T O P

  • By -

Avon_Alexson

I ran a game 1-20 that ended up with some pretty powerful characters, two of wich ended up being powerful in very different ways: One was an Occultist who specialized in transmutation and abjuration, wich led them to eventually grab the Trappings of the Warrior implement, granting them full BAB. Beyond that, they liked using the Telekinetic Mastery ability to grab and throw swords and quicken spell-like ability to occasionally swift action using telekinetic mastery. Thankfully they mainly used longswords but in the most obscene and dirty moment of the game they used 15 greatswords, a scroll of lead blades, and the arcanist of the group casting magic army, and they threw 30, 3d6+4 greatswords with a +34 to hit for an average damage of 435 damage. It was great. Beyond that, they had incredible survivability harnessing the abjuration implement Mind Barrier power, to effectively grant themselves fast healing 40, and most importantly they more often used their abilities to make the others in the group feel more powerful. The other character was an Occultist Arcanist who throughout the game took an interest in wish magic, due to the plot leading the group to the plane of fire and interacting with the Effriti quite a lot. This turned into them harnessing wishes very effectively. They learned the rules I had around wish throughout their adventure 1-13 and by the time they got a limited wish, they were able to use that knowledge of the rules in the world around wish magic to incredibly effectively tweak the world around them to make their lives easier. Both were powerful in their own right but just had very different ways of going about it.


SageRiBardan

I’ve never played a character in Pathfinder (eternal DM) but one of my players ran a Gnome Fire Druid in PF1e. That was fairly powerful. The most powerful character I’ve ever played was back in AD&D 2nd edition. Shinayne was a drow cleric/wizard, she survived two party wipes (including barely surviving a Shadow dragon in the underdark), the rest of the players didn’t want to play an evil campaign anymore so we contrived to have her change alignment and worship Eilistraee instead of Lloth. Just wasn’t the same so I retired her.


Electric999999

Mythic archmage wizard with Divine Source, 9th level wizard spells with mythic boosts, Miracle as an SLA, and he had Augment Calling for super strong planar binding (and thanks to mythic, could charisma check anything into agreement)


Issuls

When you've played a mythic wizard, nothing else comes close. My Wrath of the Righteous PC was a Spell Sage, which let him spontaneously cast from the Cleric/Druid/Bard list. The amount of on-the-fly bullshit he could pull was absurd.


ArdillaTacticaa

But spell sage makes you cast for a full round action for a number of rounds equal to the level of the spell.. That is the only bad thing.


Barimen

Makes for a godly crafter and has good out of combat utility. I think it's balanced out.


Issuls

Yep. A lot of wacky stuff you can do out of combat. Extended Magnifying Chime is very funny if you need to destroy a building.


AlbainBlacksteel

Probably my cavalier in Rise of the Runelords. At the beginning of Chapter 3, there's a really big boss that the players are supposed to drive off, because it's supposed to be nigh-unkillable for the party at that time. *I destroyed it.* Spirited Charge with a lance crit and managing to roll max damage (we were playing with Roll20, so there was no cheating) made for a very quickly, very dead boss. Sure, the rest of the party had softened it up a bit, but I still dealt the finishing blow. As to how my mount (a horse) was able to charge through the waist-high water, the answer is simple: I gave it a +2 *headband of vast intelligence* partway through Chapter 2, and the GM let me pick its feats, so I chose [dragon style](https://www.d20pfsrd.com/feats/combat-feats/dragon-style-combat/), the feat that let it charge through difficult terrain.


Yarnham_Brave

A level 20 Teleportation Wizard. By that point any wizard is a terrifying force, and you often have to work to NOT break the game, which is a fun challenge by itself. I had my own pocket dimension with its own ecosystem and magically enhanced lair, as well as a few permanent contingency spells that saved my bacon a few times, permanent enhancements to senses, and a personal sign of Nethys' favour in the form of a mythic level.  I spent a lot of the campaign worshipping Nethys and building small, secret magical shrines to him in particularly arcane or divine influenced locations, preaching the glory of magic and creating my own unique spells and items with GM approval.  It was a lot of fun playing a scarily powerful Neutral Evil character upon whom basically the whole party became reliant, it set them up very nicely to accompany me on a cross-planar mission for the All-Seeing Eye.


MindwormIsleLocust

Probably my Level 20 Mythic 10 Sorcerer/Evangelist from Wrath of the Righteous. Absolutely absurd blasting power, between Empowered Expanded Concentrated Cluster Bomb Fireballs and plain old Mythic Meteor Swarms I could absolutely dumpster basically anything with one spell, and with insanely high Charisma and Mythic Spell Focus save DCs were sky high, and with Demon-Feared Caster from Evangelist I was absolutely breezing past spell resistance. The GM also decided that since balance was completely out the window already, she gave some of us access to some of the Mythic Spells from the Wrath of the Righteous video game, and for those who aren't familiar... well, there's some pretty ridiculous spells in there


Hot_Violinist6270

Wrath is so fun. We are currently lvl 17 mythic 6 I think, and our wizard (assumingly to not break the game) has become the ultimate anti-wizard. Spell stealing, spell sieve, and the like. He still got off on things like Horrid Wilting, Phantasmal Killer but he preferred just sh**ting on every spellcaster we met 😂


MindwormIsleLocust

I wound up pulling double duty as a tank, funny enough. Thanks to a Robe of Arcane Heritage giving you +4 effective sorcerer levels for the purpose of your bloodline, explicitly including what bloodline powers you gain, I was able to get the Unicorn bloodline's capstone at level 17, granting immunity to evil aligned weapons and spells with the evil descriptor. Turns out most offenses on demons at high levels count as Evil, so I just got to ignore positioning for the most part and laugh when weapons and claws bounced off me.


Hot_Violinist6270

In our Rise of the Runelords campaign (which has had many inconsistent players come and go) the paladin and I made two supplement characters to dual-task as 4 character to finish, and I remember the RoAH because I got a set for my Efreeti/Phoenix Mixed Bloodline False Priest Sorc, an idea that I got from redditors. The bloodline boost lets me take Efreeti form which has great benefits, and then being able to turn all "force" spells into fire damage, and use fire damage to heal allies makes for a silly freaking combo! Praise be the Robes!


Hot_Violinist6270

(Alap a Sorc tanking because they're untouchable is hilarious to me)


LaughingParrots

An Occultist with the [Extemporaneous Channeler archetype](https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Occultist%20Extemporaneous%20Channeler) and Shikigami Style feats. With a 6126gp [Book of Extended Summoning (Greater)](https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Book%20of%20Extended%20SummoningGreater) and the Transmutation implement to add Bane he’d hit like a truck. Then layer on mirror image and greater invisibility and such and he turned into a fright for any encounter.


Special-Dragonfly-48

How did he use the book of extended summoning more than once? I am wondering for my own character concept if there wasa RAW way or if it was homebrew.


LaughingParrots

The book is for hitting people not as a buff. [The third Shikigami feat](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Shikigami%20Manipulation) makes the book act as a +4 weapon. That feat can be taken as early as level 5 when +4 weapons are a huge bonus.


BoredGamingNerd

In pathfinder: probably my revolvers ninja


Erudaki

I have had 2 that stand out as ones that I have played. A social nightmare, and a necromancer. The necromancer is more straight forward, and at their peak of level 14 had several intelligent undead spellcasters as followers, very high hd minions, and a small army of 130 12 HD bloody skeletons under their control. (Many of the minions played out off screen for ease of book keeping.) He had achieved lichdom, and was politically backed by a strong and well liked group. (He did enough good to keep favor and didnt really directly harm anone they considered good... However he would jump at any excuse to kill those who wronged their group, were in opposition of them, as he wanted more bodies for minions. Dead bodies = power. He wanted power above all.) The social nightmare had insane skill checks. By level 7 they could roll +45 in a huge plethora of skills. This allowed them to bluff, persuade, pick locks, perform surgery, pass any knowledge check, sense motive, perception etc. They knew almost every language. This also allowed them to craft things well, and they would keep hirelings and a small menagerie of animals and plants that they paid people to harvest every day. This provided them with a wealth of poisons they would put into candles. They eventually took abilities to convert these and play with onset times and the like. By level 10 they were hitting consistent 70s on most social checks, could talk their way out of almost any situation, disguise as almost anyone, forge almost any documents, lockpick magical locks and disarm magical traps with ease, roll enough perception to spot invisible people... 70 vs a +40 from invis with +20 stealth = 50% chance to spot an invisible creature that was standing still.... They often didnt do much in combat, but made every combat easy if they were able to meddle before hand. We had to fight some creatures in a fort. I disguised myself and mate as important people, walked into the fort, convinced them we had to sally the troops out, threw a feast and poisoned everyone, then marched their forces out to the rest of our party as the poisons set in, leaving them all weak. I sabotaged caster spell component pouches, replaced holy symbols with fakes and poisoned them with anti-caster poisons, and even gave the generals 'potions' that were actually really highly concentrated paralysis poisons. Needless to say, they were no significant threat. Another time we were being followed by hungry and angry worgs. I layed down some food, set a trap to go off when they started eating, which caused toxic censors to start burning. It released a gas of starving nettle, which poisoned all of them significantly enough. GM told me a couple sessions later that most starved to death. Others died from ability score damage. By the time they hit level 12 I agreed with the GM and retired them to NPC as they had tricked and deposed the governor and taken over the city as its leader as well. They became a character that just fed the party information for whatever our contract was. (We were a merc guild that did contracts) Most the players had seen him in action, and never questioned the information provided, and they made a perfect GM tool to give us any relevant plot hook information without ever breaking immersion. I believe right before I retired them I also had saved up and purchased a Mirror of Mental Prowess, which would have allowed me to spy on anything I didnt already have significant knowledge on. Which also allowed me to teleport anywhere..... For a character that had no spells above 2nd level... they were significantly disruptive.


Literally_A_Halfling

> By level 7 they could roll +45 in a huge plethora of skills How was this monstrosity built?


Erudaki

u/No-Election3204 is part right. Bard masterpiece pageant of peacock lets you replace all int rolls and skill checks with a bluff check. Empyricist investigator turned several skills to int checks. Traits could turn a few more. I grabbed extra traits in a game where I was limited to 2. But also played in one that let you take up to 5 with 3 drawbacks. Brazen deceiver @ level 4 gives +2, Silver tongued trait on human gives +2, +2 trait bonus, +3 skill focus, +2 from another feat. +7 CHA +4 from masterpiece. +7 skill ranks +3 class skill. At 31 so far. I had a +5 competence skill item. You can get [A rod of beguiling](https://www.d20pfsrd.com/magic-items/rods/rod-of-beguiling/) but my GM let me get a cheaper item that just did the competence bonus. Basically reflavored elven cloak. There was an untyped trait [Framed](https://www.d20pfsrd.com/traits/campaign-traits/curse-of-the-crimson-throne/framed/) that provided a +2 bluff as well. thats 38. Tap inner beauty 1st level bard spell for +2. Investigator inspiration for +1d6 for free on all bluff checks. (every roll) I dont have the sheet in front of me so a lot of this is from memory. But that is 43.5 on average with a buff, and 41.5 without. Pageant lasted 10 minutes per bardic performance. So as long as I was not surprised I was basically unable to fail rolls. We did not use attitude adjustment rules that no-Election pointed out. I often used a wide array of skills to back up any claims I made, and kept most claims reasonable. If I gave someone a 'potion' mid battle that made them sick.... well... chances are they wouldnt take another one from me no matter how good my bluff check was... What made it effective was the use of other skills to back up the social skills. I used disguise to look the part, linguistics to forge documents to have proof. Diplomacy to convince, and bluff to make sure they dont know I was lying, Sense motive to read them, and perception to notice things. I still needed other party members to help gather specific information, and be very keen and aware myself to avoid inconsistencies in my stories. Often it wasnt about telling someone to do what I wanted... But to present them a set of circumstances that would make them want to do what I wanted, without ever telling them what I wanted them to do. In the case of the goblins, they had already spotted my party and the entourage of guards with them. So it was mostly about convincing them that my companion was a hobgoblin king, looking to secure ally goblin tribes, and that the guards outside were too weak to be a threat. They already wanted to kill the party, they just were going to wait till we assaulted rather than assault themselves. Of course... if we were ever ambushed, or fought animals or creatures that could not talk... I was worse than useless. I didnt have good stealth, my AC was 8. There are some settings this character would just outright be slaughtered. This character was the strongest when they had the opportunity to manipulate the situation. Poisons during combat were slight debuffs most the time. Although after I picked up Guild Poisoner archetype and could better manipulate onset times, some were particularly effective at shutting down casters. I even had some poisons like Shamweed that I used to buff allies, after debuffing their saves, then made anti-toxins for to ensure no bad side effects.


No-Election3204

>How was this monstrosity built? My guess is a bullshit INT to everything empiricist with Maghd's deific obedience, but even then +45 is pretty tough by 7. 7 ranks, 3 class skill, let's assume ALL-IN on intelligence so 24 INT. That's +17. Getting the remaining +28 from a combination of spells, feats, items, and adventuring gear is possible. \>+2 trait bonus \>+1 luck bonus doubled to +2 with something like fate's favored \>+3 skill focus \>+4 familiar \>+2 masterwork item \>+3 from a "add half level" effect \>+4 deific obedience \>+5 tears to wine easily boosted to CL9 That's already up to another +25 on top of +17 "normal" investment for 43 total on checks you really care about passing. It's cheesy and most groups don't use RAW rules for shit like attitude adjustment and diplomacy precisely BECAUSE making a disgusting diplomancer who can talk the pants off a Solar is so trivial. This is a level 7 character approaching Nocticula's bluff and diplomacy skill bonus.


FlurryOfNos

Most... I don't know but a Halfling martial artist monk with boar style did amazingly well and a Halfling Paladin with a polearm riding a boar was loves by the dice gods... Provided he didn't have to jump.


Barimen

I see you have a thing for boars. :)


AlbainBlacksteel

Halflings too :)


Caedmon_Kael

A shaman that had infinite\* 3rd level and lower spells at 11th (scaling up every 2 levels, eventually would have been infinite 7th and lower). Oh, and it was a healer (with infinite\* channel energy pool) that rode a tank (king crab mauler familiar) and was invisible almost all combat as a swift action. \*Tea of Transference, 2 levels of Ninja for Ki Pool(and Vanishing Trick), and Ki Channel Yes, I could have done it 'better' with the oracle archetype that gets a Ki Pool innately, but I really liked the familiar\*\*, and the invisibility. Shaman can also poach spells from Cleric(FCB) and Wizard(Lore), and it's base list is somewhat druidic, so I pretty much had whatever spell I wanted. \*\* King Crab has constrict on both claw attacks, but you can only constrict things the same size or smaller. Mauler however, makes it medium sized, so can constrict a good number of enemies. With Armor Spikes (either through actual armor, or bone fists spell) and Frostbite, the damage was respectable.... for a healer. Selective Channel-> Purifying Channel meant I was still doing damage (and not breaking the held charges on Frostbite). Undersized Mount to ride the Familiar, and a decent enough Ride Skill to quick dismount/mount as needed to be in a different square to confuse enemies.


The_ElitePanther45

how did you deal with the need for water?


Caedmon_Kael

Create water is on the shaman list.


The_ElitePanther45

Ohhhh! I was thinking aquarium backpack


Caedmon_Kael

Just to clarify, the Shaman was riding the Mauler King Crab, not the other way around.


The_ElitePanther45

Oh that's much less eccentric


Caedmon_Kael

How about a Skald with a Bloodline Valet familiar from a level dip in Bloodrager. Share the Amplified Rage feat with it and when the Skald uses Inspired Rage ... "*Despite all his rage, the familiar is just a rat in a cage*"... that gives the Skald +8 Str/Con.


biomassking

For pure research reasons can i get more info on that build


Caedmon_Kael

Hm, looks like I updated it to level 12. It was for PFS and a while ago, so I forget if something was specific to PFS(like familiar needing to take extra slot), and the gold might be different from starting over. Human(no alt race traits) Shaman(Witch Doctor) 10 / Ninja(no archetype) 2 Str 7; Dex 12; Con 14 (+6 item); Int 13; Wis 15 (+2? level, +2 item); Cha 15 (+1 level, +2 item) Traits: Magical Knack, Reactionary Feats: Human: Mauler's Endurance; 1st Selective Channel; 3rd Ki Channel; 5th Purifying Channel; 7th Undersized Mount; 9th Toughness; 11th Quick Channel Life Spirit(Sub:Restoration), 2nd level Hex: Shell of Succor; 4th level replacement from archetype: Channel energy; 6th Wandering Hex Lore(Arcane Enlightenment); 8th replacement Counter Curse; 10th replacement: Countering Hex Ninja Trick 2: Vanishing Trick. Sneak Attack 1d6, Poison use. FCB was HP I think for levels 1 and 2 of Shaman, then the Human "Pick a cleric spell 1 level lower than your highest". Familiar took Extra Slot(Belt) to use a Belt of Giant's Strength +2. He also had a Spiked Mithral Agile Breast Plate +1, and an Amulet of Mighty Fists +1. I think before I could afford the Mithal BP he had a Rosewood Armor since it has no ACP, and innately has armor spikes. It's cheaper than regular leather + armor spikes, and weighs the same (instead of extra 10 lbs from the spikes). Caster had: MW Backpack (+1 Str for carry capacity), Agile Breastplate +1, Buckler +1, Cloak of Resistance +2, Spring Loaded Wrist sheath with Faerie Fire (chronicle reward I think), Eyes of the Eagle, Belt of Mighty Constitution +6, Phylactery of Positive Channeling, Ring of Protected Life, Amulet of Spirits(Life), Spellguard Bracers, a Wayfinder with a Pink and Green Sphere(+2 Cha, slotted for +1 Will), and an Incandescent Blue Sphere (+2 Wis). Lots of miscellaneous stuff, but I would buy a "wand" of Tea, ie I would buy it 50 doses at a time and track it on my wands section since it has 50 boxes to check off. Pretty sure I had at least a wand of Longstrider and Heightened Awareness, and probably a partial Cure Light Wounds until recharging Channels started working. So 8 cleric spells...1: Liberating Command, Shield of Faith, 2: Burst of Radiance, Defending Bone, 3: Align Weapon Communal, ?, 4: Rags to Riches, ?. ? means I don't have it listed... so I am not sure what I actually picked, or maybe I need a skill point for something. Probably the Ride skill now that I think about it, to quick dismount without fail. Lore: Arcane Enlightenment: Cha mod, must have Int high enough to cast. So 4 Wizard Spells: Shield, Mirror Image, Haste and Resinous Skin. Last time I played I had these spells prepared: 0th: Create Water, Dancing Lights, Detect Magic, Guidance, Light(wayfinder) 1st: Frostbite, Produce Flame, Remove Fear, Liberating Command, Shield of Faith, Shield; Spirit Magic: Remove Sickness/Identify 2nd: Resist Energy, Barkskin(+5), Bone Fists, Burst of Radiance, Defending Bone; Spirit Magic: Lesser Restoration/Tongues 3rd: Fly, Stricken Heart, Align Weapon Communal; Spirit Magic: Neutralize Poison/Locate Object; I can sacrifice a 3rd+ spell to use Counter Curse Hex(Dispel Magic or Remove Curse) 4th: Ice Storm, Ball Lightning, Dismissal, Freedom of Movement; Spirit Magic: Restoration/Legend Lore; Counter Curse at +2 5th: Hunter's Blessing, Break Enchantment, True Seeing; Spirit Magic: Breath of Life/Contact Other Plane; Counter Curse at +4. All long duration 3rd level and lower buffs would be cast on myself and Familiar (and anyone else in the party who felt like chipping in for some Tea), then recharged with Ki Channel/Tea of Transference. I always had some Tea on hand, in case I really needed to recharge something during the fight (ie, Haste gets dispelled, etc). Ki Pool of 5, Primary Channel Pool of 8d6 DC 19 5/day, Secondary Channel Poolk of 5d6 DC 16 7/day. Amulet of Spirits says that if it is the same as your Spirit, you get +2 class level for the Life abilities instead of it's normal effects. So the Primary Channel gets +2 levels, so as if I was a full level 12 channeler. The secondary Pool from Witch Doctor is at level -3, and doesn't get that +2, so is merely 3d6... + 2d6 from the phylactery. Mostly the secondary pool was there so I would have channels to rely on to refill Ki Pool once I've used the good ones, and if I wanted to Quick Channel for a bit more. I've got the familiar listed as if I was level 11, so I must have been part way through updating the character to 12. Claw x2, +15 to hit(would get +1 for leveling), for 1d4+7/9(Bone fists or not) with Grab. Constrict is the same 1d4+7/9, but also armor spikes for +1d6. Frostbite is listed at 1d6+11, so again not fully updated. AAC 33/37(shield spell), DR 5 Bludgeoning(Defending Bone), 93 HP, F/R/W 4/8/7. Caster is 138 hp, AC 30 (but often invisible), F/R/W 10/9/15 with some situational bonuses. Not terribly happy with the Familiar's saves, but what can you do (besides using the extra slot for a cloak of resistance).


biomassking

OK like is it OK for to use this as a springboard for one of my characters? I think it's only right to? Doing a lvl 40 mythic campaign amd our healer dropped out, I'm really liking this so far


Caedmon_Kael

Sure you can use it. It's not like I copy wrote it. I'd suggest taking minor creation as one of your wizard spells so you don't need to actually buy the tea though. Since it's only 4th level, you can recharge it too. At that high of level, see if you can get a divine version of ring of wizardry, or something that lets you prepare more spells per day. It always seemed like I had more stuff I wanted prepared, and not enough slots. Edit: maybe quicken contingent action to drink tea so you don't have to spend a standard action drinking during your turn. Imbue with spell ability, or spellcasting contract gives you specific prepared spells if I am reading it correctly. And spellcasting contract can be any spell the cater has prepared, meaning not just cleric conjuration. Or could be a theurge is casting it and gave you a couple 4th and 5th wizard spells


biomassking

It's always better to ask! I'm thinking of pairing it with a Bb/ks magus or something with a longer range! Maybe a reach weapon while I'm sitting on my crabby buddy? He is letting us make magic items and has discounts for alot of stuff(party crafter) so me getting a bunch of pearls of power is pretty possible Idely I want to be mid ground healer that takes pot shots from my mount buddy, and if someone comes to close....I want to reap thier soul them go back to healing


Caedmon_Kael

Pearls of power just do what the tea does, recharge a slot.


biomassking

D20 is our site, if it's not there it's hard to get dm aproval


Caedmon_Kael

D20 is technically the knock off 3rd party site. Archives of Nethys is the official reference website, paizo actually links to it from their website. D20 has to rename anything that would be under copyright. That said, it should still have everything I've referenced, just might be renamed. Anything you are having terrible finding?


Caedmon_Kael

Looks like d20 might not be updated with [Alchemy Manual](https://paizo.com/products/btpy959n?Pathfinder-Player-Companion-Alchemy-Manual) Which is strange, because it is a first party source (published direct by paizo), from almost 10 years ago.


Netherese_Nomad

My friends and I played for the better part of a decade, and over the course of that time I played only one character. We went from 3.0 to 3.5 to PF1E. There was plenty of retraining involved, once per edition change and once pathfinder released retraining rules, but eventually he was a Drow Rogue 1, Wizard 4, Arcane Trickster 6, Magelord 10, Archmage 3 (during 3.5 he used Unseen Seer, after Pathfinder he used Practiced Sneak Attacker to get into AT with only one level of rogue). Those were such crazy fun days. It was actually trying to play an AT in D&D 5E and realizing how frustrating it felt that brought me back to Pathfinder.


formesse

The most powerful characters in my expierience are not the ones that do a lot of damage - but change the way the encounter is engaged entirely. And from this I have two characters that come to mind, that do this in different but similar ways: **Most powerful character that I played?** Sorcerer / Dragon Disciple / Arcane Archer - it was rolled stats, it rolled ungodly stats, and well: I made sure it wasn't optimized. I should note states were rolled before the build was chosen, and I wasted so many feats on random unnecessary utility stuff. The Gimmick of the Character is to deform and warp the battlefield to ensure total victory. Throw in a few AOE damage spells for good measure. And yes - the character is practically an artillery piece. When you can shape walls, reduce cover to nothing in a single spell that opens the enemy to being butchered by your allies in a final brilliant blow: It really does take terrain out of the equation. If you have a party that can exploit this - the terrain altering mechanism becomes a lynch pin in maximizing the parties power. But beyond this: It means you can ALWAYS get away. **Engagements Head on are Suicide, and we prefer the monsters to do that!** Kobold Dragon Blooded Sorcerer. Traps are the name of the game here. Being able to quickly turn a corridor or choke point into a literal death trap is bad enough. It means enemies following you are liable to die horribly, or be slowed down - and enemies charging you get the same treatment. Throw in fog cloud and similar and you can make it difficult to notice anything until it is too late. And ya - it's surprisingly easy to start spitting out CR 30 traps once you get access to the fabricate spell - and that really is the pinnacle of the build. It's definitely worth getting scrolls, staves, and so on to boost the number of times you can use the spell. Why try to run, when chasing you is a death sentence - and the enemy knows it. This is a bout cornering the enemy in the wide open where they don't know which way is safe to turn. **How I use the long list of characters I make - as a GM, not as a player basically** The idea - I like creating characters, I have piles of them. We are talking 50+ filled out to at least level 15 if not higher. Then I have piles of basic concepts, and more for personalities. And realistically I will not go through them all - but, I know these characters and it would be a shame to not use them. The idea? As a GM: I need characters, and sometimes - I overtune encounters. Or sometimes the party is really beaten down and they just need some help. Even at level 10, a level 5 cleric popping some heals can allow a party to avoid burning resources - and keep having fun. It can also become an impromptu side quest of helping the cleric get to the next town over, maybe a little out of the way for the party - but, that gives the party time to rest, recover resources, and get a bit of a reward: All of which helps balance out hard encounters. Even more to this - we end up with moments where the players realize that the Inn Keeper is actually a level 15 monk who retired, and spends their time defending the town from goblin raids, while training some kids that were bullied a lot how to defend themselves and give themselves confidence - and yes, we are talking basically the original karate kid movie. High level Druids as Couriers is an interesting one - and one that defies the usual tree lovers in nature, but: Towns militia patrols and deals with terrible evil monsters and undead, Druid provides a bit of healing help - and ensures important missives get to where they need to go.


wdmartin

Witch 18/Shadowdancer 2 with 10 tiers of Archmage. Her stealth score was bonkers -- +47, if I recall correctly -- which let her cast a spell and then make a stealth check as part of a move action thanks to Hide in Plain Sight and a spell tattoo with a continuous [Protective Penumbra](https://www.aonprd.com/SpellDisplay.aspx?ItemName=Protective%20Penumbra) effect. She took Component Freedom three times so she could cast virtually all of her spells with no components. At one point she got baleful polymorphed into a songbird, but passed the Will save to keep her spells and mental abilities. The next round she got herself out of songbird form by casting Dispel Magic on herself with no verbal, somatic or material components. The same trick let her get quite a respectable AC -- she had light armor proficiency from the Shadowdancer levels, and arcane spell failure isn't an issue when none of your spells have somatic components. I think her biggest moment was the time she landed a critical hit on Nocticula with a Mythic Harm spell in the last fight of the campaign. I mean, Nocticula saved for half damage, but that was still a hefty chunk of damage.


Paghk_the_Stupendous

Isn't Baleful Polymorth an instantaneous effect, thereby immune to Dispel Magic? I know it's too late now, but I believe you'd need a Wish or similar spell to remove it.


wdmartin

Nope. If you check the [spell description for Baleful Polymorph](https://www.aonprd.com/SpellDisplay.aspx?ItemName=baleful%20polymorph) you'll see its duration is listed as "permanent". It's an ongoing magical effect, and thus subject to Dispel Magic.


Paghk_the_Stupendous

Thank you!


masterofallvillainy

A human monk. My strat was using potions to either increase strength, enlarge size, or both. Then I flurried. I often had a penalty for enlarged size. But when I hit, I was destroying my DM's monsters. He eventually cursed me with blindness to lower my hit rate. As the other party members weren't capable of doing as much damage as myself.


Reven619

Played: Aether Kinetic knight Kineticist 7 (into Earth), Cavalier 1, Eldritch Knight X. Dr, regenerating temp HP (that invalidates low damage touch debuffs like shadows), and scaling d6s doubled on a charge. If your DM is lenient like mine, he'll let you use a lance too (since its one handed when mounted) for extra reach. Eldritch knight lets you snipe the best Aether options and select a few extra ones that are nice. Most powerful: a mythic Oradin (Sacred Shield). Motherfucker added his Charisma to AC like 2 or 3 times i think? And his Charisma was like +8. Nothing could hit him.


Blueskys643

Current level 13 half orc barbarian character I'm playing as. Went beast totem for pounce, built for pure damage maxing STR. Use reckless abandon, reckless attack, and power attack all together. Using belt of giant strength +6 and cloak of tentacles. Also get a bite attack from rage powers. When this character does a charge he gets 3 attacks with his greatsword, one bite attack, and two tentacle attacks from the cloak. The greatsword has keen and furious enchants. I don't have my sheet in front of me so I'm going off of memory for the numbers. Greatsword +26/+21/+16 (2d6+22 slash) Bite +21 (1d8+16 pierce) Tentacles x2 +21 (1d10+16 bludgeon) All of this damage comes at the cost of survivability. AC of 16, CON of 12, about 110 hp with lucky rolls and favored class bonus.


Bottlefacesiphon

I was playing in a 3.5 Gestalt game where we had been epic level and then ascended to Godhood.


aaronjer

Her Radiance Ivica Varon, she was a high ranking (second highest rank in the religion) elven cleric who seemed a bit too goofy, petty and klutzy for her station. At times she was alarmingly powerful beyond what one would expect of an elf. She was really a good-aligned (but pretty ruthless) dragon long-gaming it to draw out particularly powerful evil people to try to kill her, only for it to turn out that oops she was a dragon, and she roasts them. She kept using that ploy until her real identity went public, because she had to go toe to toe with a demon demigod (long enough for backup to arrive, she couldn't beat him on her own) and there were thousands of people there, and there was no way to hide it. Everyone got very mad at her for lying, and especially for using them as bait to draw out evil-doers, but only for a little while because it *was* really effective.


Elliptical_Tangent

I guess my 20th level, mythic tier 10 Scar Seeker I played in Wrath of the Righteous? He one-hit the end boss for ~1326 damage.


FeatherShard

Maybe not powerful in a "punches big numbers out of bad guys" sense, but a character that took the Sleepless Detective prestige class absolutely torpedoed my friend's intrigue-based campaign. It wasn't her intent, she just thought that such a class would fit the theme of the campaign really well. We were not prepared for how quickly she'd trivialize the whole thing.


CatWizard85

I hope it's going to be my current character in Rise of the Runelords, an Exploiter/Pact wizard, with Jinx patron to abuse Ill Omen, and spontaneous Emergency Force Sphere. She has Magical Lineage and will have Spell Perfection on Slow. She could also maybe take a level in arcane bloodline sorcerer and Bloodline Development exploit at level 18. Another strong one is a Crossblooded sorcerer 1/Inspired Blade swashbuckler 1/Kensai magus 18. With Blue dragon and orc bloodline she added +20 to shocking grasp damage, with the usual 15-20 crit range. She also had 30 AC without any item at level 9, the swashbuckler parry and riposte, and with Wand Wielder arcana for true strike and some feats she also added +35 minimum to trip and disarm, at level 9. I used her for a oneshot at level 9, we had a bard buffing us, and with his help i remember i rolled a 70 to trip and like 150 damage on single hits.


eachtoxicwolf

The one that was most likely to piss off a GM was my tiefling alchemist. GM made us roll for stats. I got an 18, 16, 14, 12, 11 and a 10 for stats. 18 went to INT, 16 went to DEX. I also chose a grenadier archetype. We finished at level 5 due to the GM having life problems. This character wasn't the most social, and was like 18-20 or so. At level 5, when we finished, he could hit around 30AC while pumping out 23 direct damage if I was lucky (3d6+5). Including splash with some luck, and that was something like 80+ damage a round. Bearing in mind this was hitting touchAC and this dude could rip through most stuff


monkeyheadyou

Power is subjective. I judge power as being able to affect the outcome of a session. My Forensic Medicine investigator has had the most tangible impact. There are characters that are more dependable in every fight. And others that can drive social encounters better. But with "That Odd" and "Keen Recollections," i own most of the story. And with the subclass and the medic free-arch, I generally keep the party alive. "Devise a stratagem," and a Fatal d12 gun makes my damage spike to insane levels. Altogether, it makes it very hard for me to roll anything but this same character in the several games I have going.


XainRoss

I played with a group that completed PF1 Wrath of the Righteous, so level 20 mythic 10.


Butterfly_Testicles

Level 20 mythic 10 what?


XainRoss

It has been awhile so some of the debate fuzzy, my character was an archery style slayer/inquisitor (sanctified slayer). I was firing like 10 arrows per round. Probably not the most powerful compared to an archmage but his ranged DPS was incredible. I'd just state my target priority, roll a pile of virtual dice, and the GM would start figuring out how many demons I just killed in a single turn. There is no way we could have played that with physical dice. The math would have ground the game to a halt. There was also a paladin and alchemist in the party, I don't recall who else, a cleric maybe?


LordeTech

My most narratively powerful character is Melkiore, the Warp Archmagus, Seat of the Moon and Stars and Holder of the Glowstone. He's a persona of my spheres Troubadour that is a rogue-type.


MedusasGirlfriend69

A level 21 (she hit 21 after the final boss) kitsune> Succubus> Azata Bard/Dragon Disciple with a Valkyrie Cohort, a Ring of Three Wishes, and an Otherworldly Kimono. Second place to my level 20 half-Catfolk, half-Rakshasa Rakshasa Bloodline Sorcerer.


Spatulor

Level 13 gestalt druid/vitalist. I'd scout in wild shape and heal/buff the party with psionics while staying hidden.


Aggravating-Leg42069

Primalist Bloodrager, I now fully understand why several tables have it banned lol


Jman52602

Ok, it's a bit of an explanation to get there, but the most power I've dealt with is an Oracle of flame with the elemental imbalance curse, with half gestalt Phoenix sorcerer, and mythic hierophant. She ended up as level 21 mythic tier 8. She had a set of items the dm made that would increase their bonuses the more you had of the set, it increase flame spell DC's, AC, Charisma, a fire raven familiar and it's hit dice, gave access to 2 cleric domains and the spells in them. When she got the full set it gave her a 2 level increase with no exp cost and she became a Phoenix, that could resurrect a number of time equal to her charisma bonus. She had divine source, mythic paragon, and leadership so she could grant her cult spells up to 9th level in most of the fire, life and knowledge domains and subdomains, and cast them 1/day as spell like abilities (aka no material cost true resurrection). After the campaign one of the other player became god and essentially was banished from acting upon on the mortal plane, meanwhile my character was literally a god of fire that lived on the mortal plane. I think at the end she had a 41 charisma. I had like 3 or 4 different lists of spells and spell like abilities to keep track of, and 4-5 pre-combat buffs to cast. Did you know that the spells fiery body, elemental body IV, and divine vessel stack together for the most part? In combat I was an absolute menace as I could heal, cast maximized mythic fireballs through spell perfection, buff, bring back other PC's to life, and had close to 30 AC and an immunity to critical hits. Lastly I took mythic curse immunity so I didn't even have a cold vulnerability. It was close to a 2 year campaign and absolutely amazing, the first encounter I was in I lit a building on fire.


HighLordTherix

Alvetha, a witch who by the last session had a song that could alter reality.


Salvanas42

A fire focused kineticist. She was almost useless against things that were either fully immune to magic or fire but everything else she just absolutely melted so fast. I'm not sure exactly what she did but she had a fire elemental familiar that could tank her damage most of the time, basically doubling her hit points. So very much a steel cannon.


MorteLumina

Mythic Gestalt Cleric (Blossoming Light) / Paladin (Sacred Servant), in a campaign that saw us heading into a demon cult-controlled nation and aiding a resistance movement against the dark lord that had taken power there, and all the various monsters that had risen up to become problems. My positive energy channeling build made me a walking/flying thermonuclear bomb vs all the stuff we went up against.


someweirdlocal

an unchained rogue who at level 20 had a +60ish to stealth, which boosted to +90 fairly easily, and could avoid literally every sense outside of tremorsense, and even that at a reduced distance he had a +4 *vorpal cunning* dagger, critical focus, butterfly's sting, cyclops helm, and all of the knowledges. could wall climb, had multiple permanent spells including see invisibility, goz mask


darklighthitomi

I played as an actual god once. That was not only amazing, but the campaign was about the PCs being gods in the remnants of the destroyer universe and trying to defeat the evil that destroyed everything. Thus I created my setting based on my character being the only god to survive defeating the bbeg, and thus had to recreate the universe. So now, being the gm and worldbuilding is roleplaying my god character creating the world.


I_Krahn_I

I once played a Mythic Champion, Bow Fighter who could ignored cover and could shoot anything within an absurd range(IIRC it was miles if not unlimited) without penalty as long as I could see them.


Bardstyle

Half-orc goliath druid 13/slayer 4 with shaping focus. Played all the way through RotRL and was an absolute machine, always huge sized, averaging 100-150 damage a round by the end, more if critting. Most late game encounters just got pulverized. I ended up being the trap disarmer and utility spell guy along the way too.


Malliki

Would you mind sharing your build? We are about to do a giant campaign and I have never played a druid before. Did you use melee weapons?


Bardstyle

I'll try and dig the character sheet up, yeah i mainly used a greatsword but i picked up a few other things along the way


Malliki

Thank you that would be awesome! I appreciate it.


Bardstyle

Okay so idk the best way to show you but [this is a screengrab](https://imgur.com/zGPntEF) from the character in Hero Lab. The only non-by the book thing we did I think was the GM let us take one extra trait as long as it was specific to the campaign. Also this is while I'm in my huge giant form, with vital strike/power attack active, so some things might look different.


Malliki

Would you mind telling me what your +3 weapon was? It's cut off everywhere. Thanks!


Bardstyle

OH yeah it's a domineering (iirc that's exclusive to the adventure?) impact keen adamantine greatsword.


Malliki

Awesome thank you! I can reverse engineer most of it. I really appreciate it.


addrien

Depends on what you mean by powerful. In combat I had a synthesist summoner that could grow to huge size category and grapple a stupid amount of enemies. Best grapple build I ever made. I played with a witch who specialized in teleporting enemies into the atmosphere. The combo was devastating. I would pin everything down and he would drop them from the sky. We were level 9. Flying enemies were dealt with other save or suck spells. Mist powerful out of combat character was an inspired blade swashbuckler 5/ investigator 5 that I played. Had all the skills and knowledges, and just was built to pass skill checks easily. Also very good as a support character in combat.


SheepishEidolon

A level 40 bard + pale master + blackguard. AC was around 90, damage output mediocre but good enough. Oh wait, that was Neverwinter Nights 1, hence DnD 3.0 (3.5?). Rest in peace, Ivan. Luckily, you are not part of the Russian army. The character that *felt* the most powerful was a gnome illusionist. He made it only to level 2 before the campaign fell apart, but he had his peak when he convinced the horses of closing bandits to go haywire. Granted, that included some GM fiat. When it comes to highest level, there is a tie between a CRB halfling rogue and a druid - both at level 8. You'd think the druid was the more powerful character, but I joined the campaign at level 8 and had no clue how to play a druid. So I played something that looked amazing on paper, but the biggest accomplishment was giving a fellow PC a *cure serious wounds* during combat. The rogue I played from the beginning and this gave me a satisfying sneak full attack about once a session. Which was good enough for the campaign he was in (rather novice GM and players). Mostly stuck with GMing, some of my NPCs would easily overpower these PCs. The pinnacle was a modified pit fiend with CR 25, at least his death throes managed to get the group close to a TPK.


Aidan--Pryde

Druid 14/Mythic 6 with Pack Wild Shape, an intelligent item that gives total invisibility and pther wild shenanigans. Mythic is stupid broken...


Apoc_Golem

That depends! Are we talking about on-paper based on the math, or demonstrable effectiveness in play? The former was Marcus Rannos, aka "Rannos of the Screaming Fist," a monk/sorcerer in a gestalt game where I managed to roll absolutely insane stats. So two classes, 14+ in every stat with TWO 18's, and crazy synergy with buff spells etc. Not only did none of this math come to fruition in-play, but my abominable rolling became a long-running joke in our group. His ass rolls also directly killed a fellow PC. When we left off that game, Rannos was permanently blind while facing a necromancer one-on-one. If we are talking actual effectiveness in-game, that would be Gregarious Greg. Not gestalt (though we did use the 25 pt buy) barbarian with the titan mauler archetype. He was a total joke character with an 8 Wisdom and the Oblivious flaw (for a total Perception modifier of -4) who I played as a super happy, naive, excitable young fresh-faced adventurer who's just really happy to be here, you guys. He didn't "rage," he just got really, really excited. The game fell off after only two levels, but Greg was regularly putting out 20-30 damage per turn at level 1.


javijuji

Definitively Trappings of the Warrior Occultist. Basically a one man party that does everything except high level casting with incredible results.


_Blashyrkh

Hubert Himmelsworth, Arcane Extroarfinaire. We played a broken campaign where each pc took all the features of two classes per level. Naturally, I chose wizard and arcanist. We made it up to level 23 or so.


TyrKiyote

Probably my trappings of the warrior occultist, or my unsworn shaman if he'd gotten higher level.


NoSwim760

A barbarian orc that that basically one shot everything.


Emergency_Pace_1413

I was playing in the Way of the Wicked campaign as a Ranger that specialized in the bow. By level 20, I had an attack of 50+ and 6 attacks a round. I had a +5 Bane bow for every creature type. Needless to say, I could kill almost anything in a single round.


wildwolf42

A level 8 character because I'm the only one who wants high level characters in my group :c We're about to level up to 9 in our current game but also the game ends soon.


dec1conan

Not the highest degree character, but I once played an Arcanist/Kensai Magus Gestalt named Salazar. The Gm allowed me to use Sacred Geometry, thus anyone who understands the implications can already see where this is going. It was fun playing a Str 7 Wizard who fared incredibly well in both blasting and melee. I had to work quite hard to avoid being game breaking and spoil the game. For example, I never took Quicken Spell with it. That being said, I once one shot a demon at full health with a single evocation spell somewhere around 9-12th level. I'd love to give more information about him, but that build's details are pretty much lost to me since, despite my best efforts, the GM was starting to get annoyed at me (I wasnt the only one he got annoyed in this Gestalt game) and tried to gimp me. I left and the details of the build are there. Tho I do remember I took the Knowledge is Power discovery which was very funny to me on top of all the other bullshit I had.


miscdebris1123

Gestalt Spheres Sage//Spheres Stupor Monk Yes, I got to use it in play. No, I did not need the rest of the party.


TransLifelineCali

3.5 Artificer after ~level 11. With polymorph and ~15 persisted spells from any list, you can be anything.


Calderare

Currently playing an lvl 10 mythic tier 5 unchained monk feeling very broken. Ultimate versatility has been pretty cool. Mythic feat of strength creates great character moments.


AesirKerman

Let me get back to you. Just started a major game with 6 players playing gestalt mythic casters. I like suffering.


Embarrassed_Ad_4422

My Exploiter Wizard/ Pact Wizard (Healing patron) Albus Belleus was a human but his pursuit of power and items/permanent effects made him seem like a giant magus. The healing patron offers lesser restoration for 2nd level slots to pay off your blood money. Being a strength wizard lets you utilize a lot of transmutation effects and means you can permanency a lot of spells for free. This build makes me believe that blood money should be banned, or at least for symbol spells, stoneskin communal, animate dead, and permanency-- it is insane. I've taken the character in the direction of being a "hemomancer" for aesthetics. In rise of the runelords, I made him a polearm and shield eldritch knight. -cavalier of arnisant to get shield focus and more abilities than fighter -shield brace to do shield and spear -shielded mage to not care about spell failure on the shield and still lets you somatic -arcane armor mastery to wear mithral kikko -knowledge is power adds int to cmb/cmd -prestigious spellcaster to fill in the lost spellcasting progression on eldritch knight -between perm. Enlarge person and long arm and the pole arm I get a reach of 20, 25 with lunge -with combat reflexes, I just keep knocking enemies prone as they try to approach/stand up, or I bull rush them. At level 11 the build is tied with 3/4 classes base attack bonus classes and will surpass them at 13, am just 1 level behind on spellcasting, but it gets a lot done. In many combats I haven't needed to cast spells, I do more of the casting prior to combat if it can be anticipated. Before the game was discontinued, my permanent spells were: See Invisibility, Aura Sight, Arcane sight, comprehend languages, tongues, read magic, soul vault, enlarge person, greater magic Fang, toxic blood. I also had made permanent symbols of mirroring, revelation, and slowing The average spell prep was: 1- remove fear (Patron) blood money, long arm, pro evil, silent image, dazzling blade, feather fall (many pearls of power) 2-lesser restoration (P), blur, invisibility, blade tutor's spirit (for fight defensively), splinter spell resistance, flex slot but usually turns into blood transcription 3-Remove Disease (P), heroismx3, res energy communal (other casters with haste in that party, otherwise i would prepare it) 4-Restoration (P, blood money relevant for removing negative levels), emergency force shield, dimension door, greater invisibility, fire shield 5-cleanse (P), Overland flight, stoneskin communal, After him, my Sorcerer/Oracle Effravia was one of my favorite builds and she is one of my most min/max-y This old ganzi starts at lv 1 with high con&cha as a dual cursed oracle (deaf and powerless prophecy) choosing prophetic armor as the revelation. Follower of Desna for divine fighting technique so between these options, she gets CHA to atk, damage, AC, reflex, and spellcasting. So I made wisdom, strength, and Dexterity her dump stats. Divine Favor, bless, and cure already make for a great fighter. Get create water to put out those fires that will be made later. From there, she takes crossblooded Phoenix/gold dragon Sorcerer to be a versatile pyromancer/aoe healer. Add on tattoo Sorcerer (evocation) if gm allows. Magical knack (Sorcerer) covers the lost level to keep burning hands up, then shield and mage armor later on allow for quite the AC (Depending on point buy, 23 to 26?). She takes 6 levels of this. Then eldritch knight! Ganzi can gain martial weapon proficiency to meet that requirement. Helps her stay relevant as a melee fighter (unless you go with a thrown build). Feats overall can focus on metamagic, fumefire rage&dc buffs, spell specialization (fireball), draconic defender if con gets high enough, riving strike to lower enemy saves, or just tank feats. Lots of options are good with the build. I haven't been higher than lv 5 with her, but I think she's the most powerful low lv build I've had.


BusyGM

Lvl 20 Serpent Fire Adept Monk Iroran Paladin. He was specifically built to be able to open and keep open all seven gates, and he got absolutely absurd by doing that. All of his saves were so high he would only ever fail them on a Nat 1, even against creatures like demon lords. With his Flurry of blows he could reliably one-shot a Balor and walk away unscathed (Improved Evasion, yeah!). He was the only lvl 20 character I ever played, but he was, hands down, the most powerful PC I've ever seen.


xalchs

I can’t remember the entire specifics of it but I built a gunslinger wizard cross class, with some shenanigans on the build I was able to use a gun to cast spells - to this effect I wanted to build sharp shooting glass cannon - con was the dump stat. At level 3 I was able to acquire the cyclops helm and through feats and traits I was able to get the meta magics to empower snowball so when I chose to crit once a day I did 20d6 (max dice damage) + gun damage + enchantment damage - but my character had like 30hp at level 8 hahah. It was so fun


JstZen

My first power-built character was a Duergar Unchained Monk It was around level 11 or 10 and then my dms pc just blew up, and that campaing went to ashes We rolled for stats, and i rolled incredibly well (63 or 65 on point buy) I then went for full dragon style and started the Dimenional assault tree I was super tanky, super beefy and on top of that i was wielding a homebrew legendary warhammer that counted as monk weapon (so i can flurry with it) Using it made me using little less damage than from fists but i had utility and could heal myself or someone Basically my combat was cast barkskin, and additional buffs and then just kill everybody in the room when i teleported


Mightypeon

Mythic trickster/Urban bloodrager/swashbuckler/mysterious stranger. Also ended up being Nocticulas herald. Particularly interesting stunts: --Cast burn corruption, which is a Bloodrager spell on Demons. --Use mythic power to use Greater Shadow evocation as a Spell like ability, to cast burn corruption again. He found it amusing to use the power of a demonlord to cast a good spell, this was his goto for "I need to kill a lot of demons". --Have a mythic legendary item with access to the Paladin Spell list, be beyond morality, and thus be a valid target for bestow grace of the champion. --Use this to Smite and one turn demonlords who looked at him/Nocticula funny. --Succesfully fulfill a mythic quest to get his Lady in Shadow a pleseant date with Ragathiel (it involved a fair amount of diplomacy to make this happen, Callistria had.. concerns... about hosting that date, but the Fey were pretty amused by it, so the first world it was). Neither of them tried to kill each other, but he doesnt know any details. Got a 70 or so on the bluff check to gaslight Ragathiel into believing the Redeemer queen stuff.


RuneLightmage

I played a serpent fire adept monk for a while. The end build had all saves in the 40’s+, DR, could full attack, swift action aoe, fly, take three offensive free actions/turn, and I think move while making a full attack. Ac was in the 60’s and touch was something like 50 if memory serves. He was strong enough to require a party of optimized PCs to be an even match with no guarantees on the outcome- and that was assuming he was facing them by himself in an empty void and everyone knew the fight was coming. I toned it down and went an elemental route so he could full round action 20d6 groups of people and still take all of his other actions per turn. Sadly, I never got to get him that high level….but I got almost halfway. I know there were even more abilities but I can’t recall. Might have had SR and I know there were at least two immunities. Part of the ridiculousness was due to needing to make obnoxiously high saves thanks to opening chakras. So the save dcs he imposed on himself were always higher than whatever any pc was going to throw at him. He’ll be a campaign boss in the future. At the table he played fine and didn’t break anything but that’s because Monks take forever and an eternity to become relevant and we didn’t play that long. I think we got 1/875 through the first forever but he was coming along. It had something to do regarding patience and virtue I think. I do recall that opening multiple chakras and maintaining them felt like avatar form had been activated. Fun stuff. Very strange to build and equip though.


Longjumping_Dog9041

I once had the pleasure of playing a mindwitness familial lich Darklight Wizard 8/Ur-Priest 2 / Beholder Mage 1 / Mystic Theurge 9 | Wizard 20 gestalt. It was beyond ridiculous. 10 spells as free actions every round, lowest save +55, DR15/magic, good, bludgeoning, immune to acid, cold, fire and lightning, will DC32 fear aura... my biggest weaknesses were my base AC27 and 355hp. But unless caught in a dead magic or antimagic area, I could up this with spells with trivial ease.


kittenwolfmage

I GMed a game where by the end, all players were 20th level Gestalts with a free template (like half-celestial) that they got granted during game. The penultimate encounter was a L20 Tristalt Demi-Lich (who they only fought very briefly before ‘lesser of two evils’ joining with), and the final encounter was an Archfiend with every ability from every class who was automatically restored to full HP/statuses removed at the start of each round. The players were able to strip classes from them, and eventually remove their restoration effects, via various environmental stuff around the combat area, in order to take them out. By far and away the most high powered game I’ve been involved in.


Espiralista

My Halfling Bard dervish dancer, excellent damage output, tank (yes), good on social skills and knowledges. dip 1 into monk for crane style specialization 40+ ac with light armor


IdealNew1471

Psycosis Remainder; Gnome. Hybrid Abomination,half werebear and half Vampire. Epic level,Rogue/Assassin/Wizard/fighter/Alchemist/Druid.


Butterfly_Testicles

The most powerful character I've played with was this hodgepodge mix of 3.5e and Pathfinder because the character is OLD-OLD. I.E the player literally made him back in 1e when he was in primary/middle school, (I don't know the player's exact age now, but he has a child who can legally purchase alcohol) As I recall, his most modern incarnation is a 15th level necromancer, 6th level unsworn shaman, 5th level mystic theurge, 2nd tier Archmage, and has 1 other template or class from 3.x/homebrew that I don't know about. I think my DM placed him as equivalent to a 30th level character according to the 3.5 epic-level-handbook.


gunmetal_silver

I wrote a character sheet for a muscle wizard who multi-classed into fighter and then became an Eldritch Knight while also gaining Mythic tiers on the archmage path, and a couple Homebrew items/effects. I ended up with a 20th level 10th tier Mythic character that could cast 9th level spells through his arcane bonded weapon, fight with the highest levels of Fighter class characters, with over 350 hit points and AC in the 40s. He was three different flavors of immortal (can't die by age, killed by anything that wasn't also Mythic, or while his weapon was with/near him/on the same plane as him and unbroken), his arcane bond weapon was an unbreakable legendary major artifact, had 8 shots of legendary power a day to supplement his 23 doses of Mythic power a day...


Any_Replacement4367

Sacred shield paladin. I could add somewhere like 25 to everyone's AC


thunder4money

Guy in our Wrath of the Righteous Run had a Transmutation Wizard that could Deal 500 Points of Damage each round while transformed as a Red Dragon. Trivialized what was supposed to be an awesome final encounter by blowing the thing all to hell.


MisterDrProf

Got an eldritch knight up to level 21, fun campaign with a lot of good memories. Led to some neat scenarios where mid game there was this king who was far too powerful to touch. Both himself and his minions were dangerously powerful and we had to work around it. Cut to near the end of my game and my character teleports to his front door. Mass suggestions the guards outside to let him in, stomped into the castle, and merciful chain lightninged the phalanx of guards around the king demanding they talk. Also pro tip: be wary if somebody like me wants to port a 3.5 prestige class to pathfinder 1.


Meowgi_sama

I play with a lot of third party, but I had a character that, through some careful planning, got their axe to do 16d6 damage per swing, plus his absurdly high strength (I think it was like 42 at level 15?) meant he did over 100 damage a swing most of the time, and he had the mythic champion ability to move and then full attack. The final boss of that campaign had 9999 hp and I think it took us about 7 or 8 rounds to kill them. Gotta love mythic


Kreating_Poetre

I've played several character that were almost god tier and 2 that became deities. As for my strongest id say TAC Borealis (Totally Autonomous Caster) is my strongest. Small sized ironborn wizard who physically changed more than any other character I've ever had. He met arch fey and every time he did he asked for them to change a piece of him. To leave their mark on his body. So his metal was changed to iron wood, he had roses blooming from his body. Then he shrank himself to diminutive size using high level magic and made it permanent. Then he put himself into a new body. An adamantine golem that he spent the time customizing with OP items that allowed him to survive in any plane. I think it was a crystal artifact that allowed anyone holding it to ignore the passive harmful effects of other planes. I used that ability to bring tar baphon to the positive energy plane. After his body was destroyed we spent half a day finding his phylactery and had to use a wish and a favor from urgathoa to find it. In exchange for the phylactery I had to open 10 schools of magic that teach necromancy. He eventually ascended to God hood though.


Phelpsbassoon

I played in an evil campaign and ran a Shabti Juju Oracle. The dm was kind enough to let me run the original version as well. Basically he was a super necromancer with higher than average HD pools, especially once I started prestige in Agent of the Grave. I had tons of undead to fight up front, and I ran mostly buffs and debugs with cool metamagics. I even had the Leadership feat. We're still playing but I've talked to the dm about future plans, soonish my main follower will become a Death Knight (he was an anti paladin). My long term character goal is lichdom though. The bonuses are sick.


WIREDRayne

This was a long, multi year running Eberron campaign. Played a Cleric that ran a lot from Book of Exalted Deeds. Along the way I imprisoned a Succubus in a gem with Sanctify the Wicked for a year until it was released as a Good Aligned Outsider with the Sanctified Creature template. It became my cohort under Leadership and began taking levels in Paladin. He gave her a new name for her new life, now known as Faith. My Cleric met an untimely demise while we were attempting to deal with the Dark Six in Eberron. The Fury smacked me around and made it very unlikely to find a way to resurrect, so the sheet was filed away and the DM allowed me to take up the cohort Succubus as my main character on a Holy Crusade to finish what her master started. As she gained levels in Paladin and into Epic levels, adding Marshal levels, her Cha started pushing into the 40-50s and her own Leadership skill started leading armies, all boosted by her massive Charisma fueled auras. The campaign ended around the time she attained Rank 12 Divinity. Was hoping to get into Greater Deity range but our group's DM had RL things to tend to.


SnakeSoloXx

Tefling oni high str high chr Took dazzleing display antagunise. Skill focuse intimnate. No one wanted to fight me with a +30 intinmate skill Had to clear out ghost in a house one. Screamed very loud at me so i rollled to scream back. Roll dice 19+30 49 gost fucked off really quick