Booze hound murder hobo (PFS) advice please


Advice


1 person marked this as FAQ candidate.

Here's my short smelly alcoholic murder hobo (PFS play) for your critique please!

Race
Devil Kin Tiefling (Thinks he's a dwarf though...)

Alternate Racial Traits
Claws
Prehensile Tail
Vestigial Wings

Traits
Adopted: Tusked
Unscathed

Stats
Str 18
Dex 7
Con 18
Int 13
Wis 10
Cha 5

Class Levels and Archetypes
1 Monk Drunken Master, Master of Many Styles, Sacred Mountain
2 Monk
3 Monk
4 Barbarian Invulnerable Rager, Drunken Brute
5 Fighter Unbreakable
6 Barbarian
7 Witch White Haired
?
?
?
?

Feats
1 Expanded Fiendish Resistance (retrained to Drunken Brawler @ level 5)
3 Fast Drinker
5 Stalwart
7 Raging Vitality
9 Lunge
11 ?

Monk Bonus Feats
1 Crane Style
2 Crane Wing

Rage Powers
2 Lesser Fiend Totem

Magic Item Purchase Plan
Flask of Endless Sake 4,000 GP
Furious +1 Amulet of Mighty Fists 16,000 GP
Goz Mask 8,000 GP

So we have a tough as nails (but clumsy) natural weapon using homicidal transient that gets 3 kinds of benefits from swift actioning booze down his throat once per round with his tail. Not sure where to go after level 7, Alchemist for a tentacle attack maybe?

Questions, comments concerns?


Not a big fan of that many dips to be honest, they make for a much weaker character in the end. I think 1 or 2 classes should be it with a 1-2 level dip in what you want for flavor or special ability, the rest for what class you truly want to be.

Now as far as the build goes I don't think it's legal with your barbarian(s) and monk(s). Barbarians need to be any non-lawful to keep their rage powers and monks need to be any lawful for their abilities (except for the Martial Artist Monk Archetype which can be any alignment).

Maybe try for something along the lines of an alchemist/barbarian/martial artist?


Evil is not legal for PFS play.

Dark Archive

Take tiger style since you lose flurry of blows


He'll be Lawful Neutral until level 3 then Chaotic Neutral. Monk's don't lose their 'monk powers' if non lawful they just can't advance in the class anymore. For RP he found a liking to the sauce at level 3 and got booted from the brotherhood for it. That really phished him off (rage).

I have been thinking of making a Monk/Barbarian for some time and seeing the synergy between the related archetypes figure this could be the way to do it.

Losing flurry of blows wasn't a big deal as he will be doing natural attacks mostly. Unarmed strikes for the bigger damage die only on single attacks and AOs.

Another combat style would prove difficult as he already has Crane. Changing styles is a swift action and he already has too many swifts to do as is.

Thanks for the feedback gentlemen, keep them coming.


Not sure how you're changing your alignment.

PFS has no rules to allow changing alignment after 1st level (when you can change anything at all).

The retraining rules from Ultimate Campaign don't allow for changing alignment.

So far as I can tell, you can't just arbitrarily change your alignment as you choose, although you can do so through play (i know of 2 scenarios where your actions cause alignment shifts directly) and by doing things that cause alignment infractions which each GM has to note on the chronicle sheet, and they have to sign off on the alignment shift because of it.

Specifically, to combat this jinkiness.

There is a trait to use any neutral or neutral good alignment for a monk (adpoted: Enlightened warrior aasimar) and an archetype (Martial Artist) that do so.

If you sat down with this character at a PFS table, any GM is perfectly within his right to refuse the character, or to cut either the monk or barbarian abilities (whichever doesn't match the current alignment for the character). And personally, I would.


What monk abilities would you cut and how would you justify it?


If I let him play the character at all (doubtful) and his current alignment precluded monk levels (i.e. not having the relevant archetype or trait, or the signature/notations of alignment infractions that changed his alignment on a chronicle) then he could keep weapon profs, BAB, HD, and saves. All class abilities (including bonus feats) would be forfeit since the character would not be legal as written above.

Now, that is me being permissive to even play some of the character instead of a pre-gen, which is technically what should happen at that point, until the character was legally written up.

Honestly, take the hit on the trait, make him true neutral, and it's cheesy, but at least it's legal. You paid for it (even if it was only a trait) just like anyone else who wanted to build this same character had to. And honestly, a trait is a SMALL price to pay to mix classes that shouldn't mix.

NOTE: In a home campaign, I wouldn't care about this really, since I would be able to see the character roleplay the level progression, and judge accordingly if I wanted it to work.

However, in a one-shot PFS organized play setting where everyone has to go by the same rules, saying "Oh... I changed my alignment after I got the abilities I wanted and won't need any more" doesn't work. I should be able to build the character from scratch right there to double check everything, and for this I can't. So it doesn't work.


Thank you TGMaxMaxer for your input. Perhaps in lieu of doing chaotic things to get the GM to note on my chronicle such I just pay for an atonement and get his alignment changed with that?

Does anyone see any issues with how he'd roll in combat? Specifically swift action drinking with his tail for ki points, rage rounds and temp HP every round?


This looks like a blast to play! To the people talking about whether it's allowed to change your alignment, the precedent is set in the Paldin description that Atonement works for shifting it back so it has to be able to be shifted in the first place.

As to combat viability, natural attacks always begin to fall off the curve at mid-to-high levels, requiring large amounts of gold for upgrading your AoMF and never having many inherent bonuses to damage. Luckily, PFS currently caps at 12 so that's not a huge issue.

I'd just keep going barbarian for more rage powers. Fiend totem will get you a Gore attack and there are some alcohol-related powers as well that fit the theme well.


7heprofessor thank you! Yes he is currently level 3 in Dragon's Demand and is terrible fun to RP. I play him with a pirate/dwarven accent and I'm looking forward to level 5 where he will really come into his style.

So 500 GP for an atonement and away we go. He could have 5 natural attacks by level 7. That's full BAB and full str mod to each of them, not bad I figure.

Yes, I agree that straight Barbarian after level 7 is a good idea. The thematic rage powers that go with the build will add more flavour and get more bang for his buck with the swift action drinking.


TGMaxMaxer wrote:
If I let him play the character at all (doubtful) and his current alignment precluded monk levels (i.e. not having the relevant archetype or trait, or the signature/notations of alignment infractions that changed his alignment on a chronicle) then he could keep weapon profs, BAB, HD, and saves. All class abilities (including bonus feats) would be forfeit since the character would not be legal as written above.

You know that the nothing in the monk class suggests anything about losing those, right? Just double checking here. Maybe you are mixing it up with Paladins or something.


LoneKnave wrote:
TGMaxMaxer wrote:
If I let him play the character at all (doubtful) and his current alignment precluded monk levels (i.e. not having the relevant archetype or trait, or the signature/notations of alignment infractions that changed his alignment on a chronicle) then he could keep weapon profs, BAB, HD, and saves. All class abilities (including bonus feats) would be forfeit since the character would not be legal as written above.
You know that the nothing in the monk class suggests anything about losing those, right? Just double checking here. Maybe you are mixing it up with Paladins or something.

Monks (except for the one archetype) must be Any Lawful per RAW, I'd say that he wouldn't be able to do his monk stuff if he was unlawful just like if he was a barbarian who went into monk instead and became lawful he wouldn't be able to rage or use rage powers. To me, the build is utter cheese and there are some real easy ways to make this a viable build and follow RAI/RAW while doing so. The ways could also make it a more powerful character to play and still get the flavor that the OP wants.

Grand Lodge RPG Superstar 2012 Top 32

The monk class description tells you exactly what happens if you turn non-lawful. You lose nothing except the ability to gain more monk levels.


Jiggy wrote:
The monk class description tells you exactly what happens if you turn non-lawful. You lose nothing except the ability to gain more monk levels.

I see that now in the Monk description and RAW if he changes alignment he could go into a barbarian class, but it's still pretty cheesy to me and changing of alignment in PFS is up to the GM to decide on how to go about it whether they are using the Ultimate Campaign rules or not.

In a home game, I'd be much more strict on this and would actually disallow a monk from becoming a barbarian and keeping the class abilities unless there was really good story to go along with the why/how, it wouldn't be up to that player to arbitrarily insert the cheese into my game.


Actually, in PFS there are no rules for changing alignment after the 1st level rebuild (for or against) except the following two examples: There is Atonement to go back to your original alignment, which costs different based on whether you lose class features (i.e. 2PP for anyone, but 8PP for divine casters who lose spells/abilities), and alignment infractions for evil acts, but there is not just an "i wanna change for the week" mechanic.

This is why I wouldn't allow the character to be played. Because you can't build it the way it's listed on the sheet. You have to make changes to the character mid play which are not actually covered options in PFS, which has more restrictions than the normal core rules set.

I'm not saying it's against the rules for the Monk Class, i'm saying that the campaign rules don't allow for random alignment changes without some Chronicle listed reason, and those are given to GM's with very little leeway.

Dark Archive

TGMaxMaxer wrote:

Actually, in PFS there are no rules for changing alignment after the 1st level rebuild (for or against) except the following two examples: There is Atonement to go back to your original alignment, which costs different based on whether you lose class features (i.e. 2PP for anyone, but 8PP for divine casters who lose spells/abilities), and alignment infractions for evil acts, but there is not just an "i wanna change for the week" mechanic.

This is why I wouldn't allow the character to be played. Because you can't build it the way it's listed on the sheet. You have to make changes to the character mid play which are not actually covered options in PFS, which has more restrictions than the normal core rules set.

I'm not saying it's against the rules for the Monk Class, i'm saying that the campaign rules don't allow for random alignment changes without some Chronicle listed reason, and those are given to GM's with very little leeway.

Atonement does actually allow that.

http://paizo.com/pathfinderRPG/prd/spells/atonement.html#_atonement

The relevant section being;

Paizo wrote:


Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.

Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively.

If he is LN before the casting he has a choice to change to CN freely and without coercion. RP wise, sure it's... odd to say the least, but RAW it's perfectly valid.

Edit: Actually nope. Not allowed, Tieflings are Outsiders and thus cannot be affected by Atonement. He has to be a different race for this to work.


Tieflings and other outsidersare affected by atonement in general; just not the part about voluntarily changing alignment. (That sound you just heard was a million aasimar paladins breathing a collective sigh of relief!)

Also, "A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities." So if you can get the alignment change somehow, you do keep the monk powers - but changing alignment two whole steps just by actions in play is pretty impossible without also becoming evil and/or disruptive. So far, we've seen a few potent magical items that can effect a one step change.

Remember, the "evil acts" tracked by PFS are not just changing to an evil alignment, but "don't be a jerk"-based and "don't get kicked out of the Pathfinder Society"-based. If you are LG and go kill a grandma in the street, you probably don't become LE immediately, but you do get marked as dead for committing an egregious evil act and getting booted out of the (in-game) Pathfinders.

EDIT: Hah! Just realized the OP is in my Lodge...

Grand Lodge RPG Superstar 2012 Top 32

As quoted above but not commented on yet, Atonement wrote:
Note: Normally, changing alignment is up to the player.


Jiggy wrote:
As quoted above but not commented on yet, Atonement wrote:
Note: Normally, changing alignment is up to the player.

... as in, "if I want my character to become chaotic, then I'll just start acting chaotic until I lose my lawful alignment, go through neutral, and become chaotic, as adjudicated by my (non-PFS) GM."

The quote is being used to show that sometimes your alignment can change suddenly, without your desire or permission, and atonement is a way to reverse that.

To my knowledge, there is no way for a PFS character to change their alignment other than through their actions or by using the atonement spell (for non-outsiders). Committing actions that are opposite to your alignment repeatedly will get you to change over time, although the time period is left undefined (personally, I'd say a level per step as a guideline, but that's me). EVIL acts are called out as separate issues, and a single wantonly-evil act can get you booted out of the Society. It doesn't necessarily change your alignment, but since your character is out of the campaign it becomes moot. This is a campaign rule, not a game rule.

Metagaming: alignment restrictions on classes are there as part of the class designs, and are there for balance and/or flavour. Allowing workarounds just to increase DPR isn't a road PFS needs to go down.


Thank you Scott. My overall concept was to make a homeless alcoholic that found his way into a 'steady' job: Pathfindering.

My back-story with the PC is the old dumped on a monastery doorstep as a child thing. Sure he grew up obeying rules and such, all very monk like indeed.

Then he found the sauce (drunken master archetype doesn't really kick in until level 3 with drunken ki) and stuff goes to pot. Really I don’t see how any monk could maintain lawfulness with a class feature like that. Anyways, he likes drinking, heck he even fights better while drunk. But all that substance abuse has its downside. He is getting increasingly intolerant with rules and laws and is starting to become an 'angry' drunk (Drunken brute archetype Barbarian). His last game was his first one with the drunken ki class feature. Ask the party and GM how chaotic I played him. I'm having a lot of fun with this one and I think other people like him too. I will continue to slowly incorporate his new (drunken) attitude into the game. I understand that getting to Chaotic Neutral from Lawful Neutral could be a big jump. I’ll stick to aiming for Neutral Neutral with behaviour modification.
Why does atonement work differently for outsiders? Does being a native outsider change anything?

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