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View Full Version : Semi-new to Pathfinder, building an OP character



laelaris
2013-02-19, 11:46 AM
So, apparently my friends and i are starting another pathfinder campaign. From what i've been told, everything is on the table and avail except summoners and gunslingers. We have 1 trait that is standard from 3.5, hope that is correct, called nobility. Outside of that, any archetype and or race is avail. No Evil chars though. We rolled for our stat blocks and i ended up with 17,17,17,16,15,13. Apparently this is pretty broken, and i am tryin to find an awesome char to play. Right now debating an alchemist-vivisectionist archetype or any tank type char. ranged would be fine too but just not a caster. Hoping to find some cool suggestions, was told this may a good place to find some! thanks in advance for any input :)

Xerxus
2013-02-19, 11:52 AM
Invulnerable rager barbarian is pretty sweet. I guess I'm biased towards martials. Human invulnerable rager barbarian with the superstition, ghost rager and the favored class bonus every level that gives you +1/3 extra bonus from your superstition every level leads to one tough barbarian, then take whatever else you like.

AttilaTheGeek
2013-02-19, 12:14 PM
Woah. With stats like that, you could play a monk and make it work. (Just kidding, don't play a monk). You...wow. There's nothing you can't play.

Personally, I really like the Eldritch Knight (core) prestige class, or the Magus (APG?) base class. They're both melee arcane casters, with the difference being that the Eldritch Knight is better in an antimagic field, and the EK is better with only spells, but the Magus can do both at the same time. If you do wind up playing a magus, there's an excellent magus guide (https://docs.google.com/document/pub?id=1DB6sOfbAzFmKVPgcyLWipTVqvWFjfDSv6v_YiGQb5Y w) that you might find helpful.

Chained Birds
2013-02-19, 12:27 PM
Woah. With stats like that, you could play a monk and make it work. (Just kidding, don't play a monk).

Zen Archer / Qing Gong is a good Monk build, especially if you can work a +1 Guided Bow from the DM or through WBL. But even without a Guided Weapon, your stats should support the archery and you can still punch people fairly well (even though your bow would do most of the punching for you).

Though I'd give a [+1] to Human Invulnerable Barbarian with the Superstition line of Rage Powers.

Saidoro
2013-02-19, 01:05 PM
Woah. With stats like that, you could play a monk and make it work. (Just kidding, don't play a monk). You...wow. There's nothing you can't play.

Actually, this is one of the few cases where playing monk is actually a reasonably good idea. Not great, I admit, especially as you get to higher levels but with stats good enough to actually satisfy their MADness they aren't that bad.

Still, I'm going to recommend Paladin. You've got enough 17s for all of your important stats and it's the closest thing the game has to a tank class when you take antagonize.
Alternately you could use Aegis (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis) which is even closer to being a tank class, but be aware that it's third party and might not fall under 'anything goes' so ask your DM first.

laelaris
2013-02-19, 02:18 PM
Wow, great suggestions all of you! I really apprecite them all. so far though, it seems the alch seems the most stupidly op. lol. going orc i can get 21str and stil have 11hp and a base ac of 18. not to mention my mutagen then puts me up even higher on both those stats. lol. as an orc, i have a greataxe atm d12+7 at 1 plus higher with my self buff mutagen. seems pretty stupid, oh and as the vivisectionist, i get sneak atk lol. with a greataxe? pretty hard to top this i'm thinkin?

Gnaeus
2013-02-19, 03:19 PM
Alchemist is good. A solid character. Generally well rounded.

If your goal is maximum power, you really want Wizard or Witch. Int based casters with open ended spell lists. As a witch, for example, you can use save or lose powers all day long with a nice high DC while your familiar stands behind you using a wand that you created for them. Alchemist cannot really compare with an optimized tier one caster.

But Alchemist is a decent, well rounded class. If you want to play an orc with a big axe, you could do worse.

Carth
2013-02-19, 03:23 PM
I made a PF character (http://alt.giantitp.com/forums/showpost.php?p=14615689&postcount=10) that's apparently overpowered. Might not be useful depending on your starting level, though.

Xerxus
2013-02-19, 03:38 PM
Made some example builds at lvls 1, 5, 10 and 15. All stats are while raging. This is heavily oriented towards antispellcasting and survival, but don't underestimate the damage output. Power Attack and later Raging Brutality are key here. Didn't optimize the magic items very much.

Lvl 1:
Unnamed Hero
Human Barbarian (Invulnerable Rager) 1
CG Medium Humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 12 (+4 armor, +3 Dex)

hp 18 (1d12+6)

Fort +8, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 40 ft.

Melee Greatsword +7 (2d6+9/19-20/x2)

Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 23, Dex 16, Con 23, Int 13, Wis 17, Cha 15

Base Atk +1; CMB +7; CMD 18

Feats Power Attack -1/+2, Raging Vitality

Traits Reactionary, Nobility?

Skills Acrobatics +1 (+5 jump), Climb +8, Escape Artist +1, Fly +1, Intimidate +5, Perception +7, Ride +1, Stealth +1, Survival +7, Swim +8

Languages Common, Elven

SQ fast movement +10, heart of the wilderness +0, hero points

Other Gear Lamellar (leather) armor, Greatsword, Barbarian's kit,
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.

Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 morale bonus to Will saves, -2 to AC when enraged.

Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

Lvl 5:
Unnamed Hero
Human Barbarian (Invulnerable Rager) 5
CG Medium Humanoid (human)
Init +5; Senses Perception +11
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 15 (+7 armor, +3 Dex)

hp 64 (5d12+30)

Fort +11, Ref +5, Will +7; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'

DR 2/—, 4/lethal; Resist extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.

Melee +1 Furious Greatsword +15 (2d6+13/19-20/x2)

Special Attacks rage (15 rounds/day), rage powers (renewed vigor 1d8+6 hp [1/day], superstition +4, witch hunter [+2])
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 23, Int 13, Wis 17, Cha 15

Base Atk +5; CMB +12; CMD 23

Feats Extra Rage Power, Furious Focus, Power Attack -2/+4, Raging Vitality

Traits Reactionary, Nobility?

Skills Acrobatics +0, Climb +12, Escape Artist +0, Fly +0, Intimidate +10,

Perception +11, Ride +0, Stealth +0, Survival +13, Swim +12

Languages Common, Elven

SQ fast movement +10, heart of the wilderness +2

Other Gear +1 Breastplate, +1 Furious Greatsword, Barbarian's kit, Cloak of Resistance, various consumables
--------------------
Special Abilities
--------------------
Damage Reduction (2/-) You have Damage Reduction against all attacks.

Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage

Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Furious Focus If you are wielding a weapon in two hands, ignore the penalty from Power Attack for your first attack of each turn.

Heart of the Wilderness +2 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize, +2 to Survival checks.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 morale bonus to Will saves, -2 to AC when enraged.

Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

Renewed Vigor 1d8+6 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.

Superstition +4 (Ex) While raging, gain bonus to save vs spells, spell-like abilities and supernatural effects, but must resist all spells, even allies'.

Witch Hunter (+2) (Ex) Bonus to damage spellcasters while raging.

Lvl 10:
Unnamed Hero
Human Barbarian (Invulnerable Rager) 10
CG Medium Humanoid (human)
Init +5; Senses Perception +16
--------------------
Defense
--------------------
AC 20, touch 20, flat-footed 17 (+7 armor, +3 Dex, +2 deflection)

hp 141 (10d12+80)

Fort +17, Ref +8, Will +10; +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'

DR 12/lethal, 7/—; Resist fire 2, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.

Melee +2 Furious Greatsword +22/+17 (2d6+16/19-20/x2)

Special Attacks rage (27 rounds/day)
--------------------
Statistics
--------------------
Str 26, Dex 16, Con 26, Int 13, Wis 17, Cha 15

Base Atk +10; CMB +18 (+20 while sundering); CMD 31 (33 while sundering)

Feats Extra Rage Power, Extra Rage Power, Furious Focus, Improved Sunder, Power Attack -3/+6, Raging Vitality

Traits Reactionary, Nobility?

Skills Acrobatics +0, Climb +18, Escape Artist +0, Fly +0, Intimidate +15, Perception +16, Ride +0, Stealth +0, Survival +21, Swim +18

Languages Common, Elven

SQ fast movement +10, heart of the wilderness +5, rage powers (eater of magic [1/rage], ghost rager, renewed life [2 negative level[s]] [1/day], renewed vigor 2d8+8 hp [1/day], renewed vitality [5] [1/day], spell sunder, superstition +7, witch hunter [+3])

Other Gear +1 Adamantine Breastplate, +2 Furious Greatsword, Belt of physical might (Str & Con +2), Boots of speed (10 rounds/day), Cloak of resistance +2, Ring of protection +2, Barbarian's kit, various consumables
--------------------
Special Abilities
--------------------
Boots of speed (10 rounds/day) Free action to activate, works like haste.

Damage Reduction (12/lethal) You have Damage Reduction against non-lethal damage

Damage Reduction (7/-) You have Damage Reduction against all attacks.

Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.

Eater of Magic (1/rage) (Su) Once per rage, when a barbarian fails a saving throw against a spell, supernatural ability, or spell-like ability, she can reroll the saving throw against the effect (this is not an action). If she succeeds at the second saving throw, she is not affected by the effect and gains temporary hit points equal to the effects caster level or the CR of a supernatural effect's creator. These last for one minute.

Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Furious Focus If you are wielding a weapon in two hands, ignore the penalty from Power Attack for your first attack of each turn.

Ghost Rager (Su) While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power.

Heart of the Wilderness +5 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize, +5 to Survival checks.

Improved Sunder You do not provoke AoOs when sundering, and you add 2 to your CMD vs sundering as well as to your CMB while sundering.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Rage (25 rounds/day) (Ex) +4 Str, +4 Con, +2 morale bonus to Will saves, -2 to AC when enraged.

Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

Renewed Vigor 2d8+8 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.

Renewed Vitality (5) (1/day) (Ex) When raging, ignore the effect of 5 point(s) of ability penalty or damage. Once per day when you end your rage you can attempt to save again against any one effect that imposed an ability penalty or ability damage and allowed a save. If you succeed on your save, you remove up to 5 points of ability penalty or ability damage that was imposed by that effect.

Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's caster level. To sunder an ongoing effect on a creature you must make a combat maneuver check against the creature's CMD+5, ignoring any concealment caused by spells or spell-like abilities. If you beat the CMD by up to 4 you suppress the effect for one round. If you beat it by 5-9 you suppress the effect for two rounds. If you beat it by ten or more the effect is dispelled.

Superstition +7 (Ex) While raging, gain bonus to save vs spells, spell-like abilities and supernatural effects, but must resist all spells, even allies'.

Witch Hunter (+3) (Ex) Bonus to damage spellcasters while raging.

Lvl 15:
Unnamed Hero
Human Barbarian (Invulnerable Rager) 15
CG Medium Humanoid (human)
Init +5; Senses Perception +22
--------------------
Defense
--------------------
AC 26, touch 25, flat-footed 23 (+11 armor, +3 Dex, +4 deflection)

hp 254 (15d12+165)

Fort +25, Ref +13, Will +17 (+4 vs. enchantments); +10 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'

Defensive Abilities indomitable will; DR 16/lethal, 9/—; Immune frightened, shaken; Resist fire 4, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.

Melee +3 Furious, Keen Greatsword +31/+26/+21 (2d6+21/17-20/x2)

Special Attacks rage (39 rounds/day)
--------------------
Statistics
--------------------
Str 32, Dex 16, Con 32, Int 13, Wis 18, Cha 15

Base Atk +15; CMB +26 (+28 Sundering); CMD 41 (43 vs. Sunder)

Feats Combat Reflexes (4 AoO/round), Extra Rage Power, Extra Rage Power, Extra Rage Power, Furious Focus, Improved Sunder, Power Attack -4/+8, Raging Brutality (+11), Raging Vitality

Traits Reactionary, Nobility?

Skills Acrobatics +5, Climb +21, Escape Artist +0, Fly +0, Handle Animal +6, Intimidate +20, Knowledge (nature) +5, Perception +22, Ride +9, Stealth +0, Survival +29, Swim +21

Languages Common, Elven

SQ fast movement +10, heart of the wilderness +7, rage powers (come and get me, eater of magic [1/rage], fearless rage, ghost rager, renewed life [3 negative level[s]] [1/day], renewed vigor 3d8+11 hp [1/day], renewed vitality [7] [1/day], spell sunder, superstition +10, witch hunter [+4])

Other Gear +5 Adamantine Breastplate, +3 Furious, Keen Greatsword, Belt of physical might (Str & Con +6), Boots of speed (10 rounds/day), Cloak of resistance +5, Ring of protection +4, Barbarian's kit
--------------------
Special Abilities
--------------------
Boots of speed (10 rounds/day) Free action to activate, works like haste.

Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you.

Damage Reduction (16/lethal) You have Damage Reduction against non-lethal damage

Damage Reduction (9/-) You have Damage Reduction against all attacks.

Damage Resistance, Fire (4) You have the specified Damage Resistance against Fire attacks.

Eater of Magic (1/rage) (Su) Once per rage, when a barbarian fails a saving throw against a spell, supernatural ability, or spell-like ability, she can reroll the saving throw against the effect (this is not an action). If she succeeds at the second saving throw, she is not affected by the effect and gains temporary hit points equal to the effects caster level or the CR of a supernatural effect's creator. These last for one minute.

Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Fearless Rage (Ex) While raging, you are immune to the shaken and frightened conditions.

Furious Focus If you are wielding a weapon in two hands, ignore the penalty from Power Attack for your first attack of each turn.

Ghost Rager (Su) While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power.

Heart of the Wilderness +7 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize, +7 on Survival checks.

Immunity to Frightened You are immune to the frightened condition.

Immunity to Shaken You are immune to the shaken condition.

Improved Sunder You do not provoke AoOs when sundering, and you add 2 to your CMD vs sundering as well as to your CMB while sundering.

Indomitable Will (Ex) While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

Power Attack -4/+8 You can subtract from your attack roll to add to your damage.

Rage (39 rounds/day) (Ex) +6 Str, +6 Con, +3 morale bonus to Will saves, -2 to AC when enraged.

Raging Brutality (+11) Add Constitution bonus on damage rolls, 1.5x for twohanded weapons.

Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

Renewed Life (3 negative level(s)) (1/day) (Ex) When raging, ignore the effect of 3 temporary negative levels. Once per day when you end your rage you can attempt to save against up to 3 temporary negative levels as if 24 hours had passed. If you fail they do not turn into permanent negative levels but they do not go away, and you must save for the temporary negative levels again 24 hours after you received them.

Renewed Vigor 3d8+11 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.

Renewed Vitality (7) (1/day) (Ex) When raging, ignore the effect of 7 point(s) of ability penalty or damage. Once per day when you end your rage you can attempt to save again against any one effect that imposed an ability penalty or ability damage and allowed a save. If you succeed on your save, you remove up to 7 points of ability penalty or ability damage that was imposed by that effect.

Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's caster level. To sunder an ongoing effect on a creature you must make a combat maneuver check against the creature's CMD+5, ignoring any concealment caused by spells or spell-like abilities. If you beat the CMD by up to 4 you suppress the effect for one round. If you beat it by 5-9 you suppress the effect for two rounds. If you beat it by ten or more the effect is dispelled.

Superstition +10 (Ex) While raging, gain bonus to save vs spells, spell-like abilities and supernatural effects, but must resist all spells, even allies'.

Witch Hunter (+4) (Ex) Bonus to damage spellcasters while raging.

Renen
2013-02-19, 04:09 PM
Why ban summoner?
Evil evil DM...

Snowbluff
2013-02-19, 04:24 PM
Gunslinger5/Vivisectionist Alchemist. Grow an extra arm, and use better cartridges to reload your pistols.


Why ban summoner?


Summoner is a frakked up OP mess from what I heard. The poster's DM probably sense a plea for OP material incoming, and banned the summoner as a preemptive measure.

RFLS
2013-02-19, 04:29 PM
Wow, great suggestions all of you! I really apprecite them all. so far though, it seems the alch seems the most stupidly op.

You should be aware that OP and "not a caster" don't typically go hand in hand. Alchemist, too, is not particularly OP by any standards. It does quite a few things decently, but you're going to be outshone by pretty much anyone in the party for any particular class. If you're really dead set on not being a caster while still wanting to be powerful, I'll third (fourth?) the Invulnerable Rager Barbarian with the Superstitious rage power. Find a way to rage cycle and you're golden.

Xerxus
2013-02-19, 04:37 PM
Yes, either working together with a Paladin with the antifatigue mercy to keep it cheap or invest a couple of levels in oracle for that curse-thing or three levels of horizon walker in order to make you immune to fatigue, which frankly is way better than a pala buddy. Being able to rage-cycle is way too good to ignore.

I like to keep my builds pure is all.

Renen
2013-02-19, 04:54 PM
Gunslinger5/Vivisectionist Alchemist. Grow an extra arm, and use better cartridges to reload your pistols.



Summoner is a frakked up OP mess from what I heard. The poster's DM probably sense a plea for OP material incoming, and banned the summoner as a preemptive measure.

You mean summoner is OP in general, or just some builds can make him really OP? (100 arm monsters n such)

Snowbluff
2013-02-19, 04:59 PM
You mean summoner is OP in general, or just some builds can make him really OP? (100 arm monsters n such)

I think it has the same problem as the druid. Their pet is better than a fighter. Everything after that is salt in the wound.

Renen
2013-02-19, 05:05 PM
Poor fighters >_<

Snowbluff
2013-02-19, 05:08 PM
Poor fighters >_<

I might be wrong. I haven't gotten a chance to mess with it. One of the issues people take with PF is that it doesn't provide any sort of improved balance over 3.5.