Submit your strange, offbeat, or funny character ideas, please.


Advice

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lastknightleft wrote:
Goth Guru wrote:

Warforged?

Sir Bender, the metal knight. Must say as many Bendderisms as possible. Equal levels Fighter and Rogue.
Marvin, warforged oracle. "Oh great, another ambush."
AstroBoyton, sorcerer. He acts like his inventors son, to perserve that humans memories. Starts out with magic missle and then takes fly as soon as possible.
He shouldn't be Sir Bender he should be Titanius Anglesmith, Fancyman of Cornwood

Thanks, I forgot.


Molly Dingle wrote:

How about a bard named Doray Mifaso LaTido? ^_^

An anthropomorphic cat-person who can't speak proper Common, and has a taste for ground beef sandwiches with cheese...

I can has cheezburger?

heehee

CURSE YOU! I want the last hour of my life back!


How about a high profile surgeon who specializes in healing military wounded. After a particularly brutal fight, something snaps within him and he decides that the only way to truly heal these people is to kill the things hurting them.

This concept works equally well for any class with the ability to heal, and rogues with ranks in heal (sneak attack = understanding of anatomy).


A friend of mine has an idea for a dolphin wielder: Improvised Weapon Mastery + high strength + dolphin (possibly from Summon Monster I) = pain.


Pimidin of the holy sausage.

Paladin with catch off guard and improvised weapon mastery, and the weapon divine bond. Uses his sausage two handedly to beat succubi back to the infernal planes they come from.

Lion Tamer Cavalier.

This one is Str 7 Dex ungodly with 4 levels in duelist using a scimitar. I posted it earlier in the advice section.

Half elf Zen Archery Monk with a bombed Dex and the Wisdom in the Flesh trait applied to acrobatics, taking the blind fighting feats, alertness, and has skill focus to perception (as well as the sharp senses feat)... the guy can spot you even if you are invisible and shoot you as well... just don't ask him to walk while chewing bubble gum.


Developed an NPC for Carrion Hill that was a lot of fun: a CN ghoul necromancer that constantly chewed on his minions to avoid being "uncivilized" and eating his "colleagues" (two bound and gagged wizards).

Liberty's Edge

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You could hand him a well-spoken paladin with maxed diplomacy... who's a full orc. Just make sure he's wearing full armor and a helmet, so the party doesn't mistake him for a bad guy.
"I would take offense at your insult, good sir, were there truth to it. I must assume, however, that you speak from ignorance. I am an orc, yes, and you are a human. Let us put these words aside and reason as equals this day."


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I had a player end up with a VERY odd character. After much gameplay his gnome illusionist had the following features:

Small horns on his head.
The ability to change his skin color at will to anything he can think of.
Dreadlocks.
Teeth made of platinum.
A badly damaged mask and some very stylish cloths.
FOUR FREAKING ARMS.
The ability to shoot his hands up to 15ft and have them come back and reattach.
The ability to spit live butterflies.
The ability to open his mouth and have the classic angelic chorus effect.
Shine beams of light from his eyes and mouth at will.

Most of this he paid to have done to himself.

Another character from a different campaign was a dwarf who turned partway into an earth elemental so he looked like a sotne statue of a dwarf. Later due to some odd effects his stone beard and hair fell out and grew back as real hair.


A venerable(-6 physical, +3 mental) gnomish oracle of lore with sidestep secret and very high charisma.
With the other revelations, he'll laugh bardic knowledge in the face.

Throw in clouded vision and a few "senior moments" of forgetting just what he was about to do, or getting off track when thinking about something with knowledge checks.

Have him talk in a funny way and take leadership for a companion paladin protege with a "brilliant energy longsword" that calls him "Master Yoda".

Scarab Sages

A group I used to play in did a "funny" game once.

My character: Awakened Monkey with Monk levels. (Pre-CW Ninja) I was trying to talk the GM into letting me use the Wild Rooster stats I found online somewhere with a War-Trained template and a Dire Animal template for a mount. Ninja Monkey riding a Dire War Chicken. (Group drifted apart before we finalized the idea.)

My wife was playing a Svirfneblin Bard. This was FR where the Svirf's are manic homocidal xenophobes, but this guy was an oddball, friendly Svirf, but had no concept of surface races' morals or etiquette, so was constantly making inappropriate jokes or comments.

We also had a psion who had botched a mind transfer with his dog, and was now stuck there...

In another oddball campaign; a "highly morphic" world, I put together "the footstool". Small Animated Object, Wizard. Used things like Mage Hand to actually DO things. (We never did really get that game going, unfortunately.)

This last one has never really gotten beyond the character concept and planning stage: Saurial Sorcerer/Druid/Arcane Heirophant with a Compsognathus familiar companion. The "Dinosorcerer".


Another friend of mine played a game and ended up with an exotic dwarven wizard-bard-pirate with a Spanish accent. Of course the game was a blend of Munchkin games.


Name Violation wrote:
an orc barbarian with a really low int who thinks hes a wizard, hits people with a book and screams "arcane damage"

I played a Dwarven Fighter like that in 2E. If memory serves me right, Dwarves were not able to be wizards in 2E. He would use weapons in place of spells... SHIELD! *shield bash* FIREBALL! *throws greekfire* ENTANGLE! *throws net*

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Particle_Man wrote:
Another thread had Mittens, the awakened housecat.

Reminds me of an Urban Druid I once saw concepted on here... Crazy Cat Lady. All cat'd up... Companion(s), Cohort, Followers, Summon Nature's Ally, etc.

-----------------------------------
One of my more recent, yet unplayed concepts is a young Tiefling Rogue or Bard who thinks he's a vampire or becoming one. (Possibly having been bitten by a bat or something ridiculously unrelated... squirrel? LOL)He's an orphan and around puberty the 'changes' started taking place... pale skin, red eyes, fangs, cravings for meat, etc. Your choice on the chages really, there's a thread around here somewhere titled "1000 Tiefling Physical Traits" or something like that, for ideas.

Scarab Sages RPG Superstar 2013

We have an evil game in the works with a lot of strong character ideas. One of our guys known to vacillate from one concept to another until the day before we start a campaign, is considering an evil druid whose ethos forbids him to waste any part of the human.

Scarab Sages RPG Superstar 2013

Daniel Moyer wrote:


Reminds me of an Urban Druid I once saw concepted on here... Crazy Cat Lady. All cat'd up... Companion(s), Cohort, Followers, Summon Nature's Ally, etc.

We had a crazy catlady at our Xorvintaal event. One of the dragon palyers went around giving cats to PCs as favors, which really meant testing their reactions for worthiness.


Uh, geez, did I wander into the correct thread. I write these ideas down in my spare time.

1. A cleric of a good deity who's a heretic, and has some weird evil domain for philosophical reasons (ex Sarenrae cleric with Sun and Darkness domains)

2. An actress who goofed and rolled a 30 on a perform check, got noticed by the god of the arts, and is now a celestial sorcerer.

3. An elf samurai. Wield an elven curve blade, and spout bad haiku.

4. A barbarian (say, a Shoanti) stuck somewhere they have to make a living throwing 'luau' parties that are offensive parodies of their culture.

5. A chaotic evil red dragon sorcerer who wants to conquer Hell and the Abyss, just so he can sit on a throne made of skulls and laugh. He'll help the PCs do whatever, just as long as it takes him to forge an unstoppable army of giant insects (think Behemoths from Nifft).

6. A gnome paladin who smites things with an earthbreaker, and is a lawyer (aka Phoenix Wright).

7. A duelist who was cursed into the shape of a frog-person, and isn't particularly keen on changing back again (ex Frog from Chrono Trigger, or Porco Rosso).

8. A warforged scout monk who specializes in throwing shuriken and haggling (aka Robot Ninja Haggleman from Retro Game Challenge).

9. A bard master of the bladed scarf, who then PrCs into Dervish. She leads an adventuring party of other circus performers (strongman, animal handler, illusion master)

10. An adventuring party composed entirely of mermaids. 1 barbarian, 1 monk, 1 cleric with the Travel domain, and 1 bard with expeditious retreat, to offset the speed penalty. Seriously, I think merfolk are awesome.

Liberty's Edge

ohako wrote:

7. A duelist who was cursed into the shape of a frog-person, and isn't particularly keen on changing back again (ex Frog from Chrono Trigger, or Porco Rosso).

I actually had a character like that in. . . 6th grade. . . 25 years ago!

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I had a blast a while back playing a character loosely based on the pseudo-undead original MMII entry. He was a pseudo-werewolf. He believed he was a werewolf, and each full moon, he'd run off away from the party, and appear the next day dissheveled (more so than normal) and they would hear tales of a horrible beast that had killed someone the previous night. He also had a strong aversion to silver, refused all silver treasure, no matter how useful it was, and would even break out in a rash if he touched silver. As a ranger with a favored enemy of wolves and wolf like creatures (2E) they knew he had something from his past that had to do with lupines.

Eventually, the rest of the party was convinced that a werewolf was following him, and that each night of the full moon he would go off alone to try to kill it. Eventually, after over a year of playing, they set a trap and were astounded when he ran into the clearing they were camped in, buck naked and frothing at the mouth. They were so stunned that it wasn't an actual werewolf, that they didn't react in the first round of combat, and he attacked the nearest of them with his teeth and scored a critical hit. After capturing him, they tried helping him cure his condition, to no avail, since all of the traditional cures (and curse removal magic) had no effect - since he was, in fact, not cursed or a werewolf at all. As an insanity, only a heal spell or stronger magic could cure him.

Dark Archive

A gnome bard whose obsession is with profession (naturalist). He's okay with killing the people who get in your way, but insists you subdue all the animals/magical beasts/plant creatures instead of killing them. Then he puts them in the giant cages he's always making his horse lug around.

This could also make the game more challenging for creative players :)


My three favorite offbeat characters that I have actually played were the following:

An awakened potted plant psion. He was eventually re-planted into a psicrystal shaped like a planter so he could move.

A human chef (ninja). He was broke and his prospective future wife wouldn't marry him unless he had a job. In his case he was a ship's cook. He dual wielded cooking knives (kukris) and all his ninja abilities were simply gained during his "unusually intense" culinary school days.

A shifter druid (in-game he was a cursed human, shifters didn't exist in-setting) who was haunted by the spirit of a magical elk he had killed as a teenager. In stressful situations the elk would take over and allow him to shapshift (into elks from wildshape, elk hybrids from shifting), cast spells, etc. Effectively all of his druid abilities came from the magical elk that only he could see. It was unclear whether any of this was actually the case, or he was simply insane.


How about Special Abilities for Monks based on the "drunken fist" style of fighting. (serious idea) I'm making a monk character, and after watching Jackie Chan's fighting style and the comical Drunken Fist in various anime and films I came up with these.

Zui Quan
From 1st Level, thanks to your training in the “Drunken Fist” fighting style, which mimics the movements of a drunkard, you can continue to fight even when intoxicated by substances such as alcohol or hallucinogens, or minor illusion or staggering spells.
Benefit: You can still perform normal attack, defence and movement actions with no penalties for the duration of the intoxication.
Benefit 2: You can roll a Percentile die to repress the intoxication for this turn at the start of your turn, also eliminating the drawback of this special ability (the percentile required is decided by the GM). This benefit cannot be used 2 turns in a row, even if the roll is unsuccessful.
Drawback: Skills, Special Abilities and Spells receive a -2 on their success roll. Also, if the intoxication wears off during battle you gain “hangover” causing you to be flat footed for the length of a 1D4 roll. Intoxication and Hangover are removed at the end of battle regardless.

Improved Zui Quan
At 5th Level, thanks to your practice in “Drunken Fist” fighting, you can take small amounts of intoxicants to remove some of the physical limiters set by the mind.
Benefit: You gain a +1/2(damage roll) on unarmed strikes, +2 on attack rolls with weapons (including makeshift) and reflex saving throws.
Drawback: You must roll a Percentile die at the start of each turn to determine whether you become intoxicated (70% and above means you become intoxicated). If you become intoxicated, "Improved Zui Quan" is removed and replaced with regular "Zui Quan".


Here's a build I've been fooling with, it's probably about as weird as it gets. It's a powerful build at level 4, and it keeps getting better and weirder.

http://paizo.com/threads/rzs2raat?help-with-a-tetori-monk-for-PFS#5


This one is weirder, but it doesn't get weird until level 7.

http://paizo.com/threads/gbimqyu5/favorites?Combat-Druid-Is-it-possible


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After reading about the 'awakened' spell, I *really* want to play my next character as an awakened animal!

Imagine the strength, skills, and instinct of whatever animal you want, with the mental maturity of a toddler, and the intelligence ranging from average adventurer to smarter than the sorcerer. Sooo much potential...

I already have a character in mind, back story fleshed out, and class. The luls are pretty strong! You could really mess with someone by making them something ridiculous, like an actual rat. A rat that is a bad ass spell caster! Or maybe a cat who wields a whip with their tail, or a dog that does charging drive by attacks with a flanged mace in their mouth. A horse with spiked chains around their hooves and a mean kick. A nasty grapple-beast mauler bear with enchanted claws. So many fun and creative ways you can get an animal PC to get in the fight!


Pathfinder Adventure Path Subscriber

This one works if you're a Planescape fan, but basically a summoner who is a mathematical sage who is a member of the Guvners (or more specifically, their mathematically-oriented splinter group that holds up mostly in Mechanus). His magic comes from his understandings of the rules and equations of the multiverse, and his spells are simply long equations complex enough to have mystical power. His eidolon is a moigno- the greatest of his equations- so complex that it's achieved a life of its own. (Should be possible since that AP was on Greyhawk, and you're going to the Outer Planes anyway.)


Okay the idea is the infinite man. Take a base class 5, something like rogue or ninja, the take all 10 levels of the Noble Scion prestige class. It let's you have a cohort the same level as yourself, so you copy yourself as your cohort. I'd only ever play 2 at a time but they would all be the same guy, maybe younger one time or older another, maybe change each day. You basically have an infinite line of guys so have fun with the role playing.


This just occurred to me today; Puss in Boots. Like from the Grimm fairy tales. Literally, a regular cat who was a familiar to a mage fell asleep on their boots that were enchanted with a wish. The cat dreamed of adventuring, and the boots interpreted this as a wish, and cast 'Awaken' the cat. The mage was pretty pissed the cat used his wish, so he kicks it out, along with the now worthless boots. So begins Puss in Boots...

Hmmm... what class would Puss be? Arcane trickster sounds perfect! The cat was a familiar to a mage, so it knows magic, and Puss in Boots was known as a trickster. He would have extremely high charisma, but low strength and con since he is just a house cat. Pretty good dexterity, because he is a cat, and quite smart, since awaken gives a nice roll for that stat. I would imagine he would have decent wisdom as well to follow the fairy tales.

Geez, I might use that one myself! :D

Liberty's Edge

I would like to resurrect this thread! What are some fun/offbeat character concepts that could include all the new classes, maybe even current third party material.


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Dotting, and:

A curious, uninformed halfling sleight of hand specialist, that pick pockets things they're simply curious about, then put pockets the item on another person, trying to be kind and generous.

Swipes a pencil, "Oi. What's this then?"

Looks to halfling, "that'd be the wizards pencil..."

Halfling, "Neat!" Proceeds to put pocket it on the paladin with a kind smile.


Sure.

Since I last posted on this thread, Feral Combat Training and MOMS Monks got nerfed, and the build I offered is now illegal.

But how about a Grappling character that uses a level in White Haired Witch combined with Great Cleave, so she can multiple opponents Grappled simultaneously?

And, make her Familiar a Protector Familiar (with Bodyguard and Combat Reflexes) and make the Cavalier Teamwork Feat Paired Opportunist?

Wrestling with White Haired Witch

Maybe take Broken Wing Gambit, too.


I tweaked my Wrestling Witch build. Sadly she's even less witchy than before, but she is still a pretty scary character. She is designed for PFS.

Human

Level 1, Brawler1: Martial Training, Martial Flexibility, Brawler's Cunning, Unarmed 1d6, Light Armor, Simple Weapons, Close Weapons, Hand Axe, Shields, Combat Reflexes, Broken Wing Gambit

Broken Wing Gambit is a cheap attack of opportunity trigger, offering a +2 to attack and damage, but if the enemy takes it, Attacks of Opportunity from you and everybody who has BWG, too. Not sure what the best choice of weapon is: weapon and shield to offset the attack and damage bonuses I'm offering, Reach weapon, big, 2 handed weapon to maximize the damage? I haven't decided.

2B1Alchemist1: Bombs, Extra Bombs 1d6, Mutagens, Extracts, Throw Anything
3B1A2: King Crab, Protector, Tumor Familiar, poison Use and Resist, Potion Glutton

Potion Glutton lets you take "any potable" as a Swift Action. "Potable" means "drinkable," and Alchemists drink their Mutagens and Extracts. All Alchemists worship Uragathoa, did you know that?

4B1A2Cavalier1,Order of the Penitent: Mount, Tactician, Challenge, Paired Opportunist, Medium & Heavy armor, Martial Weapons

So now I can use a decent weapon like a Greatsword or a Lucerne Hammer for all those Attacks of Opportunity, perhaps using a Shield Spell. And now, I have a new AoO trigger. Protector Familiars get Bodyguard and Combat Reflexes, so whenever my character is attacked, the Familiar gets an AoO to Aid Another to raise my AC, which will offset the +2 Attack and Damage I've been offering from BWG. And with Paired Opportunist and Tactician, all allies get an AoO whenever my Familiar gets one. And if that opponent uses the +2 Attack and Damage, then that Triggers yet another round of Attacks of Opportunity off of BWG and Paired Opporutnist! Pretty Sweet

5B1A2C2: Expert Captor, Improved Grapple
6B1A3C2: Bombs 2d6, Swift Alchemy
7B1A4C2: Tentacle, Greater Grapple

So, I like shields. Technically, if you don't have 2 hands free when you are Grappling, you take a -4 on your attack roll, but it seems to me that a Tentacle should count as a "hand" in this case. If you have 1 hand free and a Tentacle free, you really shouldn't have to take that -4. However, if the GM is really going to be a jerk to you about it, there's no reason why you can't wield a shield with your Tentacle. Technically, putting that shield in your tentacle will not remove your +4 to all Grappling checks.

The combination of Expert Captor and Greater Grapple is devastating. I've posted about this a lot. With Greater Grapple, you can make 2 checks/round. With Expert Captor, you can Tie Up a Grappled--not Pinned!--opponent as part of a Grapple Check, and you don't take the -10 you usually take. So if you begin the round adjacent to your opponent, you can potentially take them out in 1 round.

Pumping up your Grapple Mod is not hard. This level 7 Character already has a Crab Familiar+2, a Tentacle+4, Improved and Greater grapple+4, and a BAB of +6 for a +16 before considering the character's Strength, potentially augmented by a Strength Mutagen or any of a myriad of other magical bonuses such as the Brawling and Adhesive armor enchantments +2 each, Armbands of the Brawler+1, and Gauntlets of the Skilled (Grappling) Maneuver+2. In addition, there is True Strike+20 on your next attack. You've pretty much become the solution for your party's big monster problems. Carry a Wand of True Strike. Use it the round before entering combat. Then have the Wizard DimDor you to the Monster. Initate your Grapple augmented by True Strike as a Standard Action. Use Potion Glutton as a Swift Action to take an Extract of True Strike, then Tie Up the (anything!) as a Move Action. I had a level 9 Grappling character with a permanent GMB of +30. What has a CMD of 50? As long as your opponent isn't harder to wrestle than a Balor Demon, it's in a lot of trouble!

8B1A4C2Witch1: White Hair

Technically, the Grapple check you get off your Tentacle or White Hair is a Free Action, and Free Actions can only happen within your turn. And Attacks of Opportunity only happen outside your turn, but it was the stated intent of the game designers that these Free Actions be considered part of the Attack. So if you use your Hair or Tentacle for your Attack of Opportunity, you might be allowed your Free Grapple. And if you Grapple with your Hair, you are not Grappled yourself, so you can still continue making attacks of opportunity.

In addition, you can now use the Amulet of Mighty Fists to augment your Grapple Mods: the AmoMF does not normally augment any combat maneuver check, but it does augment Natural Attacks, including the Grappling done with Hair and Tentacles.

The level in Witch stacks with your levels in Alchemist with respect to your Familiar. Your Protector Familiar now has a Shield Other effect bolstering your hit points with its own, and the damage your familiar takes is offset by the fact that as a Tumor Familiar, it gets Fast Healing 5.

9B1A4C2W1Fighter1: Lore Warden, Cleave, Power Attack
10B1A4C2W1F2: Great Cleave

Now you can Grapple multiple opponents. Cleave with your White Hair, and get a free Grapple on every opponent you Hit. Cleaving takes a Standard Action. Initiating all those Grapples takes Free Actions, so you can Tie Up 1 of them as a Move Action. She will take Rapid Grappler next level so she can Tie Up a 2nd opponent as a Swift Action. The next round, you can Tie Up the rest of them with another Great Cleave. Also, since Grappling with your Hair does not Grapple yourself, you can still make Attacks of Opportunity, perhaps to Tie Up the rest of your victims as they try to wrestle free of your tresses.

I'd love to hear other people's awesome ideas for crazy characters.


It uses a decent amount of 3rd party material, and it's not quite as funny/inspired as some of the previous mentions, but: One of my favorite characters so far is a half-ogre grappler build. The original build was a Tetori monk, but now it's a Brawler (Mutagenic Mauler). I built the guy around the feat Limb Ripper. I just liked the idea of a grappler that grappled so hard he could tear peoples limbs off. It's not super effective if your party can kill stuff quickly, but it can be a good debuff, especially to whatever BBEG you run into.

The funny part came in when we started asking about what else you could rip off with the feat, and what penalties would be associated. We discussed things like wings, tentacles, tails. Then the conversation started to head south....below the belt.

Suffice it to say that he was dubbed Richard Ripper, and a legacy was born.


This guy has the beginnings of a good one.

Grand Lodge

How are you qualifying for BWG at level one? It requires 5 ranks in bluff.

And I already know you disagree with me but I'm putting this here so that people who read your post can see how it actually works. But it's a teamwork feat, it doesn't function for you unless it says it does. Broken Wing Gambit will not provoke for you unless you and your allies also have Paired Opportunists.

See the stamina trick for BWG to see the intent. "When an opponent with the +2 bonus on attack rolls granted by this feat attacks you, you can spend 5 stamina points to have that attack provoke an attack of opportunity from you also."


claudekennilol wrote:
How are you qualifying for BWG at level one? It requires 5 ranks in bluff.

Whoops. Good catch.


claudekennilol wrote:
I'm putting this here so that people who read your post can see how it actually works.

I think it is fair for you to call upon me to explain how it actually works.

claudekennilol wrote:
Broken Wing Gambit will not provoke for you unless you and your allies also have Paired Opportunists.

This is not to worry. You count as your own ally. There was a FAQ .

FAQ wrote:

Ally: Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."
posted October 2010

All your allies with BWG get the attacks of opportunity, including yourself. This is old news.

claudekennilol wrote:
See the stamina trick

Stamina? That's from Pathfinder Unchained, isn't it? Therefore an alternative and not an official rules source?

Grand Lodge

Right, the FAQ, it has its own case for this printed out. "unless doing so would make no sense." This is a teamwork feat and thus makes no sense. Please stop spreading misinformation.

If that FAQ applied to teamwork feats the very definition of teamwork feats would be superfluous. Specifically this "Teamwork feats grant significant bonuses, but they function only under specific circumstances. In most cases, these feats require an ally with the same feat to have a specific position on the battlefield."

Quote:


Stamina? That's from Pathfinder Unchained, isn't it? Therefore an alternative and not an official rules source?

That's preposterous. You yourself just posted (not in this thread) about how important it is to go with the author's intent. Yet now that the authors have revealed their intent (that was already obvious to everyone but you in the first place) your first response is to ignore it because it's not in "core book". Absolutely ridiculous!


Scott Wilhelm wrote:
claudekennilol wrote:
I'm putting this here so that people who read your post can see how it actually works.

I think it is fair for you to call upon me to explain how it actually works.

claudekennilol wrote:
Broken Wing Gambit will not provoke for you unless you and your allies also have Paired Opportunists.

This is not to worry. You count as your own ally. There was a FAQ .

FAQ wrote:

Ally: Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."
posted October 2010

All your allies with BWG get the attacks of opportunity, including yourself. This is old news.

claudekennilol wrote:
See the stamina trick
Stamina? That's from Pathfinder Unchained, isn't it? Therefore an alternative and not an official rules source?

That doesn't specifically say you count as your own ally in BWG. It says they generally do unless it would make no sense or be impossible. Any GM could reasonably say "It makes no sense and is impossible." and be completely within the rules. Try linking a faq or erata that specifically calls it out.


claudekennilol wrote:
If that FAQ applied to teamwork feats the very definition of teamwork feats would be superfluous.

That's just not true. The definition of Teamwork Feats is that they can be taken as bonus feats by classes such as Cavaliers and Inquisitors.

claudekennilol wrote:
You yourself just posted (not in this thread) about how important it is to go with the author's intent.

Personal remarks are inappropriate. The validity of my arguments have nothing to do with who I am, or what my beliefs are. They are emergent from evidence.

That being said, I have never been a great respecter of the developers' intent vis a vis the rules as written. I have often said things like "To play in Pathfinder Society, I have bought hundreds of dollars worth of books. And funny thing, I have never bought a single rule that was intended. Every rule I have bought was written."

From time to time, I am willing to discuss the intent of the rules, but it's not really my thing.

Usually, the intent of the developers can only be conjectured upon, since Psionics is not PFS-legal. Sometimes, we have the actual opinions of developers to refer to.

Jason Nelson wrote:
If you are playing PFS or any other RAW rules campaign, the above opinion is merely that and carries no official weight.

It is clearly the intent of this developer that you go by RAW.

But, I do think the quote you picked does shed some light on the intent of the authors.

claudekennilol wrote:
Specifically this "Teamwork feats grant significant bonuses, but they function only under specific circumstances. In most cases, these feats require an ally with the same feat to have a specific position on the battlefield."

"Most cases" mans not all cases. It is clearly the authors' intent that one or more Teamwork Feats exist that do not require an ally with the same feat. I have proven that I have found one: Broken Wing Gamibit.

Admittedly, I think it is the intent of the developers that the FAQs be heeded. The

FAQ wrote:
You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."
Ricardo Bolas wrote:
Any GM could reasonably say "It makes no sense and is impossible."

Pathfinder Society GMs are supposed to go by RAW. If your only justification of saying it makes no sense is that it's a Teamwork Feat, that justification is spurious. It is clearly the case that there must exist one or more Teamwork Feats that allow you to be your only ally.

But just because someone's position is spurious doesn't mean that they won't defend it. But honestly, there's always someone out that who can find something wrong with anything you do. You can't let the haters keep you from being awesome.

Ricardo and Claude, it's not really appropriate for you to prosecute a rules argument on an advice thread. I posted strange, offbeat, or funny character ideas on a thread called "Submit your strange, offbeat, or funny character ideas, please." You asked me to reassure you that my use of Broken Wing Gambit is legal, and I did. I am willing to continue a civil argument on a Rules Thread. Start a new thread or necro an old one, link to it here, and we'll be in a debate.


-A wizard named Aziz who is afraid of the dark so he casts LIGHT all of the time. AZIZ!! LIGHT!!

-A Dwarven Paladin with the Eldritch Heritage feat. Take the Orc Bloodline. You are now a Dwarf with an Orc Subtype. You are a Dwarf-Orc or, a Dork. Don't forget to talk to your GM and get a bison for your mount. Name him "M"

Also, the Paladin has a cursed belt of gender changing. He can take it on and off at will. Always put it on to use lay on hands on self.


An incontinent Cavalier who installs a spigot in his codpiece: Sir Samovar!

Scarab Sages

A dumb as bricks Abberant bloodrager with a protector tumor familiar who is the brains of the operation.


TheZombiePunch wrote:
A dumb as bricks Abberant bloodrager with a protector tumor familiar who is the brains of the operation.

Ooh, like Hong Kong Phooey and Spot!

Or like the Tick and Arthur

Grand Lodge

Scott Wilhelm wrote:
TheZombiePunch wrote:
A dumb as bricks Abberant bloodrager with a protector tumor familiar who is the brains of the operation.

Ooh, like Hong Kong Phooey and Spot!

Or like the Tick and Arthur

My first thought was Krang and his body suit.


Scott Wilhelm wrote:
claudekennilol wrote:
How are you qualifying for BWG at level one? It requires 5 ranks in bluff.
Whoops. Good catch.

I guess the thing to do then is take Improved Grapple at level 1 and wait to take Broken Wing Gambit at level 5. The combination of Bodyguard in your Familiar and Paired Opportunist in the character should be dynamite enough. Too bad I can't have it at level 1, but level 4 is pretty quick.

I guess if I were in a big hurry, I could be an Eldritch Guardian instead of a Lore Warden, taking the fighter level at level 1, and then the Cavalier level at 2. Another thought would be to be a Beast Bonded Witch instead of a White Haired Witch, allowing me to grant feats like Paired Opportunist and Broken Wing Gambit to my familiar, perhaps a Mauler instead of a Protector Familiar, but both of these changes involves giving up quite a lot of awesome. Still, these are some thoughts for another build.


Ricardo Bolas wrote:
Any GM could reasonably say "It makes no sense and is impossible."

It seems more likely to me that the GM would just decide that the opponents are all declining to take the +2/+2. The rules don't cover this afaIk, but it seems like the fair way to handle that is with Bluff vs. Sense Motive opposed rolls. That makes sense, since BWG prereqs 5 ranks in Bluff as it is.


I have had an idea for a Mindtech Amnesiac Mutation Mind Psychic. The basic idea is that he is like the main character from an anime with lost tech.


Mutagen Warrior Fighter VMC Stone Oracle select Rock Throwing as your revelation.

Rock Throwing doesn't require any scaling, so you get the full benefit and most important you one hand pebbles that deal 2d4+1 and 1/2 your strength bonus in 20ft range increments. Throw on some profession Sculptor ranks and you've got a statue chucking fighter with none of the multiclass nonsense the build used to need.

Grand Lodge

Need I say more, core drunken monk.


Fighter dual-wielding tower shields and using them as improvised weapons.


A half-orc sorcerer/Dragon disciple that uses burning hands as a acid spell and "vomits" it as his primary attack. He wares a Haramaki like a wwf belt for armor and refers to himself as the champ.
Vmc barbarian for short bursts of ridiculous martial prowess with his sorcerer bloodline claws and dragon disciple bite. But acts like he does all this without magic.
My group has nicknamed him the "bile sorcerer". Lol

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