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  #1  
Old Nov 7th, 2005, 09:28 PM
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Single most powerful character build you can come up with

Okay, so earlier on I started a thread based around Psychic Warriors, I wanted to know what you thought the most powerful psychic warrior you could create was. However, I'm beginning to doubt whether Psychic Warriors are actually all that powerful. I still feel they're more powerful than the much-maligned Psion*, but the actual abilities are not that useful as compared to, say, a high level monk.

So now I'm asking you to design (or simply submit a previous iteration of) your own death machine. The focus should probably be on combat rather than spellcasting, but I'll accept anything whatsoever. That's right, any official class or race or combination of the above, and I'll even accept a limited amount of house-rules and special abilities of the variety that you'd have to ask your DM for in very very nice words that don't appear all that broken until combined with other abilities you gain later on.

As for the prize... well... nothing. But I'll give RpXP to anyone that submits anything, of course. And there's always the prestige of saying you created the ultimate avatar of death incarnate.


* WRT Psion not powerful: As most of their power comes from people misinterpreting the rules or from people not realising that almost all of the effects that are normally level-based are now based on power point expenditure. You want that super-damaging fireball? Well then you've got to pay for it as if it was a 9th level power. As far as I've seen, only range and amount of time the power lasts are based on level, everything else forces you to pay more power points in order to achieve the same effect. Not to mention that you have to pay with a psionic focus (essentially the equivalent of a move action at later levels or a full round action at lower levels) in ADDITION to increasing the cost of the power in order to use metamagic feats. Really, where's the power as compared to a Wizard? I sure don't see it...

Last edited by Jahannan; Nov 7th, 2005 at 09:54 PM. Reason: One of my sentences was incomplete. Oopsies.
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Old Nov 7th, 2005, 09:41 PM
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Perhaps you'd like to put a level cap in here somewhere.
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Old Nov 7th, 2005, 09:52 PM
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Whoops, sorry. Full progression to level 20, though realistically you can go as high or as low as you wish. For example, if your build reaches its optimum efficiency at like level 10 and anything else is just flavour dressing then that's fine, and if you really need that epic level feat to make the sheer awesomeness of your character kick in then that's fine too.

What I'm really looking for, however, is seeing how you can build a character that will outperform the really simple class builds at any given level. Because of this, I'd really appreciate it if you could show your character's progression at each level in which a significant change is made (ie new feat, new spells, new character class). Also, I'd like it if you wrote a level where you think the character is likely to be the most powerful compared to other characters. Neither of these are required, but I would personally appreciate it, as it really lets me see as both a DM and a player the sorts of patterns I should start to try to notice developing so I can nip truly broken characters in the bud.

Oh, and make the maximum LA +4 unless you've got really good reason, though I doubt anyone would want to go any higher than this anyway with a level 20 character build.

Last edited by Jahannan; Nov 7th, 2005 at 09:53 PM.
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Old Nov 7th, 2005, 09:57 PM
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Quote:
maximum LA +4 unless you've got really good reason, though I doubt anyone would want to go any higher than this anyway with a level 20 character build.
That is a common mistake DMs make. All players want to go higher, it's like a disease, once they've gone as high as physically possible, they add templates.
It's the job of DMs to counter this evil (for the player's own good) by enforcing strict rules.

Last edited by Sir; Nov 7th, 2005 at 09:57 PM.
  #5  
Old Nov 7th, 2005, 10:17 PM
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Well, not sure if this is a completely over-powering combo, but it certainly packs a fair punch: Fighter2/Paladin4/Cavalier4/Vassal of Bahamut 10. The Platinum Armor you get from playing as a Vassal of Bahamut is simply the best non-magic armor in the game (that I've seen), and you can get it enchanted as much as you want. The treasury bonuses aren't that harsh either, and are great for buying that little extra something you might need. Granted, this violates the 'No two PrCs' rule, but then again, you did kinda through out all the stops anyways.

You could also go Pally3/Rogue3/Shadowbane Inquisitor10/Exorcist of the Silver Flame4 for some nice anti-evil power, with a slight focus on killing Undead and Shapeshifters.

Another option is to go Half-fiend Fighter2/Sorcerer4/Spellsword10. Its not really overpowering, until you add in the Werebear Barbarian Cohort.

Also, these are just ideas that I've come up with; none of them are really designed to be the 'Ultimate' fighting machine, more just generally good builds with some interesting synthesis between classes.
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Old Nov 7th, 2005, 10:27 PM
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Same here.

1. Small Fighter with a main melee weapon, a reach weapon, the quick draw feat, and Whirlwind attack.
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  #7  
Old Nov 7th, 2005, 11:14 PM
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Warlock 20:
Flight - gain altitude and distance while many are grounded or have limited length flight
Blindsight - nullifies invisibility and hiding
Use Magic Device - wands and scrolls to buff/haste/heal
Vitrolic Blast - destroy magic weapons, armor, and items (touch attack that ignores hardness and DR)
Incarnum shroud - concealment nullifies sneak attack and provides a miss chance as well as insight to AC
Flee the scene - dimention door that leave an image. Used with haste you can attack with the hasted action then ready this so they will miss with all attacks and spells

It is very powerful with the correct tactic and moderate to weak with the wrong ones. That is only a partial build of that character, I can't give away all of my secrets. There are still tons of additional choices for invocations, that isn't any feats (Spell Penetration to get through SR), and only wands so far for items.

-me

Last edited by jj_wolven; Nov 7th, 2005 at 11:15 PM.
  #8  
Old Nov 8th, 2005, 12:08 AM
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Warlock/Mindbender.
At 7th-level, you can pinch one of the foes with your Charm invocation, regardless of language.
At 8th, you can invisibly walk up to their party to choose and snare your Charm victim. The others might never even notice, since you're using telepathy.

Upwards, you gain your permanently charmed individuals, which is often as good as a cohort (or even better). I'd max it out at Warlock16/Mindbender9, so that you can get Dark Discorporation. That way, not only do you have 4 Charmed monstrous allies stomping the bad 'uns into the floor, you're nearly unhittable and swirling around all over the battlefield to aid them.
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  #9  
Old Nov 8th, 2005, 12:12 AM
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Quote:
Originally Posted by Unorthodox
Same here.

1. Small Fighter with a main melee weapon, a reach weapon, the quick draw feat, and Whirlwind attack.
Along these lines I'd go Dwarf Fighter 10/Dwarven Defender 10 with a spiked chain. (Forget two-weapon fighting - he should wield it two-handed.) If taking multiple prestige classes is allowed by the DM, swap 2 levels of fighter for exotic weapon master and pick up 'trip attack' and 'exotic reach'.

There's a lot to be said for heavy armor (this build would require an animated shield) and DR 7/- (with the greater resiliency feat). The 'elusive target' tactical feat could be a fun one with this build, too.

Hmm... let's try a full feat progression
1:exotic weapon proficiency (spiked chain)
F1:weapon focus (spiked chain)
F2:dodge
3:endurance
F4:weapon spec (spiked chain)
6:toughness (*improved toughness if DM allows)
F6:mobility
F8:greater weapon focus (spiked chain)
9:elusive target
12:combat expertise
15:improved trip
18:combat reflexes
(EWM19: trip attack)
(EWM20: exotic reach)

The idea is to specialise in one weapon that has the ability to trip most opponents before they can even get to you. The build relies on high strength and decent con and dex. Might want to mess with the feat order to get the good abilities earlier. Possibly swap out the greater weapon focus and weapon specialisation for power attack and cleave, if that's your kind of play.
  #10  
Old Nov 8th, 2005, 12:18 AM
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Quote:
Originally Posted by Stam
Warlock/Mindbender.
At 7th-level, you can pinch one of the foes with your Charm invocation, regardless of language.
At 8th, you can invisibly walk up to their party to choose and snare your Charm victim. The others might never even notice, since you're using telepathy.

Upwards, you gain your permanently charmed individuals, which is often as good as a cohort (or even better). I'd max it out at Warlock16/Mindbender9, so that you can get Dark Discorporation. That way, not only do you have 4 Charmed monstrous allies stomping the bad 'uns into the floor, you're nearly unhittable and swirling around all over the battlefield to aid them.
Some of this could be duplicated by 'tongues' and 'dominate person' (also telepathic), or even a sorcerer with a wicked high charisma and 'tongues' and 'charm person.' Or a bard, who just learns all the languages he needs, with a wicked high charisma and 'charm person.' At level 12, with extend spell charm person lasts 24 hours. Add things like silent spell and they wouldn't know anything had happened.
  #11  
Old Nov 8th, 2005, 01:08 AM
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I just found out about what I feel is probably the most powerful character build in existence... The UBER monk.

This possibly doesn't work in 3.5, haven't really checked it out in detail but it sounds pretty insane - if it actually works.

Spells needed:
Cast Divine Wisdom, empowered, at the beginning of the day. This will give 6 points of Wisdom. DW is from Relics and Rituals; the spell is not necessary, but very useful, since WIS adds to both stun DC and the monk's AC.

Essential items:
Potions of True Strike
Monk's Belt (for Haste)
Sandals of the Tiger (from S&F) with layered Boots of Striding and Springing. (This second power will cost you double because it is added to a slotted item (see the DMG), but since the power costs all of 1000 gp for a mage to create, you'll end up striding for 2000 gp. The best deal in the game). Ki Straps (from Sword and Fist)

Feats required:
Pain Touch
Power Attack

This is how it all breaks down:

Round 1: The monk hastes himself (monk's belt)
Round1 partial: The monk drinks a potion of true strike.

Round 2: The monk launches a 320 foot flying kick. Her base move is 80; the striding makes it 160. Doubled (for a charge), this is 320.
The flying kick (based on the Sandals) does double damage, so 1d12 + 10-15 (power attack) + 5 (strength bonus) * 2 = 2d12 + 40.

But the real fun is in the stun. Save DC is 10 + half monk's level (7 or 8) + wisdom bonus (5 at least, see Divine Wisdom), + 5 (Ki straps). Our monk, who started with an 18 wisdom (raised to 24 by the DW), delivers a stun with a DC of 10 + 8 + 7 (wis) + 5 = 30.

When they're stunned, they're out of combat for 2 rounds, because of the pain touch feat. What's great about this tactic is that you can basically do it once every round, since your save DC is 30 for the stuns. The extra damage and distance for the charge is neat, but what really hurts is having a monk keep half of the opposition stunned / nauseated during a fight.



Then again, the monk is one of the most potentially broken classes around, imho, so this shouldn't come as much of a surprise.

Oh, and I love the Dwarven Defender build. Sounds like it's not only powerful but a fun character to roleplay. You've definitely earned your RPxP here. I'd also like to note that I'm not going to just hand out RPxP to anyone, I'll only give it to people I feel have really justified it. That said, chances are most of the people here have more than enough of that stuff already and don't particularly care.

ps: Yes, I did steal this from elsewhere, so don't give me any credit. That goes to the wonderful 8-bit theatre.

Last edited by Jahannan; Nov 8th, 2005 at 01:11 AM.
  #12  
Old Nov 8th, 2005, 02:10 AM
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There are a few problems with the monk's build...

First of all pulling and drinking a potion is a move + standard action (for the true strike) and the partial from haste can only be used for attacks (I am assuming that we are using most current rules, 3.5 here). On the Jump, he has to make a DC 320 to jump 320 feet horizontally (which doesn't help much in battle against flyers) or a DC 1280 to jump that far vertically. Both are unlikely even at level 20. Also, the DC 30 check on the stun isn't too difficult if the victim is also of the same level. And finally the truestrike only lasts one round, meaning you would have to take another one each round (and could not full attack).

-me
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Old Nov 8th, 2005, 02:23 AM
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Psh. Newbies. Here's my ultimate AC build - high DEX, WIS, and INT is required. Humans preferred due to the sheer amount of classes you'll be using.

Swashbuckler 3/Monk 3/Fighter 2/Duelist 7/Shadowdancer 5.

Simply put, you will have a near indomitable AC and they'll have almost no way to remove your DEX bonus. Evasion success is practically guaranteed due to your godly Reflex save. With the right items you can boost your statistics and AC even higher, and if you've got a rapier you can benefit from Weapon Finesse, Precise Strike, and Insightful Strike. 2d6+Str mod+Int mod, anyone? Benefits to AC from Dex mod, Int mod, and Wis mod, anyone? They'll need to roll natural 20s to hit you.

EDIT: Feat progression.

Level 1: Weapon Focus (Rapier) - Weapon Finesse (Swashbuckler Bonus) - Dodge (Human bonus).
Level 3: Mobility.
Level 4: Improved Unarmed Strike (Monk bonus - good for backup) - Stunning Fist (Monk Bonus; perhaps make the rapier a ki strike weapon).
Level 5: Deflect Arrows (Monk bonus).
Level 6: Spring Attack (for offensive reasons).
Level 7: Combat Reflexes (Fighter bonus).
Level 8: Combat Expertise (Fighter bonus).
Level 9: Improved Feint.
Level 12: Whirlwind Attack.
Level 15: Snatch Arrows.
Level 18: Lightning Reflexes.

Last edited by Obscurity; Nov 8th, 2005 at 06:34 PM.
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Old Nov 8th, 2005, 02:52 AM
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Quote:
Originally Posted by Birched
Along these lines I'd go Dwarf Fighter 10/Dwarven Defender 10 with a spiked chain. (Forget two-weapon fighting - he should wield it two-handed.) If taking multiple prestige classes is allowed by the DM, swap 2 levels of fighter for exotic weapon master and pick up 'trip attack' and 'exotic reach'.
It's kind of odd, really... the description for Exotic Weapon Master says in it "they often take levels in other prestige classes and can be found as champions or leaders among bands of warriors"

And yet, that's against the rules. Bravo, Wizards, bravo!

PS: I really strongly like the concept of that character. And I've been aching for an excuse to play a Dwarf for a long time, but the lack of mobility always put me off. However, with the Dwarven Defender and a Spiked Chain, this lack of mobility actually turns into an advantage instead of a disadvantage. Awesome!

I also like that swashbuckler etc. mega-combo, because it's more along the lines of being offensively powerful, and that's what I want to play in the campaign I started this thread for... this particular DM tends to make campaigns that are completely and utterly combat focused. So I really want to show everyone how un-fun combat can be when that's the only thing everyone builds their characters for, by being just plain better at it than they are.

Also, it'll be fun to play a stupidly powerful build once in my life, just to see what it's like with the tables turned.

EDIT: Just wondering which book Shadowdancer can be found in? Oh, Duelist too.

Last edited by Jahannan; Nov 8th, 2005 at 02:54 AM.
  #15  
Old Nov 8th, 2005, 03:11 AM
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Duelist: DMG.
Shadowdancer: DMG.

This is if multiple PrCs are allowed. I always allow that, simply because taking levels in just one isn't enough to truly fit some characters.

Last edited by Obscurity; Nov 8th, 2005 at 03:17 AM.
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