Most OP fastest speediest hardest hitting build in pathfinder? What's your take?


Advice


What would your focus points be for a character like this?

Probably not a pure caster. I've made a psywarrior which is pretty good with his buffs, but lacks a bit on the dmg side. But fast movement speed, lots of battlefield control and mobility / actions on other players and npc's turns.

Perhaps an archer? Wilde shape? Natural weapon attacker?

I mentioned OP but I don't want to use exploits of the system in a very obvious way.

Grand Lodge

Ragelancepounce barbarian riding a giant gecko or a flying mount.


What level?

I'm a big fan of Dimensional Savant... and it's hard to be faster than a literal teleportation charge/pounce. AND... Gorum's Swordmanship allows Vital Strike on a charge... I'm sure you could add Rage and whatever it is that ends Rage to max out Vital Strike. Maybe invest in size increases to either the weapon, yourself, or both... Flickering Step and Dimensional Savant for teleport pounce... do you get Vital Strike on all the attacks at the end of a charge or just the first one?

Can't get Dimensional Savant until like 15, so pretty late level shenanigans... everyone hits hard at this point. Carnivorous Crystal Cave Druids, and Omnicide Kineticist...

No, for levels that people actually play, Medium 1/Weapon Master 3, is probably my favorite low level martial build. Hits like a train right out the gate. Then you take 4 levels of Scout Rogue. These 8 levels gets you a BAB of +6, base saves of +4/+5/+4, Weapon Training +1, Spirit bonus of +2/+4 with the Champion's Spirit Boon and the Spirit Focus feat, some Knacks, 2D6 Sneak Attack on a charge, Evasion, Trapfinding/Trap Sense... use your 1st level Fighter Bonus Feat (@ character level 2) for Gorum's Swordmanship, and your 4th level Rogue Talent for Combat Trick: Vital Strike, since it's character level 8/BAB +6... level 8 you have ~33k gold, right?

+1 Spirit Bonded mithral agile breastplate is ~11400gp if you have to pay the sucker's price. And full price Gloves of Dueling are 15000gp... could drop 6k off the armor removing Spirit Bonded, but a static +3/+5 is pretty nice. The gloves and Weapon Training bump that to a constant +6 attack/+8 damages... leaves us too close to broke, though, for 8th level wealth standards.

Even without Spirit Bonded armor, the Spirit Focus feat nets a +2/+4, and with the gloves/Weapon Training you're sitting at a comfortable +5/+7. That's probably pretty good... Greatsword Vital Strike Sneak Attack charge... with enough skills and saves and other nifty things to make the character not suck at life.


Sorry for not saying, i was in a bit of a rush and made a new post better post.

We start at lvl 5 and will go to 10 and we have no gold, we start with 200 x)

Love the idea, Ill save it for another campaign! thanks for the answer!


Half-Orc
... Sacred Tattoos
... Shaman's Apprentice

Traits
... Fate's Favored
... Tusked

Medium
1. Endurance (race)
1. Spirit Focus

Fighter
2. Gorum's Swordmanship
3. Power Attack
3. Furious Focus
4. Weapon Training

Rogue
5. Improved Bullrush
6. RT: Bleeding Attack
7. Rhino Charge
8. RT: Combat Trick (Vital Strike)

BAB: +6
Base Saves: +4/+5/+4... actually +8/+7/+6 with the +2 luck bonus from Sacred Tattos/Fate's Favored and +2 from Champion Spirit... does Spirit Focus apply to the +2 Fort save from Champion Spirit? If so, then +9/+7/+6.
Skills: 42+Int

You have Darkvision, a bite attack, a +2 luck bonus to all saves, started with UMD and Perception as class skills so you can have max ranks in both, you can sleep in your armor, Gorum's Swordmanship gives you a +1 damage on a charge up until you get Vital Strike and lets you apply Vital Strike to AoO, Furious Focus straight negates the Power Attack penalty until level 8 when you get your 2nd attack, Bleeding Attack cuts through Damage Reduction, Rhino Charge breaks action economy by allowing you to ready a charge, you get Power Attack and Sneak Attack and Bleeding Attack and Vital Strike on a charge (that you can ready as a standard action), you have Evasion and Trapfinding and Trap Sense for some extra survivability/utility... and you haven't spent a dime, but should probably buy a Greatsword. Lol.


Dang! This is nice!
- are you a guru?

Thanks! Ill check this out!


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Just a nerd.


Could probably do pretty well with an Overwhelming Magic Industrious Urbanite Elf Magus... start with the ever-popular dip in Inspired Blade Swashbuckler... use the good Snowball spell with Close Range Arcana... the regional cheater trait for metamagics on the aforementioned Snowball spell, so you can still take Magical Knack to get your CL back...

Elf
... Overwhelming Magic
... Industrious Urbanite

Swashbuckler
1. Spell Focus Conjuration
1. Spell Focus *something else*
1. Weapon Finesse
1. Weapon Focus Rapier
1. Fencing Grace

Magus
2.
3. *a feat of your choosing*
4. Close Range Arcana

Magical Knack still has a virtual +1 CL floating around in case you go Eldritch Knight later, or Agent of the Grave. Lol.


5th level Nagaji Mesmerist using their FCB and Mental Potency to abuse Color Spray?

All the HD limits increase by 2, so 4HD or less are unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. And 5 or 6 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. Finally, 7 or more HD: The creature is stunned for 1 round.

Spell Focus, Varisian Tattoo, Spell Specialization... and, done. Lol.


I just figured out that I can't be half orc or other races, we are bind to Human! :((

I'm thinking towards alchemist vivisectionist beastmorph with dragon style & Feral Mutagen.

1 Level dip in Unarmed fighter to gain dragon style. I could do monk but dont want to be limited by lawfull.


Alesander wrote:

I just figured out that I can't be half orc or other races, we are bind to Human! :((

I'm thinking towards alchemist vivisectionist beastmorph with dragon style & Feral Mutagen.

1 Level dip in Unarmed fighter to gain dragon style. I could do monk but dont want to be limited by lawfull.

Lol crazy!


id just take a race with fly speed (or get a mount that fly if your stuck with human) and range everything from above (also grab defect arrows if you can). why run around with a big stick?


I have a human Titan Fighter that is swinging a large Earthbreaker without penalty by level 8... Harley Quinn can also heal like a boss, with; Healer's Hands, Incredible Healer, Psychic Sensitivity/Faith Healing, and Signature Skill (Heal)... all by level 8. She also has Iron Will, Power Attack, Furious Focus, and Weapon Focus/Greater Weapon Focus.

Flickering Step at 9, Dimensional Savant by 16... putting all them ranks in Knowledge Planes to good use. Lol.


If you must be Human... enjoy it by taking Racial Heritage. In particular, Racial Heritage Ogre. Lol.

Be a Druid, because being a Human is boring and Wild Shape is fun.

Take a Yzobu as your Animal Companion. Take Toughness, Great Fortitude, Corrupted Flesh, and Improved Stench. Lol.

Toxic Stench @ 11, Pungent Stench @ 13... use the spell Amplify Stench.


Hmm, forgot about Racial Heritage! Thanks!

But question, how would you do this or do you have any fun ideas about this concept?

1 Dip in a class that gives improved unarmed combat + some flavor towards sneak, stealth etc to take dragon style.

I'm thinking a crazy alchemist vivisectionist beastmorpher, taking feral mutagen.

I want to become a monster that crepes around in the dark.


i agree with ogre heritage. especially if you get sneak attack.

you can nab both butchering axe (3d6 damage) proficiency and orc hornbow (2d6, aka greatsword-arrow shooter) with the human alt ability 'Military Tradition" (giving up the extra feat to get two exotic weapon prof).

and ogre race can take savage critical so your shooting things from afar for greatsword damage, and when you get your vital strike later on you vital strike butchering axe at 6d6 + sneak even without sneaking.


Alesander wrote:
and we have no gold, we start with 200 x)

Huge red flag, but whatevs.

Raging Beast:
Savage Technologist 1 / Weretouched Shifter 4

Stats: STR>Wis=Con>Dex>Int>Cha

Barb 1
1 Racial Heritage (Orc), Destroyer's Blessing

Shifter 4
2
3 Power Attack
4
5 Planar Wild Shape

Barb X
6 Rage Power: Lesser Celestial Totem
7 Combat Reflexes/Shaping Focus
8
9 Combat Reflexes/Shaping Focus
10

===

Notes:

Remember to wield a two-handed reach weapon to get AoOs.

If will saves becomes an issue, consider a dip into Spiritualist with the Dedication Focus which will give you a +8 bonus.

***

Pretty easy concept. Transform into a hybrid form of your chosen aspect, gaining DR, Energy Resistance, and Darkvision from Planar Wild Shape. Then rage and break.

Use one of the natural attacks to make a sunder maneuver at some unattended item as part of your full-attack. Combat maneuvers only provoke (without feats) from the target of your maneuver, so there's no risk. (Having a quiver of arrows to free-action draw gives you a steady supply of items to sunder)
Destroyer's Blessing will then replenish your Rage, and heal you 1 hp. Starting at level 6 thanks to Lesser Celestial Totem you'll add your level to this healing. So you'll hit hard while being quite tanky.

I don't know how much your GM hates you, but I'd take the Shadowhunter Alternate Racial Trait just so that incorporeal undead isn't a death sentence.


Honestly, the best thing about Racial Heritage Ogre is Vestigal Head(×2). I made the Stench build kind of as a joke...


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My hardest hitter and fun build is a halfling cavalier/hunter hybrid. If your gm allows the beat rider archtype to allow you access to an axebeak, its my favorite mount for this build. I use this build in pfs with a boon allowing me the axebeak.

Outrider halfling
Level 1 Beast Rider/Emissary Cavalier
level 2 and 3 cavalier
level 4 hunter (for access to cheetah spirit spell to allow for massive charge distances.
level 5 hunter for outflank (incase mount has same reach as you on charge)
Level 6 7 8 9 all cavalier
level 10+ hunter

Feats used in this build are mounted blade, ride by attack, risky striker spirited charge, wheeling charge. Hunter teamwork feat is escape routw so you can make charges without provoking aoes from anyone.

Using a lance on a charge at level 10 would allow for a cleave like attack on a charge +20 to hit, 3d6+69 (+2d6 for thino hide) and if i challenge my foe it adds another 21 static damage. This is a x3 damage build which becomes x5 on a crit...

The hit is relly high so you can rock a +1 ghost touch adamantine lance andncarry some dummy lances. Now this may not seem terribly ffective because, oh no charge lanes! how will i ever... let me stop you right there. All your movement issues will be taken care of by the mount.

Mount feats :
improved unarmed strike
dragon style (charge through allies and diff terrain)
step up
swarm dodger (you dont need this, i just like it)
extra item slot belt (if possible) i gace mine a con belt (if your mount goes down this build is fcked)

Now the other issue would be mount size, once you can get a large one, do it, you have enough ranks in hunter at that point to use reduce animal as a wwand or spell if its too big for where you need to go.

This build can cahrge through difficult terrain around a corner and through allies up to a distance of 500' by the most restrictive readings of cheetah spirit and a lot further if your gm is loosey goosey. This is a cannonball in combat dealing massive damage with quite a few tricks to get around all the normal issues with a similar build, its only REAL weakness is an extremely low will save on the mount, and if you lose the mount you are a s#@+ty offtank. If you are the tiniest of rooms or a 5 foot corridor, you should have a scimitar or something j.i.c. but that has never once happened to me on the character yet.

Some of the big notes, halfling for better ride skill and access to risky striker which hass same impact on damage as power attack with a small loss to your ac, ut considering you are charging constantly you can often just charge out of melee range with ride by, and then there's always the dropping for sover ride bonuses if neccessary.

I have ended many a boss fight with a single hit.


Simple build - Armoured Hulk (5 levels), 2 handed weapon fighter (the rest). Fast (35' before buffs), heavily armoured, rage and heavy 2 handed weapon damage. In your face build that can expect to take a lot of damage but dishes out far more.

Half Elf Invulnerable Rager but take the elf racial class bonus (+1'move) and swift of foot for your rage powers - toughness a must to compensate for the lost hit points but running around at 65' when raging can be lots of fun.

Horizon Walker and take the Astral (or is it Ethereal) powers and the dimensional agility feat line.


The highest damage output and fastest moving build I’ve ever ran was a Crossblooded Bloodrager:7/Two-handed Fighter:3/Evangelist(Gorum:Bloodrager):10

Bloodlines were Elemental(Fire) and Abyssal, with Eldritch Heritage (Orc)… it was a Vital Strike build using a Butchering Axe… I had a speed of 80ft with a damage output reaching an upwards of 1,500 on a single crit hit… averaged ~400 without crits…

The build did require mythic to push that high… but even without mythic your looking at ~150-200 non crit and ~600-800 crit…

If you really want to push the numbers though, I’d suggest swapping the Elemental Bloodline I had taken for Hag… if mythic is unavailable swap the vital strike feats for the cleave feats…

Silver Crusade

*Khan* wrote:
Ragelancepounce barbarian riding a giant gecko or a flying mount.

Sadly, we no longer gain the lance's charge bonus on full attacks, just the first attack.

That said, I would say a magus is the contest as well.

They are far more mobile than most martials, and can dish out quite considerable damage, especially if they took a level of crossblooded sorcerer.


Archer?

inquisitor (Sanctified Slayer/Green Marshal archetype) :
Eagle subdomain.

1. Tons of skills
2. Very nice spells (fly, overland flight)
3. Able to study and Sneak attack
4. Slayer Talents!
5. bane ability!
6. Animal and terrain domain. Familiar eagle and half level to attacks 5 plus times a day.
7.Teamwork Feats
8.Spells

lol(c)


Wonderstell wrote:
Alesander wrote:
and we have no gold, we start with 200 x)

Huge red flag, but whatevs.

** spoiler omitted **

Pretty easy concept. Transform into a hybrid form of your chosen aspect, gaining DR, Energy Resistance, and Darkvision from Planar Wild Shape. Then rage and break.

Use one of the natural attacks to make a sunder maneuver at some unattended item as part of your full-attack. Combat maneuvers only provoke (without feats) from the target of your maneuver, so there's no risk. (Having a quiver of arrows to free-action draw gives you a steady supply of items to sunder)
Destroyer's Blessing will then replenish your Rage, and heal you 1 hp. Starting at level 6 thanks to Lesser Celestial Totem you'll add your level to this healing. So you'll hit hard while being quite tanky.

I don't know how much your GM hates you, but I'd take the Shadowhunter Alternate Racial Trait just so that incorporeal undead isn't a death sentence.

Shaping Focus only for druids, or the shifter is also possible?


The magus can be very mobile, very versatile and hit pretty hard. Getting to mix a standard cast spell into your full attack is often amazingly strong.


PhD. Okkam wrote:
Shaping Focus only for druids, or the shifter is also possible?

As with pretty much everything else for Wild Shape... the feats were written several years before the Shifter Class was even in the works... at the time Ultimate Magic was released the only way to even get wild shape was to be a druid. It's a simple case of a feat not being written to with future proofing in mind... by strict RAW of the feat itself, it only works for Druids, though it's not unreasonable to allow Shifters or any Archetypes that grant Wild Shape to gain benefit of the feat.

That said... Shifter's also have this line in their Wild Shape ability:

Wild Shape wrote:
A shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.

Which is there for the express reason that most wild shape feats were not written with any class other than Druid ever having the ability in mind... Which overrides the RAW of the feat and directly allows Shifters to use it by RAW...

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