Senko
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I've noticed in a lot of threads the "powerful" characters tend to be either built around a specific opponent/type of opponent, to be reliant on unique gear or to have minmaxed so in one area they're amazing while in others they're not. So I figured I'd get people to create the most powerful character they can under the following restrictions.
1) No gear beyond basic non-magical/masterwork items. That is you can have normal armour and a sword but you can't have a mystical bow of killing everything
2) lvl 20 Non-Mythic.
3) Must be able to adapt to different types of threat undead, constructs, humans, demons etc. Yes I know you need magical/special material weapons to hurt some of these things. The character can be assumed to have some form of magical item for overcoming DR for this.
4) Can't be minmaxed i.e a 10 minimum in a stat. Standard point buy to begin with.
5) No full casters.
What I'm interested in seeing people create is an adaptable all rounder who if they had level appropraite gear could fight against most threats reasonably well even if they're not playing rocket tag with Cthulu.
| Exguardi |
Without access to magical items any class that doesn't have a built-in method of bypassing certain obstacles (such as damaging incorporeal creatures, or engaging in aerial combat) is gonna have a tough time.
If you assume that you do have magical items but only for the purposes of reasonably damaging certain opponents as you intimate then it gets a little better; on the other hand, even though you only mentioned combat an "all rounder" should be able to handle non-combat situations (such as the standard 'parlaying with the king' situation), which is going to again be pretty dang tough without high-level magic to fall back on.
A bard would be able to handle both martial and social challenges; but spontaneous casters seem like a bad bet for these circumstances, since they're unable to overcome their fixed casting list without magical items (wands, scrolls, etc.); unless they have access to a way of binding creatures to fill in the gaps.
So Summoner definitely seems like the best choice for a spontaneous spellcaster. Upon thinking about it, they're probably the only reasonable choice under the limitation of no full casters, since they have access to Gate and other 9th-level magic at level 20, not to mention game-breaking level 7+ magic such as Simulacrum, unlike every other 6th-level and lower spellcaster.
Heck, they're even Charisma-based which makes handling social encounters a lot easier if for some reason they couldn't send a delegation of angels to handle the business for them.
| Dasrak |
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The rules you've stipulated basically scream "Summoner". It's arguably the strongest caster class in the game once the full casters are out of the picture, and to top it off it's got the Eidolon. Due to the ability to customize with evolutions and receive buff spells from the Summoner, a nautral attacking Eidolon isn't seriously impeded by the "no magic items" rule and completely overshadows the martial classes at this level.
You'd have to pick your spell list carefully (as you don't have magic items to supplement it) but at 20th level the Summoner has sufficient spells known to cover all his bases. This is also the only 6-level spellcasting class in the game that gets the Planar Binding spell line, and if its Eidolon is slain it gets Gate as a spell-like ability.
| ShroudedInLight |
Paladin with Smite Evil and a variety of weapons?
For example, you can use a Cold Iron Sword, an Adamantine Sword, an alchemic Silver Sword...
You still have to be able to pierce Alignment DR other than Evil, but it is close and you still manage to do good damage due to Smite. Antipaladins can do the same but can only pierce good DR.
Cavaliers have the same problem except that they can't pierce ANY alignment DR.
| Dasrak |
| 2 people marked this as a favorite. |
Paladin with Smite Evil and a variety of weapons?
For example, you can use a Cold Iron Sword, an Adamantine Sword, an alchemic Silver Sword...
The baseline Paladin probably won't work, since it has no way to fly or teleport, and lacks any good options against invisible foes. If you have a really lenient GM you might be able to finagle a flying bonded mount, but that won't help with the other issues. The Empyrial Knight archetype could get around this, though. You get a fly speed as your capstone in addition to a flying bonded mount, and Summon Monster IX as a SLA. While you're limited to angels and archons, the spells and spell-like abilities of those creatures are sufficient to fill the gaps in the Paladin's own abilities.
Deadmanwalking
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Summoner.
Master Summoner, or Synthesist with a 4 level dip in Oath of Vengeance Paladin are also valid options, if you like.
Also, the 'no non-magical gear' thing really screws this hypothetical in terms of usefulness for what you say you want. A character built to not have any magical gear is exactly the kind of 'niche' build you're complaining about...only worse than many of them, since it's less likely. Especially built at 20th level, since that results in a lot of builds that are...less than spectacular at low levels.
Now, the same hypothetical with no items not in the corebook instead of none at all...that's a lot more viable to determine what you seem to want to determine.
| Avoron |
Deadmanwalking, I think the idea is for the character to not be dependent upon specific gear, so that if you gave them, so that "if they had level appropriate gear could fight against most threats reasonably well," even without any specific magic item.
I still think a samsaran skald is a very plausible alternative to a summoner. Past level 15, summon monster spells will be more useful than summon monster spell-like abilities anyway, simply because of Spell Perfection (although gate is always useful). Mystic Past Life can give you Summon Monster VII and Summon Monster VIII as 5th and 6th level spells.
And once you summon creatures, skalds are the best class in the game at making summoned creatures more powerful, even as early as level 3. The only thing that holds them back is their awful summoning progression, which Mystic Past Life deals with at high levels.
| Exguardi |
ROGUE
Well, the Rogue can Hide in Plain Sight in a variety of terrains by 20th level, they could probably sneak by a decent amount of potential foes.
Mystic Past Life can give you Summon Monster VII and Summon Monster VIII as 5th and 6th level spells.
Not bad, sort of a poor man's Evangelist Cleric summoner. Giving out rage powers to summoned creatures seems pretty cool, although you're pretty limited in the amount of different powers you have to share out even by level 20.
And you still got nuthin' on Gate.
| mplindustries |
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Unless your games never include DR/Alignment or enemies who force Saving Throws, "no magic items at all" won't work.
Even a Paladin with a tricked out Cha will be hurting for saves at 20th without a Cloak of Resistance, Headband of Charisma and Wisdom, and all that other good stuff.
I hear this all the time, but it's just not true. The more correct statement is: unless you stop using CR to judge how challenging enemies will be, "no magic items at all" won't work. If you ignore CR and judge challenges yourself, it works out fine.
| Dasrak |
I still think a samsaran skald is a very plausible alternative to a summoner. Past level 15, summon monster spells will be more useful than summon monster spell-like abilities anyway, simply because of Spell Perfection (although gate is always useful).
I'd disagree with you on Skald being better than Master Summoner as a Summoner; while Spell Perfection is very powerful the Summoner gets a free duration upgrade from 1 round/level to 1 minute/level on his SLA, so it's already got a built-in bonus that makes it equitable to Spell Perfection. In addition you can only take Spell Perfection once, but the Summoner is free to spend it improving a different spell. Not saying that isn't a good combo (because it is really good) but it's not going to upstage the Master Summoner here.
And the vanilla Summoner? His long-duration Gate SLA is his backup plan if his main class features fail him.
ROGUE
Without magic items, Rogues lack any ability that let them fly or deal with invisible enemies. They're not even a consideration here, IMO.
| Rynjin |
Rynjin wrote:I hear this all the time, but it's just not true. The more correct statement is: unless you stop using CR to judge how challenging enemies will be, "no magic items at all" won't work. If you ignore CR and judge challenges yourself, it works out fine.Unless your games never include DR/Alignment or enemies who force Saving Throws, "no magic items at all" won't work.
Even a Paladin with a tricked out Cha will be hurting for saves at 20th without a Cloak of Resistance, Headband of Charisma and Wisdom, and all that other good stuff.
Well, yes, if you pit a 20th level character against nothing more exciting than some Barghests, then this challenge is simple.
However, the OP said "most threats".
Fruian Thistlefoot
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Paladin, summoner, hunter, magus, ranger, inquisitor, warpriest, and bard
Most can survive under the rules presented. Will not find the rules so grievous.
I would avoid: Fighter, rogue, and monk.
they need magic items to be good. And monk is such a MAD class.
Iffy classes would be: alchemist and investigators. They can do it but your gonna be behind a bit cause your required to craft you alchemical items...which may or may not conflict with the rules.
| Avoron |
Dasrak: Well, yeah, I suppose summoners are hard to beat.
But just think of the moment when you start playing the violin, and all of your brachiosauruses increase in size to Colossal, get a strength score of 53, grow four claws and fangs, and start pouncing.
That alone makes it all worth it.
Well, that and the thousand damage your brachiosauruses will do each round while your character does whatever they feel like.
| kestral287 |
Yeah... at the risk of being repetitive, you have built the Summoner's wet dream. Master Summoner probably, but this could be a case for standard. Half-Elf maybe-- definitely for standard Summoner, Human could get a sharp look for the Master.
The only real competition I can figure is Magus, ideally Bladebound + Kensai, because then you have (effectively) a +10 sword anyway and very little need for armor, putting you ahead in at least two of the Big Six.
The Skald concept is kind of interesting but I can't see it working. Even assume you stole the Summoner's Summon Monster VIII as a 6th level spell. You Spell Perfection it. What metamagic are you putting on it? Maximize I guess? You can't Quicken it, the level is too high. And at that point you're sinking a huge number of feats (four minimum for Spell Perfection, probably another three or four summon-boosting feats) into this.
| Pink Dragon |
Assuming 20-point buy at start, here is a versatile martial character that may be able to deal with a magical world while having no magic items.
Race: human (dual talent)
Fighter 4 Weapon master); Sorcerer 1 (Empyreal); Bloodrager 1 (Celestial); Monk 14 (martial artist)
STR: 14 (16) (18); +2 STR at 1st level; +1 STR at 4th and 8th level
DEX: 14
CON: 14 (15); +1 CON at 20th level
INT: 10
WIS: 14 (16) (18); +2 WIS at 1st level; +1 WIS at 12th and 16th level
CHA: 10
Feats (16 total):
power attack, toughness, dodge, combat reflexes, nimble moves, acrobatic steps, blind fight, weapon focus nine-ring broadsword, weapon specialization nine-ring broadsword, furious focus, improved critical nine-ring broadsword, critical focus, mobility, spring attack, and 2 others.
Spells:
0th level: light and two others
1st level: mage armor, shield
Gear:
Adamantine nine-ring broadsword (used in two hands).
Loin cloth.
Sandals.
Highlights:
AC: 28 with mage armor and shield (32 vs. AoO's while moving through threatened squares).
Exploit weakness provides the possibility to bypass any DR and hardness 95% of the time against a CR 20 challenge in any given round.
Extreme endurance permits rage cycling.
Bloodrager Celestial bloodline provides good aligned melee attacks.
Monks get great saves and resistances. Bloodrager + monk = getting around the battlefield fast.
Flurry of blows with the sword can rack up damage in a hurry, especially with the increased opportunity for critical hits due to the number of attacks per round. While flurrying, this character is only -3 BAB over 20 levels compared to a full BAB characters.
| Bob Bob Bob |
I would think going archery could at least help you with flying and DR (Clustered Shots).
Barbarian can get Ghost Rager for incorporeal and Scent + Spell Sunder will let them locate and dispel any invisibility (no miss chance thanks to Spell Sunder). There's also a couple of rage power lines for flight (Elemental Blood, Raging Flier, and Dragon Totem). So, barbarian can do it. Savage Technologist probably does it even better since it has a ranged focus.
| kestral287 |
Exploit Weakness at 95% against a CR 20? DC 30 check (10+monster CR), he gets 14+4=18, needs to roll a 12. 45% =/= 95%.
Personally I'd drop the Bloodrager level for another Monk level and thus pack immunity to stun. That's a lifesaver at 20th. Con mod of +2 and one level of Bloodrager means you have six rounds of rage. Not exactly a reliable benefit. Also, Spring Attack? Especially without accuracy-boosting items, the Monk needs to be standing in place to Flurry and thus hit anything.
| Dasrak |
alchemist and investigators. They can do it but your gonna be behind a bit cause your required to craft you alchemical items...which may or may not conflict with the rules.
Alchemist should work just fine. He has access to flight and true sight via his extracts, and has lots of different ways to get natural attacks. Between bombs/discoveries/extracts he has a rather big toolkit of options. He's still overshadowed by the Summoner in this discussion (who isn't?) but looks viable.
Dasrak: Well, yeah, I suppose summoners are hard to beat.
But just think of the moment when you start playing the violin, and all of your brachiosauruses increase in size to Colossal, get a strength score of 53, grow four claws and fangs, and start pouncing.
That alone makes it all worth it.
You need some way to make them flying Brachiosaurs to complete the combo ;)
The problem isn't so much that your combo there isn't strong (frankly, it's scary) but rather that the Summoner is - as Kestral put it - having a wet dream here. Pretty much an optimum environment for him to rock out with no one to outshine him.
The Skald concept is kind of interesting but I can't see it working. Even assume you stole the Summoner's Summon Monster VIII as a 6th level spell. You Spell Perfection it. What metamagic are you putting on it? Maximize I guess? You can't Quicken it, the level is too high
Sure you can. Use the Magical Lineage trait to bring down its effective level by 1.
For aerial and other ranged situations, add an 18 STR-rated composite longbow. And for the incorporeal things, add ghost salted arrows.
Won't deal nearly enough damage. 1d8+4 damage is a rounding error at 20th level.
| Pink Dragon |
Exploit Weakness at 95% against a CR 20? DC 30 check (10+monster CR), he gets 14+4=18, needs to roll a 12. 45% =/= 95%.
Personally I'd drop the Bloodrager level for another Monk level and thus pack immunity to stun. That's a lifesaver at 20th. Con mod of +2 and one level of Bloodrager means you have six rounds of rage. Not exactly a reliable benefit. Also, Spring Attack? Especially without accuracy-boosting items, the Monk needs to be standing in place to Flurry and thus hit anything.
Yeah, I dropped a 10 on the Exploit Weakness. Dropping 1 fighter level as well as the bloodrager for another 2 monk levels would help at the expense of a feat, the Angelic Attacks and +10 to base movement.
I see your point on the bloodrager as the rage is not overly useful, except that the Angelic Attacks may be nice for making the melee weapon good aligned.
I added spring attack since there may be times when hit and run is a good tactic, though the extra -4 to attack does hurt.
In all, it's tough to make an effective melee type under the strictures required by the OP, but I think this build is a reasonable approach.
| Pink Dragon |
Quote:For aerial and other ranged situations, add an 18 STR-rated composite longbow. And for the incorporeal things, add ghost salted arrows.Won't deal nearly enough damage. 1d8+4 damage is a rounding error at 20th level.
True, but the character is primarily a melee type. Except perhaps for a summoner, there will be a need for a few different character types in a party to cover off each other's weaknesses.
| Mysterious Stranger |
If it were not for number 4 an inquisitor would be the best bet. Dump CHA to the floor, boost WIS to the max, and pick up either the conversion, or heresy inquisition. This allows you to be the party face with no CHA. 10 INT is enough for a decent amount of skills so the rest of the stats can be higher. Pick a deity with a good melee weapon because you already have all the good ranged weapons. Judgments allow you to cover any need so you are good there. Your spells will boost your combat ability to be able to deal with almost anything. Your only weak save is reflex which is the least important save of the game. Bane and latter greater bane can be adjusted to any creature as needed, and works with any weapon. Divine pursuit allows it to pursue burrowing, climbing, flying or swimming targets. Even without dumping CHA they are still very strong.
Deadmanwalking
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Deadmanwalking, I think the idea is for the character to not be dependent upon specific gear, so that if you gave them, so that "if they had level appropriate gear could fight against most threats reasonably well," even without any specific magic item.
That's not precisely what was said or how people were answering it. So...yeah, clarifying the intent was what I was requesting, really.
| Shoga |
Heres my build. All that's left is to figure spells that will do serious damage. i.e... piercing quickened shocking grasp and other like spells.
20th level Human Magus, Average Point buy
Attribute Base Buy Racial Level Total Modifier
Strength 10 +4 +2 16 +3
Dexterity 10 +4 +1 15 +2
Constitution 10 +2 12 +1
Intelligence 10 +4 +2 16 +3
Wisdom 10 10 +0
Charisma 10 10 +0
Attribute Bonus’s
4th, 8th Level +1 Strength 12th, 16th, +1 Intelligence
20th Level +1 Dexterity
3rd Warding (Su): The magus may expend 1 point from his arcane pool as a swift action to grant any armor he is wearing a +1 enhancement bonus to AC for 1 minute. For every four levels beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the armor, stacking with existing armor enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
A magus of 5th level or higher can use these bonuses to add any of the following armor properties: fortification (light, moderate of heavy), ghost touch, invulnerability, and spell resistance. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. The magus can also grant the following properties using the listed bonus cost: energy resistance (+4), glamered (+1), improved slick (+3), improved shadow (+3), jousting (APG)(+2), slick (+2), and shadow (+2). These properties are added to any the armor already has, but duplicates do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is expended and cannot be be changed until the next time the magus uses this ability. These bonuses and properties are not functional if the armor is worn by anyone other than the magus.
A magus can only enhance one suit of armor in this way at a time. If he uses the ability again, the first use immediately ends.
6th Weapon Diligence (Ex): The magus can hone his familiarity with a specific weapon to direct his mental focus. The magus selects one weapon. When wielding that weapon, the magus gains a +3 bonus to all concentration checks. If the magus is 10th level or higher, the bonus increases to +6.
9th Ghost Blade* (Su): Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options. The magus must be at least 9th level before selecting this arcana.
12th Devoted Blade* (Su): Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add either the anarchic, axiomatic, holy, or unholy special ability to the list of available options. A magus may only add one of these abilities if it matches his own alignment. The magus must be at least 12th level before selecting this arcana.
15th Bane Blade* (Su): Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the bane special ability to the weapon. The magus must be at least 15th level before selecting this arcana.
18th Hasted Assault (Su): The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus’s Intelligence bonus. The magus must be at least 9th level before selecting this magus arcana.
1st Improved Initiative* +4 bonus on initiative checks
3rd Weapon Focus* (Longsword) +1 bonus on attack rolls with one weapon
5th Dodge* +1 dodge bonus to AC
5th CB Combat Reflexes* Make additional attacks of opportunity
7th Mobility* +4 AC against attacks of opportunity from movement
9th Lunge* Take a –2 penalty to your AC to attack with reach
11th Combat Patrol* Increase threatened area for attack of opportunity
11th CB Weapon Specialization* +2 bonus on damage rolls with one weapon
13th Critical Focus* +4 bonus on attack rolls made to confirm critical hits
15th Piercing Spell Affected spell treats creatures with SR -5
17th Extra Arcane Pool Arcane pool increases by 2
17th CB Greater Weapon Focus* +1 bonus on attack rolls with one weapon
19th Quicken Spell Cast spell as a swift action.
Heavy Armor Price Ab Mdb Acp 30 Ft. Weight
MW Tatami-do 1,000 gp +7 +3 –6 20 ft. 45 lbs.
One-Handed
Melee Weapons Price Dmg (M) Critical Weight Type
MW Longsword 15 gp 1d8 19–20/×2 4 lbs. Slashing
Shogahin
Senko
|
Deadmanwalking, I think the idea is for the character to not be dependent upon specific gear, so that if you gave them, so that "if they had level appropriate gear could fight against most threats reasonably well," even without any specific magic item.
I still think a samsaran skald is a very plausible alternative to a summoner. Past level 15, summon monster spells will be more useful than summon monster spell-like abilities anyway, simply because of Spell Perfection (although gate is always useful). Mystic Past Life can give you Summon Monster VII and Summon Monster VIII as 5th and 6th level spells.
And once you summon creatures, skalds are the best class in the game at making summoned creatures more powerful, even as early as level 3. The only thing that holds them back is their awful summoning progression, which Mystic Past Life deals with at high levels.
Yes sorry if I didn't explain it properly. It's not that they don't have gear it's that I don't want a character design that uses X odd item from 3rd party Y or a weird combination of multiple stacking bonuses to be effective and no ring X has + 15 to ac because it adds 5 to this, this and this stacking bonus. You can assume they do have magic gear but what I'm after is the core character operating inside that gear. No fighters with 3 int or magus with 5 strength kind of situation. Someone who isn't utterly crippled by the loss of a specific item. The reason I rulled out full casters is how easy it is for them to perform in most situations.
| kestral287 |
Hexxy the Magus (Hexcrafter)
Tiefling (20 point buy)
Dex: 10+2=12
Con: 10
Int: 16+2=18
Wis: 10
Cha: 10-2=8
On level-up: 4: +1 Str, 8: +1 Str, 12: +1 Int, 16: +1 Int, 20: +1 Str
Items: Priorities are pretty much the obvious. Push Int and Str first, then Wis/Con/Dex, screw Cha. At 20th we'd ideally shell out for books/Wishes to push Str up by another 5, Int by another 4. If money really wasn't a problem, +4 Dex/Con/Wis too, but we won't assume that. Thus, final stats:
Str: 30
Dex: 18
Con: 16
Int: 30
Wis: 16
Cha: 10
Could probably play around with the stats, but that'll do for now. Also, I'm assuming the 10 minimum is before racials. Otherwise that's... really kind of silly and all but forces Human
Feats:
1: Armor of the Pits
3: Extra Arcana
5: Weapon Focus (Rapier)
5: Extra Arcana
7: Intensify Spell
9: Spell Penetration
11: Empowered Spell (or metamagic of choice)
11: Grasping Tail
13: Maximize Spell
15: Spell Perfection: Shocking Grasp
17: Greater Weapon Focus (Rapier)
17: Quicken Spell
19: Extra Arcana
Can probably do with some optimization too, admittedly, but hey.
3: Extra Arcana: Arcane Deed: Precise Strike
4: Evil Eye
5: Extra Arcana: Arcane Accuracy
6: Healing
9: Accurate Strike
12: Accursed Strike
15: Retribution
18: Eternal Slumber
19: Extra Arcana: Quickened Magic
Via Greater Spell Access:
Still more room on the GSA list, and of course that shouldn't be inclusive of what we'd expect from a level 20 prepared spellcaster. But it's a nice highlight reel.
Armor: I'm still tossing around ideas, but Mithril Plate with some set of enchantments seems likely.
Other: The rest of the Big Six, rather obviously. Ideally, an Otherworldly Kimono over the Cloak of Resistance, but either will work. I'm going to assume the Kimono, as Hexxy's three weapons and the Kimono combined sum to less than a +7 weapon and a Cloak of Resistance +5. This seems like reasonable gear.
As only the big six is really considered necessary, we'll assume other item slots are empty. Realistically, expect the usual assortment of wands, rods, etc. to put Grasping Tail to work