Character to Fit the Party...


Advice

Grand Lodge

So I have recently been invited to play in a Pathfinder homegame. The level is 6th, I am allowed to play one of two things, either a Farmer turned into a class that hasnt had extensive training, like a Wizard or Cleric. I have to be a base race from the Core Rulebook, it may seem like a bit of a contradiction, but the players dont tend to optimize and I think the DM might be being cautious with me as I have a history of optimization. Im not planning on wrecking any ones day or fun here, so I want something that would fit.

My first thoughts, just off the top of my head would be a skill monkey and/or utility type caster. As hes also said there hasnt been alot of combat as of yet.

Guidlines

lvl6
Pure Pathfinder (no 3.5 Splat)
Core Rulebook for Races
No classes that require extensive training/schooling, or would basically work with a farmer/townsfolk type of character, (Not the NPC base classes)

OR there is an established character who serves on a airship, he is the first mate of the ship and is a changleing, according to the GM the character hasnt been crunched yet but hes very "Swashbuckly type of character" I dont know if there is a swashbukler in Pathfinder.

So far there is a...

Half- Elf Cleric of a (homebrew god)
Efreeti Sorceror
???(homebrew race) Alchemist
???(homebrew race)Cleric of another god (homebrew)
???(homebrew race) Fighter (apparently is a Lumberjack and focuses THF)

Any thoughts, suggestions are appreciated and weclomed.

Thanks


Human Witch (pig familiar). Think redneck farmer. Claims that the pig is the brains of the operation, he's just the handsome guy with opposable thumbs.

Grand Lodge

Dwarf Inquisitor, who worships a nature deity of sorts. Perhaps ran a farm. The pure wisdom focus will make you a wise character, and will net you a good profession(farmer) bonus.

Grand Lodge

Perhaps the Infiltrator archetype, with the conversion inquisition. Your duties may have included rooting out those who would harm your farm's production. Focused on having the land work with you, instead of for you. You are no where as extreme as druids, you simply realize that society can advance, with the utter destruction of nature. You may work with other farms to increase harmony, and production. Often seen as gruff, your words of wisdom ring true with even the most discerning fellow.


There's always the Swashbuckler archetype for rogues, if you want to play the "swashbuckly" character.

Grand Lodge

As an Inquisitor of this build, you will use x2 wisdom for diplomacy, making you a great face. You will have a good number skills, and some spells to back you up. You can even be very stealthy if you like, by taking the wisdom of the flesh trait to use your wisdom for stealth.


2 people marked this as a favorite.
Humphrey Boggard wrote:
Human Witch (pig familiar). Think redneck farmer. Claims that the pig is the brains of the operation, he's just the handsome guy with opposable thumbs.

Words cannot express the amount of awesome this is.

Grand Lodge

Witches are intelligence based. Dopey witches do not cast spells.


Bards, clerics and rogues seem the most appropriate to me. Fighter too.
Since they do not optimize, why not playing a rogue? you could have fun with skills and still be relevant thanks to their ineptitude.

Grand Lodge

By the way, an Inquisitor can have a familiar too.


The most fun - and most effective - character I've played at low levels has been a two-handed fighter using the Weaponmaster archtype and the following build. If he needs to be a farmer, he could be one who returned home to farm after a life of soldering and now needs to take it up again (i.e William Wallace in Braveheart of Tam Al'Thor from Wheel of Time).

Human Fighter (Weaponmaster)

Attributes from a 25 point buy: (mind your pre-req's)
Strength (16)
Dexterity (13)
Constitution (16)
Intelligence (13)
Wisdom (13)
Charisma (7)

Feats:
Human - Power Attack
1st - Cleave
1st - Dodge
2nd - Mobility
3rd - Combat Expertise
4th - Spring Attack
[retrain Cleave to Whirlwind Attack]
5th - Furious Focus
6th - Lunge
7th - Weapon Focus: Falchion
8th - Improved Critical: Falchion
9th - Greater Weapon Focus: Falchion
10th - Critical Focus
11th - Dazing Assault
12th - Sickening Critical
13th - Staggering Critical
14th - Critical Mastery
15th - Weapon Specialization: Falchion
16th - Greater Weapon Specialization: Falchion
17th - Stunning Critical
18th - Step Up
19th - Following Step
20th - Step Up and Strike

I don't exactly consider him optimized - not compared to some of my other characters - but he is very, very well built. Whirlwind Attack with a two-handed weapon by 4th level, Lunging Whirlwind Attack by 6th, Dazing Lunging Whirlwind Attack at 11th... that's some serious crowd control, plus I get a lot of utility out of the pre-req's as well. The character deals tremendous damage and in later levels can lock down foes with a variety of conditions. Highly recommended.


1 person marked this as a favorite.
blackbloodtroll wrote:
Witches are intelligence based. Dopey witches do not cast spells.

No one said the witch was dopey :D The witch just "claimed" the pig was the smart one.


Avalon9902 wrote:

So I have recently been invited to play in a Pathfinder homegame. The level is 6th, I am allowed to play one of two things, either a Farmer turned into a class that hasnt had extensive training, like a Wizard or Cleric. I have to be a base race from the Core Rulebook, it may seem like a bit of a contradiction, but the players dont tend to optimize and I think the DM might be being cautious with me as I have a history of optimization. Im not planning on wrecking any ones day or fun here, so I want something that would fit.

My first thoughts, just off the top of my head would be a skill monkey and/or utility type caster. As hes also said there hasnt been alot of combat as of yet.

Guidlines

lvl6
Pure Pathfinder (no 3.5 Splat)
Core Rulebook for Races
No classes that require extensive training/schooling, or would basically work with a farmer/townsfolk type of character, (Not the NPC base classes)

OK, you have 2 clerics, a sorcerer, an alchemist and a fighter.

I would look at an archer, probably a ranger so you can be skills-monkey as well. It suits the farmer concept nicely, and it brings to the party some things it currently lacks. Good wisdom score and dexterity, reasonable strength and you will be nailing foes with your bow while being able to spot traps and track enemies.

Avalon9902 wrote:
OR there is an established character who serves on a airship, he is the first mate of the ship and is a changleing, according to the GM the character hasnt been crunched yet but hes very "Swashbuckly type of character" I dont know if there is a swashbukler in Pathfinder.

I find the free-hand fighter works nicely for this, possibly switching to duelist, possibly with a rogue dip to get some skills and evasion. Alternatively a swahy rogue is possible, though not my favourite concept.


6 people marked this as a favorite.

Yeah, it's a redneck thing to pretend to be a moron just to mess with city folk.

A few more role-play ideas (let's call the witch Jeb and the pig Shakespeare):

1. Introducing the character.

Jeb: "Well, I'm Jeb and the pig here calls hisself Shakespeare. Used to be a powerful wizard til he done messed up and the powers that be turned him into a pig* and I'm his punishment."
Shakespeare: "SQUEEEEEE!"
Jeb: "Not with that attitude you ain't!"

* This is a lie. Shakespeare has always been a pig but Jeb likes to tell people he was a wizard because it sounds important.

2. Witches and their familiars share skill ranks and familiars can aid another with knowledge checks. If Jeb roles high enough to make a check but only with Shakespeare's help then you can role-play it out:

Jeb: "Well, I believe it was the ancient Laramanthians that built this here bridge."
Shakespeare: "SQUEEEE!"
Jeb: "Well of course I meant the Daratovians. I just misspoke you damn hunk a bacon."

3. For witches the familiar acts as a spell book, learning the spells for them. While Shakespeare is inside learning spells Jeb is outside wallowing in the mud, coming in occasionally to turn the page

4. When Jeb really likes an idea he'll say "[it] goes together like pigs and swimming!".

Grand Lodge

I still like the wise dwarf inquisitor who runs a farm.


Humphrey Boggard wrote:

Yeah, it's a redneck thing to pretend to be a moron just to mess with city folk.

A few more role-play ideas (let's call the witch Jeb and the pig Shakespeare):

Oh, that is so stolen!!!!!

-- david
Papa.DRB

Grand Lodge

Ogres are Pathfinder's rednecks, and not the good ol' boy kind. The horribly inbred sociopath rapist kind.
I now have the idea of a human with the Racial Heritage(ogre) feat.

Do I hear Dueling Banjos?

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Dabbler wrote:

OK, you have 2 clerics, a sorcerer, an alchemist and a fighter.

I would look at an archer, probably a ranger so you can be skills-monkey as well. It suits the farmer concept nicely, and it brings to the party some things it currently lacks. Good wisdom score and dexterity, reasonable strength and you will be nailing foes with your bow while being able to spot traps and track enemies.

+1


I would think that being a wizard would take a fair amount of training.

Grand Lodge

An inquisitor of Erastil with the swamp domain can have the channel smite and guided hand feat, allowing him to use his wisdom for attack rolls.

Silver Crusade RPG Superstar 2014 Top 16

Avalon9902 wrote:

So I have recently been invited to play in a Pathfinder homegame. The level is 6th, I am allowed to play one of two things, either a Farmer turned into a class that hasnt had extensive training, like a Wizard or Cleric. I have to be a base race from the Core Rulebook, it may seem like a bit of a contradiction, but the players dont tend to optimize and I think the DM might be being cautious with me as I have a history of optimization. Im not planning on wrecking any ones day or fun here, so I want something that would fit.

My first thoughts, just off the top of my head would be a skill monkey and/or utility type caster. As hes also said there hasnt been alot of combat as of yet.

Guidlines

lvl6
Pure Pathfinder (no 3.5 Splat)
Core Rulebook for Races
No classes that require extensive training/schooling, or would basically work with a farmer/townsfolk type of character, (Not the NPC base classes)

OR there is an established character who serves on a airship, he is the first mate of the ship and is a changleing, according to the GM the character hasnt been crunched yet but hes very "Swashbuckly type of character" I dont know if there is a swashbukler in Pathfinder.

So far there is a...

Half- Elf Cleric of a (homebrew god)
Efreeti Sorceror
???(homebrew race) Alchemist
???(homebrew race)Cleric of another god (homebrew)
???(homebrew race) Fighter (apparently is a Lumberjack and focuses THF)

Any thoughts, suggestions are appreciated and weclomed.

Thanks

Why does everyone else get homebrewed races and not you???

I like the farmer witch idea. I would go full-steam with it and pick the beast-bonded archetype, and then you could give the pig some fun feats that add to flavor or even teamwork feats if they make sense. You could also turn into a pig at higher levels, which is awesome.


I think at this point doing anything other than the pig farmer would be a grievous insult to the integrity of these forums and, indeed, to the entire world of tabletop gaming.


Remember, Clint Eastwood as William Munny in Unforgiven, was a pig farmer...

Don't discount the pig farmers!


An oracle might be fun. Zero formal training you were chozen by whatever divine force you want for whatever purpose they want. Your just a likable farmer the gods had other plans.


If you're a stinking, dirty optimizer; stick with it.

Make a farmer-turned-entertainer bard who gave up the life of digging in the dirt for the joys of the road and travel.

Bard is one of those fun classes that are both a utility caster as well as a skills monkey.

Build wise, continue to optimize!

If you're good at it, but focus on an archer bard who buffs, heals and makes everyone else shine.

Grand Lodge

A dwarf inquisitor pig farmer, ala Snatch?

Scarab Sages

Jackissocool wrote:
I think at this point doing anything other than the pig farmer would be a grievous insult to the integrity of these forums and, indeed, to the entire world of tabletop gaming.

Indeed. I know shakespear and jebb will be making an appearance in the next game I play, and that's for darn-tootin'!!


Go human fighter and in the vein of non-optimization, make him a maneuver guy. He can't have extreme training, so no monk; instead give him combat expertise tree and catch off guard. Here's the idea:

You're just a farmer. Even your name...is Farmer.

You know how to use ANYTHING as a weapon, and you fight dirty (Improved Dirty Trick, Trip)

Yeah, you'll never be a master of damage, but your build should be about annoying/hindering your foes first, before destroying them.

With combat reflexes, you'll have at least a 13 int, so he's not a dumb hick. Max out his HP for the added effect that he's unkillable.

It makes for a classic scene; you're in a bar, the enemy walks in and you're surrounded. Lethal barfight is about to ensue. All the "fancy Lad" spell-slingers start plotting out lightning and hold person spells, while you calmly grab the bar stool beneath you. Shot To The Groin...BBEG doubles over. His boys run up; barstool to the teeth. As multiple mooks begin surrounding you; Trip/Punch in the face with iron handled mug. One gets in a lucky hit and smashes your face with a hammer; you just smile, spit out some teeth, and smash a bottle over his head.

Grand Lodge

I think I might have been too literal on the farmer concept, I sat in for the session on Wednesday night, and from what I can tell its a VERY RP heavy game, the GM warned there had been little combat if any at all up to the point where I was joining.

To me, it seems like a very political/kingdom running style of game; the backdrop is the PC's are running a small micronation that has gotten the big, nation to recognize its sovreignty and independance, but the larger country doesnt like the smaller one and thus has declared war, from my limited understanding the smaller PC micronation is comprised of 'non' human races and the larger country is all about Humans and they are very bigoted and elitist, noble castes and heirarchy and all.

Now, according to the GM, the Undead (Hes using the Necropolitans from 3.5, converted to Pathfinder from my understanding) as a base race of creatures that have gained sentience and have recently come together as a whole and asked for rights. The small PC Micronation has decided to champion this cause with the backing of another nation agreeing, only the larger, bigoted and elitist (GMs words, not mine) is against these "undead" wanting Rights, citing that if the "Undead were to gain rights and privaleges as people, then they would have to recognize Cows and Horses and give them rights as well" The 'Humans' (Homebrew race called something different, but down to brass tacks, basically Humans) see the 'Undead' as Beasts of Burden, if even that and/or something to be discarded/eradicated, certainly not treated as anything remotely an equal.

The larger nation previously to my arrival had declared war on the smaller nation, and sent a army/unit of 1000 militia/peasants to overrun the small nation, but the PC's managed to turn them back, suffering zero casualties and causing them to lose close to 30% of their forces using guerilla tactics on the first day alone, eventually after being harrassed so much the force simply left and retreated back to whence they came. On the night I joined, the PC's were away on a diplomatic mission to the ally nations capital city, as they were returning on their airship, it exploded over the micronations capital, near where it was supposed to dock. No PC casualties, luckily (made thier saves) but many 'red shirts' were lost, and it was suspicious and found to be sabotaged, but the larger country denied any involvement, even going so far as to send aid in the form of medical supplies.

TL;DR: Seeing as its a very politically/RP heavy style of game, what would YOU make? It doesnt have to be a farmer, or the like, it was misinterpreted by me. A large majority of the PC's are running members of the Council, that runs the kingdom. I would not be one of those to start.

The Efreeti Sorceress, is on the council and owns the Largest INN in the City, and runs the Black Market and underground services. The others, I have little knowledge about, the Myr (homebrewed race) Cleric is NOT on the council, but the rest are.

Sovereign Court

blackbloodtroll wrote:
A dwarf inquisitor pig farmer, ala Snatch?

You really like that dwarven inquisitor don't you?

Grand Lodge

I just love the inquisitor.

The Exchange

The party doesn't have a trap/lock guy so I would either do a Rogue or an Archivist bard.....most likely if you go rogue I would look at either dwarf or human. If you went Archivist Bard it would be funny to go half-orc....no one expects the half-orc to be smart and you definately would be.
the Rogue is easier to be a simple character with background and all (used to hunt and sneak alot, liked undoing farmer Brown's lock to wake his daughter for some fun, etc) while being an Archivist would require a bit of "Mrs. XX taught me to read and had a ton of books lying around that I read ravenously" to make it work but could still be justified.
Whatever you pick though, don't ignore strength, you probably worked really hard on the farm....

I really think the Archivist Bard would work out though....
Good luck, can't wait to see what you decide to pick.


I would still go with the pig farmer anyway. O.o


I wonder why you have different restrictions from everyone else. Weird.

You could go for a storyteller type. Telling moral-driven stories about idyllic farm life, and disparaging adventurers for their lack of morals and transient nature. Think a very conservative story teller who doesn't like the change that adventurers represent.

And then you become one :D

(Archivist bard, or maybe a ranger that bonds with companions and maybe Skirmisher archetype)

Dark Archive

we're running the second darkness campiagn currently 9 lvl. here's my build at 6th

6 rogue
rogue talents
assault leader 9 replace with combat trick
beffudling strike
finnese rogue
feats
two weapon fighting
double slice
weapon focus chain/whip
ability scores
str 16
dex 18
int 14
con 14
wis 14
cha 12
race
half-elf/elf


I would try to be a human rogue. One that was sent in as an assassin to kill memebers of the council, but upon arrival finds their cause just and switches sides.

Dark Archive

Rylar wrote:
I would try to be a human rogue. One that was sent in as an assassin to kill memebers of the council, but upon arrival finds their cause just and switches sides.

genius


I'm thinking he may be giving you the farmer level as a form of reward to other party members for playing the characters 1-6 while you started at 6. I *hope* that's not what he's doing. . . but it sounds like it.

I'd say the exact setup depends on the configuration of the other characters. If one of them is a flank buddy for the fighter, then go for an archery-focused ranger. If there is no current flank buddy, then halfling rogue dagger or orc (double axe) ranger dual-wield would be fine.

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