Minmaxers... Unite?
Pathfinder players, I need help for my brother.
He's going to be playing a game (I'm not in) in which the DM is challenging players to create strange, wild, potentially OP characters using the Race Builder rules.
The idea is to go hog wild and find advantages.
As a starting point, he wants to play a strong character. Probably a plant. He considered minotaur, but it's a bit "overplayed". So some manner of treant... I assume with high reach, because apparently that's cheap as hell, but I don't know pathfinder at all.
He's also looking at Rock Throwing which seems pretty great for a strong slow character.
We were talking about Ent, but I think he was hoping for something even more unusual. Remember, the DM is specifically looking for oddball stuff.
(thanks that update Sergius, how has it been going since then? I hope it's working out)
How many racial points does he get? What class does he want to play? What level are we starting at? What amount of magical items does he have access to? Does it include custom items? Can't properly min-max without this info.
Personally I'd drop the Large size idea, since getting that is as simple as drinking a potion of Enlarge Person. You want to ideally pick stuff that isn't offered by any other easily accessed spell or ability, and will apply to almost all situations.
As an example, here's a compilation of stuff I'd put on my shortlist of must haves:
Lucky, Lesser (2 RP) - Flat +1 on all saves that stacks with everything and can't be bought
Spell-Like Ability, Lesser (1-2 RP) - Gain a 1/day spell from any first or second level list. Creativity is key here, but focus on stuff you can't get in potion form, like the Shield spell.
Spell-Like Ability, Greater (3-4 RP) - Gain a 1/day spell from any third or fourth level list. As above, but gets incredibly good when you consider options from the Paladin list like Greater Angelic Aspect or Holy Sword, as well as stuff like being able to cast Stoneskin or Restoration without a material component cost. Creativity is rewarded with this.
Flight (4 RP) - Having flight is an automatic win against some types of enemies, especially at low levels. Worth the cost, though not more than once.
See in Darkness (4 RP) - Screw light and concealment, this means you never have to worry about vision based troubles again, though watch out for invisibility.
Finally, all the stat increase options are good, but my favourites are Dexterity and Constitution, plus the caster stat if you're playing some form of spellcaster or Strength if you're playing a melee character. +2 Dexterity is equal to +1 initiative, +1 AC, +1 reflex saves and +1 on a bunch of skills, and so it's always a good investment. More Constitution is always a good thing, and then you put your final +2 into the stat that matters most to your character role, be it weapon damage or spell saving throw DC.