Cus' screw bard. Every round is Leap/Jump/Fly->Strike/Flurry->Mountain Stance. Legal Information/Open Game License, Fan Labs Now, problem solved. As long as you do not do something weird with your ability scores I thought you would always end up with something functional. The bolt can be removed with an Interact action, which causes it to melt harmlessly without detonating. The bolt deals 1d8 piercing damage and lodges in the target. That's just unfair. You would need to somehow source Graveknight armor and put it on your minion, correct? "Creative" Interpretation - Master Poisoner/Sapper. No just dumping a characters stats into the ground to make it bad, kinda defeats the purpose, Assume that when someone goes to play this build they also get to choose what items they get that are appropriate for their level, based on the chart in the handbook. The minion will take 0 damage and your victim will take a lot of d12s. The minion will take 0 damage and your victim will take a lot of d12s. Basics. The issue is you can’t attack, because both Mountain Stance and X Forms say “the only Strikes/attacks you can make are...” so we need a way to exit Mountain Stance. The dex cap of +0 means nothing. During this movement, you ignore difficult terrain and any circumstance or status penalties to your Speed. 1. Favored Terrain becomes an option at 2nd level, basically giving you the wild stride ability in your chosen terrain before you get it everywhere, and, once that happens, further enhancing your mobility in that terrain. | FateCoreSRD This bond can take one of two forms. Once within a tree, you can teleport from that particular tree to another tree. | 5th Edition SRD And the Legendary "Jack, Proficient in All but Master of None" where you take every multiclass available and turn into a very confused amalgamation of front-loaded classes. For two, and perhaps more hilariously, if you shove someone off a cliff they don't fall until their turn ends, leaving them free to Leap or Jump back onto the cliff once it is their turn. (Some of these are alright situationally. A few other poisons - Hemlock, Wolfsbane, Nettleweed Residue, Arsenic - that would also qualify but are either too weak or have a massive onset time. Except conditions, there's just too many of those for me to remember. Character Sheets At 1st level, a druid forms a bond with nature. Look at life Cleric, and compare them to the Nature domain. These are both feats that let you Creation at will. New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. Creation has always been one of those spells that is absolutely broken. Bard also only has access to one Core cantrip that does damage, it's a save, and only deals a d4 of damage, imposing disadadvantags on the NEXT ONE attack roll. If your build relies on a specific item you're free to give it to them, but no just making a fighter with no gear, Investment into athletics for Leap/Jump related feats (notably: quick Jump). Hey, I can track humans and half elves, but only only those two. Wild Stride (Su) The arcanist can spend 1 point from her arcane reservoir to ignore impediments to her movement and vision in natural growth. Depending on DM ruling, it might be the horribly weak broken, overpowered broken, or dysfunctional broken. In fact, the only text in the game that makes you fall is this (on the Fly action): You move through the air up to your fly Speed. This combo does 48d6 per turn, 72d6 once you get major energy Mutagen, for 2 reagents. And it is rare/epic enough that it is probably a good idea for a GM to keep it that way. So I figured for the fun of it why not see if you guys can come up with any absolutely busted or downright terrible builds in 2E. | Dungeon World SRD Along with this, we have the wonderful feats such as Dungeon Delver in a non-dungeon campaign, Charger, Linguist (Unless you're in a political subterfuge campaign), and the entire "____ Armored" chain. Like Monk/Wizard or something along those lines. To deal ludicrous damage in 1 turn (Quick Alchemy-> 2 energy mutagens with double brew, consume both and immediately use breath weapon). Stride Move Source Core Rulebook pg. On par until level 17 and on par with the base champion past there. By jumping, we no longer touch the ground which means we cease having the requirements for Mountain Stance. Well, all is good! Now we come to the second problem - Creation has a range of 0 feet so you're dumping the whole 5ft cube of this level 19 poison on yourself. There are some moderate ones, but a lot end up as extremes for that spectrum. Wild Stride (Elf) Choose a favored terrain from those listed in the ranger favored terrain class ability. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall. It sounds like I'm really good at math, but I just can't apply it. The bard has a multitude of features that just don't work, in subclass and core, such as Counter Charm, which is worded in such a way that you must guess whether a creature will be charmed or making a check against being charmed. If you Fly to the ground, you don’t take falling damage. Green: Good options. Make a spell attack against a target within range. 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