Looking for a way to make a Leader


Advice

Shadow Lodge

So, basically, I'm having a LOT of trouble putting a character together based on a concept I came up with. The general idea is a combination frontline fighter and a leader for the party, someone rather cocky and who believes they are the greatest general in the world. An obvious choice at this point would most likely be the cavalier, but I'd vastly prefer a sort of nimble fighter, with coordination skills to back it up.

I feel like I'm asking for the moon here, but the main issue with the cavalier is the mount focus, and I'd prefer to get bonuses to other sources, as the large-size mount would end up causing some issues in the long run and from a roleplaying perspective, I doubt this character would use it that often.

Any advice you could give would be excellent. Thanks!


The Standard Bearer archetype from Ult. Combat swaps when you get mount and banner.


No one expect the Inquisitor!

Blackpowder inquisition if you can get guns (might be a couple levels away, but nice not to have to spend the feats later)

Archer type, focus on leading from the rear.

Iquisitor
Garuda-Blooded Aasimar (Plumekith) Inquisitor 1
LN Medium Outsider (native)
Init +6; Senses darkvision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 8 (1d8); judgement of sacred healing 1
Fort +2, Ref +4, Will +5
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist acid 5, cold 5, electricity 5, judgement of sacred purity +1, judgement of sacred resistance 2-choose-
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities See Invisibility (1/day)
Inquisitor Spells Known (CL 1):
1 (2/day) Protection from Evil, Protection from Good
0 (at will) Disrupt Undead, Detect Magic, Guidance, Brand (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 7, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Gunsmithing, Point Blank Shot
Traits Ethical Leader, Reactionary
Skills Acrobatics +6, Bluff +4, Diplomacy +4, Fly +6, Intimidate +5, Perception +7, Ride +8, Sense Motive +4, Survival +3 (+4 to track) Modifiers monster lore
Languages Celestial, Common
SQ disruptive shot (dc 13), domains (black powder inquisition), judgement (1/day)
Other Gear 150 GP
--------------------
TRACKED RESOURCES
--------------------
Judgement (1/day) (Su) - 0/1
See Invisibility (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive Shot (DC 13) When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a -4 penalty on concentration checks for 1 round.
Ethical Leader +1 to your Leadership score if all cohorts/followers have alignments within a step of yours.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Inquisitor Domain (Black Powder Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack,
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (-Choose-) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.


I have three pieces of advice for you.

1. Don't attempt to make a character who will be the party leader.

2. Take a look at Lore Warden. I think it would make an excellent general/tactician. First, it gives up medium & heavy armor proficiency, so it leans toward a dex build. Second, with their extra skill points and monster lore abilities, a Lore Warden could be quite good at calling out monster powers and vulnerabilities.

3. Don't attempt to make a character who will be the party leader.


What sort of leadership role do you want the character to fill?

Shadow Lodge

Well, not to say I wanted to make a PARTY leader, just the character themselves think they're a leader. I guess simplifying it more would be someone who assists and buffs the party, but is still able to do some decent physical damage, as I am leaning a bit away from spellcasters. The Lore Warden is definitely towards what I'm looking for, combat-wise. I guess the only other thing I'd be looking for is party assistance... though maybe going the dazzling display route could, combined with the extra skill points, add some demoralization bonuses to combat.

Liberty's Edge

If you're not opposed to picking a small race, the cavalier's mount is then a medium animal, usually a dog. You can ride it indoors and get 4X damage with your lance and have outstanding movement regardless of armor.

/imagines a gnome riding a dog, charging the enemies' kneecaps and shouting orders

/rolls a new PFS character


metid wrote:
Well, not to say I wanted to make a PARTY leader, just the character themselves think they're a leader. I guess simplifying it more would be someone who assists and buffs the party, but is still able to do some decent physical damage. . .

Ah, good! I've played (and GM'ed) a wide variety of games with a wide variety of groups, and having one player who expects his/her character to be in charge of the party is a recipe for bad.

Zhane wrote:
If you're not opposed to picking a small race, the cavalier's mount is then a medium animal, usually a dog. You can ride it indoors and get 4X damage with your lance and have outstanding movement regardless of armor.

I love this idea!


Arizhel wrote:

No one expect the Inquisitor!

Blackpowder inquisition if you can get guns (might be a couple levels away, but nice not to have to spend the feats later)

Archer type, focus on leading from the rear.

Iquisitor
Garuda-Blooded Aasimar (Plumekith) Inquisitor 1
LN Medium Outsider (native)
Init +6; Senses darkvision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 8 (1d8); judgement of sacred healing 1
Fort +2, Ref +4, Will +5
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist acid 5, cold 5, electricity 5, judgement of sacred purity +1, judgement of sacred resistance 2-choose-
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities See Invisibility (1/day)
Inquisitor Spells Known (CL 1):
1 (2/day) Protection from Evil, Protection from Good
0 (at will) Disrupt Undead, Detect Magic, Guidance, Brand (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 7, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Gunsmithing, Point Blank Shot
Traits Ethical Leader, Reactionary
Skills Acrobatics +6, Bluff +4, Diplomacy +4, Fly +6, Intimidate +5, Perception +7, Ride +8, Sense Motive +4, Survival +3 (+4 to track) Modifiers monster lore
Languages Celestial, Common
SQ disruptive shot (dc 13), domains (black powder inquisition), judgement (1/day)
Other Gear 150 GP
--------------------
TRACKED RESOURCES
--------------------
Judgement (1/day) (Su) - 0/1
See Invisibility (1/day) (Sp) - 0/1
--------------------...

I think this is a terrible idea for a combat leader.

One, you are not charismatic at all, and dont inspire anyone. Also your cha does nothing to help you with those social skills in leadership.

Two, you are literally a mental retard with int 7. You couldnt tactically fight your way out of a box, let alone lead others out of it.

There is not much about this character that strikes me as a leader.


metid wrote:

So, basically, I'm having a LOT of trouble putting a character together based on a concept I came up with. The general idea is a combination frontline fighter and a leader for the party, someone rather cocky and who believes they are the greatest general in the world. An obvious choice at this point would most likely be the cavalier, but I'd vastly prefer a sort of nimble fighter, with coordination skills to back it up.

I feel like I'm asking for the moon here, but the main issue with the cavalier is the mount focus, and I'd prefer to get bonuses to other sources, as the large-size mount would end up causing some issues in the long run and from a roleplaying perspective, I doubt this character would use it that often.

Any advice you could give would be excellent. Thanks!

Have you considered a lore/life/ancestor oracle?

lore i think offers the most for intellectual combat leader. sidestep to up your ac, use cha for knowledge skills, add any wiz spell, int increases by +5 between lvl 7-20 ext.

ancestor is a good mix, but gives you combat ability and the spirit shield is amazing.

Life oracle, you can take positive channeling, as well as feat to do negative channeling at -2 dice. But as tactition you would stand in centre of group coordinating while supporting them. (heals, control spells ext)

lastly is if you make a aasimar, take the purifier archtype, along with lore mystery, lets you use light/med armor to great effect, align channel, getting good outsiders to do what you want ext. As an oracle you have ok skill points, but with lore int boost you can increase your skill points by +2-3 points (plus its retroactive), take the additional skill point for favored class as you have healing spells. And with spells alone, you are buffing, healing, controlling the battlefield much to how i see a good combat leader. If you really want a little extra oomph in melee, take channel smite with this archtype.


The Freebooter Ranger is described as a leader type char and he has leader type abilities (or at least one, gained at first level).
The ranger is a good frontline class and the archetype fits leadership.

If you don't like the first idea I'd suggest taking a look at the holy tactician.
Frunt line capable, benefits from high cha and can give good benefits by commanding.


If you can find a Bard Archetype that drops the spell casting, I might suggest that. I don't think it exists though. Bards were born to be cocky SOBs who get laid often and get thrown out of bars even more often. It could be great in such a role.

Without that, a charismatic fighter or maybe a rouge is your best bet. Fighters can always benefit from decent INT (mainly for Combat Expertise), and a charismatic fighter would be refreshing for once. Invest your skill points liberally in all kinds of different stuff, and use your favored class bonus for more skills. Pick the Archetype of your choice.

Rouges are natural charisma guys, and arrogance is part of the trade. You don't have to be a stealthy rouge, either - go with knowledge skills, talking, and maneuver skills (climb, swim, etc) to make a leader who can talk big stuff and back it up in or out of combat.

Shadow Lodge

Pathfinder Rulebook Subscriber

If you are willing to consider third party products, I suggest you check out the Inspiring Commander (Cavalier) archetype. I built one for a sailing campaign that I am in. It is a cross between a bard and a fighter.


Nether wrote:
Arizhel wrote:

No one expect the Inquisitor!

Blackpowder inquisition if you can get guns (might be a couple levels away, but nice not to have to spend the feats later)

Archer type, focus on leading from the rear.

Iquisitor
Garuda-Blooded Aasimar (Plumekith) Inquisitor 1
LN Medium Outsider (native)
Init +6; Senses darkvision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 8 (1d8); judgement of sacred healing 1
Fort +2, Ref +4, Will +5
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist acid 5, cold 5, electricity 5, judgement of sacred purity +1, judgement of sacred resistance 2-choose-
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities See Invisibility (1/day)
Inquisitor Spells Known (CL 1):
1 (2/day) Protection from Evil, Protection from Good
0 (at will) Disrupt Undead, Detect Magic, Guidance, Brand (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 7, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Gunsmithing, Point Blank Shot
Traits Ethical Leader, Reactionary
Skills Acrobatics +6, Bluff +4, Diplomacy +4, Fly +6, Intimidate +5, Perception +7, Ride +8, Sense Motive +4, Survival +3 (+4 to track) Modifiers monster lore
Languages Celestial, Common
SQ disruptive shot (dc 13), domains (black powder inquisition), judgement (1/day)
Other Gear 150 GP
--------------------
TRACKED RESOURCES
--------------------
Judgement (1/day) (Su) - 0/1
See Invisibility (1/day) (Sp) - 0/1

...

If 7 makes him a retard does 13 make him a super genius?


johnlocke90 wrote:
Nether wrote:
Arizhel wrote:

No one expect the Inquisitor!

Blackpowder inquisition if you can get guns (might be a couple levels away, but nice not to have to spend the feats later)

Archer type, focus on leading from the rear.

Iquisitor
Garuda-Blooded Aasimar (Plumekith) Inquisitor 1
LN Medium Outsider (native)
Init +6; Senses darkvision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 8 (1d8); judgement of sacred healing 1
Fort +2, Ref +4, Will +5
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist acid 5, cold 5, electricity 5, judgement of sacred purity +1, judgement of sacred resistance 2-choose-
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities See Invisibility (1/day)
Inquisitor Spells Known (CL 1):
1 (2/day) Protection from Evil, Protection from Good
0 (at will) Disrupt Undead, Detect Magic, Guidance, Brand (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 7, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Gunsmithing, Point Blank Shot
Traits Ethical Leader, Reactionary
Skills Acrobatics +6, Bluff +4, Diplomacy +4, Fly +6, Intimidate +5, Perception +7, Ride +8, Sense Motive +4, Survival +3 (+4 to track) Modifiers monster lore
Languages Celestial, Common
SQ disruptive shot (dc 13), domains (black powder inquisition), judgement (1/day)
Other Gear 150 GP
--------------------
TRACKED RESOURCES
--------------------
Judgement (1/day) (Su) - 0/1
See

...

Well a little more realistically, the average being 11, so a 7 is 4 points below with a -2 would make you mentally handicap. Not just a little slow, but very slow, and you would have a hard time grasping anything beyond simple commands/phrases. On the flip, 4 points at 15 Int would make you very smart/clever. 18 would put you at genius, and above that you are just a super genius of varying levels. I base this off of norm ranges from min/avg/max starting stat.

People want to dump stat, that is fine, but they also need to role play that stat as well, and in this case you should be a failure for leadership candidacy. Also I would think even a low level officer should have a +1 Cha, (12), and the higher ranking officers should have a higher Cha/Int mix.

I wish they would have made Knowledge: Tactics a standard option in that category as well.

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