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Draconium
2015-10-17, 02:18 PM
The question is simple. I want to know the most ridiculous, overpowered, game-breaking builds and tactics you have actually been able to use in a game. Even if it was only once. :smalltongue: Bonus points if you've managed to get away with it multiple times with the same DM!

Doc_Maynot
2015-10-17, 02:24 PM
Jamhorn, Sorc 1/Nightmare Spinner 2/Shadowcraft Mage 5/I forget the rest X
I used early entry to enter Nightmare Spinner when I did and honestly. It was fun.
I used a mix of rapid metamagic and sanctum spell together with Arcane Fusion and Heightened Silent Images to make infinite invisible summons and/or magic missiles in a turn. Usually the former. Mix in Invisible spell and when an NPC walked towards the flashy Gnome, they had to make a will save against something they couldn't see, then became shaken regardless, and then took damage as they had provoked from one of my illusory beasts. Or when the Gnome got mad he just used the magic missile.

AvatarVecna
2015-10-17, 02:35 PM
In a recent low-level gestalt game, I played a Cloistered Cleric 5/Sacred Fist 3//Telthor LA 2/Monk 2/Martial Rogue 2/Saint LA 2 with VoP. He had full cleric casting, near-full BAB (due to some house rules), his melee attacks keyed off Dex instead of Str, and he targeted Touch AC; he got double Wis to AC, Wis to attack, and sometimes Wis to damage; he was incorporeal, had DR, had ER, had some immunities, and had Fast Healing.

In a different, non-epic game, I was allowed to play a Venerable Grey Elf Wizard 5/War Weaver 5/Uncanny Trickster 3/Mindbender 1. He could cast as a Wizard 13 and could affect the entire party with single-target buff spells up to 7th level, as well as set up several such spells to trigger at the beginning of combat on command. He was pretty fragile other than that, but when you can buff the entire party with half-a-dozen buffs in the first round of combat the enemy usually doesn't get much chance to attack the squishy wizard.

Afgncaap5
2015-10-17, 02:39 PM
Healer 9.

It was a joke character at first, but it got to the point where my team mates simply *did not take damage* and I tended to lead the charge against any undead. You can argue that a Cleric built for it is superior, but when friends thirty feet from you are made immune to poison because the giant scorpion's stinger simply didn't affect them, and when flesh golem collossi are basically falling apart at your touch the question of whether or not you're powerful enough starts to become moot. The term "cripplingly overspecialized" was tossed around a lot with that.

Necroticplague
2015-10-17, 02:46 PM
MoMF from Divine Minion, going on Warshaper and Nature's Warrior. Actually did this a couple diffferent times. Mostly stuck to swapping between weaker forms, so it wasn't too potent (saved the 12-headed cryhydra to save us from a tpk).

Also went Rainbow Warsnake a couple times, fast tracking my way in using Eldritch Corruption.

Theodred theOld
2015-10-17, 08:12 PM
Druid 11 with versatile spellcaster in a campaign where the dm was fishing for a tpk using creatures from the epic handbook. Used an SNA 6 to summon an oread and then proceeded to dump as many avalanches and mudslides as possible on top of devastation spider at which point the oread pulled the old mud to rock trick and trapped the spider just long enough for the party super-rogue to pull off the coup de grace.

danzibr
2015-10-18, 06:38 AM
This is a good thread to peruse for builds.

For me, I usually DM but... 3 things come to mind. Not very major though.

1) Played a Psion with those shards which by RAW let you break the PP cap to get out absurd AC's.

2) Played a DFI Bard which gave the party +absurd d6 damage and hit.

3) Low level, played a Totemist with too many attacks per round. I started feeling really sheepish for my rounds taking so long.

Melcar
2015-10-18, 05:09 PM
Well... I have gotten quite some powerful homebrew and 3rd party spells... A few close to "press enter to win" spells... But no theoretical or even high practical optimization.

Rakoa
2015-10-18, 05:24 PM
I managed to craft up the Torc of Power Preservation while I had Earth Power with the Bestow Power known on my Psion. Never again did I have to go into combat without every buff on me, and I nova'd everything I came across.

Life was good.

Jack_Simth
2015-10-18, 07:28 PM
The question is simple. I want to know the most ridiculous, overpowered, game-breaking builds and tactics you have actually been able to use in a game. Even if it was only once. :smalltongue: Bonus points if you've managed to get away with it multiple times with the same DM!

Well, it's a ridiculous, 80th-level Gestalt game, but I've got:
Wish as an at-will Supernatural swift action.
Miracle as an at-will Supernatural standard action.
Persistent Miracle as an at-will supernatural standard action.
Persistent Wish as an at-will supernatural standard action.
Persistent Ocular Miracle as an at-will Supernatural standard action.
Persistent Ocular Wish as an at-will Supernatural Standard action.
Maximized Time Stop as an at-will swift spell-like.

The game has an interesting house rule in that XP components are translated to GP components, and the Ignore Material Components Epic feat applies... but is capped per iteration (15k ignored per use for the first, an additional +10k ignored for each iteration thereafter). I've got enough copies of IMC that I can just Wish up an item if it's crafting XP would be 37,000 or less.

Bonzai
2015-10-18, 08:04 PM
The most powerful character I ever got to play was a Focused Conjurer.

Rapid Summoning Variant Conjurer 3/ Master Specialist 10/ Thaumaturgist 3

I had Nexus method combined with rapid summoning alternative class feature so that I could spontaneously summon as standard actions, and 3/day cast any Conjuration as a swift action.

My standard round would be to whip off a spell sequencer to drop Evards, caustic mire, and other AOE entanglers with 1 casting, and then throw stragglers into the kill zone with heightened offensive teleports, and then drop massive AoEs as everything is snared and slowed to a crawl. Summons would help to box them in.

The kicker was that my GM allowed me to learn circle magic for free. I think that is ultimately why the campaign ended at 16th lvl. One more level and I would have had access to 9th Lvl spells. One more level and things would have gone off the rails.

Using circle magic, I could use simulacrum of myself to raise my caster level to deific levels. Then my 1st round goes like this; gate, activate boots of temporal acceleration, first accelerated round standard action gate, swift gate, next accelerated round standard action gate, swift action gate. That's 5 gates on my turn. I could bring in anything in the Epic Handbook. Nothing like gating in 5 Xixecals in the center of town and then porting out. Oh, plus I have a contingent summons that could be triggered.

Yeah, I can understand why the DM stopped the campaign right before I could reach lvl 16.

Right now I am playing a Necromancer that is working on a free metamagic build via Undead battery. It already has a slaymate and metamagic school focus, so one off for all Necromancy spells and two off on 3 of them. Later on I'll be slinging persistent orbs of dancing death with fell drain on it and a dragon magazine spell that adds another negative level to them. It's a move action to Attack with it, and it will deal 3 negative levels per Attack. Double move and belt of battle makes for 9 negative levels in one round.

Latter on I'll get a flame skull, spell stitch it, with un-living weapon and death throes combined with destruction retribution. This gives me a regenerating komakazi minion that can blow up and deal 4d6 negative energy, 4d8 untyped energy, and 2d6 untyped damage. An hour latter it's back on its feet and ready to go.

It's not the Conjurer, but no slouch either.

Pex
2015-10-18, 09:09 PM
Divine Metamagic Persistent Spell Cleric when Persistent Spell was only +4 levels and remained +4 level even after the change to +6 levels.