Overpowered for the end.


Pathfinder First Edition General Discussion


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Return of the rune lords is possibly my groups final AP for pathfinder 1.0. I would like build suggestions for the most OP build you can think of. Whether it be be Wizards with simulacrum or what have you. Give me some OP build ands powers/spells. I want my group to not fear the rune lords but make the rune lords fear them.

I know I could just weaken everything, but, I want my group to be able to use some of the suggestion here to truly find POWER. So that they know they overpowered the rune lords by sheer force of will... and by the rules.

I know the group will have a arcane bloodline sorcerer cause the players guide suggested it. And a Druid. The other 2 are undecided. What can the sorcerer and druid do, and what can 2 other players do to truly over power the campaign while playing off the 2 decided characters strength/weaknesses.

*edit for many typos


Tristalt, rogue (weapon master archetype), kinetisist (base or maybe kinetic knight) and oracle (duel cursed) would probably be up there for pure power while also being well rounded in capabilities.

Tristalt unchained monk(scaled fist), oracle(duel cursed) and sorcerer(maybe cross blooded) would also be a casting power house while still having a huge amount of durability.


I have a character that's a real melee powerhouse. Hunter/Unchained Rogue. If you use Gestalt, it'll be even stronger than mine is. Get an animal companion you can ride but still has decent natural attacks. Take Outflank as your second level Hunter bonus feat and Pack Flanking as your level 3 Hunter bonus feat. (You will need Combat Expertise first.) Then you will always be flanking with your companion and will share every teamwork feat with it as well. Pick a weapon like a Scimitar or Rapier and put Keen on it as soon as possible, and you will be getting crits on a 16. Throw in Paired Opportunists and whenever you get a crit, your companion gets an AoO. Which means you get an AoO.

Trust me, my character has been given the nickname Beyblade because of all the damage she does with her companion. The Dirty Fighter trait gives you a +1 damage bonus when flanking and of course you will need a high dex and Combat Reflexes.

Dark Archive

I am currently playing a 12 Rogue/2 Barbarian/1 Fighter who does an average of 92 non-lethal damage per hit when he hits with sneak attack. He sneak attacks for most rounds due to an intimidate based feat chain he has, which can also cause his opponents to be cowered, panicked or feared and shaken. When he kills an opponent, which happens more often than not with non-lethal damage overflow, he can intimidate all opponents within 30' as a free action. The most damage I have done so far in one round is over 400. He almost always gets a minimum of 3 attacks per round and often gets 6. He is a little bit complex though, as I had to create a type of Venn diagramflow chart so that he is optimized during play. When he gets to level 20, it is possible for him to do over 1000 points of damage in one round.

Intimidate Non-lethal damage monster:
Human Barbarian 2 (Invulnerable Rager) / Rogue 12 (Scout) / Fighter 1(Thunderstriker) Based off of Mercurials build here

Attributes:
STR – 24(28) 32 while raging
DEX – 14(18)
CON - 16(20) 24 while raging
INT - 10(12)
WIS - 8(10)
CHA – 13

Traits:
Berserker of the Society
Veteran of Battle

Feats and Class abilities:
1st - Power Attack (Retrained to Combat Reflexes after getting Shield of Blades)
H - Bludgeoner
2nd - Intimidating Glare (Rage Power) ((Never used, I suggest you pick something else))
3rd - Weapon Focus - Earthbreaker
4th - Combat Trick - Furious Focus (Retrained to Shatter Defenses around level 8 or 9)
5th - Sap Adept
6th – Rogue Bonus Feat - Dazzling Display
7th - Sap Master
8th - Strong Impression
8th - 6/6 Extra Rogue Talent – Resiliency(retrained to Opportunist)
9th - Cornugon Smash
10th - Black Market Connections (really helps out with the campaign and got me a +5 manual of gainful exercise)
11th – Hurtful
12th - Opportunist
13th – Dreadful Carnage
14th – Stalker Talent – Sheild of Blades
14th 6/6 Extra Rogue Talent – Double Debilitation
15th – Step Up
15th – Fighter Bonus Feat – Following Step
I got furious focus again sometime after level 10, but I don’t remember the circumstances. These are in order to the best of my memory, but I have been playing this character for over a year and a half now and I forget exactly how everything came together.

Magic Items at this point include:
+1 Cruel Furious Earthbreaker
+4 Mithral Chain Shirt
+4 Ring of Protection
+4 Belt of Physical Perfection
+3 Amulet of Natural Armor
+5 Cloak of Resistance
+2 Headband of Twisted Intellect
+5 Manual of Gainful Exercise
Eyes of the Eagle
Handy Haversack
Boots of Swift Fury
Pliant Gloves
Quick Runners Shirt
Ioun Stone - Dark Blue Rhomboid
Ioun Stone - Incadescent Blue Sphere
Ioun Stone - Pale Green Prism

My current attacks look like this:

While raging
+28/+19/+14 (+31/+27/+22/+17 after my kickass teammates buff me with Heroes Feast, Haste and Heroism) plus a swift action attack with the Hurtful feat and 4 attacks with combat reflexes.

Lethal Sneak attack damage = 8D6+31 Non-lethal sneak attack damage = 14D6+43
AC = 28(32 after attacking with Power Attack)

Intimidate +33
Free action intimidate to all enemies within 30’ when I reduce someone to 0 or fewer hit points with Dreadful Carnage.


Pretty much the strongest thing to do with an arcane sorcerer is the false priest archetype.


I can't understand the choice of an Arcane blooded Sorcerer. Sorcerer lacks versatility, but can make up for that in raw power. The arcane bloodline is...average. It has its good points, but the really powerful ones are Dragon, Orc, Elemental and then a few others that are campaign dependent. Now if the campaign gives additional powers to the Arcane bloodline I could understand that, but this isn't like Iron Gods where the Impossible Bloodline lets you charm the most common enemy you'll run into.

Still, look into Blood Mutations, and maybe consider Cross-blooded archetype. I'm a bit leery of giving up spell slots for it, but it is definitely powerful. Especially if you're druid goes for Druidic Herbalism.

A really basic power build for Sorcerer is something like Orc Blooded, with Blood Havok and Blood Intensity mutations going for Spell Perfection and extra traits to make Battering Blast as nasty as possible. If the BBG isn't immune to Battering Blast (and he should have Spell Immunity targeting it) that is a first round kill.

But instead of a sorcerer, why not an Arcanist? Not quite as powerful, but has 90% of the benefits of a sorcerer but with lots and lots of versatility in spell selection. Kind of the ultimate utility wizard.

Or go with a Wizard. Most AP end at 17. Wizard has 9th level spells, Arcanist and Sorcerer are still stuck with 8th level spells. Its a huge difference.

Druid wise I suggest a Druidic Herbalist nature bond. No pet, no cleric domain, but instead you get to make your wis mod in free potions (every day starting at 7th level). With Gift the Power you can basically hand out 3rd level spell slots in liquid form. Fireball and Battering Blast for days. Really, its absolutely broken.

Encourage someone to make an archer. Not a ranger, but some other archer build. Paladin builds are broken. I hear Inquisitor builds are quite good. Fighter builds are very solid. There are even monk builds. Just don't expect a rogue build to perform well. Any class that doesn't have full BAB needs buffs to keep up.

Last spot in the party could be anything. A well build archer can stand in the middle of a choke point and tank. Druid could be a competent melee type, or a sit back and nuke or spam nature's ally like mad. With tons of potions you shouldn't even think twice about using low level spells.

Actually a ranger might be a good choice for the 4th spot. Good skills, can make either a melee or archer build. With someone throwing around 3rd level spell slots like candy once the ranger can cast Instant Enemy he should do so every combat. Do Not Make A Horizon Walker Build. That Does Not Work.

Another good choice would be Magus. I especially like the idea of a Eldritch Archer using a Musket (or Riffle if you are overly generous). Hitting touch AC and not having to move is great. The extra feat tax at first level hurts a bit, but in the long run it pays off.


@ Dajur

Alright, so the build itself is a Sap Master who normally would get three attacks from BAB, one Swift action attack from Hurtful if the opponent can be intimidated, and one AoO from Opportunistic if you've got a helpful ally.

I see no Extra Rage feat, though. So the rage rounds should be 7, which in many cases isn't enough for one day.

How many times are you allowed to full-attack, and have you ever met something immune to Intimidate/Precision Damage or something with Uncanny Dodge?

Has your low Will save ever been a hindrance, and are you capable of dealing with flying enemies?

And how did you get Dazzling Display?

***

If you want to improve on the build, I'd retrain into the Knife Master archetype, and buy Weapon Focus (Kukri) with the resonance power of a (Cracked) White Opalescent Pyramid. After you've retrained the previous Weapon Focus into Weapon Versatility, you can wield an oversized Kukri (Irongrip Gauntlets are recommended) for 1.5x Strength while upgrading your Sneak Attack to d8's.

I'd also really try to get Emboldening Strike, maybe retrain Following Step.


I'm currently liking this build for its potential. I haven't played it yet, and there may be an issue with the order of actions, but it may be a good start. Only 8th level, tho, so plenty of room for growth.


A Wizard with the Pact Wizard (The one from Haunted Heroes Handbook, not the other archetype also named Pact Wizard) and Exploiter archetypes is a popular choice for "this is so powerful its broken".

Dark Archive

Wonderstell wrote:

@ Dajur

Alright, so the build itself is a Sap Master who normally would get three attacks from BAB, one Swift action attack from Hurtful if the opponent can be intimidated, and one AoO from Opportunistic if you've got a helpful ally.

I see no Extra Rage feat, though. So the rage rounds should be 7, which in many cases isn't enough for one day.

How many times are you allowed to full-attack, and have you ever met something immune to Intimidate/Precision Damage or something with Uncanny Dodge?

Has your low Will save ever been a hindrance, and are you capable of dealing with flying enemies?

And how did you get Dazzling Display?

I used Hero Lab to make this character. I wasn't diligent in keeping records as I updated him with the program. As for the rage, I have Berserker of the Society, which gives me an extra 3 rounds. I ran out of rage a few times at the lower levels, but haven't in quite awhile. Cleric cures my fatigued condition when it arises.

Dazzling Display was selected as my bonus feat option as a rogue talent.

I'm going to remake the character within the next week or so, and I can post more detailed info on how I got him to where he is now if you want. I did have to retrain a few times and a few other abilities were replaced as I went as well.

As for monsters who are immune to intimidate and precision damage, a big hammer goes a long way to taking care of them. This character also has combat reflexes, so minus the opportunist, he still gets 3 more AoO's. One of my teammates has opportunist as well, really goes well with flanking buddies. Most turns I get an extra attack on his turn, and he gets an extra attack on my turn.

Dark Archive

Ah. A few of my feats come from specific accomplishments within the Hell's Rebels campaign. I thought that I didn't list them, but I guess one got slipped into my build. I like the Kukri idea, and Emboldening Strike looks perfect for my build, but I don't have the licenses to the books, and since I am using Hero Lab, I can't add it to my character. I'm ok with that though.


CupcakeNautilus wrote:
A Wizard with the Pact Wizard (The one from Haunted Heroes Handbook, not the other archetype also named Pact Wizard) and Exploiter archetypes is a popular choice for "this is so powerful its broken".

I forgot to add to make sure you take Fiendish Proboscis as an Arcanist Exploit so you more or less have infinite Reservoir points.

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