what is the best build for a boogeyman style character?


Advice


I'm hoping to make a full caster based around shadow, illusion, and especially fear. Would a wizard be best for this?


yes


For a bogeyman, alchemist really comes to mind...

Growing tentacles and arms sprouting from your chest seems pretty terrifying...

Half-orc alchemist? Even more so!

If you really want terror as a full caster, I'd reccomend sorceror.
Cha as a casting state?
Intimidate is cha based. You can scare the bejesus out of them and *then* cast spells to make them panicked and flee while they pee themselves.


So do you think shadow/umbral bloodline is the way to go?


Shadow spells usually offer unique, sorta real versions of other spells, which would be good for the creative boogeyman. I think a sorcerer would make for a best bet, since it allows you to improvise on the fly. Shadow bloodline has the best mix of abilities and the bonus to stealth.

Scarab Sages

First thing's first: Yes Virginia, there IS a Bogeyman.

Beyond that, A Wizard's not a bad choice, no - one thing you ought to keep in mind, however, especially if you're going to be a Wizard, is that illusion is one school of magic (which most shadow magic is a subset of), while most fear magic comes from the necromancy school. If this is your choice, consider the Shadowcaster Archetype.

Being a Sorcerer would also have its merits, including but not limited to the ability to supplement your magic with the Intimidate skill and having less need to worry about the pitfalls of juggling schools - the Abyssal, Fey, Undead, and Shadow Bloodlines are three that come to mind that might fit you well.

You could also be a Witch with the Shadow Patron, but that wouldn't be as good.


or a witch could be awesome because you get the slumber hex and the nightmare hex...its at least thematic

Grand Lodge

Pretty broad concept.


Thanks, i like the shadowcaster, but I'm starting to lean toward the sorcerer, i hadn't really thought of supplementing casting with demoralization.

Scarab Sages

EsperMagic wrote:
or a witch could be awesome because you get the slumber hex and the nightmare hex...its at least thematic

Give yourself more credit than that, it's actually a good point - I'd forgotten about the Nightmare Hex. There's also Evil Eye and lots of other good ways to be a bogeyman as a Witch. It's just that Ishpumalibu said they wanted illusions, and the problem with Witches is that they don't have much to offer in that department.

Grand Lodge

The Sow Terror feat would be flavorful.


Yeah, I'm just trying to make him elusive as possible, striking from the shadows, making everyone wonder what's real, as their allies are taken one by one, or sent screaming into the night.


TheInnsmouthLooker wrote:
The Sow Terror feat would be flavorful.

Yeah, this is very cool.


Should i just go human? For the added spells?

Scarab Sages

Hmm, you might even want to consider lobbying for a Pathfinder-ized Warlock with invocations like darkness, leaps and bounds, flee the scene, and retributive invisibility.

Human is one choice - DM permitting, you could also be a Wayang, who, among other virtues, could look the part of a bogeyman even moreso! Don't forget to pick up some Shadow stencils!


I probably should have mentioned i can go with any3.5 material as well

Scarab Sages

ANY? You're a lucky (bogey)man, then - why screw around with anything less when you could be an appropriately updated and adjusted Tome of Magic Shadowcaster?!


I'd not go human. For flavor, tiefling perhaps?

They have a -2, but they get to treat their cha as 2 higher for sorcery abilities.

In a point buy, I think its worth it. The into can give you ranks for intimidate to balance out the cha loss... at least till you get eq to boost it.


Is the shadowcaster good? I'd never seen it used really. I was thinking maybe shadowcraft mage eventually.


Oh, for stats we roll 2d4+10

Scarab Sages

@Redchigh: I wouldn't go with a Tiefling, personally, but it's not hte worst idea. Were Ishpumalibu to choose that, there are variant Tieflings who not only don't have a Charisma penalty, but a bonus.

Regarding the Shadowcaster: All I've ever seen of it in play is from when I played one in a play-by-post game on these very forums which sadly, died with a whimper very quickly. I wouldn't say I got to play anywhere close to enough to make a coherent judgement based on play. HOWEVER, while the original version was considered so defective that even the designer admitted to it and offered some corrections, I don't see why Pathfinder-ized versions, such as the one I provided a link to and others, shouldn't be good. I'd only suggest minor alterations, such as making arrow of dusk and life fades do lethal damage rather than nonlethal.


I'm Hiding In Your Closet wrote:

@Redchigh: I wouldn't go with a Tiefling, personally, but it's not hte worst idea. Were Ishpumalibu to choose that, there are variant Tieflings who not only don't have a Charisma penalty, but a bonus.

Regarding the Shadowcaster: All I've ever seen of it in play is from when I played one in a play-by-post game on these very forums which sadly, died with a whimper very quickly. I wouldn't say I got to play anywhere close to enough to make a coherent judgement based on play. HOWEVER, while the original version was considered so defective that even the designer admitted to it and offered some corrections, I don't see why Pathfinder-ized versions, such as the one I provided a link to and others, shouldn't be good. I'd only suggest minor alterations, such as making arrow of dusk and life fades do lethal damage rather than nonlethal.

Well i hadn't heard of any changes, but when I'd looked it over last, it seemed very underpowered, with so few abilities known, and per day. Though i could be wrong. I'll have to check it out.


If you are allowed 3rd party stuff, there's a Psionic class from Dreamscarred Press called the Dread which should be right up your alley.


In Pact Magic Unbound volume 1, there is a spirit called Sevnoir that you can bind that causes fear effects, and you can regain hp once per round when you hit something. (Note that another class with an archetype that lets you bind spirits could also bind it.

In addition, something coming out this month might also fit your needs. Legendary Classes: More Covenant Magic, a supplement to Legendary Classes: Covenant Magic, has the deathly fear influence.

Scarab Sages

ericthecleric wrote:

In Pact Magic Unbound volume 1, there is a spirit called Sevnoir that you can bind that causes fear effects, and you can regain hp once per round when you hit something. (Note that another class with an archetype that lets you bind spirits could also bind it.

In addition, something coming out this month might also fit your needs. Legendary Classes: More Covenant Magic, a supplement to Legendary Classes: Covenant Magic, has the deathly fear influence.

Dario Nardi-Edition Pact Magic...ewww. I'm kind of in love with Tome of Magic Pact Magic, and if there is a single way he changed it that I like, I can't think of it. I'd love to launch my own vision of Pact Magic, if only I knew how to go about the publishing rigmarole correctly.

In the absence of anything else, I'd go with one of SmiloDan's Binder conversions - backed up by this old warhorse!


I think a abherrent sorcerer, a wizard( necromancy, teleportation or shapeshifting School), or some sort of bard would be good choices.


I haven't gotten dreamscarred psionics yet, but I'm looking forward to it. Looking at all of these options I'm leaning toward sorcerer. Are there any feats that stand out? I'll also have to give shadowcaster a playtest or something. :)

Scarab Sages

I'd suggest a Wildblooded Sorceror using the Pit-Touched bloodline, when casting you gain a bonus to Intimidate with the followup action. Also consider adding the Tattooed Sorceror for a boost to spell DC (Necromancy to boost Fear spells)

Take Point Blank shot and Precise Shot to start with, and then pick up EWP (Bolas or Whip), and then Enforcer. This allows you to work with your bloodline power, which boosts intimidate, and then use your weapon to inflict the demoralised condition

If you can spare a level or two, dip into Rogue and pick up the Thug Archtype, this lets you turn your Intimidate checks Shaken results into Fear and also snag Weapon finesse

Putting that all together, gives something like this at 7th level

Hide stat block:

Male Human (Varisian) Rogue (Thug) 2/Sorcerer (Tattooed Sorcerer, Wildblooded) 5
LN Medium humanoid (human)
Init +2; Senses Perception +10
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 44 (2d8+5d6+12)
Fort +2, Ref +6, Will +4; +2 bonus vs. poison
Defensive Abilities evasion; Resist fire 5, infernal resistances
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +1d6
Spell-Like Abilities
. . 3/day—touch of fatigue (DC 14)
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 7th; concentration +11):
2nd (5/day)—false life, haunting mists (DC 16), scorching ray
1st (7/day)—cause fear (DC 15), mage armor, protection from good, ray of enfeeblement (DC 15), silent image (DC 15)
0 (at will)—dancing lights, detect magic, ghost sound (DC 14), haunted fey aspect, mage hand, prestidigitation (DC 14)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 13, Int 13, Wis 10, Cha 18
Base Atk +3; CMB +3 (+5 trip); CMD 15 (17 vs. trip)
Feats Combat Expertise, Exotic Weapon Proficiency (whip), Improved Trip, Point-Blank Shot, Precise Shot, Varisian Tattoo, Weapon Finesse
Traits bully, magical knack
Skills Diplomacy +12, Disable Device +14, Intimidate +15, Perception +10, Stealth +12, Use Magic Device +14; Racial Modifiers frightening
Languages Common, Daemonic, Varisian
SQ bloodline tattoos, familiar tattoo, mutated bloodlines (pit-touched), rogue talents (finesse rogue)
Other Gear thieves' tools, masterwork, 50 GP
--------------------
Special Abilities
--------------------
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to ha
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Improved Trip You don't provoke attacks of opportunity when tripping.
Infernal Resistances (Ex) You gain fire resistance 5 and +2 to saves vs. poison.
Magical Knack (Sorcerer [Tattooed Sorcerer, Wildblooded]) +2 CL for a specific class, to a max of your HD.
Pit-Touched Add spell level to Intimidate checks for 1 rd after casting.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level

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