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  1. - Top - End - #1
    Dwarf in the Playground
     
    Alex Star's Avatar

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    Default Char-Op help please

    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.
    - Everything I tell you is a Lie -


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    Alex Star

  2. - Top - End - #2
    Barbarian in the Playground
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    Default Re: Char-Op help please

    ...why? Why would you want to do that?

  3. - Top - End - #3
    Troll in the Playground
     
    WhiteWizardGirl

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    Default Re: Char-Op help please

    Add tainted scholar to your wizard.

    Done.

  4. - Top - End - #4
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    Yuki Akuma's Avatar

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    Default Re: Char-Op help please

    Quote Originally Posted by Kylarra View Post
    Add tainted scholar to your wizard.

    Done.
    Make him some form of undead.

    Double done.
    There's no wrong way to play. - S. John Ross

    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

  5. - Top - End - #5
    Ogre in the Playground
     
    Imp

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    Default Re: Char-Op help please

    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!
    Quote Originally Posted by The Giant
    I want tools to use in the game, not a blank check to do what I want. I can already do what I want.

  6. - Top - End - #6
    Dwarf in the Playground
     
    Alex Star's Avatar

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    Default Re: Char-Op help please

    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.
    - Everything I tell you is a Lie -


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    Alex Star

  7. - Top - End - #7
    Colossus in the Playground
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    Default Re: Char-Op help please

    Quote Originally Posted by Alex Star View Post
    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.
    Last edited by Eldariel; 2010-04-09 at 11:00 PM.
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
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  8. - Top - End - #8
    Ogre in the Playground
     
    Imp

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    Default Re: Char-Op help please

    Quote Originally Posted by Eldariel View Post
    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.
    Quote Originally Posted by The Giant
    I want tools to use in the game, not a blank check to do what I want. I can already do what I want.

  9. - Top - End - #9
    Troll in the Playground
     
    JeminiZero's Avatar

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    Default Re: Char-Op help please

    Quote Originally Posted by Alex Star View Post
    Core only. PHB DMG MM only.
    This is substantially more difficult. But a good place to start might be this thread.

    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.
    Last edited by JeminiZero; 2010-04-09 at 11:07 PM.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
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    Spellblade Tennis Throw out nigh infinite spells per round
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  10. - Top - End - #10
    Ogre in the Playground
     
    Akal Saris's Avatar

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    Default Re: Char-Op help please

    Quote Originally Posted by Eldariel View Post
    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).
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  11. - Top - End - #11
    Colossus in the Playground
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    Default Re: Char-Op help please

    Quote Originally Posted by GoodbyeSoberDay View Post
    Or yeah, you could actually use the wizard's class features to break the game.
    That's the whole "Simulacrums and stuff-part"
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
    Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
    SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.

  12. - Top - End - #12
    Titan in the Playground
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    Default Re: Char-Op help please

    I invite you to go to the Test of Spite 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.
    Last edited by ShneekeyTheLost; 2010-04-10 at 12:02 AM.
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    Quite possibly, the best rebuttal I have ever witnessed.
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  13. - Top - End - #13

    Default Re: Char-Op help please

    Quote Originally Posted by ShneekeyTheLost View Post
    I invite you to go to the Test of Spite 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.

  14. - Top - End - #14
    Ogre in the Playground
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    Default Re: Char-Op help please

    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.
    "Sometimes, we’re heroes. Sometimes, we shoot other people right in the face for money."

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  15. - Top - End - #15
    Titan in the Playground
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    Default Re: Char-Op help please

    Quote Originally Posted by TheOOB View Post
    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...
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Show
    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  16. - Top - End - #16
    Troll in the Playground
     
    JeminiZero's Avatar

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    Default Re: Char-Op help please

    I find it somewhat sad that no one seems to be regarding that the OP only wants core stuff. Also:

    Quote Originally Posted by ShneekeyTheLost View Post
    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.
    Last edited by JeminiZero; 2010-04-10 at 01:03 AM.
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

  17. - Top - End - #17

    Default Re: Char-Op help please

    Quote Originally Posted by JeminiZero View Post
    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.
    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.

  18. - Top - End - #18
    Troll in the Playground
     
    JeminiZero's Avatar

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    Default Re: Char-Op help please

    Quote Originally Posted by PhoenixRivers View Post
    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".
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
    Spoiler
    Show

    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

  19. - Top - End - #19

    Default Re: Char-Op help please

    Quote Originally Posted by JeminiZero View Post
    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".
    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.

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