Author Topic: [Pathfinder] Broken quartet challange  (Read 4303 times)

Offline Hics

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[Pathfinder] Broken quartet challange
« on: November 14, 2012, 07:46:43 PM »
Hi folks.
I've just recived a challange from a game master, and the challange must end before december.
I need to put into play the most broken and optimized quartet ever made in pathfinder, but with some restrictions.
First of all, aivable manuals: just core, advanced and inner sea world guide.
Second: no leadership feat. No summoner
Third: evil as hell itself

For stat array, i can use 90 points in a 1:1 base [18 in a single stat just cost 18 pts].
Im asking your help because I need to exploit every single skill point, keep em alive from level one to level ten (or even more) during a campaign involving also pvp against a 6-7 players party.

Those builds will be used during our next comicon for a demostrative pathfinder game.
Hope u'll enjoy this lill challange.

Hics

Offline StreamOfTheSky

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Re: [Pathfinder] Broken quartet challange
« Reply #1 on: November 14, 2012, 09:21:20 PM »
By advanced you mean advanced player's guide and not adv. race guide, right?

Because ARG had some drastic effects on power balance.  Mainly, Samsaran to dumpster dive for extra spells known from any list and Half-Elf for Paragon Surge spell to let a spont. caster potentially cast any spell in the game on the fly.

In any case, you'll want Witch as one of your 4.  Slumber is an at will save or die, and at 10 you can add Ice Tomb for an at will fort save or die.  You can also by RAW put up a Fortune hex and cackle to keep it up the entire adventuring day, giving the entire party the ability once each round to roll 2 d20's and take the higher.  No leadership means you can't abuse the Coven hex for a heartstone, but still a pretty abusive class...

Offline Hics

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Re: [Pathfinder] Broken quartet challange
« Reply #2 on: November 14, 2012, 10:11:13 PM »
Yes, Steam, my bad.
Advanced player guide allowed, advanced race nope^^.
Quite crippling indeed.
Ty for advice.

Offline Halinn

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Re: [Pathfinder] Broken quartet challange
« Reply #3 on: November 15, 2012, 09:09:08 AM »
A summoner would probably fit a bruiser role quite well, while providing some arcane support (good access to buffs, mainly). The eidolon can be a beast.

Offline Hics

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Re: [Pathfinder] Broken quartet challange
« Reply #4 on: November 16, 2012, 11:13:25 AM »
Just a fast update, stat points have been nerfed to 81 on 1:1 basis.
As alredy said, summoner banned, no manuals other than core, advanced player and inner sea world guide.
The quartet must be able to humiliate my gm minions and another human-controlled party of 5-7 elements from first level.
Probably the game will take us to 10 or more.


What about this quartet?
Front line focused on passive and active debuffing, threat generation via melee.
Back line focused on controlling via spellcasting.
Maybe damage are too low.

(click to show/hide)

Waiting for your opinions and builds.

Hics.

Offline Halinn

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Re: [Pathfinder] Broken quartet challange
« Reply #5 on: November 16, 2012, 04:23:57 PM »
What about this quartet?
Front line focused on passive and active debuffing, threat generation via melee.
Back line focused on controlling via spellcasting.
Maybe damage are too low.
Threat generation is not actually a thing in PF, excepting a feat in Ultimate Magic (Antagonize, FWIW).

At 1st level, you won't be able to build characters that can be reasonably sure of survival. Chance plays too large a part.
I'd go for an archer (paladin if the other party might include evil characters, fighter if not. Antipaladin gets too weak spell selection to compete), a cleric (necromancer-type, with Command Undead early on [hope to get minions to throw at the other party from early on]. Heavy armor probably a good idea here, don't go for spring attack, it's a trap), and a wizard and witch to round up.

Offline StreamOfTheSky

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Re: [Pathfinder] Broken quartet challange
« Reply #6 on: November 16, 2012, 11:56:36 PM »
For the Witch, you'll want Accursed Hex feat, and Ability Focus (Slumber) if the Bestiary is allowed (if not....how do polymorph and summoning spells work?).

At lower levels, until it becomes too weak to survive blast effects, riding a mount is actually really handy for a witch who plans to cackle, so you can actually move around the battlefield yet also cackle + hex or double cackle on a given round (note that, because of the wonky way misfortune and the like are worded, if you do not have a move action available to cackle IMMEDIATELY after using it, the "1 round duration" will cause it to expire before you get a chance to cackle on your next turn; I think it's dumb, but you can at least double cackle for +2 rounds duration on non-busy rounds, so....eh).  Just need to make a DC 5 ride check to guide it with your knees.


For other party members... you basically want as many casters as possible.  Shocking, I know, but PF is kind of caster paradise.  A druid, despite the nerfs, is still a solid class, as is cleric.  Druid before Wildshape still has scythe and scimitar proficiency, so give him a decent str score and he can handle himself just fine.  Cleric... I don't play them much and am not the best source for optimization advice....  Any deity that gives a good weapon or has travel domain is a pretty safe bet, though.  APG means you have access to the delicious Teleportation and Foresight subschools, I prefer Teleportation because it gives you a Su teleport to escape grapples with and it means you can prohibit divination (a lot of div. spells are off-day things anyway, so spending 2x slots isn't as bad, and the party witch gets most of them anyway).

So, I suggest for your party: Druid, Cleric, Teleportation Wizard with Divination and...let's say Abjuration (other casters can pick up the slack on it) prohibited, and Witch.  The first two can tank just fine, and all 4 are capable of summoning in extra meat shields.

If you absolutely insist on having a "non-caster" in the party.... APG means weapon and shield style ranger is open.  I have a build that goes Ranger 6, then into Fighter, and 2-weapon fights with (at level 6+) spiked bashing heavy shields.  Ranger lets you get Shield Slam (freee bull rush every hit!) at 2 and Shield Master (no TWF penalties at all!  shield AC enhancement applies as a weapon enhancement too!) at 6, both early entry.
Actually... APG means Horizon Walker is available, albeit the heftiest source of abuse is not.  Still, you can totally enter it, min-max your favored terrain bonus, pick a favored enemy that is only from that terrain, and then use a wand of Instant Enemy to treat the target as your favored enemy for "all purposes" (ie, including what environment they're from).  And thus apply your MASSIVE favored terrain bonus as a favored enemy bonus for stupid crazy attack and damage.  Certainly not a low level build, but definitely the cream of the crop as far as high level martial builds go in PF.