Build Challenges - See you maths out the weirdest creations.


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Post your build challenges here and your responses to those challenges. Lets see what strange monstrosities of min-maxing we can come up with.

Build Challenge 1: Run Away

Fastest Character wins.

The Rules
- Up to Level 20.
- Most squares moved in one turn is the winner (excluding teleport and similar but including focus powers and such that allow for moving X times your speed or similar)
- Buffs allowed only if they are applied by you on your turn where you are moving as far as possible (chugging a potion, casting haste on self etc)
- Assume no AoO
- No external help from Liberator Champion or similar.

Bonus Points for a fast wizard that runs away (Rincewind Style)

Let the Race Begin!


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Vali Nepjarson did this already for a monk.

As a wizard the answer is to cheat. Specifically, cast time stop. That gives you 3 rounds of actions where time passes only for you. You could just run away (stride 9 times) but it'd be more efficient to turn into a dragon and fly 700' away in your remaining 7 actions. Leaving your sandals behind is optional.


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Miracle/Wish/Alter reality/Primal phenomenon allows you to not only replicate a spell of 7th level or lower from any list.

but also "Produce any effect whose power level is in line with
the above effects."

Dimension door (5th) allows a 1mile teleport.

I see an effect of "instead of teleporting i want to run stright for the same amount of distance" to be quite equivalent.

So, "Miracle/Wish/Alter reality/Primal phenomenon to Run 1 mile forward" seems to be feasible.


Wasn't expecting the Barbarian angle on speed; unexpected but awesome; so I guess its time for

Build Challenge 2: Pushy Person

How far you can you knock back a creature?

The Rules
- No miracle or wish or similar
- Kicking them off a cliff doesn't count
- Goal is pushing a character as far as possible (any forced movement counts); assumes its not a dwarf; or better yet; assumes its an Orc Warcheif from the Bestiary and that it has infinte health so you don't accidently kill it while pushing it.
- Again no pre-buffing
- No other rules; surprise us.

Push to Start!

Edit: Assume everything that could hit does hit i.e. the Orc fails all his saves.


Most simply cast suggestion at the orc; 'Justin Bieberthalas is about to teleport in over there' orc: 'Waaagh!' *raises greatclub and charges in indicated direction*

Works whether the orc wants his club signed or to imbed his club in Justin's skull.

If you want to physically throw someone around there's the whirling throw feat (monk 6) and maxing out your strength score I guess. That'd barely get you 45' though.


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Are we pushing over the course of the whole turn, or just through the event that pushes initially? Can we follow up with further pushes?

Monk
Flurry of Maneuvers
Improved Knockback
Maxed athletics at 12 is 25(12lvl+6master+5Str+2item), Orc Warchief fortitude DC 17. You critically succeed on a 2, shoving the target 20', and follow every time for free. You get 4 shoves in the round. 80' just by shoving someone.


Challenge: Jumping to Death How quickly can you reduce yourself to 0 HP by spamming high jumps or leaps without any way to mitigate falling damage?

The Rules
-Must Leap or High Jump to account for all of the falling damage.
-Must use abilities that reduce falling damage if they apply.
-No pre-buffing
-No pre-debuffing (to lower your HP or make dying from falling damage easier).
-Terrain is whatever you want it to be, but any damage from the terrain doesn't count (no jumping off cliffs or onto sharp rocks)

My minimum on a lv. 2 monk with crane stance and dancing leaf, in an open field, vertical leaps 10' doing 5 damage/action or 25 in 2 rounds. 2nd level 8 con elf monk has 24HP.

Bonus Points if you can get close at high levels


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Pathfinder Lost Omens, Rulebook Subscriber

The Poorly Trained Dragon Monk:
Ancestry & Heritage: Human (Half-Elf)
Background: Warrior (Trained Intimidation, Warfare Lore; Intimidating Glare General Skill Feat)
Class: Monk (Expert Fortitude, Reflex, Will, Unarmored Defense; Trained Perception, Athletics and 4 other skills, Simple Weapons, Unarmed Attacks, Monk Class DC)
Level: 20

Starting Ability Boosts & Flaws
Ancestry +STR, +DEX, -CON, -WIS, +CHA
Background: +STR, +CHA
Class: +STR
Free: +STR, +DEX, +INT, +CHA
Net: ++++STR, ++DEX, -CON, +INT, -WIS, +++CHA
Starting Stats: 18 STR, 14 DEX, 8 CON, 12 INT, 8 WIS, 16 CHA

Level-by-Level Breakdown
1: Natural Ambition Ancestry Feat (Crane Stance Monk Feat (+1 circumstance bonus to AC while in stance; can only use Crane Wing attacks (1d6 bludgeoning damage; brawling group; agile, finesse, nonlethal, and unarmed traits) while in stance; reduce High Jump and Long Jump DCs by 5, and when you leap can move an additional 5 feet horizontally or 2 feet vertically while in stance))), Flurry of Blows, Ki Strike Monk Feat (Occult), Powerful Fist
2: Elemental Fist Monk Feat, Quick Jump General Skill Feat (can High and Long Jump from standing without auto-failure on check; can High and Long Jump as a single action)
3: Fleet General Feat (Speed increases by 5 feet), Incredible Movement +10 feet, Mystic Strikes, Skill Increase (Expert Athletics)
4: Ki Rush Monk Feat, Powerful Leap General Skill Feat (vertical leap 5 feet up, increase horizontal leap distance by 5 feet)
5: Ability Boosts (+STR, +DEX, +INT, +CHA), Alertness, Nimble Elf Ancestry Feat (Speed increases by 5 feet), Expert Strikes, Skill Increase (Expert Intimidation)
6: Crane Flutter Monk Feat, Intimidating Prowess General Skill Feat
7: Fast Recovery General Feat, Incredible Movement +5 feet (+15 total), Path to Perfection (Master Fortitude), Skill Increase (Master Athletics), Weapon Specialization
8: Water Step Monk Feat, Wall Jump General Skill Feat (jump off of walls once per turn improving to any number up to available actions at Legendary)
9: Ancestry Feat, Metal Strikes, Monk Expertise, Skill Increase (Master Intimidation)
10: Ability Boosts (+STR, +DEX, +INT, +CHA),Wall Run Monk Feat, Battle Cry General Skill Feat
11: Breath Control General Feat, Incredible Movement +5 feet (+20 total), Second Path to Perfection (Master Reflex), Skill Increase (Expert Warfare Lore)
12: Stance Savant Monk Feat, Terrified Retreat General Skill Feat
13: Ancestry Feat, Graceful Mastery, Skill Increase (Master Warfare Lore)
14: Meditative Focus Monk Feat, Experienced Professional General Skill Feat
15: Ability Boosts (+STR, +DEX, +INT, +CHA), Diehard General Feat, Greater Weapon Specialization, Incredible Movement +5 feet (+25 total), Skill Increase (Legendary Athletics), Third Path to Perfection (Legendary Fortitude)
16: Master of Many Styles Monk Feat, Cloud Jump General Skill Feat (triple Long Jump distance, when you High Jump use normal Long Jump calculation instead)
17: Adamantine Strikes, Ancestry Feat, Graceful Legend, Skill Increase (Legendary Intimidation)
18: Meditative Wellspring Monk Feat, Scare to Death General Skill Feat
19: Incredible Investiture General Feat, Incredible Movement +5 feet (+30 total), Perfected Form, Skill Increase (Legendary Warfare Lore)
20: Ability Boosts (+STR, +DEX, +INT, +CHA), Enduring Quickness Monk Feat (Quickened; action limited to Stride, Leap, High Jump or Long Jump), Legendary Professional General Skill Feat

Level 20 Ability Scores & HP
23 STR, 20 DEX, 8 CON, 19 INT, 8 WIS, 21 CHA, 188 HP

Level 20 Athletics Modifier
+34

High Jump Breakpoints without and with Crane Stance, all including Quick Jump and Cloud Jump
6A/6AA/6AAA w/o Crane Stance: 40 feet/75 feet/110 feet
6A/6AA/6AAA w/ Crane Stance: 45 feet/80 feet/115 feet
11A/11AA/11AAA w/o Crane Stance: 45 feet/80 feet/115 feet
11A/11AA/11AAA w/ Crane Stance: 50 feet/85 feet/120 feet
16A/16AA/16AAA w/o Crane Stance: 50 feet/85 feet/120 feet
16A/16AA/16AAA w/ Crane Stance: 55 feet/90 feet/125 feet

Ideal set-up at 20th level
Standing between two nearby walls (both 300 feet tall) while in Crane Stance, use Quick Jump to make a High Jump as a single Action (the average result on a d20 is 10.5 so let's treat each odd attempt as 10 on the die, and the even attempts as 11 on the die) use second action to Wall Jump at the peak of your ascent, repeat for third action, repeat once more for quickened action. You've just jumped vertically an average of about 198 feet (99 points of falling damage or 52.65957447% total HP). Maximum possible jump height is 216 feet (108 points of falling damage or 57.4468081% total HP)

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