Help me make an extremely overpowered character


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So my DM and I got into a debate recently about how the Pathfinder community is very focused on optimization. While he did not seem to believe it at all, and I know that there is a large group of people here who do not care for optimization, but I do want to show him that there is a very large sect of the community dedicated to optimization.

So, I want the community to help me build the most overpowered 3rd level character possible.

While I realize that for a demonstration 3rd level is a bit odd the stipulation was that the community could even make a 3rd level character extremely OP.

Only rules are no gunslingers or third party material no Mythic and a 20 point buy


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Level 3 Ragebred Vivisectionist Alchemist

Magic Talent Trait, One Free Trait

16 (20), 12, 14, 16 (14), 10, 5

Feats:
Extra Feature
Multiattack

BAB+2

Attacks w/ Mutagen: +7 Claw (1d6+5), +7 Claw (1d6+5), +7 Bite (1d8+5), +5 Hoof (1d4+2), +5 Hoof (1d4+2), +7 Gore (1d6+5)

Sneak Attack 2d6

Level 5 you take Arcane Strike which you get from having the Magic Talent Trait which will give all of these attacks +1 damage. I haven't listed out the whole character but the idea is to Mutagen up and shred people. Normally you get 6 attacks on a full attack and if you are flanking or they are flat-footed you get 2d6 on each attack.

Total Damage: 3d6, 2d4, and 1d8 +24 with 12d6 of possible precision damage on a full attack. Minimum is 30 damage :\

Ragebred Vivesectionists are better than Synthasists at low levels for breaking things. Mine isn't even min-maxed, just something I threw together quickly. Flesh out this guy's character and give him items and watch the death arrive.


Thank you sir.


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Start with a human Druid, Nature Fang Archetype... declare that the character is a child (young template). Gain studied target ability... Start maxing out Stealth.

Racial trait replacement-eye for talent. The druids animal companion has an extra +2 to a stat of your choice.

Advance to level 3 (or in this case four, because the template subtracts a level)-archetype replaces wild shape with a Slayer talent of your choice. Gain sneak attack.

There was a feat somewhere that adds +1 level when calculating animal companion levels...

This little Druid is then eaten by a Bodythief plant, getting turned into a Pod Spawn. Loses spells... and counts as two levels lower.

Advance character 300 years (arbitrary number) gain +3 to mental stats due to aging, but physicals are unaffected because your a plant.

Is also immune to mind affecting stuff, poison etc (because... plant)

You now have something that looks like a child, has an animal companion equivalent to a level seven druids companion... As one of your feats along the way, take Spirits Gift, you can grant that animal companion fast heal 1.

There is a feat that can grant your animal companion an evolution point (summoner/eidolon stuff)... use it to bump it's bite damage from 1d6 to 1d8...

Not an exact build, but basically you have a level 7 animal companion wolf with fast heal 1, and a sneaky, stabby backup for the wolf. Stats on the main character are mediocre, but the wolf is scary as hell. Also note, you can wear and use metal as much as you like now, as you already lost all the spells and SU abilities by being turned into pod spawn.

This would require a DM to allow you two templates, but the rest is mechanically sound.


Human evangelist cleric of Dispater.

16,10,12,7,12,16 bonus to strength or charisma

Domain trickery. Traits: reactionary and sacred conduit (+1 channel)
Variant channel: rulership

Feats: lingering performance, selective channel or channel ray, improved channel

Simple tactics: channel against everyone to shut em down. When you can't shut em down(undead usually) you grab your longspear and go to town. With strength 16 a d your inspire courage your more than competent martially and should be able to stay out of danger with reach BUT your domain power almost guarantees your not getting hit even when your at risk. On top of all that you have spells to help.

You can handle a lot of situations on your own but in a group your even better. This is even effective in PvP situations as you can beat anything as long as you win initiative.

Grand Lodge

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This isn't the most powerful but it is defiantly good at killing hordes and swarms. Can still kill single targets as well.

Level 3 The 15 foot Cone of Death:

Human Crossblooded Sorcerer 3
Bloodlines: Orc/Draconic Gold

str: 7, dex: 16, con: 12, Int: 7, Wis: 9, Cha: 20

Traits: Reactionary- +2 Initiative
+1 Will Saves or +concentration

Feats:
Human: Spell Specialization- Burning Hands
1 HD: Spell Focus- Evocation
3 HD: Varisian Tattoo- Evocation

Skills:
Perception 3

SLA: Dancing Lights 3/day, Touch of Rage 8/day

Spells Known:

1-Mage Armor- Bloodline Spell
Burning Hands
________ Free Spell Choice

0- Detect Magic
Ray of Frost
Haunted Fey Aspect
Daze

Not recommended for play outside of rolling up strong level 3 with no future. Will saves are cruddy. But the 5d4+10 in a 15 foot cone is freaking amazing damage.

Protection wise you have Mage armor for a +4 AC and Haunted fey aspect for DR/1 cold iron.

There is also a Gnome Color Spray variant for Heaven oracles that allow for insanely high DC knock outs into Coup de grace.


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Level 3 The 15 foot Cone of Wishing You Were Dead:

Gnome Heavens Oracle 2 / Sorcerer 1

Magical Lineage (Color Spray), Wayang Spellhunter (Color Spray)

1: Persistent Spell, Awesome Display Revelation
2:
3: Spell Focus (illusion)

DC 18 Persistent Color Spray, anybody who fails either save is basically out of the combat. You can cast this about 11 times per day.


Was this the sort of gnome you were thinking of?

Grand Lodge

Yes that is the Gnome of Death I was talking about. It is very powerful as long as your not facing those immune types...but the same can be said about the Burning hands build.

Everything will have some sort of weakness. Its why you build groups.


The only issue I see with the Ragebred Vivisectionist is the following. Even with Extra Feature, you don't have access to the base bestial features of the Skinwalker, but just the ones for the Ragebred, which would be only 3 attacks at 1d6/1d4/1d4 plus precision damage. And now that I look at it again, you may not need multiattack because the skinwalker feature doesn't call out what natural attacks are primary or secondary. So you could be doing 1d6/1d4/1d4 +5 as they are all primary attacks, plus 2d6 sneak attack damage for 2d4+10/1d6+5/6d6. Still 23 points minimum at 3rd level, or 65 points max is pretty boss in comparison to scorching ray at 4d6+1 for a 3rd level wizard evocation specialist. There is also the ever popular half-orc barbarian or bloodrager using power attack with a two-handed sword. Raging brings strength up to 24, 2d6+13 with power attack and the two-handed sword.


Vivisectionist takes Feral Mutagen as its level 2 Discovery, granting Claw/Claw/Bite when it takes the mutagen. That gives Bite/Gore/Claw/Claw/Hoof/Hoof.


Hm... Heavens Oracle color spray enthusiast? Don't have the time to stat it up at the moment, but it's a pretty good option for low to mid levels.

Grand Lodge

stormcrow27 wrote:
The only issue I see with the Ragebred Vivisectionist is the following. Even with Extra Feature, you don't have access to the base bestial features of the Skinwalker, but just the ones for the Ragebred, which would be only 3 attacks at 1d6/1d4/1d4 plus precision damage. And now that I look at it again, you may not need multiattack because the skinwalker feature doesn't call out what natural attacks are primary or secondary. So you could be doing 1d6/1d4/1d4 +5 as they are all primary attacks, plus 2d6 sneak attack damage for 2d4+10/1d6+5/6d6. Still 23 points minimum at 3rd level, or 65 points max is pretty boss in comparison to scorching ray at 4d6+1 for a 3rd level wizard evocation specialist. There is also the ever popular half-orc barbarian or bloodrager using power attack with a two-handed sword. Raging brings strength up to 24, 2d6+13 with power attack and the two-handed sword.

It doesn't have to call out which ones are primary and secondary because unless otherwise stated, hoof attacks are secondary and gore attacks are primary as stated in the monster rules.

LINK

Though it is worth pointing out that neither hooves nor gore use the hands so you can still wield a 2h weapon if you don't do something that also gives you claws. With multiattack that gives you a primary 2h attack plus three secondary attacks only at full bab - 2.

Grand Lodge

XigXag resembles that remark! He resents being turned into numbers and statistics by Avoron! Grrr! It's all true, though. XigXag no longer gets much play time, because he can make GMs wish they were dead while also endlessly annoying his allies. Swarms Schmorns! This build is for dropping bosses not swarms of minions. Specifically, multiple PFS players complained, on multiple occasions, that XigXag was destroying Boss encounters too swiftly (usually on round one) & spoiling everyone's fun. A certain venture officer approached me about it, audited the character and determined the build was entirely legal, and told me about the many complaints. Nowadays XigXag shows much greater restraint, when he gets any play time.

To XigXag's amazement, complaints lessened when XigXag eschewed Awesome Display Color Spray to just tweak the BBEG with a simple Command spell, cast from a first level Oracle slot. Of course, the command was generally 'Approach', which caused the BBEG to waste its turn approaching the fleeing XigXag through a thicket of AoOs from martial allies. Not even one BBEG that XigXag faced, not one, was able to weather his one-round assault by making every required saving throw. Sometimes he would deliberately, out of the goodness of his heart, allow the BBEG to fight for a round or two, before ending it. XigXag once spent the first two rounds of combat knitting and commenting on his allies' style.

Note that, if the Sorcerer is of the Sylvan Wildblooded archetype and takes the Boon Companion feat, this awful gnome also has a Full Animal Companion. Good choices include a Flyer or a Ceiling Walker.

The result is that even foes who make all three high-DC Will saves must still deal with the animal companion, as it will insist.

XigXag votes this approach as the most hideously overpowered 3rd level character option, but competition is fierce.

P.s. Yes, there are optimizers on this forum. There are also roleplayers on this forum. Sometimes the two even combine into a single package.


Overcoming the color spray exploit just requires blind creatures or stuff immune to mind affecting. Lots of those around. Now add in some web and grease, and then color spray the sticky greasy webbed foes, and it becomes easy street real quick, especially since Pathfinder web allows missile fire to work.

Grand Lodge

Sure, but not in PFS, where the GM has no discretion to change things around. Plus, with such high DCs combined with Misfortune, any Save or Die spell becomes over-powered. Grease and Web are XigXag's favorite fall-back spells. Literally every single BBEG XigXag has ever faced (10 or so) immediately fell to his assault. The only real threat to this build comes from Undead and Constructs, against which it is nearly helpless. Thus Grease and Web as fall-backs.

Just say no! XigXag hates to say it, but this combination should get the ban hammer.


If we're talking PFS, didn't someone on the boards calculate that 80% of the end bosses of scenarios are vulnerable to summoning a swarm of bees, closing the door, and waiting for them to die? It's not a great measure for difficulty is what I'm saying.

The Exchange

Hmm. I never had that many complaints on my gnome soracle, again I don't have misfortune revelation and persistent spell. Maybe I'm stuck playing later seasons but it seems everything and their dog have high will save or just roll well. I wonder if its worth it picking up a threnodic rod...

Grand Lodge

Bob Bob Bob wrote:
If we're talking PFS, didn't someone on the boards calculate that 80% of the end bosses of scenarios are vulnerable to summoning a swarm of bees, closing the door, and waiting for them to die? It's not a great measure for difficulty is what I'm saying.

While the Swarm thing is true, the difficulty level in PFS has gone way way way up. The same group that can easily ROFLStomp a Season 0 or 1 scenario might easily TPK in a Season 5 or 6 scenario.

I almost saw a Season 6 PFS TPK yesterday. The GM even admitted fearing a TPK was about to happen, after the fact. The players made no big mistakes, but average level was just barely high enough to force us to play up. By the time we reached the end scene the PCs were badly depleted, because each encounter had been so difficult and we had no time to rest. My PC nearly made a stink and nearly said, "No! We absolutely refuse to continue until we've had a nights rest! We've already had three tough fights today, we're exhausted and almost out of resources. No way will we continue without a rest!". For example, our awesome Cleric-4 had used up all his channels to personally save the mission from failure. But, y'know, reasons, so we didn't rest. A party of 5 worn-out PCs of level 4-6 faced two fresh 9th level foes. The party consisted of: Cleric-4, Sorcerer-4, Magus-5, Theurge-5, Gunslinger-6. The Theurge and Gunslinger both died quickly, while both 9th level foes were still near full strength. So a Cleric-4, a Sorcerer-4, and a Magus-5 managed to drop two 9th level foes. Just barely, and only due to excellent tactical play by the survivors. None of the survivors had double-digit HP remaining, nor any spells above 1st level, nor any reserve resources. My PC was one of the two who died. We definitely could have used "an extremely overpowered character". In retrospect, XigXag would have been perfect. I love hard mode!

We totally should have dropped a swarm and closed the door. That actually might have worked quite well! At the very least it would have sprung the ambush, which we suspected in advance but could do nothing to prevent or avoid. Except, possibly, summon a swarm and send it ahead, which is exactly what we should have done.


Lvl1 Ranger 1: Combat Expertise, Freebooter
Lvl2 R1Monk1: Master of Many Styles, Snake Style
Lvl3 R1M2: Snake Fang, Combat Reflexes.

Let's say he's a halfling for PFS play. He uses a Heavy Shield, Lamellar Leather, mithral agile breastplate when he can afford one. He has a 14 Strength and a 16 Dex. His AC is

10base + 1size + 2Shield + 4Armor +3Dex + 1Expertise = 21.

He could wear the breastplate and make it 23, but then he'd lose Evasion.

His saves are

Fort = + 5base +1Con +1Halfling = +7
Reflex = + 5base +3Dex+ 1Halfling = +9
Will = + 3base + 2Wis (14) + 1Halfling = +6

His long sword would only do 1d6+3, and his unarmed strikes only do 1d4+3, but with Snake Fang he gets 6 attacks/round, 7 if he is willing to take minuses. Snake Fang is an attack of opportunity hair trigger: he gets an AoO every time he is attacked and missed, and with his AC, he gets missed a lot.

As he continues to gain levels, he would learn Dirty Tricks to make opponents Blind and take levels in Rogue or Ninja or something to start doing Sneak Attack Damage.


Im on my phone so I can't link it but if you click my name and search for witch I made a level 3 (witch doctor, barbarian, something else...) with a 23 dc sleep hex, massive amounts of health and lots of spells.


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Quote:
Help me make an extremely overpowered character

No.


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Korthis wrote:
Im on my phone so I can't link it but if you click my name and search for witch I made a level 3 (witch doctor, barbarian, something else...) with a 23 dc sleep hex, massive amounts of health and lots of spells.

LINK to Korthis' build. (I think)


dont go with heavens oracle. Its great and OP but is a one trick pony. find something that can do at least 2 good tricks like the evangelist cleric.

Silver Crusade

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Okay, here's an idea.

We get request on the boards often enough, so why don't we just start making a guide with 'broken' builds, listing if they're melee/magic/ranged/etc, and separating them by level. We'd need to also include materials used since some of these threads have limited materials being able to be used.

It'd be nice to have a reference for these sorts of threads to just point people towards.


That would be a pretty fun guide.

Although from 9th level on breaking Pathfinder with a spellcaster is no longer really a challenge.


I liked using the Mauler Familiar, and trying to buff that up, as a Tattooed Sorceror. I find the Fox works best with Mauler; being tiny with a base str of 9, at lvl 3 when it morphs into Battle Mode, it gains +8 str from size increasing, +2 from the ability itself, and +1 for it being 3rd lvl (20 Str Familiar at lvl 3).

If you use the Evolved familiar feat, you can give it Claws, so that it has Bite, and 2 claws during a full attack +6 attk each attack (1d6/1d4 + 5 per attack.
Remember this is your FAMILIAR doing this; it's like vicious icing on your cake, and allows you to handle enemies with melee, or magic

Go human for feats, grab an evocation spell that could stand to benefit from Mage's Tattoo (Burning Hands, Shocking Grasp, even Magic missile if you take that +1 CL trait), and at lvl 3, when your in danger, you can sudden spawn a beast monster.


N. Jolly wrote:

Okay, here's an idea.

We get request on the boards often enough, so why don't we just start making a guide with 'broken' builds, listing if they're melee/magic/ranged/etc, and separating them by level. We'd need to also include materials used since some of these threads have limited materials being able to be used.

It'd be nice to have a reference for these sorts of threads to just point people towards.

good idea. may I suggest that a posting of "one time use" or a "1-20 in mind" be added so as make it more precise?

Silver Crusade

Just build a summoner


Renegadeshepherd wrote:
dont go with heavens oracle. Its great and OP but is a one trick pony. find something that can do at least 2 good tricks like the evangelist cleric.

A heavens oracle has all of his other spells as well, you know.


Blakmane wrote:
Renegadeshepherd wrote:
dont go with heavens oracle. Its great and OP but is a one trick pony. find something that can do at least 2 good tricks like the evangelist cleric.
A heavens oracle has all of his other spells as well, you know.

True but at level 3 a heavens oracle has no level 2 spells, and has even lesser martial competency than many of its other oracle counterparts. Until it gets to level 4 its essentially got one great revelation and a selection of meh revelations. If it was level 4 my opinion would shift but when one caster has level 2 spells vs you not having any level 2 at all it IS significant.

Silver Crusade

Avoron wrote:

That would be a pretty fun guide.

Although from 9th level on breaking Pathfinder with a spellcaster is no longer really a challenge.

I mean technically there's the guide to the builds, so really something like that with an expanded focus would be nice to fit the needs of what we've got going.

And yeah, casters break the game, but something like this should include HOW they're breaking the game, as your standard player isn't going to know how to make the universe cry just by seeing a spell list.

I don't really want to be the keeper of this guide right now, I've got other projects I want to work on, but if no one else does it by the time I'm done with what I've got going on, I'll probably end up taking the reigns on this.

The Exchange

If he's sylvan, his animal companion can kick @ss(within reason, no constructs or stuff with material dr please). For hangover clerics, at lv 3 you need to choose to lockdown via burning channels or possibly do some melee dmg with your longspear on 14 str. If you're evangelist and have bard song, you still have action econony problems. Animal domain only kicks in at lv 5 for clerics. Soracles don't have that problem as they are playing themselves and an animal companion at the same time. Undead? Sic your godly high ac roc on them and watch your roc tear them to bits. Don't forget some oils of magic fang!


Just a Mort wrote:
If he's sylvan, his animal companion can kick @ss(within reason, no constructs or stuff with material dr please). For hangover clerics, at lv 3 you need to choose to lockdown via burning channels or possibly do some melee dmg with your longspear on 14 str. If you're evangelist and have bard song, you still have action econony problems. Animal domain only kicks in at lv 5 for clerics. Soracles don't have that problem as they are playing themselves and an animal companion at the same time. Undead? Sic your godly high ac roc on them and watch your roc tear them to bits. Don't forget some oils of magic fang!

Disagree on hangover cleric. His Econ is very good. You always lockdown unless your giving the killing blow or round one (maybe even then). And your AoO alone makes you better than most in Econ. Finally, if you want a swift to add to actions may I suggest demon domain? Now you filled every type of action and are contender with full martials without your self buffs.

Sylvan is very good so I will not argue that. My only contention would be that once again at level 3 the spontaneous caster is disadvantaged for fewer spells because of a lack of level 2. HOWEVER, the companion is so good that it will cover many sins.

On a related note, the same case that one makes for sylvan sorcerer applies to lunar oracle. Even though a Lunar oracle applies to more martial than caster the dependable animal scales for free.

At level 3 my scale of importance of abilities goes as such....

Mob daze/control, action economy (animals or such), initiative, offense, rest barely matters.

The Exchange

16 cha. 6 times you can lockdown. 3 if you nova. When you lockdown sucessfully you do only neg energy channel damage. Damage done = half 2d6. Lockdown save = 14. Gnomes are throwing out dc 17 will saves.

16 str is interesting though. Pity you can only aoo once per round since you dont have the dex for combat reflexes. Could whack some nasty stuff with that...hmm. I'm undecided.

Lunar oracles don't have much battlefield control(used to use cause fear, as command is language dependent) until you get touch of the moon(inflict option). Even so, its confusion and thus a little chancy.

I have a feeling that if it was an arena wide pvp sessions, zen archers would come up on top still though :p

There is no deity with demon domain that has rulership portfolio. Dispater is an archdevil.


Fruian Thistlefoot wrote:

This isn't the most powerful but it is defiantly good at killing hordes and swarms. Can still kill single targets as well.

** spoiler omitted **

Not recommended for play outside of rolling up strong level 3 with no future. Will saves are cruddy. But the 5d4+10 in a 15 foot cone is freaking amazing damage.

Protection wise you have Mage armor for a +4 AC and Haunted fey aspect for DR/1 cold iron.

There is also a Gnome Color Spray variant for Heaven oracles that allow for insanely high DC knock outs into Coup de grace.

Spell Specialisation requires Int13 which you don't qualify for.

Sovereign Court

'Overpowered' is relative - and there are different sorts of power. But here's one that's great at fighting humanoids.

Human Brawler 3

Gear: Agile AoMF/Studded Leather

Str:10
Dex:20
Con:14
Int:10
Wis:12
Cha:7

Feats: Weapon Finesse/Improved Trip/Combat Expertise/Vicious Stomp/Combat Reflexes

HP:31
AC:18
CMD:18
CMB:+3 / +9 for weapon use(+12 for tripping)

Ref:+8
Will:+3
Fort:+5

Attack:+9 1d6+5 OR +7/+7 1d6+5

It's not amazing vs huge things - but it can keep most any human sized critter on the ground - picking up an extra two swings with a +4 to hit at them when it trips. (Vicious Stomp & when they stand up.) And at level 6 it gets a 3rd AOO from Greater Trip, plus at 6ish the move action to stand up is a bigger cost as they'd likely be giving up iterative attacks. You could make it strength based to save a feat and the amulet - but then it has crappy defenses and fewer AOOs.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Renegadeshepherd wrote:
Blakmane wrote:
Renegadeshepherd wrote:
dont go with heavens oracle. Its great and OP but is a one trick pony. find something that can do at least 2 good tricks like the evangelist cleric.
A heavens oracle has all of his other spells as well, you know.
True but at level 3 a heavens oracle has no level 2 spells, and has even lesser martial competency than many of its other oracle counterparts. Until it gets to level 4 its essentially got one great revelation and a selection of meh revelations. If it was level 4 my opinion would shift but when one caster has level 2 spells vs you not having any level 2 at all it IS significant.

Which oracle gets level 2 spells at level 3? Last I checked they didn't open until level 4, like a sorcerer.


I think they were referring to the fact that some other classes, such as Wizard, get 2nd level spells by level 3.


1)take a sylvan sorc,
2)take Ascendant Recollection trait.
3) boon companion
4) eye for talent
5) take a constrictor snake or ape
6) spirits gift
your animal companion is at +1 lv over you and at 4 th level both thees
animal companions get a huge boost


Avoron wrote:

** spoiler omitted **

Was this the sort of gnome you were thinking of?

You can similarly make a Kitsune Sorcerer who throws out DC 20 Sleep/Charm Person/Hypnotism spells at first level.

More limited in who can be affected, but even more devastating against those targets at that level.


That's another great option for low-level spellcasters, but Charm Person effects a single humanoid and Sleep and Hypnotism have HD limits that can get obnoxious even at level 3. Plus Hypnotism is difficult to use at all in combat.

Grand Lodge

Quote:
Spell Specialisation requires Int13 which you don't qualify for

Oh my bad for being in a rush. Guess I need to fix that.

The Improved and More Versatile 15 foot Cone of Death :

Elf: Darkvision and Arcane Focus Alternate racial
(because at level 3 Darkness is a tactic and Dazzled means nothing to your cone of Death)

Str: 7, Dex: 15, Con: 11, Int: 20, Wis: 10, Cha: 11

Crossblooded Orc/Gold Dragon Sorcerer 1/ Admixture Wizard 2

Traits: Magical Lineage- Burning Hands, Wayang Spell Hunter- Burning Hands

Favored Class: Wizard +2 in 1/2 use of Shift (Su). (1/day)

Arcane Bond: Your Choice. Familiar for Initiative or Ring for more versatility.

specialized school: Admixture Evocation
Opposed schools: Divination, Necromancy

Feats:
1: Spell Specialization- Burning Hands
1: Elven Magic (Basically Spell Penetration)
2: Spell Focus- Evocation (PFS rules of no scribe scroll)
3: Empower Spell

Special Abilities: Touch of Rage(Sp): 3/day, Shift 1/day, Versatile Evocation (Su): 8/day, Intense Spells (Su): +1 Damage

Sorcerer Spells Known:
0-
Detect Magic (because you took Divination as opposed school)
Read Magic
Disrupt Undead (Because Necromancy is also Opposed school)

1-
_________ (can be your choice) Burning Hands is nice for a throw away character. More death is always nice. Magic Missiles are also nice if you buy a rod of toppling for 3k. =)

Wizards Spell Book:

0- All but opposed school (good thing we took all the good ones as sorcerer 0 level spells)
1- Burning Hands + 6 more of your choice Sleep, Color Spray, Grease come to mind.

Whole point is Empowered Burning Hands. All in a nice 1st level spell slot and a DC of 17 reflex for half. You can change elements if you come across any resistances. Very versatile for a 3rd level character. If you want to throw away all 3k gold invest in a Lesser meta magic rod like Rime, Selective, toppling, or extend. Adding in toppling Magic missiles makes a killer control mage at level 3. Being able to select out your team keeps you from player killing. Adding rime to a Cold-Burning Hands seems pretty mean if you know they are not going to die but need a de-buff on them as well as damage.


thecursor wrote:
Quote:
Help me make an extremely overpowered character
No.

Best answer here.


That kitsune sorcerer could be made even better by being cross blooded. Impossible bloodline would make almost anything vulnerable to those spells and I think either abyssal or infernal improves the DC checks of other such spells as well.

@just a mort: the evangelists saves would be a bit higher. With my proposed lay out it would be, assuming racial boosts charisma to 18, either 1D6 7 times a day with a will save of 18 or 1D6 8 times a day with DC 17 depending on selected trait(s). This would be comparable to your gnome, NOT better but close. Personally I'd love to have either sylvan or evangelist but having both ::smiles evilly:: together those two would handle whole encounters and probably never be hurt.

Grand Lodge

Quote:
That kitsune sorcerer could be made even better by being cross blooded. Impossible bloodline would make almost anything vulnerable to those spells and I think either abyssal or infernal improves the DC checks of other such spells as well.

SInce its Level 3 and your not going to see higher levels you can 2 Dip bard as well for more casting of 1st level spells and Dirge bard archetype to effect undead. Would really blast open what you can effect with your Enchantments. Very little would be immune at that point.


Avoron wrote:
That's another great option for low-level spellcasters, but Charm Person effects a single humanoid and Sleep and Hypnotism have HD limits that can get obnoxious even at level 3. Plus Hypnotism is difficult to use at all in combat.

But Sleep and Hypnotism aren't limited to a 15' cone starting from the caster, either. At lvl 3, for example, Sleep's range is 130' with a 10' radius burst.

But, admittedly, these aren't as overtly powerful as Color Spray, but would have an even higher DC than the DC mentioned for the CS bombing gnome. In non-combat arenas, this type character would have entire towns being his best friend.

Grand Lodge

Sleep and Hypnotism is also a Casting Time 1 round spell.

Good when you have that range option or the drop on them for surprise round. Bad for you when they are within move and attack range.

Also Hypnotism has If you use this spell in combat, each target gains a +2 bonus on its saving throw.


Go to the DPR olympics thread and copy some builds. Multiarmed synthesists with multiple revolvers or something


Aren't those at level 10? Very different from level 3.


Yep, my fault.

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