|Revolving Door Alternate|
Hey folks, I'm in a campaign that is going very well and I'm having lots of fun. But just in case I die, I always try to have a backup concept in place. I have 2 wildly different concepts in mind. One I already have the build pretty much set. The other is quite a bit more nebulous.
The groups is pretty large. There aren't really any roles that are completely missing. So there isn't really anything really needed as in a gap of capabilities.
We are currently about 6th level, so this PC would be starting at 6+ whenever needed. The GM is using 25 point buy and might be open to moderately powerful races. VMC is allowed.
This is a highly modified Emerald Spire; so a lot of it is indoors, under ground, or otherwise tight spaces. So I don't think I want a guy that grows large in order to fight.
Also since the group is large, I don't think I want a build that summons lots of creatures to do the fighting.
Several of the players are fairly/totally new to PF1. So, I'm not too worried about my character being able to keep up and contribute. I am good at that.
We are playing online using Roll20. There is a fair amount of in-character conversation on Discord during the week.
So just for giggles (and to start in-character conversations), I was thinking about going for a build that is high on 'ick' factor. Spells and abilities that make people say "What the heck just happened?!?"
Touch of slime
Garden of peril
Touch of idiocy
The undead bloodline skeletal hands that erupt from the ground to attack
There are a few really odd improved familiars.
Weird spells that are rarely used.
Odd class abilities.
Things like that.
Wizard has the biggest spell list.
Druid does have a few of those really odd spells on it.
Alchemist and sorcerers have some really bizarre class/bloodline abilities.
I'm pretty open to suggestions. So what do you think?