I need an unusual character


Advice

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Lately, I've been in a rut as far as characters go; all of them seem to be the same, even though they are different race/class combinations.

I'm soon to be playing in a Legacy of Fire game, starting at level 5 with a 25 point buy. All paizo materials are available for. What I need is something unusual to play, something to get me out of my rut. Naturally, I have no ideas. So I turn to you, my fellow gamers, for ideas. Perhaps it's a concept, or a strange combination of classes, but I need some ideas. For once, I'm not concerned about what the other players will make; if we are missing a vital role, so be it, we'll have to manage.

Any ideas you can throw my way would be greatly appreciated. :)

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Maybe the problem isn't the race/class but your characterization that's stuck in a rut. If that's the case, an unusual skin probably won't help.
.

Think personality before race class next time, that might help.

Sovereign Court

I've always thought there might be some fertile ground of "unusualness" with the Living Monolith.


Ask yourself, how do they all play the same? Is it style, personality, tactics or what?


LazarX wrote:

Maybe the problem isn't the race/class but your characterization that's stuck in a rut. If that's the case, an unusual skin probably won't help.

.

Think personality before race class next time, that might help.

Nope.

It's purely mechanics at this point. I have no problem coming up with interesting characters, from a roleplaying standpoint; I've turned the blandest fighter into one of the most memorable character in our group.

At this point, I don't want to make "just" a fighter, or wizard, or whatever. Not unless I can find some kind of angle, from a mechanical point, that livens it up. For me, half the fun of the game is character creation.


Mok wrote:
I've always thought there might be some fertile ground of "unusualness" with the Living Monolith.

That certainly is unusual. Thanks for the contribution.


What about campaign traits?

I would hazard a guess that you're starting out of the gate in Chapter 2 at some point ... at what point is a big deal to get as much information from your GM as you can.

Set the "All Gnolls Must Die!" Achievement Feat as a goal, whether or not you actually get to take it. 1 level ranger (favored enemy: gnoll), all remaining levels into alchemist (to stuff your gnolls with of course, complete with profession - taxidermist) and bring on the cold bombs! Gnome with favored class bonus ramping up the bomb count/day, feats are otherwise all about a combination of Fleet (move faster, must move faster!), bomb discoveries and killing/taxidermy'ing gnolls (well, ok, maybe not more than one of these). And anything else wierd and unusual, 'cause gnomes like varied experiences. Oh, maybe tack on Craft - paintings and take the time to 'capture' certain moments on canvas. Bonus points if you can nab some marvelous pigments.


Sayer_of_Nay wrote:
Any ideas you can throw my way would be greatly appreciated. :)

Well here are a few character concepts I have been wanting to try:

A halfling summoner who rides his 4 legged edilon into combat, casting spells on his "horsey" to enhance him DURING combat. Can even use the Ride ability to help negate some of the damage to your "mount".

A cleric who focuses on using his domain abilities to benefit the group. Such as the Luck and Defense (subdomain of Protection).

A Maneuver Master monk focused on tripping and disarming to grant allies AoO when his opponents standup/get their dropped weapon.

The Drunken Brute barbarian. Something about playing an alcoholic character who just goes nuts in combat seems appealing. Plus, you can drink the alcohol as a move action, you can go up the Vital Strike tree for your damage.

I like the Ranger Shapeshifter archtype (APG) as well, but not without some way to get additional aspects each day (like "extra shifter's blessing"). But that would obviously be a DM call.

Haven't had too many ideas with bards, wizards, druids, or sorcerers. Probably play them too much already :D Plus, I've been on this "help the party kick" as you can see by my character concepts.

That's about all I have right now, unless you want me to think/review some more notes.

The Exchange

Sorry I can't buy the "it's mechanics argument." It is always about the personality of the character. When was the last time you chose a "vanilla" character? What did you do to make him more interesting? I say Human fighter and use your traits to make him unique.


Crimson Jester wrote:
Sorry I can't buy the "it's mechanics argument." It is always about the personality of the character. When was the last time you chose a "vanilla" character? What did you do to make him more interesting? I say Human fighter and use your traits to make him unique.

*shrug* You can believe whatever you choose. :)

The "vanilla" character was a fighter named Joe. I wanted him to be an everyman, rather than a hardcore badass; I based him on Chief O'Brien from Star Trek DS9. He was good with his hands, had more intelligence and wisdom than strength, and spent the majority of his skill points on crafts and professions; while the other PC's were epic heroes, he just wanted to live in peace. His highest stat was constitution, and many of his feats went towards increasing his hardiness.


Speaking as a GM here, I'll tell you that one of the character races that I see get dropped by the wayside all too often is the gnome. Gnomes have so much to offer from a role-playing standpoint. They are whimsical, extremely short, given to fits of self-serving mischief, and usually outcasts from normal society. Not only that if you get the Charisma at 11 you get some pretty sweet 1/day spell like abilities. I've always wanted to see a gnome rogue/cleric. Have them worship one of the more mischievous or selfish deities, or even better have them worship an Archdevil or demon. Have him/her use their cleric abilities to buff himself, their size to hide and then loot the crap out of anyplace they go. Just a suggestion. Take it or leave it. It's just something I've always thought would be fun to play.

Shadow Lodge

Here's a Rogue in Heavy Armor and Shield you could try.

I like attempts at combat sorcerers, like my aberrant Arcane Wildshaper.

You could also try an illusionist. Move away from the dice entirely and base your power on your ability to impress the GM with your creativity. Gnome illusionists, although a staple, are still rare enough to be interesting.

Can a Deaf Waves Oracle/Rogue be interesting?


Most character classes do what they were designed for (Fighters fight, wizards cast spells and so on). So perhaps you could play a more versatile class like a bard, who can somehow do more or less everything, but not as good as specialist characters. Ok a bard is nothing new and special, but if you are able to think laterally on how to use his abilities, you may be able to have a lot of fun. Here is just a thought: If you can use a bard to control your enemies, you can also use it to control the other characters. Ok! This style of playing is difficult, needs a lot of good ideas and you your fellow players won't be always about your character's leadership, but it could turn out to be something new. I personally find that bards are quite challenging to play, but maybe this is a plus for a player in a rut.


May I humbly suggest a goblin, monk grappler?


a halfling barbarian wardog lance charger/cavalier?

2. a ranger who throws axes, and is beautiful named Sully

3.a shuriken weapon master fighter

4. a moon hating reindeer companian druid who is afraid of water


I can do this all day

2 WIZARD/monk who punches magic missiles, and karate chops rays!


Goblin Gunslinger

or

Magus/Cleric/Mystic Theurge(not my idea, but a friend did come up with this).


A half-orc (or better, a GOBLIN) paladin that's devoted to the Goddess of Beauty. That has some killer RP potential.

A gnome illusionist with a pseudodragon or faerie dragon familiar. Actually, don't do this one...Your party will conspire to murder you for the pranks.

A minotaur fighter with a 3 int. (I've seen this one done. The player was outstanding and had us all in stitches most game sessions)

A halfling cavalier with the archetype that allows exotic mounts. Dinosaur brigade...CHARGE!


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

How about a Gnoll? You'll have some good roleplaying opportunities with that particular AP. Maybe a ranger with the natural weapon style?

Grand Lodge

I have been itching to play a human bard/rogue (probably eventually arcane trickster), who tends towards party face, using magic to enhance his bluff/diplomacy. In combat he mostly avoids the melee, using grease and tanglefoot bags to reduce an enemies AC and make them flat footed, then throws knives into their squishy bits (probably the knife master archetype). He'll eventually pick up a wand of blindness/deafness as well.

He pretends to be a cleric, using bardic healing spells, his bluff checks, and good old fashioned chicanery to convince hapless rubes (and sometimes party members) that he can heal with a touch. He rarely impersonates a priest of the same god twice, and carries holy symbols of every major and minor deity he can get his hands on. Basically has Munchausen syndrome, and more or less can't do anything without telling somebody at least one lie. His eventual goal is to start his own church, and get rich off the profits.

It's a bit mechanically difficult, and probably won't be good for much in combat except an occasional bee-sting, some off-heals, and a bit of battlefield control. Mainly the use of the character should be diplomancy.


InVinoVeritas wrote:

Here's a Rogue in Heavy Armor and Shield you could try.

I like attempts at combat sorcerers, like my aberrant Arcane Wildshaper.

You could also try an illusionist. Move away from the dice entirely and base your power on your ability to impress the GM with your creativity. Gnome illusionists, although a staple, are still rare enough to be interesting.

Can a Deaf Waves Oracle/Rogue be interesting?

I have to say, that Mist assassin looks interesting. How has it worked for you?

Were I to do it, I'd probably substitute vivisectionist for rogue, though.


a half-orc with racial heritage goblin who takes a split fighter and barbarian lvls and grabs some goblin and orc feats from the goblins of golarion and orcs of golarion books might be cool.

Or go goblin cleric 1/fighter 1/monk rest who picks up weapon finesse, dervish dance, and crusader's flurry(worship a god who likes scimitars) to flurry with a scimitar and get dex to damage on scimitar attacks. You can also pick up the goblin feat roll with it, which lets you make an acrobatics check to negate damage from a melee hit.
feats: 1-weapon finesse, 2-weapon focus, 3- crusader's flurry, 5- dervish dance.


Make a synthesist dedicated entirely to skills and non-combat tricks! :P

Scarab Sages

One of my more interesting character concepts was a Gnome Monk of the Empty Hand name Tongtokl Stirfry. He grew up as a slave in Riddleport, and quickly discovered he was a talented cook. One day, while his cruel master was beating him, he retaliated, grabbing a frying pan from the nearby countertop and bashing his master's head in. For fear of being discovered, and ashamed at his unintentional murder, he fled, going to (insert campaign setting here). He wanders the world now, trying out new recipes, concocting new dishes, and fighting off the hordes of darkness with his trusty frying pan at his side.

Mechanically, I chose this combo because Gnomes are awesome, and Monk of the Empty Hand was the only way I could conceivably make Frying Pans into a deadly weapon. He also carries a variety of other cooking implements that could be used as weapons, and he can eventually use his frying pan as a SLASHING WEAPON (don't ask, it's a monk thing). It's not optimal, but it's an interesting concept that SHOULD be able to work, especially with a better-than-usual point-buy.

The Exchange

Try to be the most helpful melee character there is:

Helpful trait (Hafling/adopted by halfling: +4 aid another)
Body Guard Feat (Aid another as AoO)
if your damage is low (and it may be fun to let it stay low)
Butterfly Sting (your crits allow allies to auto crit)
(Fighter, Paladin, and calvalier get honorable mentions)
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Starting at lvl 5 you can pull off a good Armored Wizard (Wiz 5): choosing only spells that dont have somatic components (Still spell helps). Try casting every core book spell it will be fun.
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Kensai (Magus) who never rolls damage. Auto max or auto average (Abadar gives a feat but i cannot recall the name). I think Kensai have to choose from special list of weapons to focus on, but it sounds fun still. (extra arcane pool feat should help)
------------------------------------------------
Witches look like they are alot of fun: UM lets you have prehensial hair. You can Multiclass witch with little lost. the extra hex feat lets you expand while multiclassing and the cackle hex lets you be effictive. You can apply a hex with an unarmed strike now (feat).

Shadow Lodge

Sayer_of_Nay wrote:


I have to say, that Mist assassin looks interesting. How has it worked for you?

Were I to do it, I'd probably substitute vivisectionist for rogue, though.

I haven't had the opportunity to try it out. I have more ideas than opportunities. But oh, yes, a Waves Oracle/Vivisectionist would be perfect here. I hadn't really looked at UM/UC yet. Can you sneak attack with a splash weapon (you still get Throw Anything, acid would still work).

My greatest worry about the Mist Assassin is that it might make a better NPC than PC; being deaf limits interaction (but doesn't stop it), and the character's MO is sneak in to target, shut down target's senses, take target apart--which might not work as well as part of a group.

But I definitely don't think these challenges are insurmountable, and it would definitely make for a unique character. Maybe we should keep brainstorming and see what a Level 5 character looks like.


An elemental themed cleric, specializing in summoning, controlling, and turning elementals (fire, air)

Shadow Lodge

Sayer_of_Nay wrote:


I have to say, that Mist assassin looks interesting. How has it worked for you?

Were I to do it, I'd probably substitute vivisectionist for rogue, though.

So, the build might look something like this? Note: This is just a cut-and-paste from the other build. This build would rely far less on Stealth.

Str 12
Dex 18
Con 12
Int 13
Wis 8
Cha 16

Race: Half-Elf. Choose Ancestral Arms (Chakram) and Multitalented: Oracle, Alchemist.

Level 1: Waves Oracle. Choose the Deaf Curse. Traits: Magical Knack (Oracle), Elven Reflexes. Feat: Improved Initiative. Skills: Acrobatics, Craft (Alchemy), Escape Artist, Stealth, Swim. Choose Inflict spells. Revelation: Water Sight. Spells: Create Water, Detect Magic, Detect Poison, Light, Inflict Light, Obscuring Mist, Shield of Faith.

L2: Oracle. Spells: Touch of the Sea, Mending.

L3: Alchemist(Vivisectionist). +1d6 sneak attack, Mutagen. Feats: Point Blank Shot, Throw Anything, Brew Potion. Formulae: Bomber's Eye, Expeditious Retreat, True Strike.

L4: Oracle. Revelation: Fluid Nature. Spell: Divine Favor. +1 DEX.

L5: Oracle. Spells: Slipstream, Guidance, Inflict Moderate, Silence. Feat: Quick Draw.

Vivisectionist next for poison use and Bleeding Attack.

So, all in all, it looks like this:

Half-Elf Waves Oracle 4 / Alchemist (Vivisectionist) 1

Str 12
Dex 19
Con 12
Int 13
Wis 8
Cha 16

Ancestral Arms (Chakram)
Multitalented: Oracle, Alchemist
Keen Senses
Low-Light Vision
Elven Immunities

Languages: Common, Elven, +1

HP 38 (5d8+5(Con)+5(FC)) Assume 5 hp/level after 1st
AC 14 (Armor and equipment not added in yet)
Fort +4 Ref +7 Will +3
Initiative: +6 (+4 Dex, -4 Deaf, +4 Improved Init, +2 Elven Reflexes)
CMB +4
CMD 18 (22 vs. bull rush, drag, grapple, reposition, trip)

Skills:
Acrobatics +12 (5 ranks, +3 Class, +4 Dex)
Craft(Alchemy) +10 (5 ranks, +3 Class, +1 Int, +1 Alchemy)
Escape Artist +12 (5 ranks, +3 Class, +4 Dex)
Stealth +9 (5 ranks, +4 Dex)
Swim +9 (5 ranks, +3 Class, +1 Str)
Perception +1 (+2 racial, -1 Wis)

Feats:
Brew Potion
Throw Anything
Improved Initiative
Point Blank Shot
Quick Draw

Class Abilities:
Oracle's Curse: Deaf
Water Sight
Fluid Nature
Alchemy
+1d6 sneak attack
Mutagen +2 AC, +4/-2 Ability

Traits:
Elven Reflexes (+2 Init)
Magical Knack (Oracle)

Formulae:
Level 1: Bomber's Eye, Expeditious Retreat, True Strike

Oracle Spells:
Level 0: Create Water, Detect Magic, Detect Poison, Light, Mending, Guidance

Level 1: Inflict Light Wounds, Obscuring Mist, Shield of Faith, Touch of the Sea, Divine Favor

Level 2: Inflict Moderate Wounds, Silence, Slipstream

Equipment is still open, and I'm sure there are things that could be changed for the better. But here's the basics.


Sayer_of_Nay wrote:

Lately, I've been in a rut as far as characters go; all of them seem to be the same, even though they are different race/class combinations.

I'm soon to be playing in a Legacy of Fire game, starting at level 5 with a 25 point buy. All paizo materials are available for. What I need is something unusual to play, something to get me out of my rut. Naturally, I have no ideas. So I turn to you, my fellow gamers, for ideas. Perhaps it's a concept, or a strange combination of classes, but I need some ideas. For once, I'm not concerned about what the other players will make; if we are missing a vital role, so be it, we'll have to manage.

Any ideas you can throw my way would be greatly appreciated. :)

Half Orc Ranger 2 / Barbarian rest Natural Weapon attacker? Toothy, Aspect of the Beast, Beast Totem/Fiend Totem RPs, giving you up to 4 natural attacks by level 4, all primary, if memory serves.


How about the playing the Rakshasa from the Necromancer Games Pathfinder supplement? Would fit nicely into Legacy of Fire.

Too Unusual?

Maybe a Gnome Bard tricked out with the Pyromania alternate trait from APG, take a level in Cleric of Sarenrae or Elemental Sorcerer to get the Fire Music feat?

Weaksauce?

Ok then, try one of the Genie-blooded Sorcerers from the APG. Grab all the similarly themed spells from the Sorcerer list and maybe even play one of the elemental races from the Bestiary 2 just for extra flavor. That works well in Legacy of Fire too.

To Aladdin for you?

Well, last shot here, the Kobold Scout.
Yeah he's got a crappy strength rating (6 usually), but he's a sneaky little bugger. Maybe he's the sole survivor of his tribe, maybe he's an outcast, either way he now does odd scouting work for the locals. Give him a super-high dex, the weapon finesse feat and the d8 dagger sneak attack archtype. I like to give him a personality disorder or an entertaining characteristic because face it, just being a kobold in the desert isn't enough!

Grand Lodge

Had this happen once when my characters would die every game (Cthulhu GM running Pathfinder.. great story teller but we all died a lot!) I literally made Paul Bunyan. Babe wandered away at night, next morning I went to find him and through some magical woodsy magic I ended up in the GM's home brew world. It was actually quite fun until Paul died that game, and the GM loved the character concept.

Grand Lodge

InVinoVeritas wrote:


Can you sneak attack with a splash weapon (you still get Throw Anything, acid would still work).

You can't sneak attack with a splash weapon, or any other precision based damage source. I guess that means you can crit though, if that helps.


Let me contribute some ideas off the top of my head:
A Gnome Barbarian named.... how about "Matty Go-rak" who thinks he is a half-orc and he goes into a rage every time he sees other gnomes and attacks them because he well... hates gnomes.

A Half-Elf Gunslinger named "Celty" who has conversations with her guns that she named "Smithy" & "West" and treats them as if they were living.

A Human Ninja named "Kenjute" who has a phobia with sharp objects and gets paranoid when everything gets quiet and makes loud noises without realizing it.

Let me know what you think of these.


I have been thinking of trying to puzzle together a druid/monk that goes kung fu panda style with wild shape and different styles from UC, a problem with this build thought is that it is extremly feat starved, so you will need to lay out your character as a puzzle.

For the people without UC, there is a feat that allows the use of every feat that has improved unarmed strike as a prereq to be used with natural attacks, this feat also includes so you can flurry with your natural attacks.


A monk that prestige's into duelist using the boar style feats in order to get piercing damage with his unarmed strikes.

The Exchange

1. Uber high charisma + oracle of heavens.
2. Halfling stunning fist monk. (apg alternates).
3. Cleric with the saurian and growth domains. natures boon
(instantaneous growths for your companion).
4. Paladin/ranger two weapons thrower with smite and gravity bow.
5. If DM permits... take a usually evil class that has developed insanity, the kind that gives you a new personality, ie., a LG vampire.
6. Take a vow of poverty.


Kobold Monk/Fighter LG or LN
Kobold Monk/Sorcerer LN
Kobold Monk/Druid LN

Tengu: the Eyes and Ears of Wotan/Odin. The descendants of Wotans ravens Hugin and Munin... They are considered by many the crows and ravens of the battle field, always on the outskirts scrounging... long ago they came from the far east but have been in the north so long they came to see themselves as the children of the two Norse Ravens...

So... A Tengu Oracle of Knowledge, or a cleric of a little known Ulfen god Wotan, With Magic, Knowledge, Runes etc to choose from...

Sorcerer from the far north with ice as your thing ;) You are one of the Ice Queens relatives...


A goblin that acts as the fool for a king. However he is secretly planning to end his story. Oh shall the church bells ring. Everyone shall rejoice and bask in your glory. From juggling and spitting fire to con torsions of the body and mind, your goblin will do it all. he will dip and dive into the depths of magic. Until his very soul is consumed by fate and he shall fall. everyone will cry out in pain for your death will be tragic. And so shall the story end of the goblin magus named fiddle doe de. For every story has an end that was meant to be.


Pathfinder PF Special Edition Subscriber

I have been having a blast with a Half-Elf Ranger / Bard / Shadowdancer that I have been playing. Sure, no rogue levels in the beginning made it a bit strange in the eyes of the other players, but once I got there this character has really been a terror on the battle field. Though I still wish I had made him a Gnoll instead of a Half-Elf.


Fumihasa wrote:
Had this happen once when my characters would die every game (Cthulhu GM running Pathfinder.. great story teller but we all died a lot!) I literally made Paul Bunyan. Babe wandered away at night, next morning I went to find him and through some magical woodsy magic I ended up in the GM's home brew world. It was actually quite fun until Paul died that game, and the GM loved the character concept.

Are you from Minnesota by any chance?


I had a lot of fun with a quasi-suicidal and revolution-fermenting cleric of Milani. You get to think that you're a reincarnation of a martyred saint (while the rest of the party rightfully questions your sanity) and also access to some really great domains. I took Liberation and Azata which is an amazing combination.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

We had an idea about a fighter/barbarian combo. Go 3 levels of Titan Mauler and the rest Tower Shield Specialist Fighter. Wield a greatsword in one hand with a only a -2 penalty. Oh, and Tower Shield. Shield Focus, GSF for a +6 shield, +8 FP armor, +3 Dex without enhancements.

27 base AC, 2d6+___ damage and go for it.


A) Paladin/oracle of life with the life link revelation. You can give everyone in the party 5 hp per round, then use your swift action to heal yourself with lay on hands.

B) Double cursed oracle of lore/Inquisitor with the luck domain who takes the Eldritch Heritage feats from the Karma/Destiny Blood line who forces rerolls.


Tangaroa wrote:
An elemental themed cleric, specializing in summoning, controlling, and turning elementals (fire, air)

I like this concept. One question though: why air and fire domains? Is there a mechanical reason , or simply personal preference?


InVinoVeritas wrote:
Sayer_of_Nay wrote:


I have to say, that Mist assassin looks interesting. How has it worked for you?

Were I to do it, I'd probably substitute vivisectionist for rogue, though.

So, the build might look something like this? Note: This is just a cut-and-paste from the other build. This build would rely far less on Stealth.

Str 12
Dex 18
Con 12
Int 13
Wis 8
Cha 16

Race: Half-Elf. Choose Ancestral Arms (Chakram) and Multitalented: Oracle, Alchemist.

Level 1: Waves Oracle. Choose the Deaf Curse. Traits: Magical Knack (Oracle), Elven Reflexes. Feat: Improved Initiative. Skills: Acrobatics, Craft (Alchemy), Escape Artist, Stealth, Swim. Choose Inflict spells. Revelation: Water Sight. Spells: Create Water, Detect Magic, Detect Poison, Light, Inflict Light, Obscuring Mist, Shield of Faith.

L2: Oracle. Spells: Touch of the Sea, Mending.

L3: Alchemist(Vivisectionist). +1d6 sneak attack, Mutagen. Feats: Point Blank Shot, Throw Anything, Brew Potion. Formulae: Bomber's Eye, Expeditious Retreat, True Strike.

L4: Oracle. Revelation: Fluid Nature. Spell: Divine Favor. +1 DEX.

L5: Oracle. Spells: Slipstream, Guidance, Inflict Moderate, Silence. Feat: Quick Draw.

Vivisectionist next for poison use and Bleeding Attack.

So, all in all, it looks like this:

Half-Elf Waves Oracle 4 / Alchemist (Vivisectionist) 1

Str 12
Dex 19
Con 12
Int 13
Wis 8
Cha 16

Ancestral Arms (Chakram)
Multitalented: Oracle, Alchemist
Keen Senses
Low-Light Vision
Elven Immunities

Languages: Common, Elven, +1

HP 38 (5d8+5(Con)+5(FC)) Assume 5 hp/level after 1st
AC 14 (Armor and equipment not added in yet)
Fort +4 Ref +7 Will +3
Initiative: +6 (+4 Dex, -4 Deaf, +4 Improved Init, +2 Elven Reflexes)
CMB +4
CMD 18 (22 vs. bull rush, drag, grapple, reposition, trip)

Skills:
Acrobatics +12 (5 ranks, +3 Class, +4 Dex)
Craft(Alchemy) +10 (5 ranks, +3 Class, +1 Int, +1 Alchemy)
Escape Artist +12 (5 ranks, +3 Class, +4 Dex)
Stealth +9 (5 ranks, +4 Dex)
Swim +9 (5 ranks,...

I like it so far. A few questions, though. Why use a chakram? And, assuming a level 20 end game, how much alchemist would you say should be used for this version of Mist Assassin? My gut says four; you get two discoveries, 2nd level infusions, and 2d6 sneak attack.


-LG alcoholic Paladin of a death god, he gets drunk and goes to other peoples funerals for fun. morbid morbid morbid roleplay. Add profession grave digger, and watch the whole party get depressed. He had a mule for his mount because as he said "I fall off the horse, it's too high off the ground and hurts more"
-Pyscho animal rights CN druid. Let's the dogs off the chains, strict vegan, wears almost nothing. Can be a bit hard to control in some games
-Half orc bard percussionist. High strength bard with a great axe. freaks out the NPCs every time. "The big guy is the face?"


If you are visual-minded, I can give you a few ideas in here: My gallery

If you like to look at some One Trick Ponies that's also a possibility.

I'd like to point out Phinneas Tripp and you can see how I envision him here

That's my contribution for now.

Have Fun!


Jam412 wrote:
How about a Gnoll? You'll have some good roleplaying opportunities with that particular AP. Maybe a ranger with the natural weapon style?

Are gnolls even a playable race? It sounds intriguing.


You can try a build where the race/class combo is not that often used because of unfavorable stats and then find a why to make it work for you.

Gnome Barbarian maybe with Underfoot combat and such, triping large enemies then jumping in the face strangling them with bare hands "It's not the size that counts."

Ask if you can have a flaw (for a feat) and build something around that. I find those characters are most fun ^^

You could give him a mutation (snake arm, or a hunchback)

It all depends on the GM what he allows.

Scarab Sages

pipedreamsam wrote:
A monk that prestige's into duelist using the boar style feats in order to get piercing damage with his unarmed strikes.

I hadn't even THOUGHT about that yet. That's an AMAZING idea! In addition the Hamatulatsu feat allows you to do piercing damage with your unarmed strike, which means you could use this and take the Dragon Style feats with it, essentially burning Weapon Finesse in order to gain all the AWESOME benefits of Duelist. I mean, adding your duelist level to unarmed strikes ALONE is worth it, you get Full BAB progression, and while you don't advance with Flurry of Blows, by the time you qualify for Duelist you're getting 2 extra attacks from it (equivalent of Improved Two-Weapon fighting), which is really all you need. So you could be adding 1.5 times your Strength modifier to unarmed strikes PLUS your duelist level. Combine with Monastic Legacy (1/2 your Duelist Levels count as Monk levels for Unarmed Strike) and you're rocking some pretty sweet damage.

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