
SillyString |

Whenever I play home games, I almost exclusively stick to PFS legal options because I appreciate the balance the restrictions bring to the games. Now it's gotten to the point that so many options i find interesting are not legal in PFS play, so I thought I'd have a go combining as many banned things possible into one character and see how powerful / interesting it can be while still being fun and not slowing down the game. (starting with a wizard base, because of their flexibility and ability to overcome just about anything at high level)
So far (ooc text for what I believe to be pfs illegal):
LG Spirit Binder Wizard of Lymnieris (Race not yet decided?)
Hellfire Ignis Familiar (Ranger past-life for Saves + BAB)
Feats:
Celestial Obedience Lymnieris (For permanent polymorph of familiar into better forms - probably a good thing that obedience wont have to be repeated very often...)
School Familiar (Evocation - Cold resistance)
Greater School Familiar (Evocation - Cold Immunity) (offsets the cold vulnerability of the ignis)
Feats (familiar):
Weapon Proficiency
Celestial / Fey / Deific Obedience: (Tolc, Damerrich, Magdh others?)
So as you can see, I havn't gotten very far, yet so far its leaning toward being a fire/cold themed wizard with a powerful familiar in its service.
So what are some PFS illegal paizo options (or legal options that you think would work well) that you think I could jam into this build & would work well? :)
PS: Still ignoring variant rules like vmc etc.

SillyString |

You're going to have at least one magic item crafting feat, right? Or leadership.
Hmmm, i hadnt really considered item crafting, mainly because it's never something I've bothered with in the past.
As far as leadership goes, that was one of the powerful options I wasnt planning on taking purely because i thought it'd be likely to slow down the game too much, and the objective of this character was a balance of power and fun. If it wont slow down the game, feel free to convince me :)

Dastis |

Craft Wonderous item is the most general and probably the best craft feat. Try it first
Sacred Geometry calculator below before you reject it for taking to much time
http://d20toolkit.com/tools/sg/sacredgeo.php
Leadership doesn't take that much time by the way. The only minion you might use in combat is your cohort and he should take no more time than your familiar or summon monster spells. Also its a great feat for RP

Dasrak |
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I didn't realize there were two Pact Wizards. I was wondering why you would suggest it (and why it was banned) since the original is extremely tame. Having read it, I can say that the Pact Wizard from the Haunted Heroes Handbook is a complete and total monster. Seriously, this is right up with Razmiran Priest in terms of bad ideas. I was already sold on this thing being irredeemably broken before I stumbled upon the fact that it gets metamagic reduction >_<

avr |

Item crafting, even just the Craft Wondrous Item feat, gives you a lot more magic items to work with. Money is power.
There are some interesting spells banned in PFS. Shadow Dragon Aspect perhaps to share with your familiar, Draconic Malice to bypass fear immunity (& mind affecting immunity where fear is concerned), Limp Lash and Web Bolt as disabling spells, Incendiary Runes as a trap, Ears of the City to gather info.

Plausible Pseudonym |
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Hermean Potential is a stupidly good spell that is justly banned from PFS. It's the opposite of Ill Omen, gives you rerolls so you can take the higher result on attacks, skill checks, and saves.
I didn't realize there were two Pact Wizards. I was wondering why you would suggest it (and why it was banned) since the original is extremely tame. Having read it, I can say that the Pact Wizard from the Haunted Heroes Handbook is a complete and total monster. Seriously, this is right up with Razmiran Priest in terms of bad ideas. I was already sold on this thing being irredeemably broken before I stumbled upon the fact that it gets metamagic reduction >_<
The Int bonus to everything is what kills me. Before Psychic Anthology published Glimpse of the Akashic spell (basically a minute long Moment of Prescience that applies to almost everything during that minute) I'd say this archetype was easily the most ridiculous thing Paizo published since I've been paying attention.

Bwang |

Craft Wondrous item is the most general and probably the best craft feat. Try it first
All GMs I know require another Crafting feat, some paste on skill ranks for some items, too. Some (me) require purchase of recipes (a la Warcraft). I do this as another money sink, but my Crafter doesn't mind a bit, now has over 50 items in his book.
It is the absolute best Craft feat due to versatility.

doc roc |
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Pact Wizard from Haunted Heroes is all you need for bewildering broken illegalness!
The most appalling bit of class design I have ever seen... I can't even think of anything from 3.5 that was as broken!
Such little thought was put into it that the dev didnt even realise that there was already a Pact Wizard archetype. Or if he did realise he didnt care.
If you want illegal this is your go to IMO. One of the 'great' things about it in terms of power is the fact that it stacks with several other archtypes, including Exploiter.
What are you waiting for... GO GO GO!

Derklord |

the Pact Wizard from the Haunted Heroes Handbook is a complete and total monster. Seriously, this is right up with Razmiran Priest in terms of bad ideas. I was already sold on this thing being irredeemably broken before I stumbled upon the fact that it gets metamagic reduction >_<
It's actually not too powerful - until the level 15 power kicks in. The patron doesn't do much*, the curse does more harm then good, Fast Study is acessible as an arcane discovery, and the 10th level roll twice feature isn't too powerful (average gain is merely +3.33, although the increas of sucesses is higher than that). It's "only" the level 15 ability that is utterly broken**.
*) Most patron spells are wizard spells in the first place (296 out of 405, or 73%), and the wizard list is so strong that most of the non-wizard spells are redundant. It's not like Wind Walk or Tree Stride are overpowered when you already have Teleport.**) For instance, the level 15 ability single handedly allows you to almost completely ignore spell resistance. A lvl15 wizard without spell penetration et al. has a 96% chance to penetrate the SR of a CR17 enemy. 99% chance for elven wizards.
less keen on sacred geometry because at first glance it seems a little complicated and hard to run past a GM.
Well, you should either use an app/script or preroll. Well, according to this post, with 8+ ranks, failure is impossible, so there's no need for any actual rolling after that point. Yeah, most GM's will ban it because it's the most powerful feat in the game this side of Leadership. Isn't that kinda the idea here?
On topic: Samsaran with Mystic Past Life for race, especially with Sacred Geometry. Quickend Ill Omen for your save of suck needs? Or maybe quickend Summon Monster VII at 9th level?

Plausible Pseudonym |

The 10th level reroll is absolutely broken because it applies on so many things and obsoletes so many feats. It's better than having all three of the +2 to save feats, better than Spell Penetration, almost as good as Improved Initiative, equivalent to a concentration boosting feat. It's limited uses per day, but 6+ times per day is not a huge restriction for such a flexible and strong ability.
I agree that the Patron stuff isn't actually great. Your best bet is to pick redundant spells (probably Shadow patron or one of the blasters) that would actually be useful to cast a few spontaneously or that would benefit from metamagic reducers.