MOST broken class, race, etc?

RACE: Anthro Whale. If we're just talking races with no racial HD, I'd have to go with the Half-Ogre.

TEMPLATE: Feral. +6 Nat armor, +10 land speed, all HD become d10s (great for rogues), Darkvision (starts at 60', increases as you level), great abilities like Improved Grab and Pounce, +4 STR, -2 DEX, +2 CON, -4 INT, +2 WIS. Oh, and Fast Healing. They never have to heal up between combats. It's hard to overstate how useful this is, unless you have a character in the party that has it you probably don't realize how useful.

SPELL: Microcosm (a psionic ability). It's 9th level, but it causes them to slip into a coma forever. No save, and Instantaneous duration, so it can't be dispelled.

FEAT: Nymph's Kiss. +2 to all cha-related checks (skills, turning, ect), +1 to all saves, +1 skill points every level. Yeah, it's Exaulted, but it's heads and tails above all other exaulted feats as well. Best. Feat. Ever.

CLASS: Cleric. Yeah, it's been talked to death, but the Cleric is still the best class in the game, both for long range power, and for dipping one level (those two domains can be nice if you pick the right ones).

PrC: Mystic Theurge. The Red Wizard's Circle Magic is broken, sure, but PCs won't be using that much. It's mainly an NPC class, and so it's easy for the DM to make sure the Circle Magic isn't overpowering. The Mystic Theurge, however... wow.
 
Last edited:

log in or register to remove this ad

Hardhead said:
SPELL: Microcosm (a psionic ability). It's 9th level, but it causes them to slip into a coma forever. No save, and Instantaneous duration, so it can't be dispelled.

It's exactly the same thing as power word kill. It has a hit point cap, of course. Furthermore, it can be undone without using true ressurection - it's just not easy to do so.

PrC: Mystic Theurge. The Red Wizard's Circle Magic is broken, sure, but PCs won't be using that much.

True enough, but it breaks NPCs like crazy, as you've already said.
 

Hardhead said:
TEMPLATE: Feral. +6 Nat armor, +10 land speed, all HD become d10s (great for rogues)...

Uh... isn't it just racial hit dice that change to d10s?

I thought class hit dice were as normal...?

-Hyp.
 

Mmmm, here's my ECL 12 critter I was going to use for an ENWorld game of death that never got up (I dropped out anyways, too lazy to tone him down). If a head was cut off, he could take a run action with his 50 ft. nonmagical movement to simply run away before some one could throw alchemists fire on him, and keep running til he regrew two new heads :)

I'll post some more broken 3.5e and 3e core and etc... stuff later, one of my favorites I won't quite say until the current GoD is done :)

CECIL - Feral, Three Headed, Lernean Ogre

Large Monstrous Humanoid (Lernean, Ogre)
Hit Dice: 10d10+120 (73 hp per head), In Antimagic: 10d10+110 (70 hp per head)
Initiative: +4 (+4 Improved Initiative)
Speed: 50 ft
AC: 18 (-1 size, +9 natural)
Attacks: Claw +20/+15 melee, Claw +20/+15 melee; 2 Rakes +19/+14
Damage: Claw 2d6+10; Rake 2d6+5
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Improved Grab, Pounce, Rake
Special Qualities: Fast Healing 4, darkvision
Saves: Fort +22, Ref +3, Will +3, Fort +21 in Antimagic
Abilities: Str 30, Dex 10, Con 32 (34), Int 3, Wis 10, Cha 4
Skills: Jump +23/+53
Feats: Combat Reflexes, Greater Fortitude, Improved Initiative, Superior Two-Weapon Fighting, Weapon Focus (Claw).
Challenge Rating: 10
ECL: 12
Alignment: Chaotic Evil
Lernean Subtype: These multi headed creatures have bodies that are immune to attack (but see below). The only way to slay a Lernean creature is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernean creature may never have more than twice its original number of heads; any heads it gains beyond that number wither and die within a day.
To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear.
Spells such as disintegrate, finger of death, and slay living kill a Lernean creature if they succeed. If the spell deals damage on a successful save, that damage is directed to one of the creature’s heads.
Darkvision: This creature can see in complete darkness, up to 90.
Improved Grab (Ex): When this creature hits with its claws, it attempts to start a grapple as a free action without provoking an attack of opportunity.
Pounce (Ex): When a creature with this special ability makes a charge, it can follow with a full attack--including rake attacks if the creature also has the rake ability.
Rake (Ex): A feral that gets a hold can make two rake attacks at its full melee attack bonus with its hind legs. If the feral pounces on an opponent, it can also rake.
Superior Two Weapon Fighting (Ex): Because each head controls one arm (or analogous weapon-using limb), a multithreaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and the damage bonus for each weapon are calculated as though the weapon were held in a primary hand.

Items-Amulet of Antimagic (Antimagic Field 1/day on Command Word, 11th level caster), (23,760 gold), Bracers of Health +2 (4,000 Gold), Cloak of Antigmatic (Antimagic Field 1/day on Command Word, 11th level caster) (23,760 gold), Ring of Jumping (2,000 Gold), 12,480 gold remaining

P.S., Edena of Neith started a most broken spell combination thread in general a while back, you can search that one up for some good ones.
 

Sollir Furryfoot said:
CECIL - Feral, Three Headed, Lernean Ogre

Not sure whether or not to comment on this, but I am curious ;) How does this hit what you say?

Ogre (base)
4d8
LA +2

Multiheaded - 3 (2 extra)
HD +4
LA +3
Lerneand LA +2

Feral
LA +1

Total
HD 8d8
LA +8
= 16 total

What am I missing?
 

(Psi)SeveredHead said:
It's exactly the same thing as power word kill. It has a hit point cap, of course. Furthermore, it can be undone without using true ressurection - it's just not easy to do so.


But you need to find a Psion (generally much rarer than a cleric) that's at least 18th level, and knows the Microcosm power (considering the vanishingly small numbers of powers known for Psions, this is incredibly difficult). It's damn hard to get someone un-Microcosmed. Microcosm doesn't have a hit point cap, but I think you meant Power Word Kill does, anyway.


Uh... isn't it just racial hit dice that change to d10s?

I thought class hit dice were as normal...?

Nope, all HD are changed. Here's the HD entry, in full:

Hit Dice: Change to d10.
 
Last edited:

Hardhead said:
Nope, all HD are changed. Here's the HD entry, in full:

Hit Dice: Change to d10.

But it's an inherited template applied to a base creature.

You change the base creature's hit dice to d10. At birth.

Then he takes a class level, which has hit dice that have nothing to do with his race.

-Hyp.
 

The half-golem template is nasty, too. Immunity to almost all spells and spell-like abilities? Sign me up.

Although there is the quibble about whether immunities can be dropped at will. Could be quite interesting to have, say, a wizard who cannot be the subject of any spells, even her own.
 

Hardhead said:
But you need to find a Psion (generally much rarer than a cleric) that's at least 18th level, and knows the Microcosm power (considering the vanishingly small numbers of powers known for Psions, this is incredibly difficult). It's damn hard to get someone un-Microcosmed. Microcosm doesn't have a hit point cap, but I think you meant Power Word Kill does, anyway.

Microcosm
Telepathy (Cha) [Charm, Mind-Affecting]
Level: Psion 9
Display: Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One living creature or one or more creatures within a 15-foot-radius sphere
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 17
When microcosm is manifested, it can target either a single creature or a group.
Targeted: If microcosm targets a single creature, that creature’s senses are pinched off from the real world if it has 100 or fewer hit points. The subject’s senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply and will eventually die of thirst and starvation without aid. However, the subject lives within its own made-up world until the time of its actual death.
Area Effect: If microcosm is manifested as an area effect, it sends creatures in a 15-foot-radius sphere into their own (unlinked) catatonias. It affects only creatures that have 30 or fewer hit points, and only up to a total of 300 hit points of such creatures. The power affects creatures with the lowest hit point totals first until the next creature would put the total over the 300 hit point limit. (Creatures with negative hit points count as having 0 hit points.)
Manifesting microcosm a second time on a subject can turn its sensory pathways outward once more. Otherwise, only very powerful psionic powers or similar effects (such as psychic chirurgery or the spell greater restoration) can undo the mental crosswiring that creates a private world.

Again, it's the exact same thing as power word kill.
 

Can't believe no one's mentioned the Desmodu yet. +10 Str, +8 Con, +6 Dex, +4 Int and Wis, +5 natural armor, large size, blindsense to 120', several other abilities.... Only downside is a base 20' speed. The cost is 12 Monstrous Humanoid hit dice (which as already mentioned are very good hit dice) and a +2 level adjustment. It's VERY overpowered for the cost, IMO, which makes it a great choice for an arena :D

P.S. - Throw the feral template on that guy and watch the fun!
 

Remove ads

Top