnit +32;
Senses blind sense 30', darkvision 60', low-light vision, true seeing;
Perception +23

DEFENSE
AC 55 (+14 armor, +4 deflection, Dex +6, +1 dodge, +4 insight, +4 luck, +4 morale, +6 natural, +4 sacred, -2 size) Touch 35, Flat Footed 48
HP 394 (20d10+274)
Fort +51, Ref +43, Will +38
DR 5/-, regeneration 5

OFFENSE
Speed 40', swim 60'
Ranged +5 Distance, Seeking Darkwood Composite Longbow (STR +22) +47/+47/+47/+47/+47/+47/+47 (4d6+77/19-20/x5) Manyshot on first two shots.
Space 15’, Reach 15’
Spell-Like Abilities (CL 22)
6/day – Touch of Rage

STATISTICS
STR 54, DEX 22, CON 28, INT 7, WIS 10, CHA 16
Base Atk +20, CMB +45, CMD 61
Feats: Arcane Strike, Cosmopolitan, Deadly Aim, Eldritch Heritage (Orc), Greater Weapon Focus (Longbow), Greater Weapon Specialization (Longbow), Improved Critical (Longbow), Improved Eldritch Heritage, Improved Initiative, Improved Precise Shot, Iron Will, Magical Aptitude, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Survival), Toughness, Weapon Focus (Longbow), Weapon Specialization (Longbow), Deadly Aim (Mythic), Improved Critical (Mythic), Improved Eldritch Heritage (Mythic), Improved Initiative (Mythic), Manyshot (Mythic), Rapid Shot (Mythic), Weapon Focus (Mythic), Weapon Specialization (Mythic), Optimistic Gambler (T), Reactionary (T)

Special Abilities: Bravery +4, Armor Training, Armor Mastery, Weapon Training, Weapon Mastery, Hard to Kill, Amazing Initiative, Recuperation, Mythic Saves, Force of Will, Unstoppable, Immortal, Legendary Hero, Surge 1d12, Extra Mythic Feat, Extra Mythic Feat, Extra Mythic Feat, Limitless Range, Precision, Precision, Precision, Enhanced Ability, Mythic Sight, Mythic Sight

Gear: Belt of Physical Perfection +6, Boots of Speed, Bracers of Archery Greater, Cape of the Mounteback, Efficient Quiver, Gloves of Dueling, Headband of Alluring Charisma +4, Robe of Arcane Heritage, 4000 Arrows, Srcoll (3x Giant Form II), +4 DISMaL Ring of AC Boosting, +5 SIMPLR Ring of Save Boosting, +5 Mithril Full Plate

Permanent Spells: Giant Form II, Gravity Bow

Tactics- Initiative (Declare 20 for 52 after roll), Use Amazing Initiative to activate Touch of Rage, Swift to Active Arcane Strike, Full Attack (7 attacks, 9 arrows), Use surge ability to make at least one attack a critical hit, Avg 1183 hp damage.


Here is one of my recent creations, an Oracle 1/Sorcerer19. I don't consider her munchkinny, rather she simply takes advantage of powerful options available to full casters.

Some highlights include:

1. Complete access to all wizard spells
2. The ability to Planar Bind pretty much anything with an opposed Charisma check bonus of +35 with Moment of Prescience
3. Extremely high AC, largely unhittable by equal CR opponents. CR30 Cthullu needs a 14
4. Extremely high saves reaching "only fail anything on a 1" with a single buff action. Base 25/33/29, +13 versus charms and compulsions, +15 with Bestow Grace
5. Very potent offence. Base save DC's in the mid 30's for common spells, ability to force multiple saves fairly easily, access to a wide range of offence without needing to paragon surge.

Cassandra:
Female Half-Elf Oracle 1/Sorcerer 19
LN Huge humanoid (elf, human)
Init +24; Senses oracle's curses (deaf), all-around vision, darkvision 120 ft., low-light vision, scent; blindsight 60'; Perception +38

--------------------
Defense
--------------------
AC 64, touch 37, flat-footed 49 (+8 armor, +6 shield, +15 Dex, -2 size, +13 natural, +5 deflection, +1 insight, +8 cover)
hp 304 (1d8+19d6+220)
Fort +25, Ref +33, Will +29 (+11 vs. charm and compulsion); +2 vs. enchantments, +8 resistance vs. divination and mind-affecting
Defensive Abilities evasion; Immune sleep; Freedom of Movement; Immune Fire; DR10/magic

--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (average), 120' (poor), swim 30 ft.
Melee slam +7 (1d8+1) and
staff of the master +12/+7 (2d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks bloodline arcana: arcane, Frightful Presence DC33, Breath Weapon (50' cone of fire, 12d8, DC33)

Oracle Spells Known (CL 1st; concentration +20):
1st (7/day)—cultural adaptation, cure light wounds, know the enemy
0 (at will)—detect poison, guidance, purify food and drink (DC 25), stabilize

Sorcerer Spells Known (CL 19th; concentration +38):
9th (6/day)—shapechange, time stop, wish
8th (8/day)—euphoric tranquility, mind blank, moment of prescience, polymorph any object (DC 33), power word stun, seamantle, summon monster viii, sunburst (DC 37)
7th (9/day)—caustic eruption (DC 32), greater teleport, hungry darkness, limited wish, plane shift (DC 32), spell turning
6th (9/day)—chain lightning (DC 35), disintegrate (DC 31), flesh to stone (DC 31), greater dispel magic, mass suggestion (DC 31), repulsion (DC 31), true seeing
5th (9/day)—dominate person (DC 30), feeblemind (DC 30), fickle winds, hungry pit (DC 30), overland flight, telekinesis, telepathic bond
4th (9/day)—ball lightning (DC 33), dimension door, dimensional anchor, emergency force sphere, enervation, greater invisibility, resilient sphere (DC 33), wall of fire
3rd (10/day)—battering blast (DC 32), daylight, dispel magic, fireball (DC 32), haste, ice spears (DC 28), paragon surge
2nd (10/day)—acid arrow, blindness/deafness (DC 27), command undead (DC 27), invisibility, mirror image, pilfering hand, resist energy, stone call
1st (10/day)—charm person (DC 26), disguise self, grease (DC 26), identify, magic missile, protection from evil, snowball (DC 26), true strike
0 (at will)—arcane mark, detect magic, ghost sound (DC 25), light, mage hand, message, open/close (DC 25), prestidigitation (DC 25), read magic

--------------------
Statistics
--------------------
Str 17, Dex 7, Con 32, Int 20, Wis 18, Cha 40
Base Atk +9; CMB +16; CMD 36

Feats: Craft Wondrous Item, Dazing Spell, Eschew Materials, Greater Spell Focus (evocation), Greater Spell Penetration, Iron Will, Noble Scion of War, Persistent Spell, Quicken Spell, Reach Spell, Silent Spell, Spell Focus (evocation), Spell Penetration, Spell Perfection (hungry darkness), Still Spell

Traits: irrepressible, magical lineage (hungry darkness)

Skills: Acrobatics +1, Appraise +8, Bluff +27, Climb +6, Diplomacy +46, Disguise +21, Escape Artist +1, Fly +7, Heal +7, Intimidate +21, Knowledge (arcana) +31, Knowledge (planes) +31, Knowledge (religion) +31, Linguistics +9, Perception +38 (+41 on checks that do not rely on hearing), Ride +1, Sense Motive +9, Spellcraft +26, Stealth +18, Survival +7, Swim +14, Use Magic Device +25; Racial Modifiers +2 Perception

Languages: Auran, Celestial, Common, Draconic, Elven, Ignan, Infernal, Other Language

Special Qualities: arcane apotheosis, arcane bonds (arcane bond [familiar]), bloodlines (arcane), elf blood, metamagic adept, mysteries (mystery [lore]), revelations (sidestep secret)

Gear: ectoplasmic metamagic rod, extend metamagic rod, extend metamagic rod, extend metamagic rod (greater), otherworldly kimono, potion of gaseous form, cloak of invisibility, staff of the master, wand of bestow grace (50 charges), wand of infernal healing (50 charges), +5 mithral buckler, amulet of natural armor +5, belt of mighty constitution +6, bracers of armor +8, circlet of persuasion, eyes of the eagle, handy haversack, headband of mental superiority +6, ioun stone (dusty rose prism), ioun stone (gamboge nodule), ioun stone (mulberry pentacle), ioun stone (orange prism), ioun stone (pale green prism (cracked, saves), ioun stone (pale ruby trillian), manual of bodily health +4, polymorphic pouch, boots of evasion, ring of freedom of movement, ring of protection +5, robe of arcane heritage, stone of good luck (luckstone), tome of leadership and influence +5, tome of understanding +1, 25000gp diamond dust (worth 25,000 gp), jewelry, spell foci (worth 3,200 gp), true seeing ointment (worth 1,000 gp)

--------------------
Permanent Spells:
Darkvision, See Invisibility, Arcane Sight, Tongues

Pre combat buff spells:

Heroism, Seamantle, Extended Shapechange all included in her stats

Spells cast each day:

Mind Blank
Moment of Prescience
Arodens Spell Bane (Invisibility Purge, Anti Magic Shell, Greater Dispel Magic, Mage's Disjunction)

Extended spells cast every other day (duration 40 hours):

Countless Eyes
Overland Flight
Ride the Waves
Detect Scrying
Getaway

Spells cast every 2 days (duration 40 hours):

Ant Haul
Life Bubble

This costs 4 level 3 spell slots for Paragon Surge.

Long Duration buffs:

Extended Contingency (Cast Teleport when she clicks her fingers), duration 40 days

Shadow Lodge

I think you mean power gaming. Munchkining is arguing that boiling an anthill gives you XP, its convincing your GM to let you play a higher level character then everyone else, or to give you some super powered artifact or ability you don't get normally through the rules. You call those players munchkins, cause that's the type of things you do when you're 8. Munchkins are not power gamers, they often don't know the rules very well yet (again, cause they're young kids).

Power gaming on the other hand, is about taking the rules and trying to find the combinations that give the biggest numbers, but are 100% legal by the raw.


Well, this probably is not to OP in the long run, and a lot of other people can make much better, but I would still feel guilty bringing it out since it breaks lower levels: Bard (Archaeologist) 1/Barbarian X.

The idea here is to max out the use of Archaeologist's luck ability (which replaces performance for a scaling luck bonus to attack, damage, saves, and skills equal to inspire courage at the cost of a swift action). The first, and most important part, is to take the Fate's Favored trait (+1 to luck bonuses). That means, with this dip, you are getting +2 to attack, damage, and saves.

You also have to take the lingering performance feat, which allows the effect of performances (and the luck ability says it counts for that) for 2 rounds after you end it. That means that the 4+CHA rounds becomes 3x(4+CHA), or about 18 rounds per day with modest stat investment. That is enough to keep the luck going for every fight in the day. Note: this move is necessary for pretty much all archaeologists, since the daily rounds do not scale.

So, why barbarian? Because- Archaeologist's Luck is about on par with Rage...and it can be used at the same time as rage. So that is +4 to attack and +4 to damage (before twohanding). Early on, that guarantees hits on level appropriate challenges, and barbarians were one shotting those anyway.

Later, you can take your typical superstitious beast totem invulnerable rager barbarian, and you are all the better for the dip. Archaeologist's luck gives bonuses to the exact things such barbarians specialize in: heavy damage and ridiculous saves. Because barbarians need to be even more of DPR tanks, right? The fact that you also get face skills as class skills, cantrips, and access to easier wand use simply expands your usefulness outside of battle.


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Human Teleportation Conjurer 20, Ban Enchantment and Necromancy because enchantment can be replaced by diplomacy and most Necromancy spells often get banned.

Starting Atributes

Str 12 Wis 12 Cha 12 Con 21 (27) Dex 19 (25) Int 30 (36)

Notable Stat Methods, planar bind 3 Eefreeti at level 14 for +5 inherent bonus to all attributes for a one week ritual of chain wishing, every 2 Eefreet wishes is purchased with a wish for something the Eefreet Desires. the Aladdin deal, 3 super happy Eefreets and 6 spare wishes to be spent as you wish, probably used to spoil each of them with 2 free wishes

before factoring simulacrum shenanigans, this human conjurer has a planar bound planetar cleric 1 he keeps on a leash and keeps control of by reminding him of the danger posed by his Epic party of demigods and godslayers. the planetar serves the wizard master out of fear for his life and is painfully struck by the Greater Geas he cast as an opposition spell, the Geas being "Serve me with Absolute Loyalty"

Relevant Gear; +6 Int Booster, +6 Dex and Con Booster, +5 silken ceremonial armor, +5 mithril buckler, +5 cloak of resistance, +5 amulet of natural armor and +5 ring of protection, +5 Eyes of the Tenebrous Leopard (Eyes of the Eagle plus goggles of darkvision plus goggles of truesight) Circlet of Persuasion, other adventuring gear as appropriate. this wizard has 242HP. pixie has lots of crafted low level wands with decent caster levels, typically used to interrupt enemy casters

relevant arcane discoveries, true name (Succubus bard 11), the succubus bard, the wizard's pocket courtesan, has the 6 day eefreeti binding treatment

Relevant Class Features, improved Familiar (pixie), pixie has 6 day eefreeti binding treatment

relavant feats, Leadership with an 18th level Elven Switch Hitter Urban Ranger cohort using the darkvision and lightbringer alternate racial traits with an 18th level 16HD Pouncing Tiger Animal Companion. the ranger and tiger each have the 6 day eefreeti binding treatment

benefit; member of a 20th level adventuring party whom brings his own 17th level pocket cleric, and brings 2 pocket fighters, one of which is a pocket rogue, he brings a pocket face and buffer, and a pocket scout and wand user. he most likely crafted everything he and his servants own and looked for every way to possibly cheat costs

effectively, not only does this wizard support an adventuring party, he brings an adventuring party of servants to himself.

everything's PC equivalent WBL is doubled by the wizard and eefreeti binding shenanigans all around.

each of your party members brings between 1 and 3 characters, you bring 6 before you factor summons, and have covered every base on your own, giving your party the freedom to do whatever the off the wall build they desire happens to be.


I think in the barbarian thread a Karmic sorc bloodline build came up that I'd love to tinker/munchkin with. The basic idea is that the Karmic bloodline lets you make an AoO when you fail a concentration check. So you don't care about your spellcasting and instead try to generrate AoOs.

http://www.d20pfsrd.com/magic/all-spells/d/dazzling-blade

A first level swift action spell. Technically, nothing is stopping you from making a concentration check if you are threatened, and you can voluntarily fail any checks you make.

So, that gives you the ability to provoke an AoO from yourself as a swift action for a lvl 1 spell.

And cast a second spell (a cantrip you fail) for kicks. 2 AoOs in one turn, and it's not even your opponent's turn yet!. Very yes.

Now combine this with paired opportunist.

http://www.d20pfsrd.com/feats/combat-feats/paired-opportunists-combat-teamw ork

But that may still not be enough attacks of opportunity! You'll want greater trip, and vicious stomp to grant your flank buddy (probably an animal companion) 2 more AoOs, possibly Opportunist rogue talent for a third one (but that's way down the line and, you know... 10 levels of rogue? bleh). Speaking of Rogues... that reminds me of

http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/halfling-o pportunist

See that lvl 5 abilty? Is your mouth watering yet?

Okay, but how does one get a flank biat... I mean buddy? Since Rogue is on the table anyway...

Velcome to the carnivalist!

http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue -archetypes/carnivalist

Guess whose buddy gets SA?

But wait, there's more! Filling out those levels until Halfling opportunist, and indeed, even after, we have vivisectionist alchemist. But you may wonder "dude, vivisectionist doesn't advance our familiar!", and that's why you take the tumor familiar discovery.

Now, you have a tumor shaped like an animal of your choice (hedgehog gets my vote, because why not?), that, twice a turn when you cast a spell (and you will), comes out of your body to sneak attack enemies.

That's about as far as I got, although maybe instead of Rogue a summoner could do better work.


Oh, man, where's that bookmark of Ravingdork's thousand-something-point exploding PC?


Deadmanwalking wrote:
kyrt-ryder wrote:
Human Wizard 20
This. Or Paragon Surge Oracle cheese.

And when the Arcanist gets here, Arcanist 20.

Honestly, there isn't much to say on the topic at this point. Oracle Paragon Surge Cheese blows anything out of the water until someone can find a way to additionally the Druid spell list.


The whole list?


blahpers wrote:
The whole list?

I accidentally "access"


A cavalier of the sword riding the summoners eidolon for all the crazy.

Liberty's Edge

My PFS mounted summonner I find pretty munchkinny


Thing is, Power Gaming and Munchkinism are seperate things. If somone is an actual Munchkin they are likely cheating. Which doesnt mean a Powergamer cant make characters that are not fun for others to play with, its just built within the rules.


Leonardo Trancoso wrote:

Human Vivisectionist Alchemist 20

Final relevant stats
Str:32 Dex:40

Vestiginal arm x2
Transformation formula

Feats
1-Proficiency long composite bow
3-WF bow
5-Point blank
7-Precise shot
9-Deadly Aim
11-TWF
13-Rapid Shot
15-Improv TWF
19-Greater TWF

Composite Bow +5 adaptive x2
Boots of speed
Archer bracer, greater
Sniper goggles, greater

Attacks: +32/+32/+32/+32/+27/+27/+22/+22/+17
Damage: 1d8+29
Sneak: 1d8+49+10d6

if I remeber right vestigial arms in no way grants "extra actions or attacks" this is an interesting build but not sure it works this way.


Munchkins often open with a line like: "If your DM will let you have [insert thing here]," when giving advice. Often with expectations that DMs are going to let you change the rules in the name of fun. It's a valid way to play because you know, fun and all, but Power Gamers are the ones who will say: "Do [insert thing here] because it's the best and there's nothing your DM can do to stop you!"


master_marshmallow wrote:
Munchkins often open with a line like: "If your DM will let you have [insert thing here]," when giving advice. Often with expectations that DMs are going to let you change the rules in the name of fun. It's a valid way to play because you know, fun and all, but Power Gamers are the ones who will say: "Do [insert thing here] because it's the best and there's nothing your DM can do to stop you!"

Remembering that "Munchkin" is an insult, let me just add to your Munchkin example because you're giving them too much credit.

"The DM is going to let me change the rules of the game, or I'm just going to ignore a couple clauses here and there without saying. There's no real harm in it because it's more fun for me"

Munchkins are power gamers, who cheat or bend the rules purely for their own enjoyment. If you see power gaming as evil, then at least power gamers are a reasonable lawful evil, to the Munchkin's chaotic evil.


Daenar wrote:
Leonardo Trancoso wrote:

Human Vivisectionist Alchemist 20

Final relevant stats
Str:32 Dex:40

Vestiginal arm x2
Transformation formula

Feats
1-Proficiency long composite bow
3-WF bow
5-Point blank
7-Precise shot
9-Deadly Aim
11-TWF
13-Rapid Shot
15-Improv TWF
19-Greater TWF

Composite Bow +5 adaptive x2
Boots of speed
Archer bracer, greater
Sniper goggles, greater

Attacks: +32/+32/+32/+32/+27/+27/+22/+22/+17
Damage: 1d8+29
Sneak: 1d8+49+10d6

if I remeber right vestigial arms in no way grants "extra actions or attacks" this is an interesting build but not sure it works this way.

It...doesn't? I know that the dev ended the whole thing of "I have racial claws and put feral mutagen claws on my vestigial arms" thing. Not entirely sure how a twohanded weapon would work with that, but my general assumption is: no.

But I do like to imagine a party made up of those builds that rely entirely on misunderstood mechanics that I've seen on the forums. So multiweapon fighting vestigial alchemist, bite/4xclaw alchemist, the catfolk barbarian raised by half-orcs to grow foot long fangs and has x4 claws by placing the beast totem ones on their feet, and like....90% of synthesists. Anyone want to add other examples they have seen on the forums to this party? They really need some divine magic and battlefield control.


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Btw, that mythic fighter is crazy! Reminds me of my 3.5 , dwarf barb15/fighter5/battlrager 5/legendary dreadnaught 4!! Insanity, I actually am looking forward to getting mythic adventures, I think it might make solo adventuring more viable( less player/gm fudging).


Daenar wrote:
Leonardo Trancoso wrote:

Human Vivisectionist Alchemist 20

Final relevant stats
Str:32 Dex:40

Vestiginal arm x2
Transformation formula

Feats
1-Proficiency long composite bow
3-WF bow
5-Point blank
7-Precise shot
9-Deadly Aim
11-TWF
13-Rapid Shot
15-Improv TWF
19-Greater TWF

Composite Bow +5 adaptive x2
Boots of speed
Archer bracer, greater
Sniper goggles, greater

Attacks: +32/+32/+32/+32/+27/+27/+22/+22/+17
Damage: 1d8+29
Sneak: 1d8+49+10d6

if I remeber right vestigial arms in no way grants "extra actions or attacks" this is an interesting build but not sure it works this way.

The arms aren't what are giving him the extra attacks, they're just allowing him to wield weapons with which, he picks up extra attacks via other methods.

Here's the normal +34/+29/+24/+19
After adding the speed property to the weapon it becomes +34/+34/+29/+24/+19
Add Rapid Shot:+32/+32/+32/+27/+22/+17
Add TWF:+32/+32/+32/+32/+27/+22/+17
Add Improved TWF: +32/+32/+32/+32/+27/+27/+22/+17
Add Greater TWF: +32/+32/+32/+32/+27/+27/+22/+22/+17


A munchkin is the guy that will argue in court "well what really is the meaning of the words: paying taxes?". He'll stretch what's legal and allowed as far as it will go.

The powergamer is the guy who finds every loophole so that he pays 6% on his multi-million dollar equity stashed in the cayman islands. Unethical and against the spirit of taxes? Probably, but 100% legal and working the system to his advantage.


Reading all these comparisons... I guess I've had it wrong this whole time... I always thought Munchkin and Powergamer were the same thing, I just call myself a munchkin usually because it's a funnier title.

Now that I know the distinction I shall refer to myself as a powergamer.

Thank you Paizo community!


Daenar wrote:
Btw, that mythic fighter is crazy! Reminds me of my 3.5 , dwarf barb15/fighter5/battlrager 5/legendary dreadnaught 4!! Insanity, I actually am looking forward to getting mythic adventures, I think it might make solo adventuring more viable( less player/gm fudging).

Wait, we were allowed to use mythic? I thought the OP only said level 20?

Heck, give me a minute =)


They're often interchangeable as they intersect frequently. The powergamer will think his optimized build is perfect and then the DM will require Mr. 5 charisma to make a diplomacy check. The Maestro of Munchkin will of course argue that's against the spirit of the game and the DM should judge encounters on his rp and try to make his dumped stat invisible.

Having someone used a dumped stat is always "picking on them" to try to guilt trip you into negating their severe drawbacks.


Human Two-Handed Fighter 20 / Champion/Guardian 10
Final Relevant Abilities:
Str: 50 (+20), Dex: 28 (+9), Con: 34 (+12)

Feats:
1)Weapon Focus (Greataxe)
1F)Power Attack
1H)Furious Focus
2F)Toughness
3)Improved Initiative
4F)Weapon Specialization (Greataxe)
5)Iron Will
6F)Vital Strike
7)Lighting Reflexes
8F)Greater Weapon Focus (Greataxe)
9)Great Fortitude
10F)
11)Improved Vital Strike
12F)Greater Weapon Specialization (Greataxe)
13)
14F)
15)
16F)Greater Vital Strike
17)
18F)
19)
20F)

----------------------------------------------------------------------
Mythic Stuff:

Vital Strike (Mythic)
Power Attack (Mythic)
Weapon Focus (Mythic)
Weapon Specialization (Mythic)
Toughness (Mythic)

Armor Master (3)
Maximized Critical
Critical Master
Titan's Rage
Armored Might
Impervious Body (3)

------------------------------------------------------------------------
Magic Items:

Belt of Physical Perfection +6, Belt of Mental Perfection +6, +5 Keen Flaming and Corrosive Burst Greataxe, +5 Adamantine Heavy Fortification Full Plate, +5 Mithril Buckler, Amulet of Natural Armor +5, Ring of Protection +5, Cloak of Resistance +5

------------------------------------------------------------------------

Final Relevant Stats:

AC: 52 = 10 + 18 + 6 + 9 - 1 + 5 + 5

EDIT: Flat-Footed 43, Touch 23
EDIT: Fort 31, Ref 22, Will 16
EDIT: DR 3/-, 15/epic

HP: 450 (20d10 + 200 + 50 + 40)

Attack(s): +53/+48/+43/+38

Damage: 2d8 + 58
Power Attack: 2d8 + 94
Vital Strike: 8d8 + 232
Vital Strike + Power Attack: 8d8 + 376
Vital Strike + Power Attack + Critical = 6d10 + 632

I think I might be missing some stuff, but, there ya go. Here's what a Mythic fighter looks like.


What do your defences other than AC end up as?


Mojorat wrote:
Thing is, Power Gaming and Munchkinism are seperate things. If somone is an actual Munchkin they are likely cheating. Which doesnt mean a Powergamer cant make characters that are not fun for others to play with, its just built within the rules.

The original use I ever heard of Munchkin was from GURPS where it was understood munchkin meant 'powergamer'. The two were identical. Powergamer was simply a nicer way of putting things.

You could always spot a min-maxing munchkin. If they were fighter types they made 'combat monsters'. If they were a 'wizard' type they made 'the green lantern' or 'Dr. Strange' but only more powerful. If they were the sneaky kind they made 'The Wraith' from Wildcard books, etc.

Cheating had nothing to do with it. There was a game called 'Munchkin' and 'powergamer'.


Karl Hammarhand wrote:
Mojorat wrote:
Thing is, Power Gaming and Munchkinism are seperate things. If somone is an actual Munchkin they are likely cheating. Which doesnt mean a Powergamer cant make characters that are not fun for others to play with, its just built within the rules.

The original use I ever heard of Munchkin was from GURPS where it was understood munchkin meant 'powergamer'. The two were identical. Powergamer was simply a nicer way of putting things.

You could always spot a min-maxing munchkin. If they were fighter types they made 'combat monsters'. If they were a 'wizard' type they made 'the green lantern' or 'Dr. Strange' but only more powerful. If they were the sneaky kind they made 'The Wraith' from Wildcard books, etc.

Cheating had nothing to do with it. There was a game called 'Munchkin' and 'powergamer'.

I think a good metaphor for it is this: A man decides that, during this game, he is going to go all hardcore, no mercy, going-for-blood level of skills...against his 5 year old son.

Powergamers at a table where everyone powergames is fine, and expected. A munchkin is a person with 10 years of experience (and making the most of that) at a table where everyone else has a combined 1 year of experience (including the GM).

Of course, munchkins also include those that weasel and cheat as well. Not going to deny that. But that is on the deeper end of the scale compared to simple powergaming.

Dark Archive

master_marshmallow wrote:

Most munchkiny things I experience at my table involve game mechanics and not particular builds.

I have a player who is convinced that if he wears multiple magic rings on the same hand, he can spend an action to decide which of them he gains the benefits from. I ruled that only the ring with the higher CL is always on and the other is suppressed, if they have the same CL, they are both suppressed.

Considering that the Meridian belt is a thing I would say that the rules definitely agree with you.


A LG Half-Elf (or equivalent) Nature Oracle so you can turn yourself into an animal at level 20 and make your CHA infinite via Awakening to achieve infinite Initiative via Noble Scion (War), Infinite AC and CMD, via Nature's Whispers, and infinite Saves via Bestow Grace of the Champion. Make sure you have Eldritch Heritage (Arcane) so you can Paragon Surge into the entire Sorcerer/Wizard and Cleric/Oracle lists. Lather in Blood Money + Spell that costs money. Bake and serve.


So, I have been looking at seeing what happens to Cassandra as a Mythic character. I admit I am far from familiar with the Mythic rules but looking at how she changes I am rather unconvinced by Mathkuus' claim that Mythic gives martials more options than casters.

Cassandra:

Stats include the effect of basic Mythic Heroism and Shapechange duplicating Form of the Dragon III for a Huge Gold Dragon. Various all day spells are noted at the end. If she has the time then Mthic Fly and Seamantle add 18 to her AC and 4 to her Refex save. Likewise Bestow Grace adds 21 to her saves.

Female Half-Elf Oracle 1/Sorcerer 19/Archmage 10
N Huge humanoid (elf, human)

Initiative: +57 (21 Cha +14 Mythic Improved Initiative +10 Amazing Initiative +4 Familiar +1 luckstone +4 Morale Mythic Heroism +3 Competence Circlet of Persuasion)

Senses oracle's curses (deaf), all-around vision, darkvision 120 ft., low-light vision, scent, blindsense 60'; Perception +40

--------------------
Defense
--------------------
AC 67, touch 35, flat-footed 46 (+13 armour, +6 shield, +21 Dex, -2 size, +13 natural, +5 deflection, +1 insight)

hp 334 (1d8+19d6+250)

Fort +27, Ref +37, Will +31 (+17 vs. charm and compulsion); +2 vs. enchantments, +4 extra resistance vs. divination and mind-affecting, +21 to all with Bestow Grace

Defensive Abilities evasion, hard to kill, mythic saving throws, unstoppable; Immune sleep; Immune Fire;

--------------------
Offense
--------------------
Speed 30 ft., fly 40' (average), fly 120 ft. (poor), swim 30 ft.
Melee slam +11 (1d8+5) and
staff of the master +16/+11 (2d6+9)
Space 15 ft.; Reach 15 ft.
Special Attacks bloodline arcana: arcane, mythic power (23/day, surge +1d12), breath weapon (12d8, 50' cone, DC40), frightful presence (DC40)

Oracle Spells Known (CL 2nd; concentration +30):

1st (9/day)—cultural adaptation, cure light wounds, know the enemy
0 (at will)—detect poison, guidance, purify food and drink (DC 31), stabilize

Sorcerer Spells Known (CL 20th; concentration +47):

9th (8/day)—aroden's spellbane [M], time stop [M], wish [M]

8th (10/day)—euphoric tranquillity, mind blank, moment of prescience, polymorph any object (DC 39), power word stun [M], seamantle, summon monster viii, sunburst (DC 45)

7th (10/day)—caustic eruption (DC 38), greater teleport, hungry darkness, limited wish [M], plane shift (DC 38), spell turning

6th (10/day)—chain lightning [M] (DC 47), contingency [M], flesh to stone (DC 37), greater dispel magic, mass suggestion (DC 37), repulsion (DC 37), true seeing

5th (11/day)—baleful polymorph [M] (DC 36), dominate person [M] (DC 36), fickle winds, hungry pit (DC 36), overland flight, telekinesis, telepathic bond

4th (11/day)—ball lightning (DC 41), dimension door, dimensional anchor, emergency force sphere, enervation [M], greater invisibility, resilient sphere (DC 41), wall of fire

3rd (11/day)—battering blast (DC 40), dispel magic [M], fireball [M] (DC 40), fly [M], haste [M], heroism [M], paragon surge

2nd (11/day)—acid arrow, blindness/deafness (DC 33), command undead (DC 33), invisibility [M], mirror image [M], pilfering hand, resist energy [M], stone call

1st (12/day)—charm person (DC 32), disguise self, grease (DC 32), identify, magic missile [M], protection from evil, snowball (DC 32), true strike

0 (at will)—arcane mark, detect magic, ghost sound (DC 31), light, mage hand, message, open/close (DC 31), prestidigitation (DC 31), read magic

--------------------
Statistics
--------------------
Str 17, Dex 7, Con 32, Int 20, Wis 18, Cha 52
Base Atk +9; CMB +16; CMD 36

Feats: Craft Wondrous Item, Dazing Spell, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Improved Initiative [M], Iron Will, Maximize Spell, Mythic Spell Lore [M], Mythic Spell Lore [M], Noble Scion of War, Persistent Spell, Quicken Spell, Reach Spell, Silent Spell, Spell Focus (evocation), Spell Focus [M], Spell Penetration, Spell Penetration [M], Spell Perfection (chain lightning)

Traits: irrepressible, magical lineage (chain lightning)

Path Abilities: Wild Surge, Competent Caster, Enhanced Charisa, Flexible Counterspell, Mirror Dodge, Component Freedom, Enduring Armour, Arcane Metamstery (3)

Skills: Bluff +35, Diplomacy +54, Disguise +29, Fly +18, Intimidate +29, Knowledge (arcana) +33, Knowledge (planes) +33, Knowledge (religion) +14, Linguistics +11, Perception +40 (+43 on checks that do not rely on hearing), Sense Motive +36, Spellcraft +28, Stealth +30, Use Magic Device +33; Racial Modifiers +2 Perception

Languages: Auran, Celestial, Common, Draconic, Elven, Giant, Ignan, Infernal, Other Language

Special Qualities: amazing initiative, arcane apotheosis, arcane bonds ([scorpion familiar]), bloodlines (arcane), elf blood, force of will, immortal, legendary hero, metamagic adept, mysteries (mystery [lore]), recuperation, revelations (sidestep secret), true archmage

Gear ectoplasmic metamagic rod, extend metamagic rod, extend metamagic rod, extend metamagic rod (greater), otherworldly kimono, potion of gaseous form, cloak of invisibility, staff of the master, wand of bestow grace (50 charges), wand of infernal healing (50 charges),+1 greater shadow haramaki,, +5 mithral buckler, amulet of natural armor +5, belt of mighty constitution +6, bracers of bargaining, circlet of persuasion, eyes of the eagle, handy haversack, headband of mental superiority +6, ioun stone (dusty rose prism), ioun stone (dusty rose prism, cracked), ioun stone (gamboge nodule), ioun stone (orange prism), ioun stone (pale green prism (cracked, saves), manual of bodily health +4, polymorphic pouch, boots of evasion, ring of freedom of movement, ring of protection +5, robe of arcane heritage, stone of good luck (luckstone), tome of leadership and influence +5, tome of understanding +1, 25000gp diamond dust (worth 25,000 gp), jewelry, spell foci (worth 3,200 gp), true seeing ointment (worth 1,000 gp)
--------------------

Permanent Spells:
Darkvision, See Invisibility, Arcane Sight, Tongues

Pre combat buff spells:

Mythic Heroism, Mythic Invisbility, Mythic Fly, Spell Turning, Seamantle, Extended Shapechange

Shapechange is cast using Wild Arcana and the duration doubled with Channel Power. The Rod of Extend turns that into triple duration for 11 hours per cast. Mythic Fly, Seamantle and Invisibility are cast if there is time. Heroism and Spell Turning have a base duration of 200 minutes and will generally be extended.

Spells cast each day:

Mind Blank
Moment of Prescience
Mythic Arodens Spell Bane (Invisibility Purge, Anti Magic Shell, Greater Dispel Magic, Mage's Disjunction, Energy Drain, Enervation, Power Word Stun, Power Word Kill, Dimensional Anchor)

Extended spells cast every other day (duration 40 hours):

Countless Eyes
Overland Flight
Ride the Waves
Detect Scrying
Getaway

Spells cast every 2 days (duration 40 hours):

Ant Haul
Life Bubble

This costs 3 level 3 spell slots for Paragon Surge. She could use Wild Arcana but level 3 spell slots are more plentiful than Mythic Power.

Long Duration buffs:

Extended Mythic Contingency:

Teleport when I click my fingers
Teleport if I am ever surprised
Teleport if I am ever succssfully grappled
Greater Dispel Magic if any effect prevents me from being able to teleport
Overland Flight if any current Overland Flight spell on me is dispelled
Break Enchantment if I am affected by any effect which it can remove


OK, lets have a look at what Cassandra is getting from her Mythic levels:

1. Wild Surge - this is the craziest silliest ability available to any of the classes and at this level conceivably means another 23 level 9 spells. If it limited you to spells you have memorised or knew then it would still be amazing, letting you pick anything on the fly is madness. Paragon Surge can do something similar yes and is widely considered horribly overpowered and that costs you spell slots.

2. Competent Caster - for non Teleportation specialist Wizards this is quite possibly the best path ability out there. Auto passing any concentration checks means entirely ignoring grapple as an issue. Yes you will eventually have the ring of freedom of movement but they can be dispelled or disjoined or things can negate it (hello Tetori monks). It also helps against those Mythic characters who get an opportunity attack regardless of whether or not you cast defensively ensuring that as long as you survive the one attack your spell still goes off.

3. Mirror Dodge - this is an incredibly potent defensive ability and is likely to be your first or second pick. Accept no substitutes and live forever. One of the best defensive abilities available in the game. Wholly negates Mr RageLancePounce Barbarian.

4. Channel Power - double the duration of key spells, especially level 9 ones which would not ordinarily be extendable without a rod. Hell use a rod and triple the duration of shapechange or aroden's spellbane. 50% damage increase means horrific levels of damage from focused blaster characters and the save penalties are the equivalent of an extra 4/8 points in your primary stat.

5. Metamagic Shenanigans - if 3.x taught us anything at all it is that messing with metamagic costs is the route to madness and these are enormously flexible. Who needs the Staff of the Master now. Routinely adding Dazing, Quicken or Persistent to level 8 and 9 spells is a recipe for destruction. The staff at least has the drawback that it needs to be recharged.

6. Flexible Counterspell - Ironically this may be the one ability which actually allows martial characters to do something in mythic games. Spells have the largest impact on in game events, being able to counter them is important, especially when you can do it as an immediate. If the PC/NPC caster are simply countering each other then that leaves some space for a martial to do something. Of course it takes an immediate action so you could just bring another caster instead of the martial as if you outnumber the enemy you win.

7. Mythic Spells - even if we leave aside the idiocy that is Mythic Time Stop we are still left with some pretty huge bumps. We can now Dominate people through protective effects, obtain arbitrarily high buffs from Fly, gain immunity to 9 spells of any level from Aroden's Spellbane, Contingency up to 6 spells with different triggers, push damage dealing spells into potentially relevant damage without laser focus on blasting or Polymorph entire cities of people into pigs! I should have named her Circe. Amusingly she can probably deal with an awful lot of enemies with a simple mythic magic missile. She can also daze lock an enemy regardless of its save or HP using Power Word Stun while the rest of her group beat the snot out of it.

8. Spell DDC's - with multiple bonuses to the primary casting stat and Mythic Spell Focus providing another +2 (doubled by Spell Perfection) DC's become very out of hand. I see a lot of non caster mythic characters having to burn mythic power like crazy on surge to avoid effects or unstoppable to clear them.

Compared to this sort of stuff what exactly are guardian and champion characters getting which actually expands their options? I see a lot of boosts to numbers and avoiding various penalties but not much that actually adds new options from their path abilities. I also see a lot of really quite comically awful ones (hello Clean Blade, Climbing Master). Outside of the number boosters Parry Spell is excellent but much of the rest feels very situational.


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I always thought a munchkin was simply an extreme powergamer.


KahnyaGnorc wrote:
I always thought a munchkin was simply an extreme powergamer.

AFAIAC all min-maxers are powergamers and munchkins. Nothing wrong with that. Rules heavy systems attract them. They'll create characters with highest advantages and exploit any rules loopholes no matter whom they are playing with. That is the nature of a rules heavy system.

Rules light systems usually say 'requires GM approval' or some such caveat to everything. This means the GM gets the final say on 'Dr. Strange' or 'Wolverine'. Makes for more work and many GMs simply can't say 'no' because they don't have the personality for it so you'll get powergaming/munchkins there too.

New word, "Munchking" 'best' of all munchkins knowing all the rules and loopholes.


Karl Hammarhand wrote:
Mojorat wrote:
Thing is, Power Gaming and Munchkinism are seperate things. If somone is an actual Munchkin they are likely cheating. Which doesnt mean a Powergamer cant make characters that are not fun for others to play with, its just built within the rules.

The original use I ever heard of Munchkin was from GURPS where it was understood munchkin meant 'powergamer'. The two were identical. Powergamer was simply a nicer way of putting things.

You could always spot a min-maxing munchkin. If they were fighter types they made 'combat monsters'. If they were a 'wizard' type they made 'the green lantern' or 'Dr. Strange' but only more powerful. If they were the sneaky kind they made 'The Wraith' from Wildcard books, etc.

Cheating had nothing to do with it. There was a game called 'Munchkin' and 'powergamer'.

I think its evolved really. The reason power gaming itself comes up as a conflict isn't because it is bas so much as the game gets playes by a lot ofitelligent young peoole who don't have all their social skills worked out. So if you don't understand the ideas of a vroup paradigm its difdicult to integrate yourself I to it.

In recent periods I mainly see munchkinism applied when a lot of questionable rules interpetions are used or a player introduces a character outside a grpups power paradigm.


Mojorat wrote:

I think its evolved really. The reason power gaming itself comes up as a conflict isn't because it is bas so much as the game gets playes by a lot ofitelligent young peoole who don't have all their social skills worked out. So if you don't understand the ideas of a vroup paradigm its difdicult to integrate yourself I to it.

In recent periods I mainly see munchkinism applied when a lot of questionable rules interpetions are used or a player introduces a character outside a grpups power paradigm.

Using your phone?


1 person marked this as a favorite.
Squirrel_Dude wrote:
Using your phone?

Yes sorry I have fat fingers and my phones helper for thst stuff doesnt work for some reason with the forums.

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