Building Jinx from LoL for Pathfinder


Advice

Dark Archive

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I am looking to built a character that 'decently' mimics Jinx from League of Legends can do, though not fully since I don't know of any class that allows you to have bombs of death fall from the sky or using a machine gun, with consideration of the Alchemist and Gunslinger class for the best choices: Here is the Video

The important points are mimicking her bomber aspect and being a rapid fire shooter or penetrating shooter... though to fully see this character realized my require epic level consideration or mythic levels.

For the Alchemist I am actually considering the Wild Experimenter archetype, largely to get rid of mutagens since they are out of place for this build and because it is fitting to the concept.

Sovereign Court

Just a gunslinger is fine, not much else to say. If you are playing in a home game, would argue for the dm to let you use the experimental gunsmith (gnome racial archetype) to use innovations on your guns, such as vial launcher, allows you to shoot alchemical elixirs and potions or even tanglefoot bag (what she uses to snare people for example) or thunderstone to slow them down.


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Eltacolibre wrote:
would argue for the dm to let you use the experimental gunsmith (gnome racial archetype)

You probably dont need to, take Racial Heritage (Gnome) with the human bonus feat and you have access to the gnome's racial archetypes and feats as well as everything else, plus it also explains her extreme paleness and blue hair! :)

Sovereign Court

Hazrond wrote:
Eltacolibre wrote:
would argue for the dm to let you use the experimental gunsmith (gnome racial archetype)
You probably dont need to, take Racial Heritage (Gnome) with the human bonus feat and you have access to the gnome's racial archetypes and feats as well as everything else, plus it also explains her extreme paleness and blue hair! :)

I always forget that feat , problem solved! Yeah that's actually way too perfect.


Makes sense to me; a master craftsman route for making electric firearms could help too.


Issac Daneil wrote:
Makes sense to me; a master craftsman route for making electric firearms could help too.

i dunno why, but now i want to play some sort of Spellslinger 1/Gun Scavenger 1/Sorcerer X that shoots Jolt cantrips instead of bullets, maybe grabbing some sort of free metamagic to add Dazing Spell and stun them with my shock bullets, of course it would probably be much easier to make it a wondrous item


But hey; is easy always the most fun?


Techslinger could work, tho I don't know if there actually are equivalents to her guns.

Dark Archive

Age: 17
Race: Human
Traits: What should I pick?
Classes: Wild Experimenter/Techslinger
How many levels in each class would be best and how many total?
Feats: Racial Heritage (Gnome), what other feats should I consider?

Edit: Techslinger could also work.... actually I do think it is better. Swapping out Experimental Gunsmith with Techslinger.
-----------------------------------------

Technological Weapons: http://www.d20pfsrd.com/equipment---final/weapons/technological-weapons

Laser Weapons

Spoiler:
Laser Pistol
Price 10,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Dmg (M) 1d8 fire; Dmg (S) 1d6 fire; Critical ×2; Range 50 ft.; Capacity 10; Usage 1 charge; Special semi-automatic, touch; Weight 2 lbs.
DESCRIPTION
A laser pistol emits a beam of intensely focused light capable of burning anything it strikes. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers do not provide cover from lasers—but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment, and though a laser consists of highly focused light, it does not provide any illumination.
CONSTRUCTION
Craft DC 23; Cost 5,000 gp; Craft Technological Arms and Armor, military lab

Laser Rifle
Price 20,000 gp; Type two-handed ranged; Proficiency exotic (firearms); Dmg (M) 2d6 fire; Dmg (S) 1d10 fire; Critical ×2; Range 150 ft.; Capacity 20; Usage 1 charge; Special automatic, touch; Weight 6 lbs.
DESCRIPTION
A laser rifle is a larger, more powerful version of a laser pistol, and functions as such except for the differences listed here.
CONSTRUCTION
[b]Craft[/] DC 27; Cost 10,000 gp; Craft Technological Arms and Armor, military lab

Also I should mention this will be an NPC I may have my party face later in the campaign.


Based off what I saw in the video, she could be anything. Her using guns and other high tech weapons doesn't have to mean gunslinger. Gunslingers have grit and can do many tricks with their guns, and I didn't see any of that so...


You might want to consider giving her a mahine gun : )

Automatic fire are line attacks, so it should fit both the rapid fire and penetrating idea


Using this archetype and weapons from here (Arc Pistol & Rocket Launcher) as well as from here (LMG) I put together a sample Jinx. It is certainly not a perfect replication nor is the build 100% efficient, but it is fully legal and it might serve as inspiration :)

Jinx:
Human Barbarian (Savage Technologist)
CE Medium humanoid (human)
Init +4 [+6]; Perception +10

DEFENSE

AC 15 [17], touch 14 [16], flat-footed 11 (+1 armor, +4 [+6] Dex)
DR 1/-, 3/- vs small projectiles
hp 69 (8d12+8)
Fort +6, Ref +6 [+8], Will +1 [+3]; +4 vs spells or spell-like abilities

OFFENSE

Speed 50 ft.
Melee +8 Cestus (1d4+1 19-20 x2) and +9/9/4 Arc Pistol (1d8+1 electricity)
[+10 Cestus (1d4+3 19-20 x2) and +11/11/6 Arc Pistol (1d8+7 electricity)]
Ranged +8/8/3 Light Machine Gun (2d6+1 x4 120 ft.)
[+12/12/7 Light Machine Gun (2d6+9 x4 120 ft.)]
+12 Rocket Launcher (6d6 fire, 6d6 blunt, 30 ft. radius, DC 15 'splash' 120 ft.)
[+14 Rocket Launcher (6d6+6 fire 6d6 blunt, 30 ft. radius, DC 15 'splash' 120 ft.)]

Deadly Aim (-3 to hit, +6 damage)
Reckless Abandon (+3 to hit, -3 AC)

Rage +4 Str/Dex, +2 Will (18 rounds)

STATISTICS

Str 12 [16], Dex 19 [23], Con 10, Int 14, Wis 8, Cha 13
Base Atk +8; CMB +9; CMD 23
Feats Rapid Shot, Point Blank Shot, Precise Shot, Quickdraw, Deadly Aim
Skills Acrobatics (8) +15 [+17, +36 to jump], Craft (Mayhem, 8) +17, Disable Device (8) +10, Escape Artist (8) +12 [+14], Intimidate (8) +12, Perception (8) +10
Languages Common, Ignan, Aklo
SQ Heart of the Fields, Fast Moment, Rage, Rage Powers (Reckless Abandon, Superstition, Ground Breaker, Raging Leaper), Trap Sense +2, Damage Reduction, Sword and Gun, Primal Magnetism, Crack Shot
Gear LMG +1 Furious, Arc Pistol, Mwk Cestus, Boots of Springing and Striding, Rocket Launcher, Quilted Cloth Armour

In this incarnation, she has three of her signature toys - the zap gun (arc pistol), fishbones (rocket launcher) and pow-pow (machine gun). She is built using PC wealth (a bit over actually) and the two first absorbs most of her wealth (10000gp each!) so for an proper encounter, she might not need both.

The rocket launcher in particular is nasty - modern firearms always target touch and has 10 range increments which means she can shoot a +7 touch attack at 1200 feet that deal 12d6+6 damage in a 30' radii ball!

Thanks to the Savage Technologist Sword and Gun feature she can use the Arc Pistol in melee without worry. Since it targets touch armour she can use it to really inflict some pain together with point blank shot and deadly aim. An extra +2 vs metal armour will make your fighter wish he rolled a monk for the first time in ages : )

The machine gun is pretty self-explanatory. Remember that it attacks a whole line! Sadly, Deadly Aim does probably not apply to the damage here. Note that a fully automatic attack consumes 10 bullets - and the LMG listed has only got 40 bullets tops. Consider using the heavier machinegun (Vicker's) and give her something against the drawbacks - or simply increase the ammo capacity of the LMG.

She has quick-draw to switch her weapons around as needed.

Ground Breaker and her good acrobatics score means she have one more trick up her non-existent sleeves. If she gets surrounded, she can turn the ground around her into difficult terrain then jump away.

Since she is a bit dependent on her rage (excitement!) she has heart of the fields to ignore fatigue once per day, letting her continue her mayhem!

If you want to replicate the chompers too I would suggest using this and mixing a tanglefoot bag and say an alchemists fire (this trick works better for lower levels I think) or simply use one of the many grenades in the game :)

Like the 'real' Jinx this one is squishy - her saves isn't that good, her AC is low and so is her hitpoints. While it is true to her gameplay in lol, simply giving her a cloak of resistance and better armour would go a long way. Luckily it sounded like she will have some minions to peel for her, so that is nice!

Something like a Quick-Runners Shirt would do good things for her mobility, something to consider.

Cheers!

Dark Archive

Lessah wrote:

You might want to consider giving her a mahine gun : )

Automatic fire are line attacks, so it should fit both the rapid fire and penetrating idea

I already considered the machine guns offered here, but when I looked the guns up on Google the actually guns was nothing like the design Jinx was shown using. Either could work, but without enhancing the gun to be light I would have to invest in some strength. I wouldn't use the design or look of the real thing. I would probably also use the feat/trick that allows you to automatically reload.

Dark Archive

I missed your second post Lessah but you offer some very strong and interesting suggestions, this could work every well indeed... should I mix it with Wild Experimenter or take the Savage Technologist by itself?

Both together could offer even stronger feel for the character I think and on the NPC being high level, wealth wont be an issue I think I can justify her having higher wealth, but I am willing to put the Wild Experimenter aside if I must.

Honestly I have considered most characters in LoL being high level in D&D, even everything they can pull in game and what they would gain by building them using Pathfinder and 3rd Party resources.


I would not mix the alchemist with more then 1-2 level dips, since the main draw of the class (bombs) doesn't scale with other classes*. If you have the energy, simplest would be building two Jinx and see which one you like the most! Or you could look up the Gestalt rules and make an unholy mix.

*But if she is going to be several levels above the party, it might be fine or even good if she don't have full bomb progression. If the party lack the proper resistance they could do lots of damage!

Since it sounds like you want to remove the non-jinx stuff from the alchemist, consider adding this archetype to her too if you go down that path. The Alchemical Weapon feature lets you add Tanglefoot bags to your bombs (they are considered weapons) to get proper chompers : )

@Strength - Consider Muleback Cords (+8 Str for carrying stuff). They let her haul around her small arsenal without being overly beefy! (Note: I used the heroic npc array [15 14 13 12 10 8] for the one I made, using pointbuy instead is probably better so you can fine-tune it : ))

Edit: @Machine Gun - Yeah, the pathfinder offerings for machine guns are a bit slim. Regardless, I don't think the type of gun used by Jinx is mounted on anything lighter then an helicopter ...

Luckily pathfinder has stuff in the helicopter weight class we can steal from! This guy has a pair of chainguns that you could steal : )

Scaled down, they would have stats around this

DMG (M) 3d6 Critical x4 Range 200 ft. Type P

Add weight & price appropriately.

Note: While the monster in question can't make iterative attacks with the Chainguns that is due to a limitation of the Robots Integrated Weapons quallity. Not any limitation in the weapon itself!

Edit2: @Lol power-level - A pathfinderized version of Nasus would be fun/amusing... : )

Dark Archive

Looks up Grenadier, pleased to see that it can be combined with Wild Experimenter. Nice, so that could work for a lot of fun. I can see to maybe making two Jinx and trying out both, I may even pit both against the party at different times to see how it works out.

I do think Wild Grenadier Experimenter/Savage Technologist could work at higher levels. Perhaps go level 8 for the first and level 12 for the second.

I will tinker with a machine gun consideration.

Dark Archive

Don't forget to make a lawful good musket master gunslinger and a chaotic neutral brawler with dual oversized adamantine gauntlets to act as antagonist NPCs.

Actually, that sounds fun. I may have to cook up some LoL champs myself.


@Lessah Rocket launchers don't work with deadly aim. They are considered heavy weapons, not firearms.


@Deadly Aim + Rocket - Yeah. But heavy weapons work like firearms, so they should qualify for things like 'Crack Shot'. That is the Dex to damage feature of savage technologist and what adds to the listed damage of the Rocket Launcher.

And if that is not agreeable, simply equipping a Heavy Weapon Harness should do the trick. I can't recall what allows a gunslinger to actually use Deadly Aim in the first place, but it might take care of that too :)

Heavy Weapon Harness:

Price 9,000 gp; Type light; Weight 10 lbs.; AC +1; Max Dex +6; Penalty -1; Spell Failure 5%; Speed (30 ft.) 30 ft.; Speed (20 ft.) 20 ft.; Capacity —; Usage —
DESCRIPTION

Known also as an "H-belt," a heavy weapon harness is an elaborate network of plastic and metal struts and straps. The harness can be worn in conjunction with any other suit of armor—the armor bonus granted by the heavy weapon harness does not stack with that granted by other suits of armor, but the armor check penalties and spell failure percentages do.

A heavy weapon harness provides its wearer with additional stability and support, allowing the user to wield heavy weapons as if they were regular firearms, using the Exotic Weapon (firearms) feat for proficiency rather than Exotic Weapon (heavy weaponry). A character with Exotic Weapon (heavy weaponry) who wears an H-belt finds the use of heavy weapons even easier, and gains a +1 circumstance bonus on all attack rolls made with harnessed heavy weapons.

Unlike most technological armors, a heavy weapon harness does not use power—its components are purely mechanical.


Do note that the gear Jinx uses is Hextech as far as I recall. That means there is magic inherent in its creation process. So, whatever you do, you should involve magic in some way.


Inlaa wrote:
Do note that the gear Jinx uses is Hextech as far as I recall. That means there is magic inherent in its creation process. So, whatever you do, you should involve magic in some way.

Hybrid Tech/Magic rocket launcher crafted with an added Major Creation spell, only difference from vanilla rocket launcher is that it has infinite ammo outside of antimagic zones (and inside of them it still has 10 shots before going kaput)

Dark Archive

All good points and suggestions

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