Let's make strange character concepts


Pathfinder First Edition General Discussion


So, just think of some of the strangest character concepts you can. It can be based on fluff, or unusual combinations of feats. It can be optimized, or terrible, serious or funny, as long as it's weird.

I'll start with something simple. A Human Barbarian with Racial Heritage (Troll) and Gift of Sight


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I ran an NPC wizard for an extra tough escort quest once, using a combination of 3.5 and Pathfinder material. Very helpful guy - with a max HP score of 0. He was constantly staggered and usually dying, and had a nasty habit of coughing out gouts of blood while incanting.

Which is what my players damn well get for asking for an escort mission. I hate escort missions.


I see your barbarian having problems with that, as he doesn't have troll regeneration.
Interesting idea, though.

How weird is weird?


bigrig107 wrote:
How weird is weird?

Use your own subjective definition of weird. That way, when people disagree with you, you get to have a 500 page argument about it.


The bananaman. All bananas, all the time.


Prince of Knives wrote:

I ran an NPC wizard for an extra tough escort quest once, using a combination of 3.5 and Pathfinder material. Very helpful guy - with a max HP score of 0. He was constantly staggered and usually dying, and had a nasty habit of coughing out gouts of blood while incanting.

Which is what my players damn well get for asking for an escort mission. I hate escort missions.

Sooooo, a nice Raistlin?


Nine classes. In his final (18th level) form:

Inquisitor (Groetus) 5, Bard (archaelogist) 2, Fighter 2, Monk (martial artist) 2, Ranger (Skirmisher) 2, Rogue 2, Barbarian 1, Cleric (Groetus) 1, Wizard (transmuter) 1.

His BASE saves (due to the multi-class adding) were all higher than a 20th level monk, and he could potentially use almost any wand or scroll. His BAB (downside) was lower than the party sorcerer's...


1) Gnome Mad Dog Barbarian - kangaroo mounted lancer.

2) Kitsune witch with fox familiar. Bonus points if you can figure out how to get a dire fox animal companion.


quibblemuch wrote:

Nine classes. In his final (18th level) form:

Inquisitor (Groetus) 5, Bard (archaelogist) 2, Fighter 2, Monk (martial artist) 2, Ranger (Skirmisher) 2, Rogue 2, Barbarian 1, Cleric (Groetus) 1, Wizard (transmuter) 1.

His BASE saves (due to the multi-class adding) were all higher than a 20th level monk, and he could potentially use almost any wand or scroll. His BAB (downside) was lower than the party sorcerer's...

Why would you ever need that many classes?

Definitely not bashing, I'm really interested actually.


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Here's a strange concept (not build...just idea) from my best friend. This idea got my friend back into the game when he was on the verge of giving it up permanently. He's played it on multiple occasions with...mixed...success, but is always good for a laugh.

His name is Halon-Ten (because at one pint my friend became SO BORED of the game he started naming his characters with number).
He is the (was) the Lesser Deity of Poor Planning and Misfortune, who, through no fault of his own (according to him), has lost his godhood. Every time he falls (and it happens A LOT), mortals loose all memory of him. He is CONSTANTLY on a quest to restore his previous divinity.

The beautiful thing is, it doesn't matter if it's true or not. Some DMs go with it, others out right oppose it but no matter what you say, you won't convince him. What really makes him is the flair my friend would play him with. You get hilarious situations like:

Being HOPELESSLY outnumbered and he shouts "I shall make this offer once, surrender now or THEY kill you!"

or

"Death isn't so bad, I'll put in a good word with the Nerull for you."
"Who?"
"You wouldn't know him."


Love it, Rapthorn.

Scarab Sages

bigrig107 wrote:

I see your barbarian having problems with that, as he doesn't have troll regeneration.

Interesting idea, though.

How weird is weird?

Troll Barb/Oracle/Rage prophet. Look, I can CLW on myself!

The Exchange

Considering making mini gambit. halfling swashbuckler using Deadly Dealer and doing decent damage

Scarab Sages

I had a bard/pied piper sort of guy using the Boot Knife to attack people. Piping, and kicking people in the face. The build isn't all that fantastic, but it is surprising what you could do to people when you have bonuses from Perfomance, Heroism, Arcane Strike and a few other buffs.

Suddenly, hopping on 1 foot and piping and kicking people in the face isn't quite as stupid as it sounds.

Shadow Lodge

I played a rogue who spent a large chunk of his character creation money on a ring of invisibility.

It was his pride and joy. He cherished it.

You could say it was... his precious.


Well, I did always want to make "Saves Man" whose one purpose was to have saves as high as human...ly...possible...

quibblemuch wrote:

Nine classes. In his final (18th level) form:

Inquisitor (Groetus) 5, Bard (archaelogist) 2, Fighter 2, Monk (martial artist) 2, Ranger (Skirmisher) 2, Rogue 2, Barbarian 1, Cleric (Groetus) 1, Wizard (transmuter) 1.

His BASE saves (due to the multi-class adding) were all higher than a 20th level monk, and he could potentially use almost any wand or scroll. His BAB (downside) was lower than the party sorcerer's...

Dammit.

Well I did make this guy for the build thread.

Quote:

Rick the Lumberjack:

Chaotic Neutral Male Human Ranger 10

Stats:

Str: 22
Dex: 14
Con: 14
Int: 12
Wis: 14
Cha: 7

AC: 22 (+25 vs Plants)
Initiative: +4 (+8 Forest)

Saves: Fort +12, Ref +12, Will +9

Traits: Reactionary, Indomitable Faith

1.) Exotic Weapon Proficiency: Ripsaw Glaive
1.) Medium Armor Proficiency
2.) Cleave
3.) Power Attack
5.) Favored Defense
6.) Great Cleave
7.) Furious Focus
9.) Intimidating Prowess
10.) Dreadful Carnage

Weapons: +3 Ripsaw Glaive +19/+14 (1d10+9, 20/x3)

OR POWER ATTACK

3 Ripsaw Glaive +16/+11 (1d10+18, 20/x3)

OR FAVORED ENEMY

3 Ripsaw Glaive +25/+20 (1d10+15, 20/x3)

OR FAVORED ENEMY AND POWER ATTACK

3 Ripsaw Glaive +22/+17 (1d10+24, 20/x3)

Skills:

Climb +19
Intimidate +17
Kn. Geography +14
Kn. Nature +14
Perception +14 (+23 Forest)
Profession: Lumberjack +15
Survival +15 (+23 Forest)
Swim +19

Class Features: Favored Enemy (Plants +6), Favored Terrain (Forest +4), Track, Forest Ghost, Hunter's Bond, Woodland Stride, Swift Tracker, Evasion

Gear: +3 Ripsaw Glaive (18k), +3 Mithral Breastplate (13k), +4 Belt of Giant's Strength (16k), +2 Headband of Inspired Wisdom (4k), +3 Cloak of Resistances (9k), +1 Ring of Protection

Spells Prepared:
1st (4/day): Lead Blades (2), Defoliate (2)
2nd (3/day): Barkskin (2), Forest Friend
3rd (1/day): Aqueous Orb (1)

Richard "Orange" Ajennt has always wanted to be a Lumberjack and woodsman. From a young age he was fascinated at other people's complacence to the encroaching floral menace that permeates the land. He's dedicated his life to fighting this danger, and his single-minded dedication to the eradication of the plant hordes has granted him certain specialized skills to aid him in his crusade.

Stalwart companion of Jackie Woods, the two work in tandem much of the time, both in combat and in business. Rick's skill at woodcutting is unparalleled, and he sees it as both his duty and his privilege to provide high quality lumber at low prices to his friend.

He is a true destroyer of plants, and can make them tremble with fear at the whirring sound of his serrated doombringer. The sight of woodchips flying, leaves falling, and flower petals scattering galvanizes Rick, and brings dismay to his leafy foes in return.

As an aside, I like the idea of thinking of the Forest Friend spell as being plants being too afraid to mess with Rick and his posse.

There was also the idea I had for an Inquisitor of Sun Wukong, who I always thought would be great to play as the "Fun Police".

"No, that is not the proper way to prank someone. Let me show you."

"You are not drinking enough! Here, try using this funnel!"

Etc.


Pathfinder Adventure Path Subscriber

How about a Kensai Magus that uses a boot blade as his chosen weapon? Or a Dwarven boulder helmet?

Silver Crusade

Shaggy as a druid with Scooby as his animal companion.

If you want to go the whole way and you are in a home game, you could make Scooby as an awakened animal and use him as a lackey, or even another PC.


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Oh man now I wanna make the whole Scooby gang and run Carrion Crown.

"Jinkies! A REAL ghost!"

Silver Crusade

Rynjin wrote:

Oh man now I wanna make the whole Scooby gang and run Carrion Crown.

"Jinkies! A REAL ghost!"

Fred would be a rogue or ranger specializing in trap making. Maybe inquisitor dip for teamwork feats?

Velma as an investigator multiclassed with oracle with the blind curse. Not even in question.

Daphne as a bard, perhaps with celebrity archetype?


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A summoner whose Eidolon specializes in Profession (Maid)

Dark Archive

I play a paladin of Shelyn in PFS. He is was born with a medical dependence/critical addiction to what is essentially the Golarion equivalent of LSD.

He has dealt less than his character level in damage on average across his adventures. He has no idea that the Pathfinder Society exists. He brought a skunk into the Ho-Jin Tapestry's holding chamber. He was banned from Cayden Cailean's largest church for suggesting the raising of liquor prices. He vomited at the end of a wedding. He figures out the depths of holes by jumping into them and trying to move his legs fast enough to measure the "feet". His primary weapon does 1d4+1 damage total. His Armor Class is a measly 18. He frequently rolls a negative number on his perception checks. And he went kite flying in the middle of a dungeon crawl.

In spite of all of this, he is one of the most versatile and effective characters at every table he's been at and is welcome to come back to all of them since he is a party buffer whose buffs stack with all others. He even made a party of bards not only viable, but effective.


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I want to play a Deaf Oracle / Summoner. You can pay a wizard to cast Baleful Poly for a very reasonable price, per Core. So get BP cast on yourself -- bat is a great choice. Make sure you make your Will save, and arrange ahead of time for a dispel if you do not. You get +6 dex, -4 str, +1 nat AC, diminutive = +4 AC, +4 attacks, etc. Plus low light vision, blindsense 20 ft, and flight.

You are deaf, so all your spells are silent for free. Take the trait that lets you cast one spell with a meta feat at -1 level cost. Make it CLW and still spell. Now you can cast still silent light, spark, CLW, true strike, feather fall, blur, displacement, oracle's burden, blindness/deafness, darkness, deeper darkness, grace, borrow fortune, dim door, etc etc all at zero extra level cost. And you can use your Still Spell feat to cast others.

Make your eidolon a biped with robes, a hat that covers his forehead, and tons of UMD. Voila! You tell your pals you meet you are an oracle/sorcerer/MT (the eidolon) with a familiar (you!)

Sweet strat: Cast True Strike, share it with the eidolon, and then have the eidolon attack in the same round. Tell your pals you have the ability to cast quickened true strikes! Ditto quickened CLWs, etc etc. :-)


Rynjin wrote:

Well, I did always want to make "Saves Man" whose one purpose was to have saves as high as human...ly...possible...

Dammit.

Yep. His base saves by the end were: Fort +17 Ref +13 Will +15. Ability and item modified that came to Fort +23 Ref +17 Will +18. Higher while raging, of course.

A base 20th level monk is +12s across the board.

Note that I could have done better if I had added a couple more classes instead of topping off the last 3 of inquisitor, but by the end the GM had this eye twitch every time I leveled into a new class and so I demurred...

The funny thing was, I had not set out to build anything specific and was not trying to min-max. The character just naturally wanted to be able to do as many different things as possible, as befits the Deicidarion of Groetus.


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A synthesist summoner whose eidolon looks like ... an ordinary human being. Bonus points if you can utterly confuse the rest of the party as to what class and/or race you're playing.


Wanna point out that technically you cannot have an Eidolon that looks like an ordinary dude, they need to have some kind of weird feature (though it could be subtle or hidden under clothing).


A wizard who, as a child, was baleful polymorphed into a lizard and left in that state for so long that he now believes he is in fact a lizard who was "somehow" transmogrified into a wizard. He can frequently be found naked sunning on a rock, or attempting to catch bugs on his tongue.

Or a kobold sorcerer who always wanted to be a fighter (harken back to the old days of Tenser and his Terrible Transformation.) Of course he is terrible at it, but is constantly trying to ride various animals and tilt with a lance, or picking up two handed swords and charging the enemy as 35 pounds of RAGING fury.


Expletive wrote:
A summoner whose Eidolon specializes in Profession (Maid)

I've actualy...thought of that before... and started building it up...but it was just too creepy.


Humphrey Boggard wrote:

1) Gnome Mad Dog Barbarian - kangaroo mounted lancer.

2) Kitsune witch with fox familiar. Bonus points if you can figure out how to get a dire fox animal companion.

Medium cat folk riding a large cat companion while holding a small cat familiar.


quibblemuch wrote:
Rynjin wrote:

Well, I did always want to make "Saves Man" whose one purpose was to have saves as high as human...ly...possible...

Dammit.

Yep. His base saves by the end were: Fort +17 Ref +13 Will +15. Ability and item modified that came to Fort +23 Ref +17 Will +18. Higher while raging, of course.

A base 20th level monk is +12s across the board.

Note that I could have done better if I had added a couple more classes instead of topping off the last 3 of inquisitor, but by the end the GM had this eye twitch every time I leveled into a new class and so I demurred...

The funny thing was, I had not set out to build anything specific and was not trying to min-max. The character just naturally wanted to be able to do as many different things as possible, as befits the Deicidarion of Groetus.

Reminds me of this character I made. It was supposed to have

- 20 levels
- each class only 1 level
- all legal (i.e. requirements met)
- remain somewhat functional

The build below is without equipment except for two masterwork weapons to get its attack bonuses etc. Its saves, as in your example, are quite impressive... :-)

It was never intendd for playing though.

multi
Male Half-Elf Arcane Archer 1/Alchemist (Vivisectionist) 1/Battle Herald 1/Barbarian (Urban Barbarian) 1/Bard (Archaelogist) 1/Cleric (Evangelist) 1/Dragon Disciple 1/Druid (Urban Druid) 1/Duelist 1/Fighter 1/Gunslinger 1/Holy Vindicator 1/Horizon Walker 1/Inquisitor 1/Monk (Martial Artist) 1/Ranger (Guide) 1/Rogue 1/Samurai 1/Shadow Dancer 1/Stalwart Defender 1
N Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +23
--------------------
Defense
--------------------
AC 18, touch 17, flat-footed 13 (+3 Dex, +1 natural, +2 dodge, +2 untyped)
hp 178 (3d12+9d10+8d8+60)
Fort +28 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +18, Will +16; +2 vs. enchantments, +2 trait bonus vs. charm and compulson
Defensive Abilities canny defense, resolve, vindicator's shield; Immune magic sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork rapier +16/+11/+6 (1d6+5/18-20) and
. . unarmed strike +15/+10/+5 (1d6+4)
Ranged masterwork composite longbow +16/+11/+6 (1d8+2/×3)
Special Attacks archaeologist's luck 4 rounds/day (+1), claws, enhance arrows (magic), flurry of blows, precise strike, rage (6 rounds/day), ranger's focus, sermonic performance, sneak attack +2d6, stunning fist (5/day, DC 22), challenge, wooden fists (+1, 5 rounds/day)
Bard (Archaeologist) Spells Known (CL 1st; concentration +1):
1st (1/day)—feather fall (DC 11), saving finale (DC 11)
0 (at will)—detect magic, light, mage hand, prestidigitation (DC 10)
Inquisitor Spells Known (CL 1st; concentration +3):
1st (2/day)—alarm, true strike
0 (at will)—acid splash, detect poison, disrupt undead, stabilize
Alchemist (Vivisectionist) Spells Prepared (CL 1st; concentration +1):
1st—endure elements
Cleric (Evangelist) Spells Prepared (CL 3rd; concentration +5):
1st—divine favor, goodberry [D], obscuring mist
0 (at will)—create water, detect poison, light
[D] Domain spell; Domains Decay, Plant, Seasons, Weather
Druid (Urban Druid) Spells Prepared (CL 1st; concentration +3):
1st—[/i]
0 (at will)—[i]

[D] Domain spell; Domains Decay, Plant, Seasons, Weather
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 11, Wis 14, Cha 11
Base Atk +11; CMB +15; CMD 32
Feats Alignment Channel, Brew Potion, Combat Reflexes, Deadly Aim, Dodge, Endurance, Gunsmithing, Improved Unarmed Strike, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Perception), Stunning Fist, Throw Anything, Toughness, Weapon Finesse, Weapon Focus (longbow)
Traits birthmark, magical knack
Skills Acrobatics +8, Appraise +4, Bluff +5 (+7 vs. creatures with whom you share a language), Climb +8, Diplomacy +8, Disable Device +15, Disguise +4, Escape Artist +7, Fly +7, Handle Animal +4, Heal +6, Intimidate +9 (+11 vs. creatures with whom you share a language), Knowledge (arcana) +9 (+11 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (engineering) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (geography) +10 (+12 while in urban terrain, +12 to identify the abilities and weaknesses of creatures), Knowledge (history) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (local) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (nature) +7 (+9 to identify the abilities and weaknesses of creatures), Knowledge (nobility) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (planes) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (religion) +9 (+11 to identify the abilities and weaknesses of creatures), Linguistics +4, Perception +23 (+24 to locate traps, +25 while in urban terrain), Perform (dance) +5, Perform (oratory) +8, Profession (soldier) +7, Ride +7, Sense Motive +7, Sleight of Hand +7, Spellcraft +4, Stealth +11 (+13 while in urban terrain), Survival +8 (+10 while in urban terrain, +9 to track, +9 to track), Swim +8 (+12 to resist nonlethal damage from exhaustion), Use Magic Device +4; Racial Modifiers +2 Perception, ride mount, alchemy
Languages Common, Druidic, Elven
SQ ac bonus, aura, bardic knowledge +1, controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control, deed: deadeye, deed: gunslinger's dodge, deed: quick clear, defensive stance, domains (seasons), dragon type, elf blood, favored terrain (urban +2), grit, hide in plain sight, inspiring command, inspiring commands (shake it off), judgement 1/day), monster lore +2, mutagen, nature bonds (druid [urban druid] domain [decay] domain), orders (order of the warrior), public speaker, spontaneous casting, spontaneous casting, stunning fist (stun), tireless rage, track, trapfinding +1, unarmed strike, untouched by the seasons, voice of authority, warrior's skills, wild empathy +2
Other Gear masterwork composite longbow, masterwork rapier, 150 GP
--------------------
Special Abilities
--------------------
+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Archaeologist's Luck +1 (4 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Birthmark +2 save vs. charm & compulsion
Canny Defense +0 (Ex) +INT bonus to AC (max Duelist level).
Claws (3 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Cleric (Evangelist) Domain (Seasons) Associated Domain: Weather
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Defensive Stance (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Dragon Type (-Choose-) +1 damage per die for [energy] spells.
Druid (Urban Druid) Domain (Decay) Associated Domain: Plant
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiring Command +1 (move) (4 rounds/day) (Ex) Grant bonuses to allies who can hear you.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Cleric [Evangelist]) +2 CL for a specific class, to a max of your HD.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Mutagen (DC 10) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Strike (Ex) Extra damage when using light / 1-handed Piercing weapons.
Public Speaker (-1 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Resolve (1/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond
Sermonic Performance (standard action) (4 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Shake it Off +1 (one ally) (Ex) An ally in 60 ft gains an immediate save vs. an ongoing effect.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

Spontaneous Casting The Druid can convert stored spells into Domain spells.
Stunning Fist (5/day) (DC 22) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Untouched by the Seasons (2 hours) (5/day) (Su) As per Endure Elements
Vindicator's Shield (-Choose-) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.
Voice of Authority +2/+1 (Ex) +2 Diplo & Intim vs. those sharing language. +1 for allies to hear you & know secret messages.
Warrior's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, DR 1/- against attacks from challenge target.
Warrior's Skills +1 +1 For Knowledge (Nobility) checks relating to the nobles or politics of your land.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wooden Fists +1 (5 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +1 damage.


Oh my god!

Would....would that actually work?


bigrig107 wrote:

Oh my god!

Would....would that actually work?

It might :-)

It has lots of little features and abilities, and with the right items you should be able to steer it into somewhat useful directions. Using wands and scrolls, boosting its AC with vindicator shield, massive saves and reroll abilities it should at the very least be a survivor.
I could imagine a character that feels divine power but just does not find out what its calling really is. Plus the char is just too much of a rowdy and wastes the time fighting, which keeps him away from studying ... ;-)


Two words: Druid Necromancer.


Nathanael Love wrote:
Two words: Druid Necromancer.

What's so strange about that?

RPG Superstar Season 9 Top 16

avr wrote:
A synthesist summoner whose eidolon looks like ... an ordinary human being. Bonus points if you can utterly confuse the rest of the party as to what class and/or race you're playing.

I wanted a Druid of Humanity that wildshaped into a Human. Too bad the closest you can get is Ape.

williamoak wrote:
Expletive wrote:
A summoner whose Eidolon specializes in Profession (Maid)
I've actualy...thought of that before... and started building it up...but it was just too creepy.

Come visit my summoner with his Profession (Butler) Eidolon. They can have tea while the eidolons fight to the death in the gardens.


nothing...we had a druid leave the party after he was tired of risking his life for them annd he joined the enemies and retrained to a blight druid


EsperMagic wrote:
nothing...we had a druid leave the party after he was tired of risking his life for them annd he joined the enemies and retrained to a blight druid

NON blight druid druid necromancer. Blight druid is to druid as anti paladin is to paladin.


Petty Alchemy wrote:
avr wrote:
A synthesist summoner whose eidolon looks like ... an ordinary human being. Bonus points if you can utterly confuse the rest of the party as to what class and/or race you're playing.

I wanted a Druid of Humanity that wildshaped into a Human. Too bad the closest you can get is Ape.

williamoak wrote:
Expletive wrote:
A summoner whose Eidolon specializes in Profession (Maid)
I've actualy...thought of that before... and started building it up...but it was just too creepy.
Come visit my summoner with his Profession (Butler) Eidolon. They can have tea while the eidolons fight to the death in the gardens.

While I admit that sounds cool, the summoner I had imagined was more...lecherous let's say...

An actual "battle-maid" (called MEGA MAID) would be fun.

Shadow Lodge

Strangest Oracle Concept ever.

Remy Balster wrote:
My dual cursed Oracle of Metal is a human... but he is LG and worships Rovagug. His skin is glowing pink and yellow with green spots, his hair is translucent and looks like running water, his eyes look like completely black pits of despair, and his smile creeps up his face all the way to his temples... And his Blackened curse is really that his arms are made out of marshmallows. And his Wrecker curse manifests in everything being transformed into balloon versions of the item. Also, he farts rainbows. And he uses his Iron Weapon ability to make giant clown faces to beat people down with. Why not? I'm only changing the 'fluff'!!!


That's not a character concept that's just someone purposefully missing the point in a spectacular way to try to "win".

#notbitter


avr wrote:
A synthesist summoner whose eidolon looks like ... an ordinary human being. Bonus points if you can utterly confuse the rest of the party as to what class and/or race you're playing.

I am fairly sure you can't simply do that, since eidolons have to be fantastical creatures and all.

Admittedly, I did say 'simply'. It is perfectly possible with a normal disguise check, I suppose (I know an eidolon could do that at least; hard to tell what synthesist does with this). And with just the skilled evolution, you can pretty much blast the penalties for 'different race' out of the water. Personally, I always like to think of eidolons with the skilled(disguise) evolution as slight shapeshifters, which certainly would make them fantastical.


How about an alchemist who believes they are a sorcerer?


A morbidly obese female summoner whose somatic component is to give birth to their summons. At the higher levels of summon monster, they may have twins or triplets whenever they summon creatures from a lower level list.

Here is your nightmare fuel supplement for the day.


Humphrey Boggard wrote:

1) Gnome Mad Dog Barbarian - kangaroo mounted lancer.

2) Kitsune witch with fox familiar. Bonus points if you can figure out how to get a dire fox animal companion.

Beast bonded witch then kill your fox and magic jar him into the dire fox. Must be 10th lvl.


Onyxlion wrote:
Humphrey Boggard wrote:

1) Gnome Mad Dog Barbarian - kangaroo mounted lancer.

2) Kitsune witch with fox familiar. Bonus points if you can figure out how to get a dire fox animal companion.

Beast bonded witch then kill your fox and magic jar him into the dire fox. Must be 10th lvl.

I think he meant both at the same time.

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