Help me build the most broken character you can think of?


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Jodokai wrote:
blackbloodtroll wrote:

Nobody has posted a full caster build?

Where are the build that shape reality?

They only exist in theory crafter's heads. I find it VERY telling that Gunslingers are banned but Wizards aren't.

I've never met anyone who banned gunslingers for being too powerful.

I've pseudo-banned them for using guns in my world that doesn't really have guns. If a player wants one, well, I'll let him, but he's not finding magical guns in every other treasure hoard. In fact, he's not finding them at all. We'll whip up a backstory where A GUN is explained, like it's a lab prototype that was stolen from some weird gnome artificer and Mr. Gunslinger can make his own ammo and reverse-engineer his own gun to learn how to upgrade it if he wants to do that; or use the same one forever. He would have to convince me with a very interesting backstory and character concept.


Geysermancer.

Grand Lodge

CommandoDude wrote:
blackbloodtroll wrote:
CommandoDude wrote:

Been done.

Link.

Not even close.

Defeated by Wizard.

You can't beat that which saves against everything you can throw at it.

Control Weather. Severe Winds.


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blackbloodtroll wrote:
CommandoDude wrote:
blackbloodtroll wrote:
CommandoDude wrote:

Been done.

Link.

Not even close.

Defeated by Wizard.

You can't beat that which saves against everything you can throw at it.
Control Weather. Severe Winds.

-Who is going to seriously have Control Weather constantly memorized. Situational spell at best.

-10 minute casting time? Not a combat spell.

Silver Crusade

CommandoDude wrote:
blackbloodtroll wrote:
CommandoDude wrote:
blackbloodtroll wrote:
CommandoDude wrote:

Been done.

Link.

Not even close.

Defeated by Wizard.

You can't beat that which saves against everything you can throw at it.
Control Weather. Severe Winds.

-Who is going to seriously have Control Weather constantly memorized. Situational spell at best.

-10 minute casting time? Not a combat spell.

When a diviner can ask reality "Hey, should I prepare this spell in case some uppity martial decides to try and use 'mortal' tactics on me?*", it's not situational.

*That's not the exact question they'd ask, but divination spells mean wizards know the future, and they also know a martial isn't going to be a part of that future if they go around acting like they can play with people who turn reality inside out as a hobby.

Shadow Lodge

Guys, just post the dread wizard build and be done with it.

RPG Superstar 2013 Top 32

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Nagaji Saurial Shaman.

This might not be the most broken, but I played it and found it to be a lot of fun.

Spoiler:

STR: 18 (17 pts)
DEX: 15 (7 pts)
CON: 15 (7 pts)
INT: 10 (0)
WIS: 16 (10 pts)
CHA: 9 (-1 pt)

Nagaji attributes, +2 STR, +2 CHA, -2 INT
4th level attribute point to DEX
8th level attribute point to CON

Final array:
STR: 20
DEX: 16
CON: 16
INT: 8
WIS: 16
CHA: 11

T-Rex Companion

Get a couple stat boosters, particularly STR and/or WIS (which you don't really need except for bonus spells)

FEATS:
1: Spell Focus (Conjuration)
3: Augment Summoning
5: Superior Summons
7: Natural Spell
9: Vital Strike
11: Planar Wild Shape (Celestial) (gives DR 10/evil, and Cold, Acid, and Electricity 15, Darkvision 60', and SR 15 and a smite with one feat)

All your spells should be buffs. No save, so your low WIS doesn't matter. Animal Growth is fun to put on your pet, and Strong Jaw stacks with it.

Turn into a stegosaurus with a 26 (+ buffs) STR, use Vital Strike (because you only get one attack anyway). 8d6 + 12 + trip, or 12d6 on a crit (but this isn't really a crit fishing build).

With a huge wild shape and a huge pet (from that animal growth spell), you two will have a hell of a reach on any battle mat. The biggest hazard is your allies getting in your way, but if you need to contain the enemy, summon a few raptors on his flank and wade in.

I've said it before, and I'll say it now. There is no problem so big that it cannot be solved with the proper application of more dinosaurs.

ETA: Had an extra point in there. Fixed it.


N. Jolly wrote:
CommandoDude wrote:
blackbloodtroll wrote:
CommandoDude wrote:
blackbloodtroll wrote:
CommandoDude wrote:

Been done.

Link.

Not even close.

Defeated by Wizard.

You can't beat that which saves against everything you can throw at it.
Control Weather. Severe Winds.

-Who is going to seriously have Control Weather constantly memorized. Situational spell at best.

-10 minute casting time? Not a combat spell.

When a diviner can ask reality "Hey, should I prepare this spell in case some uppity martial decides to try and use 'mortal' tactics on me?*", it's not situational.

*That's not the exact question they'd ask, but divination spells mean wizards know the future, and they also know a martial isn't going to be a part of that future if they go around acting like they can play with people who turn reality inside out as a hobby.

Divination spells are only as accurate as 1) How willing the GM is to divulge information 2) How able the GM is willing to divulge information. The latter is significantly more pertinent than the former, and highly limits the usefulness of that school. Even then, lore wise divination spells are vague, and prone to failure - there are also sometimes specific countermeasures to divination spells.

A wizard who relies on divination to save them is likely quickly a dead wizard. Not that they aren't already the PC class which most frequently ends up needing to be Raised.


With such high stats I would go for a MAD class who is also a full caster...... A dragon disciple for instance would be pretty awesome with good str, dex, con, cha..... the bonus to stats the DD gets would boost the ridiculosity even further!!!!!


Depending on your flavor of broken....

An envoy of balance based on Pharisma is just ridiculously hard to kill. An ecclisitheurge cleric wielding dazing fireballs to stun lock whole mobs is stupidly powerful. And I'm a personal fan of my touch to kill cleric based on madness domain . Basically that cleric gives you -10 to -15 to most every roll and then kills you with a save or die that is also at -10 or worse with a daze in between the rounds.


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blackbloodtroll wrote:

Nobody has posted a full caster build?

Where are the build that shape reality?

Schrodinger's wizard tends to avoid stat blocks and actual gameplay.

Dark Archive

Off topic of Pathfinder, but still on the topic of broken builds, this reminds me of the time right after GURPS 4th Edition came out and I had started playing it but I got into a game with a GM who refused to quit playing 3rd Edition (to give you perspective, he'd still be playing GURPS 1st or 2nd edition if he wasn't so much older than his players who got our start on 3rd).

The thing is, I was always a fan of Psionics in GURPS, however it was broken. I as a long time GM myself who loved Psionics knew exactly how it was broken and how to limit players so that it stayed sane (4th Edition fixed pretty much all the problems with Psionics by making it streamlined with the core system instead of tacked on extra powers). He didn't. In a 350 point campaign I made a telekineticist. I broke my rule of "No power over 20" and...

By the broken math of my 300+ Telekinesis skill, I could pick you up and throw you... at something like 10 times the speed of light. Because, when each level after 20 you double the previous level and you are taking 300+ levels... It quickly reaches and exceeds the speed of light.

Needless to say he was not happy (he double checked the math, though he stopped when he realized that yeah, speed of light was imminent) and asked me to tone it down (I did, to 20... and added other Psionics) and yet... it wasn't until a few years later he finally moved to 4th edition (mostly because the rest of his players got into other games and saw how much more balanced 4th is compared to 3rd)


Mythic anything

Dark Archive

JohnHawkins wrote:
Mythic anything

Everyone says that, but they can never back it up. Unless you are putting Mythic characters up against nothing but non-mythic stuff. Then you are doing it wrong.


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Snowlilly wrote:
blackbloodtroll wrote:

Nobody has posted a full caster build?

Where are the build that shape reality?

Schrodinger's wizard tends to avoid stat blocks and actual gameplay.

Arkalion, Ruler of the Grand Cycle

Schrodinger's Box:
N Half-Elf Foresight Diviner Wizard 20 (Prohibited Schools: Evocation, Enchantment)

Harbringer Daemon Body -

Initiative: 78 (20 +10 (D1) +13 (Dex) +2 Trait +4 (II) +4 (F) +4 (HA)* +5 Insight* (AP) + 3 Luck + 1 Competence (FPGIS)
+4 (GH+C(+8 MoG))* Morale +4 Enhancement (Dueling))

Senses: Low-Light Vision, Darkvision 60 ft., scent, true seeing
Aura - Unholy Aura, Protective Aura
DR 10/evil

Defense:

AC: 63 (10 + 6 Armor + 13 Dex + 7 Shield* (MV) +5 Deflection* (SoF), +2 Luck* (US) +20 Natural +1 Insight -1 Size)
HP: 540 (24d10+408)
Fortitude: +37(39) (6 +17 Stat +4(6) Resistance +6 Morale +3 Luck +1 Competence)
Reflex: 33(35) (6 +13 Stat, +4(6) Resistance +6 Morale +3 Luck +1 Competence)
Will: 42(44) (12 +9 Stat, +4(6) Resistance + 6 Morale +3 Luck +1 Competence +2 DM +4 Insight)
Immune: Magic Sleep, Fear, ability damage, acid, blindness, critcal hits, charm and compulsion effects, deafness, death effects, disease, drowning, electricity, fire, acid, cold, petrification, poison, stunning, all spells or attacks that affect your physiology or respiration; Resist cold 30, electricity 30; SR 32
+2 v. enchantment spells and effects

Str: 44 (33 +6 Enhancement +5 Inherent)
Dex: 36 (21 +6 Enhancement +5 Inherent +4 Profane)
Con: 45 (32 +6 Enhancement +5 Inherent +2 Profane)
Int: 43 (18 +2 Race +3 Age +5 Level +6 Enhancement +5 Inherent +4 Profane)
Wis: 30 (14 +3 Age +6 Enhancement +5 Inherent +2 Profane)
Cha: 21 (7 +3 Age +6 Enhancement +5 Inherent)

BAB: +10; CMB: 27; CMD: 40

Active Spells, Greater Angelic Aspect, Magic Vestments x2 (Solars), Shield of Faith (Solar),
Unwilling Shield (linked to 1 Solar), True Seeing, Extended Aroden's Spellbane
(2 days ago, 56 hour duration), Extended Aroden's Spellbane (1 day ago, 56 Hour duration)
Spellbane spells: Antimagic Field, Aroden's Spellbane, Mage's Disjunction, Greater Dispel Magic, Mage's Magnificent Enclosure.
Extended Magic Jar (Cast 2 days ago 56 hour duration), Extended Magic Jar (cast 1 day ago 56 hour duration)
Extended Ice Body, Greater Heroism, Moment of Greatness (Efreet), Heightened Awareness, Anticipate Peril,
Extended Fickle Winds, Invisibility Purge (Solar), Death Knell (Duplicated with Limited Wish) on a failed

Speed: 30 ft. 60 Ft. Fly (Perfect)

Traits: Reactionary, Fate's Favored

Feats: Scribe Scroll (W1), Improved Initiative (1), Spell Focus (Evocation) (3), Fast Study (W5),
Craft Wondrous Item (5), Sacred Geometry (Quicken, Dazing) (7), Extend Spell (9), Quicken Spell (W10),
Spell Penetration (11), Greater Spell Penetration (13), Sacred Geometry (Persistent, Empower) (15),
Opposition Research (Evocation) (W15), Greater Spell Focus (Evocation) (17), Maximize Spell (19), Immortality (W20)

Skills: 20 Ranks in:
Acrobatics +40 / Bluff +32 / Disguise +32 / Diplomacy +32 / Escape Artist +40 Fly +40
Knowledge (Arcana), (Dungeoneering), (Engineering), (Local), (Nature), (Planes), (Religion) +43
(20 +16 Int +3 CS +3 Morale +3 Luck +1 COmpetence) / Perception +44
Sense Motive + 37 / Stealth +33 / Spellcraft +43 / Use Magic Device +32

Languages: Common, Elven, Celestial, Infernal, Abyssal, Draconic, Undercommon

Special Qualities: Dual-Minded
Permanent Spells: Arcane Sight, Tongues, Darkvision, See Invisibiliy, Read Magic, Telepathic Bond (Tzitzimitlx5)
Telepathic Bond (Solar)

Weapons: +1 Courageous, Dueling Living Steel Large Spiked Gauntlet (22,010 GP)
Staff of the Master (Necromancy) x2

Armor: +1 Deathless, Ghost Touch, Heavy Fortification Living Steel Haramaki (100,506 GP)
Clawhand Shield

Items: Headband of Mental Superiority +6, Belt Of Physical Perfection +6, Otherworldly Kimono, Handy Haversack,
Orange Prism Ioun Stone, Flawed Orange Prism Ioun Stone, Pale Green Prism Ioun Stone, Flawed Pale Green Prism Ioun Stone,
Wayfinder (Clear Spindle Ioun Stone), Iridescent Spindle Ioun Stone, Dusty Rose Prism Ioun Stone,
Cracked Dusty Rose Prism Ioun Stone, Greater Ring of Inner Fortititude, Ring of Freedom of Movement,
Lens of Figment Piercing, Quick Runner's Shirt, Necklace of Adaption, Goz Mask, Eversmoking Bottle,
Minor Cloak of Displacement, Glove of Storing, Bead of Karma x2, Lesser Metamagic Rod of Extend x3, Blessed Book x2
Rod of Absorption (0/50 stored levels), Blood Reservoir of Physical Prowess, Spellguard Bracers, Featherstep Slippers,
Spirit Jars, Amulet of Natural Armor, Stone of Alliance, Lantern of Revealing, Eyes of the Eagle, Bag of Holding I,
Concealing Pocket, Pearl of Power 9th x2

Spell Component Pouch x 30
10,000 Sheets of Paper
100 Vials of Ink
100 Vials of Glowing Ink
100 GP worth of Sacks (for Rune storage)

Gold: 3,371

Spells Known (Level Up): Starting Spell Book (Up to 6th level) (Also in both Blessed Books)

1st: Anticipate Peril, Snow Ball, Ear-Piercing Scream, Blood Money, Blood Rage, Alarm, Heighten Awareness,
Infernal Healing, Ant Haul, Shield
2nd: Rope Trick, Create Pit, Summoner Monster II, Mirror Image
3rd: Haste, Summon Monster III, Tongues, Paragon Surge
4th: Summon Monster IV, Black Tentacles, Animate Dead, Eyes of the Void
5th: Teleport, Summon Monster V, Magic Jar, Permanency
6th: Planar Binding, Summon Monster VI, True Seeing, Greater Dispel Magic
7th: Greater Teleport, Summon Monster VII, Simulacrum, Limited Wish
8th: Greater Planar Binding, Summoner Monster VIII, Maze, Clone
9th: Greater Create Demiplane, Wish, Time Stop, Gate, Aroden's Spellbane, Mage's Disjunction

Spellbooks:
Book of Harms (900 GP): (Also in both Blessed Books)

3rd—fireball, lightning bolt

2nd—acid arrow, darkness, ghoul touch, gust of wind

1st—burning hands, color spray, corrosive touch, hydraulic push, hypnotism, magic missile, ray of enfeeblement,
shocking grasp

Tome of the Transmuter (2,635) (Also in both Blessed Books)

4th—beast shape II, calcific touch, confusion, dimension door, stone shape

3rd—arcane sight, dispel magic, explosive runes, lightning bolt, greater magic weapon, slow

2nd—alter self, flaming sphere, knock, pyrotechnics, resist energy, see invisibility, whispering wind

1st—animate rope, charm person, color spray, erase, floating disk, mage armor, magic missile, protection from chaos,
unseen servant

0—standard plus drench, spark

Blessed Book(s): All Above, in addition to:

1st (100 GP): Air Bubble, Identify, Grease, Obscuring Mist, Mount, Summoner Monster I, Comprehend Langauges,
Detect Secret Doors, See Alignment, True Strike, Disguise Self, Magic Aura, Silent Image,
Vanish, Crafter's Fortune, Expeditious Retreat, Gravity bow, Liberating Command, Feather Fall, Reduce Person

2nd (500 GP): Arcane Lock, Protection from Arrows, Glitterdust, Stone Call, Detect Thoughts, Locate Object,
Continual Flame, Contingent Action, Shatter, Blur, Invisibility, Command Undead, False Life, Spectral Hand,
Limp Lash, Make Wole, Masterwork Transformation, Sculpt Simulacrum, Bull's Strength, Cat's Grace, Owl's Wisdom,
Bear's Endurance, Eagle's Splendor, Fox's Cunning, Aram Zey's Focus

3rd (1035 GP): Magic Circle Against Chaos/Evil/Good/Law, Nondetection, Protection from Energy, Aqueous Orb,
Mad Monkeys, Phantom Steed, Stinking Cloud, Seek Thoughts, Heroism, Wind Wall, Displacement, Deathwine,
Marionette Possession, Vampiric Touch, Beast Shape I, Blink, Fly, Monstrous Physique I, Shrink Item,
Undead Anatomy

4th (1040 GP): Dimensional Anchor, Stoneskin, Solid Fog, Scrying, Locate Creature, Charm Monster, Terrible Remorse,
Contingent Scroll, Greater Invisibility, Enervation, Symbol of Slowing, Emergency Force Sphere, Ball Lightning

5th (2125 GP): Mage's Private Sanctum, Siphon Magic, Cloudkill, Lesser Planar Binding, Contact Other Plane,
Telepathic Bond, Geyser, Symbol of Sleep, Symbol of Pain, Waves of Fatigue, Angelic Aspect, Fabricate, Fickle Winds,
Overland Flight, Planar Adaption, Absorb Toxicity, Echolocation

6th (1620 GP): Greater Heroism, Symbol of Persuasion, Chain Lightning, Contingency, Symbol of Fear, Flesh to Stone
Battlemind Link, Unwilling Shield, Sonic Form

7th (3610 GP): Spell Turning, Plane Shift, Greater Arcane Sight, Greater Scrying, Vision, Symbol of Stunning,
Waves of Ecstasy, Hungry Darkness, Project Image, Symbol of Weakness, Waves of Exhaustion, Ethereal Jaunt,
Ice Body, Circle of Clarity

8th (2880 GP): Mind Blank, Protection from Spells, Trap the Soul, Discern Location, Moment of Prescience,
Symbol of Insanity, Symbol of Death, Greater Angelic Aspect, Polymorph Any Object

9th (4860 GP): Symbol of Vulnerability, Summoner Monster IX, Teleportation Circle, Foresight, Winds of Vengeance,
Astral Projection, Energy Drain, Soul Bind, Mass Suffocation, Etherealness, Shapechange, Dominate Monster

Components & Focuses x2 (10420):
1,000 GP Diamond - Protection from Spells
1,000 GP Cold Iron SCepter - Aroden' Spellbane
500 GP Forked Metal Rod - Greater Create Demiplane
100 GP Crytal Lens - Circle of Clarity
1,500 GP Ivory Statuette of Self - Contingency
1000 GP Silver Mirror - Scrying
100 GP Platinum Quill - Contingent Scroll
10 GP Minature Shovel - Create Pit

Sometimes to find a Wizard, you just have to open the box.

@Caedwyr Thanks! Amended!


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@Anzyr: It looks like the statblock got truncated from the longer version. This one doesn't show the contetns of the various blessed books, etc.


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Zelda Marie Lupescu wrote:
JohnHawkins wrote:
Mythic anything
Everyone says that, but they can never back it up. Unless you are putting Mythic characters up against nothing but non-mythic stuff. Then you are doing it wrong.

Mythic Champion/Ninja using TWF, Invisible Blade (greater invisibility for 1 ki), and an Undetectable Legendary Blade.

My GM literally had to ban that combo because there were too few monsters in the bestiary capable of challenging that - mythic or otherwise. My character would've been invisible, immune to most forms of detection that defeat invisibility, and would've been doing hundreds of points of damage to anything per round not immune to precision damage. Hell, even without Undetectable, a constantly invisible sneak attacking Ninja with mythic levels can put out major damage.

Quote:
Arkalion, Ruler of the Grand Cycle

That guy seems to have templates and looks to be so over WBL he could've out purchased a full 20th level party combined. So, disqualified on grounds of not actually being PC buildable.

As was mentioned, Schrodinger's Wizard tends to avoid stat blocks and gameplay because the theoretical prowess of the Wizard can't stack up to the practical prowess of the wizard.

Silver Crusade

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Snowlilly wrote:
blackbloodtroll wrote:

Nobody has posted a full caster build?

Where are the build that shape reality?

Schrodinger's wizard tends to avoid stat blocks and actual gameplay.

More like Schrodinger's Fighter (or anything else) don't show up to the party when the Wizard's already on the dance floor.

Anzyr's wizard is a freaking masterpiece, making sure to fave the post now so I can have it ready in case anyone else tries to pull this "the wizard isn't real" garbage when in actuality it's more real than any other theory build.

Commandodude wrote:
That guy seems to have templates and looks to be so over WBL he could've out purchased a full 20th level party combined. So, disqualified on grounds of not actually being PC buildable.

Are you considering the 50% bonus WBL this wizard's getting from having two crafting feats? I figure the body's just from some mind swap shenanigans or such, but I'll let Anzyr speak to that since I'm not well acquainted with the build.

Paizo Employee Design Manager

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blackbloodtroll wrote:
Wizard.

I read the thread title and knew that this would be one of the first 5 responses.

N. Jolly wrote:
Snowlilly wrote:


Schrodinger's wizard tends to avoid stat blocks and actual gameplay.

More like Schrodinger's Fighter (or anything else) don't show up to the party when the Wizard's already on the dance floor.

Word. I've actually seen lots of wizard builds, whole and partial, showing that the unrivaled power and versatility often dismissed as "Schroedinger's wizard" is actually a perfectly viable and executable character.

N. Jolly wrote:


Are you considering the 50% bonus WBL this wizard's getting from having two crafting feats? I figure the body's just from some mind swap shenanigans or such, but I'll let Anzyr speak to that since I'm not well acquainted with the build.

WBL looks correct with crafting factored in (something the rules and FAQs support), and he has it noted in the stat block that he got the body via magic jar, so no illegal templates, and the build obviously has the tools to successfully snag whatever body it wants. Looks legit to me (and masterfully done).


Gnome sorcerer with a dip in heavens oracle.

Get Cha as high as possible and colorspray everything to death!

By my math persistence and misfortune can make even the song bird of death have about a 3% chance of not being knocked out. I would take those chances.


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CommandoDude wrote:

As was mentioned, Schrodinger's Wizard tends to avoid stat blocks and gameplay because the theoretical prowess of the Wizard can't stack up to the practical prowess of the wizard.

So he posts a statblock and you claim no statblocks are posted?

Also if you don't know how something is done, ask! Most people are happy to provide game knowledge you don't have


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Anzyr wrote:
Arkalion, Ruler of the Grand Cycle

This looks really neat, but I'm hoping people can explain some things to me about this build that I don't understand. Not trying to poke holes in it, I just want to know how it works.

How do you constantly have low duration spells active, like Unwilling Shield and Greater Angellic Aspect?

How does the Solar cast a personal range spell, Invisibility Purge, on you?

What do you use to get Solars, Tzitzimitls, and a Harbringer Daemon? Simulacrum, Greater Planar Binding, or something else? How do you solve the problem that Simulacrums only have half the HD of the real creature?

Can you use two Karma Prayer Beads at the same time to get +8 to your caster level? I figured that wouldn't stack because they're the same source.


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UnboltedAKTION wrote:

Okay so hear me out. 40 point buy, 3 traits, max of 2 classes, and basically only the core rulebook, advanced players guide, ultimate magic and combat.

Banned are synthasis summoner and firearms.

I know that with this ruleset its nearly impossible to not create an overpowered monstrosity but everyone else playing will be doing the same thing.
I'm well aware of powerful class builds but I wanted brainstorm ideas and lock down a solid idea.

Also, level 11.

Ultimate Combat was recently errata'd. Which version are you guys using?

How about Knights of the Inner Sea and Inner Sea Gods? There is a single Feat and a particular Cavalier Order I would recommend.


blackbloodtroll wrote:

Prestige Classes?

I thought this was "broken" in the positive light.

Not Core Rogue "broken".

Well, you keep talking about Wizards, if you do something like this:

1Fighter1
2F1Wizard1
3F1W2
4F1W3
5F1W4
6F1W5
7F1W5Eldritch Knight1
8F1W5E2
9F1W5E3
10F1W5E3Arcane Archer1
11F1W5E3A2

Then the rest of the way with Arcane Archer, you have a perfectly reasonable character with who sacrifices a couple of spellcaster levels for some decent martial ability, and will be able to cast spells at longbow ranges (Imbue Arrow), combining feats like Deadly Aim with Spells like True Strike, lots of utility, and a lot of blastum.

In a few more levels, this character will be able to cast Antimagic Shell on arrows, being the only kind of character build that can ever get this tactical trick.

Also, how about just Mystic Theurge?

1Cleric1
2C1Wizard1
3C1W2
4C1W3
5C2W3
6C3W3
7C3W3Mystic Theurge1
8C3W3M2
9C3W3M3
10C3W3M4
11C3W3M5

By level 11, this character will effectively be a level8 Cleric and a Level 8 Wizard, probably not as powerful as a level 11 Wizard, but certainly a reasonable alternative with some different capabilities that the other doesn't have, but with every new level, this character will catch up fast and then outstrip your single-class counterpart, all the while trading a little blastum for a whole lot of diversity and utility, and many more spells/day. It's not an underpowered character at all. Bear in mind that the OP's campain STARTS at level 11


UnboltedAKTION wrote:

So I've been playing tabletops for about 10 years now and Pathfider for about 5 of that. I've never really sat down and tried to internationally break a character. I usually DM so I'm not a fan of power building. But for this one occasion I want to make something truley nasty. And don't worry the permitters othe game is to break a character.

I've seen a lot of atrong builds and no the basis of beaking the game. But I'd like some ideas.
Please and Thank you!

I think a gnome Druid with a very low strength, wearing copper full plate and wielding a medium greatsword is a good place to start a broken character build. A spellcaster who can't cast spells, is heavily burdened, takes penalties from wearing the wrong armor, and takes penalties from wielding a non-proficient and improperly sized weapon sure seems pretty broken to me.


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CommandoDude wrote:


That guy seems to have templates and looks to be so over WBL he could've out purchased a full 20th level party combined. So, disqualified on grounds of not actually being PC buildable.

As mentioned below, Arkalion is using Magic Jar to possess a Harbringer Demon. For the record the Harbringer Demon is an actually a Drakainia Spawned Harbringer Demon not a simulacrum. The WBL is correct using the Ultimate Campaign rules which cap at a 50% increase for having two crafting feats (which Arkalaion does). This is actually disadvantage to me as the vast majority of his expenditures are in wondrous items, which under the normal rules I could get *all* of them half priced.

Castilonium wrote:

This looks really neat, but I'm hoping people can explain some things to me about this build that I don't understand. Not trying to poke holes in it, I just want to know how it works.

How do you constantly have low duration spells active, like Unwilling Shield and Greater Angellic Aspect?

How does the Solar cast a personal range spell, Invisibility Purge, on you?

What do you use to get Solars, Tzitzimitls, and a Harbringer Daemon? Simulacrum, Greater Planar Binding, or something else? How do you solve the problem that Simulacrums only have half the HD of the real creature?

The first two rely on divinations. Though they are also cast whenever Arkalion leaves his plane using Astral Projection. I actually do have a way to have both theses up constantly, but this character is not using it.

Solar Simulacrums cast spells as a 20th level Cleric, which includes having access to Miracle and Invisibility Purge. Miracle can duplicate Magic Jar and allow the Solar Simulacrum to possess the Harbringer Daemon body and cast Invisibility Purge.

Simulacrums are half HD, but the vast majority of all abilities are not HD dependent. Simulacrums are generated via Blood Money + Wish (duplicating Simulacrum) mostly to save the incredibly long creation time for casting other things.

Castilonium wrote:
Can you use two Karma Prayer Beads at the same time to get +8 to your caster level? I figured that wouldn't stack because they're the same source.

You are correct, untyped bonuses from the same source do not stack. Arkalion uses one when casting long duration buffs and one for combat if needed.


UnboltedAKTION wrote:

Okay so hear me out. 40 point buy, 3 traits, max of 2 classes, and basically only the core rulebook, advanced players guide, ultimate magic and combat.

Banned are synthasis summoner and firearms.

I know that with this ruleset its nearly impossible to not create an overpowered monstrosity but everyone else playing will be doing the same thing.
I'm well aware of powerful class builds but I wanted brainstorm ideas and lock down a solid idea.

Also, level 11.

40 point buy... hmmmmm...

What I'd like to know is if you are allowed to use templates? Then I can give you a build I've done for a SEVERELY overpowered Cleric, or Fighter, or Magus. If yes to templates, are you allowed to use 3rd Party templates?

(Disclaimer: I am still fairly new to Pathfinder, so please don't bite my head off if I say something that's incorrect).


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If you are allowed, I find that any creature/character with the Alacritous Template (+2 CR) from the Advanced Bestiary Guide has the potential to be VERY overpowered. Double all base speeds? Two standard actions every other round? Yehaw!

This one is very good for Fighters and other melee combatants in particular; is gives all but one of the feats necessary for the Whirlwind Attack feat (you'd just need to add combat expertise). Beef him up with lots of str and dex, and you've got yourself a smasher!

Adding a Keen Katana or Scimitar into the mix also helps; 15-20 critical threat range.


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I found in Arkalion a critical weakness. He's susceptible to Source Severance, which functions somewhat like Antimagic-field but only arcane/divine. Set it to divine and if you manage to get Arkalion into that effect he might have trouble. The best I can think of is an arcane archer with imbue arrow or something enough stealthy to get near to him, reading a scroll of Source Severance from Contingent Action and one-round him. Not sure about how Arkalion (and effects related to him) would react to this.


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Anzyr wrote:


As mentioned below, Arkalion is using Magic Jar to possess a Harbringer Demon. For the record the Harbringer Demon is an actually a Drakainia Spawned Harbringer Demon not a simulacrum. The WBL is correct using the Ultimate Campaign rules which cap at a 50% increase for having two crafting feats (which Arkalaion does). This is actually disadvantage to me as the vast majority of his expenditures are in wondrous items, which under the normal rules I could get *all* of them half priced.

The first two rely on divinations. Though they are also cast whenever Arkalion leaves his plane using Astral Projection. I actually do have a way to have both theses up constantly, but this character is not using it.

Solar Simulacrums cast spells as a 20th level Cleric, which includes having access to Miracle and Invisibility Purge. Miracle can duplicate Magic Jar and allow the Solar Simulacrum to possess the Harbringer Daemon body and cast Invisibility Purge.

Simulacrums are half HD, but the vast majority of all abilities are not HD dependent. Simulacrums are generated via Blood Money + Wish (duplicating Simulacrum) mostly to save the incredibly long creation time for casting...

So as far as I understand, to accomplish this, you do the following:

Greater Create Demiplane, Bloody Money + Permanency
Create Greater Demiplane again for the Timeless trait
Blood Money + Wish to create all your simulacrums
Order Drakainia simulacrum to spawn a Harbinger Demon so that it's real and not a simulacrum
Sit in your Timeless demiplane and stack up buffs whose durations don't run out while inside
Use Spirit Jars to tag-out possessing the Harbinger with the Solar
The Solar uses personal range buffs while possessing the Harbinger
Possess Harbinger again and use divination spells (which ones?) to locate threats
Astral Projection out of demiplane, Plane Shift, Greater Teleport to adventuring location
???
Profit

Did I miss any important details or misunderstand something?

Also, as far as I can tell, your caster level should be 26 while buffing. 20 + 4 (karma bead) + 1 (orange prism ioun stone) + 1 (flawed orange prism ioun stone). The durations on Aroden's Spellbane and Magic Jar seem to suggest you have a CL of 28. Where do the last 2 caster levels come from?

Where do the Profane bonuses on your ability scores come from?

How do you bypass the -2 intelligence penalty the flawed orange prism ioun stone gives you?

Thank you for the info and explanations.

Dark Archive

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CommandoDude wrote:
Zelda Marie Lupescu wrote:
JohnHawkins wrote:
Mythic anything
Everyone says that, but they can never back it up. Unless you are putting Mythic characters up against nothing but non-mythic stuff. Then you are doing it wrong.

Mythic Champion/Ninja using TWF, Invisible Blade (greater invisibility for 1 ki), and an Undetectable Legendary Blade.

My GM literally had to ban that combo because there were too few monsters in the bestiary capable of challenging that - mythic or otherwise. My character would've been invisible, immune to most forms of detection that defeat invisibility, and would've been doing hundreds of points of damage to anything per round not immune to precision damage. Hell, even without Undetectable, a constantly invisible sneak attacking Ninja with mythic levels can put out major damage.

Okay, so that is one example of a Mythic combo that is powerful, however does that mean that the entire system is broken? If so, then I might as well say

Pathfinder anything because I can come up with fully broken as **** combos without using mythic.


There's also that whole mythic vital strike with legendary item foe biting combo. And those are just the martial combos. Mythic spell casting is its own set of powerful.


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Castilonium wrote:


Profit

Did I miss any important details or misunderstand something?

Exactly so with minor note: The demiplane is actually a Flowing Time (Double Normal Time) plane. This allows for x2 spell preparation a day, among other benefits like turning the 7 days of preparation for a challenge into twice that. Technically, erratic time could be better, but I prefer to stick to 100% things for challenges.

The remaining two caster levels are coming from Limited Wish duplicating Death Knell on a weak Drakainia spawn and Paragon Surge - Additional Traits - Outlander (Loreseeker) which grants +1 CL to three different spells in this case Aroden's Spellbane and Magic Jar.

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