ADVICE OP broken build Level 5 (w / progression till 20) (20 pts buy)


Advice


Hi all!

First of all I would like to introduce myself to this wonderful community. I'm KidBash, and I play PF since 2014. I came here to seek some help and advice because I've heard that these forums have plenty of acknowledged people, who know every single minimal aspect of this game. Enough with the introduction, let's go to the interesting part. I'm looking for the most broken build possible for this oneshot that a friend of mine is creating. It's a level 5 one shot,but I would like also a progression till level 20, so that I could possibly use it somewhere else. Everything is admitted (all races, archetypes, classes, prestige classes, and even beast archetypes, like Vampire, Lich, Zombi, Lord of Shadows, ecc... from all PF manuals and also from the site Archives Of Nethys).
Enough with talks, I've annoyed you enough. DO YOUR WORST!!!
Thank you! >;D

P.S: You can use money from the creation tab, so 10500 GP at lvl 5, and 880000 GP at lvl 20.


See if you can play a level one commoner with the Intrument of the gods template.


You would be level 1, and a commoner but you would have regeneration, really high dr and a ton of immunities plus mytic abilities.


doomman47 wrote:
You would be level 1, and a commoner but you would have regeneration, really high dr and a ton of immunities plus mytic abilities.

Thanks! I'll go and look at It! :)


You can always create a vampire Anti-Sorcadin (Anti-paladin and sorcerer), and after lvl 5, get into the Dragon Disciple Prestige Class. At lvl 5, it will be a CR6/7 encounter, but it will be a beast already (equip him with a fullplate, and take the arcane fail change as a small obstacle or get the Arcane armor training shizzle with a mithral fullplate). With vampire, Anti-Sorcadin Disciple, you'll get massive Natural Armor, ability score bonusses, spells, awesome undead traits (CHA instead of CON for hp), yuo'll have awesome saves (CHA as bonus to saves). With your CHA being high AF, you'll have massive hp, massive saves, and high DC for you own spells.

You can take Favored Prestige class as a feat and favored spellcasting to make up for losing spellcasting levels with DD, and even invest in Eldritch Heritage feats (Orc Bloodline) to get even more Natural Armor and Strenght bonusses.


Kind of an experimental build. It peaks early but should be fun for the entire campaign.

Shikigami Fighter build:

Str 16+2 (10pts) Dex 14 (5) Con 14 (5) Int 10 Wis 10 Cha 10
(feel free to dump Cha if you want to boost Wis)

race: human Traits: Surprise Weapon (+2 to hit with improvised) Campaign Trait

Class: Rogue (Makeshift Scrapper) 1, Fighter (2+)

1: Catch Off Guard (free), Throw Anything(free), Shikigami Style(r) Shikigami Mimicry(1st), 1d6 sneak attack
2: Improvisational focus(2) (+1 to hit, considered proficient)
3: Power Attack(3) Two Weapon Fighting (bonus)
4:
5: Weapon Specialization: Improvised(bonus), Shikigami Manipulation(5)

Skills: 1 rank in 6 skills, full ranks in Perception and UMD.
Equipment: 2 minor merciful rods (1,500gp x2. used as improvised light maces they perform as +4 enchanted weapons thanks to Shikigami Manipulation), Breastplate (+6 AC), Cloak of Resistance +2 (4,000gp)

melee attack bonus:4(bab) +4(str)+2(suprise weapon)+4(enchantment bonus from Shikigami Manipulation)+1(improv focus) -2(TWF) -2{PA) =+11/+11

Melee damage: 1d6(light mace) +3d6(3 virtual size increase) +4(str) +4(enchantment) +2(weap spec) +4(PA) = 4d6+14 primary/4d6+10 off-hand (1/2 from str and PA for off hand attacks)

Progression could continue on into other classes, but going straight fighter has some appeal. At 6th pick up weapon training:hammer which should cover most improvised weapons. Spend some feats to cover your will. Also you could branch into thrown improvised weapons.

If you continue this path check with your GM how he feels about Advanced Weapon Training: Focused Weapon. Being able to use the base damage from the Warpriest chart on your improvised weapon could be huge. Especially for thrown weapons.


doomman47 wrote:
See if you can play a level one commoner with the Intrument of the gods template.

Creating an Instrument of the Gods

“Instrument of the Gods” is an inherited template that can be added to any creature with a CR of 12 or greater (hereafter referred to as the base creature)

Get a lot of cr 12 level one commoners do ya?


Elder Mythos Cultist Cleric Lich
(Channel Void and Maddening Gaze)

-or-

UnChained Monk Lich
(Doesn't need weapons)

-and-

Spend 5000gp on Ghost Syrup to become incorpreal...

Basically anything you want, just as an incorpreal Lich. Use Dexterity, as your Strength will be zero. Don't rely on items or weapons that you wear or carry, unless you're willing to pay for the ghost touch enchantment on them.

You don't need much in the way of gear, anyways... so many things will be completely incapable of hitting you, and the ones that do will often do half damage. You don't need food or water or sleep, and you are immune to almost all environmental hazards.


Lich is a bit impractical considering: "Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation."

5th level and 10,500gp doesn't seem to cover any of the requirements. And the Lich has to create his own phylactery so no having someone else do it for you.


Can you use 3.5 or 3.0 D&D options? Is there anything specific you want in a character?


Meirril, I know that it doesn't make much sense, but if the template is available to them upon character creation it is definitely worth considering.


Do you have to use the most current version of the rules, or can you use rules that existed prior to certain updates?


Can you use character building options from other d20 games? I'm assuming it's a medieval fantasy game, and you wouldn't be able to use an AK-47 from d20 Modern, but could you used Improved Combat Throw from d20 Modern or take levels in the Smart class or something? I assume you can't use a Light Sabre, but can you use the Force?


Cavall wrote:
doomman47 wrote:
See if you can play a level one commoner with the Intrument of the gods template.

Creating an Instrument of the Gods

“Instrument of the Gods” is an inherited template that can be added to any creature with a CR of 12 or greater (hereafter referred to as the base creature)

Get a lot of cr 12 level one commoners do ya?

Well considering they said they could be a lich which would then make them a level 3 character I think it would be safe to say those limitations don't exist in their campaign.

Liberty's Edge

Literally just build a non-unchained Synthesist Summoner and buy a Cyclopsean Helm. By level 3 you will be able to pick up Craft Wondrous Item and use the "take 20" on crafting checks to reduce the Material Cost of equipment. From there you're only 3-4 magic items, a little bit of Gold, and BOOM free infinite Wishes by level 5.


VoodistMonk wrote:
Meirril, I know that it doesn't make much sense, but if the template is available to them upon character creation it is definitely worth considering.

Nope, can't use any D&D rule, neither convert It, only official PF stuff


Scott Wilhelm wrote:
Do you have to use the most current version of the rules, or can you use rules that existed prior to certain updates?

Most recent rules, unfortunately xD


Scott Wilhelm wrote:
Can you use character building options from other d20 games? I'm assuming it's a medieval fantasy game, and you wouldn't be able to use an AK-47 from d20 Modern, but could you used Improved Combat Throw from d20 Modern or take levels in the Smart class or something? I assume you can't use a Light Sabre, but can you use the Force?

Nope Sorry, only PF official rules and stuff :/


Thanks to all of you for the precious advices! I'll go and test them out:)


1 person marked this as a favorite.
Themetricsystem wrote:
Literally just build a non-unchained Synthesist Summoner and buy a Cyclopsean Helm. By level 3 you will be able to pick up Craft Wondrous Item and use the "take 20" on crafting checks to reduce the Material Cost of equipment. From there you're only 3-4 magic items, a little bit of Gold, and BOOM free infinite Wishes by level 5.

Bu...wh...HOW!?

I get the Cyclops helm, craft, and take 20..but how does he get infinite wishes?!?!?!


The coolest level 5 Feat I can think of is Broken Wing Gambit. It's a Teamwork Feat, so if you get it by dipping 3 levels in Paladin with the Divine Tactician Archetype or 1 level in Cavalier, you can make it so that whenever anyone in your party is attacked, everyone gets an Attack of opportunity.

I worked out a Grappling combination that is devastating., but I don't think that will be good until level 7. Also I worked out a way to grapple multiple oppoenents quite well.

I've worked out a way to be a very good archer with small investment.

So, play a half orc and use an Orc Hornbow. Those arrows will do 2d6.

Take 1 level in Ranger, and you can use a Wand of Gravity Bow, so your arrows will do 3d6.

Take another level in Ranger, and you get Precise Shot.

Take 2 levels in Monk, and you get Combat Reflexes and Improved Grapple.

So, right now you have a Ranged Capability where your arrows do 3d6 Damage.

You can Grapple. You're not great at it, but sometimes it's awesome.

When you are in melee, whenever any of you are attacked, all of you get Attacks of Opportunity.

Your base saves are very high: 2 levels in Ranger give you +3 Fort and Reflex. 2 levels in Monk give you +3 in all Saves, and the level in Cavalier gives you a +2 Fort, so your base saves are +8 Fort, +6 Reflex, and +3 Will. A level 5 Monk (good saves on everything) would have +4 Fort, Reflex, and Will at level 5. I would take the Sacred Tatoo Alternate Racial Trait for another +1 on all saves, maybe indomitable Faith for +1 Will.

Take a 2nd level in Cavalier, Order of the Penitent. Take a level in Fighter, taking Greater Grapple. Greater Grapple lets you Grapple as a Move Action in addition to as a Standard Action. Expert Captor lets you Tie Up a Grappled, not Pinned, opponent, and you don't take the usual -10. That means if you begin your round adjacent to any opponent, you can have it Tied Up in a single round if your GMB is high enough, and You can plausibly have a GMB of 30 by level 9, and I figured out how to buff yourself with True Strike, so +50. A Balor Demon's CMD is 54. Not bad for level 9.

Pumping up your GMB would involve taking levels in Alchemist so you can take the Crab Tumor Familiar and the Tentacle. Alchemists get Enlarge Person. Carry around some size Large Arrows; drop them; Englarge, and pick them up again. Then use Gravity Bow, and your arrows will do 4d6. With another level in Alchemist with the Grenadier Archetype, you can attach Alchemal Weapons like Alchemist fire to your arrows, adding another 1d6 to your arrow damage, so 5d6. Take Explosive Missile, and you can put your Bombs on your Arrows. Exploding arrows are cool.

Take a level in White Haired Witch and take Great Cleave. With every hit, you get a Free Grapple, so you could conceivably grapple every adjacent opponent with a single Standard Action and Free Actions. Then use Greater Grapple to Tie Up one of them. Use Rapid Grappler to Tie Up another. Use Broken Wing Gambit. As your other flies struggle to escape, you will get Attacks of Opportunity to hit them with your hair again, Grapple again, and therefore Tie them Up, too. Or you can use Great Cleave again the following round and tie them all up that way. As a Half Orc you get those Follow Through Feats.


Scott Wilhelm wrote:

The coolest level 5 Feat I can think of is Broken Wing Gambit. It's a Teamwork Feat, so if you get it by dipping 3 levels in Paladin with the Divine Tactician Archetype or 1 level in Cavalier, you can make it so that whenever anyone in your party is attacked, everyone gets an Attack of opportunity.

I worked out a Grappling combination that is devastating., but I don't think that will be good until level 7. Also I worked out a way to grapple multiple oppoenents quite well.

I've worked out a way to be a very good archer with small investment.

So, play a half orc and use an Orc Hornbow. Those arrows will do 2d6.

Take 1 level in Ranger, and you can use a Wand of Gravity Bow, so your arrows will do 3d6.

Take another level in Ranger, and you get Precise Shot.

Take 2 levels in Monk, and you get Combat Reflexes and Improved Grapple.

So, right now you have a Ranged Capability where your arrows do 3d6 Damage.

You can Grapple. You're not great at it, but sometimes it's awesome.

When you are in melee, whenever any of you are attacked, all of you get Attacks of Opportunity.

Your base saves are very high: 2 levels in Ranger give you +3 Fort and Reflex. 2 levels in Monk give you +3 in all Saves, and the level in Cavalier gives you a +2 Fort, so your base saves are +8 Fort, +6 Reflex, and +3 Will. A level 5 Monk (good saves on everything) would have +4 Fort, Reflex, and Will at level 5. I would take the Sacred Tatoo Alternate Racial Trait for another +1 on all saves, maybe indomitable Faith for +1 Will.

Take a 2nd level in Cavalier, Order of the Penitent. Take a level in Fighter, taking Greater Grapple. Greater Grapple lets you Grapple as a Move Action in addition to as a Standard Action. Expert Captor lets you Tie Up a Grappled, not Pinned, opponent, and you don't take the usual -10. That means if you begin your round adjacent to any opponent, you can have it Tied Up in a single round if your GMB is high enough, and You can plausibly have a GMB of 30 by level 9, and I figured out...

This build looks exetremely interesting. Thanks for your help! :D


Order of the Penitent...
Edicts: The cavalier must be merciful to wrongdoers and show unfettered fairness whenever he passes judgment. He must assume that only the most heinous monsters are irrevocably evil, and must deliver all foes capable of fair trial to the appropriate local law enforcers.

If you want to deal with all that, I guess.

Or if your GM is somehow willing to let you tie up your enemies and turn a blind eye to your comrades coup de grace'ing them one by one without you failing your edicts and falling from the graces of your Order, sure.

If your GM is willing to let you go against the principles of your Order, then make sure everyone in your party takes the Throat Slicer feat to coup de grace bound targets as a standard action.


1 person marked this as a favorite.
VoodistMonk wrote:

Order of the Penitent...

Edicts: The cavalier must be merciful to wrongdoers and show unfettered fairness whenever he passes judgment. He must assume that only the most heinous monsters are irrevocably evil, and must deliver all foes capable of fair trial to the appropriate local law enforcers.

If you want to deal with all that, I guess.

Or if your GM is somehow willing to let you tie up your enemies and turn a blind eye to your comrades coup de grace'ing them one by one without you failing your edicts and falling from the graces of your Order, sure.

If your GM is willing to let you go against the principles of your Order, then make sure everyone in your party takes the Throat Slicer feat to coup de grace bound targets as a standard action.

Or maybe just play a character that lives up to their vows?


1 person marked this as a favorite.
Themetricsystem wrote:
Literally just build a non-unchained Synthesist Summoner and buy a Cyclopsean Helm. By level 3 you will be able to pick up Craft Wondrous Item and use the "take 20" on crafting checks to reduce the Material Cost of equipment. From there you're only 3-4 magic items, a little bit of Gold, and BOOM free infinite Wishes by level 5.

...how exactly are you reducing the cost? Adding +5 DC doubles the rate at which you make magic items. It does nothing to the cost.

And even if you have a way to generate infinite amounts of gold in the right situation, no GM in his right mind is going to let you. Otherwise every gunslinger would start with a fortune since by RAW they can generate a 400gp profit from crafting every day even at level 1.


Vampire Centaur Cavalier?


I wrote:

I've worked out a way to be a very good archer with small investment.

So, play a half orc and use an Orc Hornbow. Those arrows will do 2d6.

Take 1 level in Ranger, and you can use a Wand of Gravity Bow, so your arrows will do 3d6....

KidBash95 wrote:
This build looks exetremely interesting. Thanks for your help! :D

Another way to go with this is a Natural Attack Build. Play a Tengu with the Claws Alternative Racial Trait. A Bow is a 2 handed Weapon, but it is a Free Action to remove a hand from a 2 handed weapon to do something with it, so you can shoot people all you want or Full Attack with your Claws and Bite while you are in melee, and after the enemies in front of you are dead, you can go back to shooting. You can't do both at once, but you can switch between 1 and the other, no problem.

After taking your levels in Ranger, take levels in Warpriest. Take Weapon Focus for every Natural Attack you get. You will start doing Sacred Weapon Damage instead of your regular Natural Attack Damage, 1d6 for starters. You can get more Natural Attacks:

Acquire a Helm of the Mammoth Lord or an Animal Mask, and you get a Gore Attack.

Take a level in White Haired Witch, and you get a Hair Attack. If you hit with your Hair, you get a Free Grapple. If you are wearing Armor Spikes, you get to do your Armor Spike Damage, which you can also take Weapon Focus for.

So Bite, Hair, Grapple, 2 Claws, Bite: 6 attacks/round which will do 1d6 each at first + bonuses, but will do 1d8 once you take 5 levels in Warpriest. If you acquire a Wand of Strong Jaw, you will do damage as if you were 2 sizes bigger, and that adds up. When your BAB gets to +7, you can take Hamatula Strike: Every hit with a Piercing Weapon--Bite and Gore--will let you get a free Grapple and do that Armor Spike Damage I was telling you about, so 2 more attacks/round. There are Feats that let you do Piercing Damage with your Claws--a combination of Snake Style and Melee Weapon Mastery comes to mind, and then you get 2 more attacks.

I don't know exactly what is the best order of things to get the most punch most quickly. You'll have some number crunching to do, but I think you will be pleased with the results.

Tengu Claws are an alternative Racial Trait. It replaces Sword Mastery, and Sword Mastery is awesome, too. You are automatically proficient in all swords, including exotic swords like Bastard Swords Falcatas, and Katanas. I'm not a fan of crit-fishing, myself, but if you are, this offers some good options. Greatsword is awesome. Bastard Sword will let you use a Shield.

Another Ranger Wand to look at is Lead Blades, which lets your melee weapons inflict damage as if they were 1 size bigger, so your Bastard Sword would do 2d8 or your Greatsword would do 3d6. Dip a level in Living Monolith or something, and then you are up to 3d8 or 4d6. Broken Wing Gambit is still on the table, which you can make good through 1 level in Cavalier, 3 levels in Inquisitor, or 3 levels in Warpriest or Paladin with the right Archetypes. This would be a powerful option if you have 1 powerful weapon that you can put Bane on and get lots of Attacks of Opportunity with.

Silver Crusade

2 people marked this as a favorite.

Here's an offensively hyper-optimized over-the-top broken build for Pathfinder. It's a combined no-multiclass Hangover Cleric/Reach Cleric/Animal Companion/Monster Summoner. It's even PFS legal. Please verify this build is acceptable to your GM because, while it's perfectly legal, it's absurdly broken. It utterly shuts down nearly all foes, controls the battlefield, whilst also inflicting massive damage.

The above version is at 9th level, but it works equally well at 5th level. This build is broken from level 1 onward but really comes online (with full animal companion) at 5th level. One can use the above suggested Broken Wing Gambit but I prefer Paired Opportunists instead. You don't have the feats to combine these (and it works better for an Inquisitor with Solo Tactics), but the combination leads to mass carnage.

Choosing to share this build in these forums is sort of like sharing the recipe for atomic weaponry. Please only use this build, or elements of it, with respect and caution. Improper use can destroy your campaign and ruin everyone's fun.

Suggested Feats: Combat Reflexes (H), Selective Channel (1st), Extra Channel OR Paired Opportunists (3rd), Boon Companion (5th)

Worship either the Ossyrian deity Horus or the archdevil Dispater. Choose the Cleric Archetype Variant Channel (Rulership) for AOE daze. Profit.

Your axe-beak animal companion takes the feats Combat Reflexes and Paired Opportunists (or something else, if you don't also take P.O.)

P.s. If you expect to face Outsiders then instead take Alignment Channel as your 3rd level feat. It's not possible to do everything, and Dazing Channel is your most powerful offensive weapon.


Scott Wilhelm wrote:
I wrote:

I've worked out a way to be a very good archer with small investment.

So, play a half orc and use an Orc Hornbow. Those arrows will do 2d6.

Take 1 level in Ranger, and you can use a Wand of Gravity Bow, so your arrows will do 3d6....

KidBash95 wrote:
This build looks exetremely interesting. Thanks for your help! :D

Another way to go with this is a Natural Attack Build. Play a Tengu with the Claws Alternative Racial Trait. A Bow is a 2 handed Weapon, but it is a Free Action to remove a hand from a 2 handed weapon to do something with it, so you can shoot people all you want or Full Attack with your Claws and Bite while you are in melee, and after the enemies in front of you are dead, you can go back to shooting. You can't do both at once, but you can switch between 1 and the other, no problem.

After taking your levels in Ranger, take levels in Warpriest. Take Weapon Focus for every Natural Attack you get. You will start doing Sacred Weapon Damage instead of your regular Natural Attack Damage, 1d6 for starters. You can get more Natural Attacks:

Acquire a Helm of the Mammoth Lord or an Animal Mask, and you get a Gore Attack.

Take a level in White Haired Witch, and you get a Hair Attack. If you hit with your Hair, you get a Free Grapple. If you are wearing Armor Spikes, you get to do your Armor Spike Damage, which you can also take Weapon Focus for.

So Bite, Hair, Grapple, 2 Claws, Bite: 6 attacks/round which will do 1d6 each at first + bonuses, but will do 1d8 once you take 5 levels in Warpriest. If you acquire a Wand of Strong Jaw, you will do damage as if you were 2 sizes bigger, and that adds up. When your BAB gets to +7, you can take Hamatula Strike: Every hit with a Piercing Weapon--Bite and Gore--will let you get a free Grapple and do that Armor Spike Damage I was telling you about, so 2 more attacks/round. There are Feats that let you do Piercing Damage with your Claws--a combination of Snake Style and Melee Weapon Mastery comes to mind,...

Thanks! Now I have many builds to look into!


1 person marked this as a favorite.
Magda Luckbender wrote:

Here's an offensively hyper-optimized over-the-top broken build for Pathfinder. It's a combined no-multiclass Hangover Cleric/Reach Cleric/Animal Companion/Monster Summoner. It's even PFS legal. Please verify this build is acceptable to your GM because, while it's perfectly legal, it's absurdly broken. It utterly shuts down nearly all foes, controls the battlefield, whilst also inflicting massive damage.

The above version is at 9th level, but it works equally well at 5th level. This build is broken from level 1 onward but really comes online (with full animal companion) at 5th level. One can use the above suggested Broken Wing Gambit but I prefer Paired Opportunists instead. You don't have the feats to combine these (and it works better for an Inquisitor with Solo Tactics), but the combination leads to mass carnage.

Choosing to share this build in these forums is sort of like sharing the recipe for atomic weaponry. Please only use this build, or elements of it, with respect and caution. Improper use can destroy your campaign and ruin everyone's fun.

Suggested Feats: Combat Reflexes (H), Selective Channel (1st), Extra Channel OR Paired Opportunists (3rd), Boon Companion (5th)

Worship either the Ossyrian deity Horus or the archdevil Dispater. Choose the Cleric Archetype Variant Channel (Rulership) for AOE daze. Profit.

Your axe-beak animal companion takes the feats Combat Reflexes and Paired Opportunists (or something else, if you don't also take P.O.)

P.s. If you expect to face Outsiders then instead take Alignment Channel as your 3rd level feat. It's not possible to do everything, and Dazing Channel is your most powerful offensive weapon.

I never thought that a cleric could be a DPS beast o.o thanks for sharing this, you're awesome:D


Magda Luckbender wrote:
Here's an offensively hyper-optimized over-the-top broken build for Pathfinder. It's a combined no-multiclass Hangover Cleric/Reach Cleric/Animal Companion/Monster Summoner. It's even PFS legal. Please verify this build is acceptable to your GM because, while it's perfectly legal, it's absurdly broken. It utterly shuts down nearly all foes, controls the battlefield, whilst also inflicting massive damage.

Probably one of the MADdest builds I've seen, but AoO daze is just too good to pass up on.

What did your stat allocation look like? Charisma seems to be the primary stat, but Wisdom can't be far behind and you want everything except Intelligence at moderately good numbers.

Silver Crusade

Wonderstell wrote:
Magda Luckbender wrote:
Here's an offensively hyper-optimized over-the-top broken build for Pathfinder. It's a combined no-multiclass Hangover Cleric/Reach Cleric/Animal Companion/Monster Summoner. It's even PFS legal. Please verify this build is acceptable to your GM because, while it's perfectly legal, it's absurdly broken. It utterly shuts down nearly all foes, controls the battlefield, whilst also inflicting massive damage.

Probably one of the MADdest builds I've seen, but AoO daze is just too good to pass up on.

What did your stat allocation look like? Charisma seems to be the primary stat, but Wisdom can't be far behind and you want everything except Intelligence at moderately good numbers.

Yop. Very MAD. DEX needs a boost to get multiple AoOs when large.

CHA --> STR --> DEX --> WIS --> CON --> INT

STR need only be 14+, since you mostly wield a weapon to give your axe beak, which has STR 18+ & Power Attack, a Paired Opportunist partner. Have the PC try the 1st AoO trip, then the bird can either inflict damage on the prone foe (at +8 to hit) or, if the 1st trip failed, trip again.

STR14 and a longspear gets any PC what I call 'basic martial competence'. It's not enough to keep pace with melee specialists, but it's enough to transmogrify your party role from 'one who needs protection' into 'one who protects others'. Add Bull's Strength (also boosts bird via Shared Spells!) and a few other buffs and you become a melee force to be reckoned with, able to contribute DPS like a front liner.

Spears are flat-out more effective than swords. Pathfinder accurately portrays this. It's not a fair comparison, however, given that a sword is typically a sidearm while a spear is a main battle weapon. Spearmen carried swords for when they lost their spears. Here are some videos comparing spears versus swords in HEMA sparring. Can you spot the Attacks of Opportunity rolling in?

Starting stats for the above grossly hyper-optimized build were something like

STR 14 DEX 12 CON 12 INT 11 WIS 13 CHA 15+2


The easiest way to break the game, is to play an arcanist, buy a scroll of simulacrum, suffiecent to make a level 10 copy of a level 20 wizard, you will need to purchase the following scrolls, and a spell book for your new friend (who hopefully has crafting feats)

Possession
Summon monster level 4
Athropomorphic animal
Fabricate
Blood money

The wizard summons a bison, casts anthropomorphic animal, the bison has hand and can talk, now only if it could cast spells...the wizard casts possession, he now has the strength if that bison, next he casts blood money (it allows you to sacrifice strength for costly materiel components)

He then casts fabricate to produce gold coins, the materiel components if the spell, is the raw material, gold, which you created with blood money, but being fabricate, the coins are real, and permanent, and this can be done once a day, that's infinite gold, use that gold to make more simulacrum, rinse repeat, and heck, but scrolls to make permanaet double time demiplanes to speed up production

With infinite money, options open up, being an arcansit, you can buy 100s of runestones so all the spell slots, being an arcansit, holding pages of spell knowledge means you have more spells prepared, buy all of them, have all the spells prepared all the time, counter spelling becomes all sorts of fun :D

Buy what you want, dump out a bag of holding with 5,000 alluting golden apples

Designn a siege engine turnstile, run by golems, and magically enhanced, construct this in a bag of holding and enjoy your machine gun bag

Build an are ship with permanent levitate cast in adamantine hull plates,

Warning, it's a lot of book keeping, but it's a ton of fun (speaking from experience)

The key is to make sure it's still fun for the party, while you can craft staves of wish, don't use them constantly, have fun with the quirky stuff :D


Something's wrong with any level 20 character that isn't stupid-broken.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / ADVICE OP broken build Level 5 (w / progression till 20) (20 pts buy) All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice