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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I'm starting this thread so that people can share their character builds, be it because they are fun, interesting, powerful, or just unique.

Please give a short description of your build and why you like it, followed by the stats and/or build outline (which in itself can be as sparse or detailed as you like).

For excessively long posts, please make use of spoiler tags. If your build makes use of house rules, 3rd party materials, or other uncommon element(s), please make note of it in your post.

I'll start:

Siinsa Tosscobble is a 9th-level female human rogue (scout/thug archetype) that is made special by her ability to terrify and brutalize her victims. Her opening charge deals 11d6+26 nonlethal damage, makes the victim shaken, sickened, and penalizes their attacks. In later rounds, she can use her Shatter Defenses feat to keep her foes off-balance while she continues to brutalize them with full attacks.

Those wishing to retaliate (if they are still conscious to do so) are looking at a whopping -6 penalty to hit her back!

She is an apt skill monkey that can ALSO match a typical fighter in damage* output AND control the battlefield by sending one or more enemies running away in fear.

For foes immune to nonlethal damage (such as constructs and undead) she has a sword of subtlety, which allows her to continue contributing to combat in a meaningful way.

I originally designed her to see what a martial rogue might look like, but I ended up finding a character that is both exciting and versatile, as well as a great deal of fun to roleplay.

*:
as opposed to an optimized fighter.

I'll likely post some more fun builds once this thread gets rolling.


I present the Rapier wielding fighter Jorhan Famrik
With a high strength score, the aforementioned rapiers (sliverslash and silverslash) and the following feats an be quite nasty. The character isn't actually optimized, I just though it would be fun to play.
The rapiers are +5 wounding and vicous so with each he has a +38 to attack and deals 3d6 +32 + 1 bleed and has a 25% chance to score a critical to double that plus add 2d6 more bleed, on a sunder attempt he has a + 31 CMB deals damage and ih he scores a critical he can make a sunder attempt.

LV 1 : Weapon Focus Rapier, Power Attack, Improved Initiative
LV 2 : Precise Strike
LV 3 : Improved Sunder
LV 4 : Weapon Specialization
LV 5 : Two-Weapon Fighting
LV 6 : Greater Sunder
LV 7 : Improved two weapon fighting
LV 8 : Improved Critical
LV 9 : Critical Focus
LV 10: Greater Weapon Focus Rapier
LV 11: Bleeding Critical
LV 12: Greater Weapon Specialization
LV 13: Impaling Critical
LV 14: Critical Mastery
LV 15: Sundering Strike
LV 16: Double Slice
LV 17: Two-Weapon Rend
LV 18: Greater Two Weapon Fighting
LV 19: Stunning Critical
LV 20: Exhausting Critical


My character's name is Duna. She's a level 9 druid that is now Lawful Evil thanks to my DM. She has an animal companion, a Velociraptor named Raptin. She also has a mount, a Nightmare named Shadow(for people who don't know a Nightmare is, it's a death fire horse with hair and hooves made of fire. He can breathe smoke that would choke or blind you). Her weapon of choice is her Shadow Avenger that she corrupted from a Holy Avenger just by holding it. It starts with a +13 then a +11 and does 1d6 of cold damage and if they have Good or Chaotic in their alignment it does another 2d6 of extra damage. Every game day she can either do 150 damage by touch or heal her(or any undead character) 150hp. She is not a deity but an immortal werewolf(long story). Her party has a Faerie(she turned him into one by accident). Well that's me, only on Saturdays.

P.s. I'm not a mean person in real life. This is all my DM's fault. For any further talk on any of this, let me know here:)


I am playing a game with some friends of mine (duh), and I have a vl. 5 female CG Human Sorcerer(ess) with 20 Cha and the undead heritage.

She is the descendant of a strong Mage, one who descended into desperation after learning of an inescapable illness. Turning to lichdom as the means to survive, he began the process to prolong his life. Prior to the completion of this foul deed, he conceived a child only to pass before he could complete the ritual. Affected in the womb, Jekara became infused with strong necromantic energies. Growing up ashamed of her abilities, she set out to prove her value to herself, and maybe to society .

We have a couple of house rules, (we allow parts of the 3.5e Necromnomicon, the Fell Weaken metamagic feat which is usable 1/day in our campaign and gives a subject -4 Str DMG).

Her main focus, in direct contrast with the party Cleric, is to drop the abilities of enemies. She has the Weapon Focus (ranged touch attack) feat, the Reach Spell metamagic feat, Fell Weaken metamagic feat, and Improved Initiative.

The cleric has the domain ability that allows a party member (me) to roll initiative twice and pick the better roll ensures I have the maximum chance to decimate enemy strengths.

Beginning the combat with either Ray of Enfeeblement or Touch of Gracelessness (Reach Spell) to hurt the primary physical-type baddy. Following that is a Chill Touch cast on the Monk, enabling a chance for Strength damage with every hit until the spell ends. Blindness-Deafness follows, usually blindness.

If the main baddy is a caster, a Touch of Idiocy (Reach Spell) is the first attempt. Blindness-Deafness (Deafness) usually follows and often enables the caster to be effectively eliminated as a threat.

If there is a melee-type and a caster...the caster usually is the first target. In order to maximize effectiveness, the melee-type is affected by Magic Missile (Fell Weaken).


Abigail Warwick, level 5 human rogue (charlatan archetype).:
Rolled relatively high stats (prior to switching to point buy), put the highest two in Charisma and Intelligence, and "dumped" Strength and Constitution. We roll 1d20 for attractiveness, and she got a 19 (on top of her 20 Charisma).

Her first session, she pulled some incredible rolls, managing to talk a shop keeper (who offered her illegal substances) into making a list of suppliers in his own hand writing, forged his signature on some official documents, and had ownership of his property transferred to her just before getting him arrested for drug charges. She walked into town with just under 30 gold and left with 100 times that.

I later had her take the feat catch off-guard because she found the need to stab a man with a quill pen whilst she was pinned to a bed. He sneaked in during the night after she blew him off (Perception seems to be the only thing she rolls poorly on).

She has managed to somehow kill more bandits than her gunslinger travelling companion with nothing but a light crossbow and a dagger.

(3.5) Azariah 'Flametongue,' level 3 goliath dragon shaman.:
Played in an Eberron campaign; his tribe was enslaved by warforged and forced to mine metals for their leader (The Lord of Blades, iirc?). He attempted a revolt and was turned in by his own tribal leader, who had sold out to preserve his own comfort. Flametongue got his 'honorific' for cursing their weakness and losing his temper. Once the tribe began to shun him, he escaped, solo, and swore never to return.

The goliath race was a lot of fun, even though my DM hated it and regretted allowing me to play it. The dragon shaman auras were invaluable in keeping our party alive, and Flametongue's strength lent some much needed damage to the more lethal encounters. Our party also had a halfling rogue (pitiful damage), a changeling spell-thief (we had no arcane caster, so the DM avoided using casters against us, rendering the ST useless), and a non-violent, heal-only cleric.

Not really in-depth builds as much as concepts, but they were fun characters to play, still are when I get the chance.

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