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Alex Star
2010-04-09, 10:45 PM
I need the most absurdly broken lvl 13 3.5 core only pure wizard build possible.

I want a character you would be embarassed to play.

Caphi
2010-04-09, 10:47 PM
...why? Why would you want to do that?

Kylarra
2010-04-09, 10:51 PM
Add tainted scholar to your wizard.

Done.

Yuki Akuma
2010-04-09, 10:51 PM
Add tainted scholar to your wizard.

Done.

Make him some form of undead.

Double done.

GoodbyeSoberDay
2010-04-09, 10:52 PM
Step 1: Make a level 13 anything.
Step 2: With DMG recommended WBL, buy a candle of invocation + anything else. Maybe more candles of invocation.
Step 3: Any number of gate-related loops to give you limitless power
Step 4: Dodge DMG thrown at your head
Step 5: ???
Step 6: Profit!

Alex Star
2010-04-09, 10:56 PM
Core only. PHB DMG MM only.

It's purely academic a friend thinks a lvl 13 wizard couldn't break his game I wanna prove it could.

Eldariel
2010-04-09, 10:58 PM
I need the most absurdly broken lvl 13 3.5 core only pure wizard build possible.

Human Wizard 5/Red Wizard of Thay 8. Abusing Simulacrums and Bindings and such along with Leadership with your Circle Magic and casting CL 40 crap just 'cause you can. Not that you need to since you have half of the outer planes in your service and they can pretty much do whatever you need done for you. Honestly, Wizard 13 is enough for that.

Though strictly speaking, Wizard 5/Red Wizard 7/Loremaster 1 would probably be stronger since Loremaster maxes out your UMD so you have nice Cleric spell access, Beads of Karma and such too while Red Wizard's next major power-up is level 10 with Great Circle Leader. You have Scribe Tattoo on level 7 though which is all you need.


I don't even care about your specialization or such at that point; you're so ridiculously powerful you can pretty much throttle the heavens. The wonderful thing is that they forgot to limit Spell Power to just specialization school for RWoT in DMG printing and indeed, specialization isn't even required (though Specialist Defense makes little sense otherwise). Pretty much as long as you don't ban Conjuration, Transmutation, Abjuration or Illusion, you're fine.

GoodbyeSoberDay
2010-04-09, 11:03 PM
Human Wizard 5/Red Wizard of Thay 8. Abusing Simulacrums and Bindings and such along with Leadership with your Circle Magic and casting CL 40 crap just 'cause you can. Not that you need to since you have half of the outer planes in your service and they can pretty much do whatever you need done for you. Honestly, Wizard 13 is enough for that.

Though strictly speaking, Wizard 5/Red Wizard 7/Loremaster 1 would probably be stronger since Loremaster maxes out your UMD so you have nice Cleric spell access, Beads of Karma and such too while Red Wizard's next major power-up is level 10 with Great Circle Leader. You have Scribe Tattoo on level 7 though which is all you need.


I don't even care about your specialization or such at that point; you're so ridiculously powerful you can pretty much throttle the heavens. The wonderful thing is that they forgot to limit Spell Power to just specialization school for RWoT in DMG printing and indeed, specialization isn't even required (though Specialist Defense makes little sense otherwise). Pretty much as long as you don't ban Conjuration, Transmutation, Abjuration or Illusion, you're fine.Or yeah, you could actually use the wizard's class features to break the game.

JeminiZero
2010-04-09, 11:05 PM
Core only. PHB DMG MM only.

This is substantially more difficult. But a good place to start might be this thread (http://www.giantitp.com/forums/showthread.php?t=131414).

Edit: if nothing else read post 11, should have most of what you need. Also, if you are wondering how to perform planr binding, there is a guide here (http://www.giantitp.com/forums/showthread.php?t=135096).

Akal Saris
2010-04-09, 11:08 PM
Human Wizard 5/Red Wizard of Thay 8. Abusing Simulacrums and Bindings and such along with Leadership with your Circle Magic and casting CL 40 crap just 'cause you can. Not that you need to since you have half of the outer planes in your service and they can pretty much do whatever you need done for you. Honestly, Wizard 13 is enough for that.

Though strictly speaking, Wizard 5/Red Wizard 7/Loremaster 1 would probably be stronger since Loremaster maxes out your UMD so you have nice Cleric spell access, Beads of Karma and such too while Red Wizard's next major power-up is level 10 with Great Circle Leader. You have Scribe Tattoo on level 7 though which is all you need.


I don't even care about your specialization or such at that point; you're so ridiculously powerful you can pretty much throttle the heavens. The wonderful thing is that they forgot to limit Spell Power to just specialization school for RWoT in DMG printing and indeed, specialization isn't even required (though Specialist Defense makes little sense otherwise). Pretty much as long as you don't ban Conjuration, Transmutation, Abjuration or Illusion, you're fine.

Yeah, this is probably the direction you want to head. Start conjurer, ban evocation and necromancy, get simulacrum and any other illusion spells that you want into your spellbook before you ban illusion with red wizard (or instead ban enchantment with red wizard).

Eldariel
2010-04-09, 11:10 PM
Or yeah, you could actually use the wizard's class features to break the game.

That's the whole "Simulacrums and stuff-part"

ShneekeyTheLost
2010-04-09, 11:57 PM
I invite you to go to the Test of Spite (http://www.giantitp.com/forums/showthread.php?t=135097) thread, wherin level 13 characters routinely have things such as:

Access to 9th level spells
Immunity to Mind-Affecting
Immunity to Damage (no, really... Uberchargers have no effect)
Immunity to any spell or SLA which allows SR

That's not even getting into the banned stuff...

But I could easily break the game with nothing more than CW Samurai, in 13 levels, so it's rather pathetically easy to do so with a class that has actually useful class features...

But, to start off with:

Necropolitian Dread Necro1/Wizard11/Tainted Scholar1

NI DC's on your spells, due to being unaffected by the negative effects of Taint. Have a nice day. Dread Necro was simply for unlimited out of combat healing, and may be omitted without issue.

PhoenixRivers
2010-04-10, 12:12 AM
I invite you to go to the Test of Spite (http://www.giantitp.com/forums/showthread.php?t=135097) thread, wherin level 13 characters routinely have things such as:

Access to 9th level spells
Immunity to Mind-Affecting
Immunity to Damage (no, really... Uberchargers have no effect)
Immunity to any spell or SLA which allows SR

That's not even getting into the banned stuff...


Yep, I've got a character with 3 of the 4 of those... And only reason he's not immune to any spell with SR is that I haven't found the need. He hasn't been hurt by any such spell yet.

TheOOB
2010-04-10, 12:24 AM
really, quickened dimensional anchor followed by a force cage pretty much makes any fight boring. You don't need to try to make a wizard boring...I mean overpowered.

ShneekeyTheLost
2010-04-10, 12:28 AM
really, quickened dimensional anchor followed by a force cage pretty much makes any fight boring. You don't need to try to make a wizard boring...I mean overpowered.

Greater Shadow Evocation to cast Force Cage with, that way you don't spend the 1.5k every shot...

JeminiZero
2010-04-10, 12:59 AM
I find it somewhat sad that no one seems to be regarding that the OP only wants core stuff. Also:


But I could easily break the game with nothing more than CW Samurai, in 13 levels, so it's rather pathetically easy to do so with a class that has actually useful class features...

Warning: This only works because ToS houserules that Intimidate is not mind-affecting. Don't count on this in an actual game. This in fact holds true for many tactics that ToS uses, including the famous cube (http://www.giantitp.com/forums/showthread.php?p=8195296#post8195296).

PhoenixRivers
2010-04-10, 01:05 AM
I find it somewhat sad that no one seems to be regarding that the OP only wants core stuff. Also:



Warning: This only works because ToS houserules that Intimidate is not mind-affecting. Don't count on this in an actual game. This in fact holds true for many tactics that ToS uses, including the famous cube (http://www.giantitp.com/forums/showthread.php?p=8195296#post8195296).

The cube is actually pretty viable in a standard game, if unethical.

That said, intimidaters still work vs most things.

And in core, you can be immune to damage, mind affecting, and more.

JeminiZero
2010-04-10, 01:17 AM
That said, intimidaters still work vs most things..

Mostly setting dependent. It will certainly work well in "Journey through Kobold Caves". But don't hold your breath if you're playing "Nation of the Dead". :smallwink:

PhoenixRivers
2010-04-10, 01:27 AM
Mostly setting dependent. It will certainly work well in "Journey through Kobold Caves". But don't hold your breath if you're playing "Nation of the Dead". :smallwink:

While undead are fairly common, the most common character type in almost any D&D game is "humanoid" or "monstrous humanoid". After that, usually "Animal".

Saying that intimidate is useless is about on par with saying sneak attack is. They're not THAT situational, and a bigger deal tends to be made of it than it is.