What class would this (one piece manga) character be in Pathfinder?


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Hello, I was pondering the idea of what class/archetype donquixote doflamingo (one piece, manga) would be?

Does anyone have any thoughts on this question?

I personally would see him as a sorcerer of some sorts because of his ability to fly and somewhat battle control skills and offensive abilities. Naturally he wouldn't have all the physical aspects he has in the manga. But closest what I can think of.

:) Please share your ideas and maybe other ideas on one piece characters?

Dark Archive

Sorry not familiar :(


Titania, the Summer Queen wrote:
Sorry not familiar :(

Basically a pirate lord w/e, that can use/create invisible strings to control people, maybe charm/dominate spells in pathfinder. He can fly in the air by attaching the strings to clouds very comical :) fly spell yeah.

Also he can harm/slash people with them.

Any manga readers here?


I imagine him as either a Witch, Sorcerer, or Wizard. Definitely an enchanter of sorts or a debuffer that "curses" people.

Witch would be my favorite choice for him just because Hexing seems to be right down his alley of abilities (cackle pls) and their spell list has a lot of charms/compulsion effects. Anyone who could can cast Marionette Possession or Magic Jar could pretty much replicate his key ability of controlling people.

As far as flying with "strings," there is an old 3.5 feat called Spell Thematics that could easily be ported to Pathfinder and added to the spell Fly to make it match what you want.

Plus a lot of spells can be cast upon yourself to allow decent melee if you would prefer that route.

Hope this helps.


Dark Exitium wrote:

I imagine him as either a Witch, Sorcerer, or Wizard. Definitely an enchanter of sorts or a debuffer that "curses" people.

Witch would be my favorite choice for him just because Hexing seems to be right down his alley of abilities (cackle pls) and their spell list has a lot of charms/compulsion effects. Anyone who could can cast Marionette Possession or Magic Jar could pretty much replicate his key ability of controlling people.

As far as flying with "strings," there is an old 3.5 feat called Spell Thematics that could easily be ported to Pathfinder and added to the spell Fly to make it match what you want.

Plus a lot of spells can be cast upon yourself to allow decent melee if you would prefer that route.

Hope this helps.

Thanks for the idea! That's even better than a sorcerer, truly when I think of it a witch fits far better into the characters way's mechanically and helps my own character concept that draws inspiration from Doflamingo.

Maybe the Scarred witch doctor also suits him, since it makes him somewhat tougher and could explain healthy looks etc, since my GM doesn't restrict it only to orcs, makes no sense anyway that orcs only.

Also that spell thematics sounds nice and easy to implement.

It truly helps :) thanks, do you have any other spell suggestions that compliment trickery and controlling others and any straight damage spells for witches?


Quote:


Thanks for the idea! That's even better than a sorcerer, truly when I think of it a witch fits far better into the characters way's mechanically and helps my own character concept that draws inspiration from Doflamingo.

Maybe the Scarred witch doctor also suits him, since it makes him somewhat tougher and could explain healthy looks etc, since my GM doesn't restrict it only to orcs, makes no sense anyway that orcs only.

Also that spell thematics sounds nice and easy to implement.

It truly helps :) thanks, do you have any other spell suggestions that compliment trickery and controlling others and any straight damage spells for witches?

As far as archtypes go, I feel like Dreamweaver or Scarred Witch Doctor would fit the best (especially if there is no race restriction). Thematically, I feel Scarred Witch Doctor doesn't necessarily fit a "Doflamingo" character as well as Dreamweaver does but it's still one of the coolest archtypes for any caster I have ever seen and love everything about it.

For Patrons I think I would choose either Trickery or Insanity. I lean more toward Trickery because the spells seem to fit him a little more and have a lot more amazing options that aren't normally on the Witch's spell list.

If you have never played a Witch before then you should know that it is not like a Wizard or Sorcerer in terms of damage. A Witch is very much a "pure" controller/debuffer caster and it is one of the best classes for it. That said, the damaging spells a Witch can gain are almost non-existent unless you take a Patron that grants more to you. A Witch is less about damage and more about controlling the battlefield or debuffing opponents to let others deal with them (or by removing them from the fight entirely ala Slumber).

If you are okay with this type of gameplay (which is very, very fun) then you will most definitely enjoy a witch.

Spell options vary depending on what you want to do or replicate to fit your theme. Urban Grace or Fly can be used to grant yourself some extra mobility and really fits with how Doflamingo moves around. Unseen Servant can be used to manipulate things at a distance as if you are "controlling" them with your "strings."

Enthrall is something that could be cast to simulate his ridiculous charisma over people that he seems to have.

Higher level enchantments simulate a lot of his control abilities and most of the higher level spells end up becoming very potent as well as match anything you want to do thematically.


since he can attack/cut people with his strings as well, consider wielding and refluffing a scorpion whip as his weapon (its a whip, but with none of the silly armor weaknesses)


AndIMustMask wrote:
since he can attack/cut people with his strings as well, consider wielding and refluffing a scorpion whip as his weapon (its a whip, but with none of the silly armor weaknesses)

Good point, sadly we have no wire's to use as an attack but then again it would be silly :) so whip it is!


It's true that dreamweaver fits better but like you said the scarred witch doctor isn't bad either.

Patron's you mentioned trickery and insanity are both great, I'd also put deception in to the same boat with them. I think it's a lot what doflamingo is, all that black market stuff etc. Also it's a really good patron choice :P

And to the playing, yes I have never played a witch before and even with very small damage and so on they look like a fantastic choice.
Since we are allowed to take the leadership feat or maybe I heard wrong?
Propably the GM will regret those words later on.
But through the leadership feat I can get myself a great brute up front, a fighter or barbarian or something to take all the hits. Meat shields.

In combat I think a witch will do fine, especially on the later levels with icy tomb and such spells that take out people completely and you can always stack scrolls or something like that full of damage spells etc. Also Doflamingo rarely did combat himself physically, mostly through others?

Any spell ideas if they are damage spells? I mean lightning bolt is one but it's kinda m'eh/okay situational in combat, but when you terrorize peasants it's fantastic and killing the annoying bartender that put 6 thugs on you.


Dark Exitium wrote:
Quote:


Thanks for the idea! That's even better than a sorcerer, truly when I think of it a witch fits far better into the characters way's mechanically and helps my own character concept that draws inspiration from Doflamingo.

Maybe the Scarred witch doctor also suits him, since it makes him somewhat tougher and could explain healthy looks etc, since my GM doesn't restrict it only to orcs, makes no sense anyway that orcs only.

Also that spell thematics sounds nice and easy to implement.

It truly helps :) thanks, do you have any other spell suggestions that compliment trickery and controlling others and any straight damage spells for witches?

As far as archtypes go, I feel like Dreamweaver or Scarred Witch Doctor would fit the best (especially if there is no race restriction). Thematically, I feel Scarred Witch Doctor doesn't necessarily fit a "Doflamingo" character as well as Dreamweaver does but it's still one of the coolest archtypes for any caster I have ever seen and love everything about it.

For Patrons I think I would choose either Trickery or Insanity. I lean more toward Trickery because the spells seem to fit him a little more and have a lot more amazing options that aren't normally on the Witch's spell list.

If you have never played a Witch before then you should know that it is not like a Wizard or Sorcerer in terms of damage. A Witch is very much a "pure" controller/debuffer caster and it is one of the best classes for it. That said, the damaging spells a Witch can gain are almost non-existent unless you take a Patron that grants more to you. A Witch is less about damage and more about controlling the battlefield or debuffing opponents to let others deal with them (or by removing them from the fight entirely ala Slumber).

If you are okay with this type of gameplay (which is very, very fun) then you will most definitely enjoy a witch.

Spell options vary depending on what you want to do or replicate to fit your theme. Urban Grace or Fly can be used to grant yourself...

Truly wish a witch could cast using charisma ^^


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Ravingdork has an interesting build for a character that uses an armor suit for his protection and as a potential combat buddy. Very FRANKY esque.

link


Just commenting I'd stat up most devil fruit users as unique monstrous humanoids of X HD, and then start giving them class levels. Increasing the monster hit dice as they developed greater and more unusual uses of their powers.

If you wanted to actually play a devil fruit user as a PC, your best bet would be to talk the GM into working with you to design a custom prestige class, since you're going to have a hell of a time duplicating devil fruit powers under existing classes.

Hmmm. A One Piece-style campaign would make sense as a "mythic is relatively common" campaign. Like, any pirate or navy crew worth a damn will have at least one person with mythic tiers in it, usually the captain.

I mean, Nami's the closest thing the main cast has to an ordinary human and she can sail a ship up a waterspout.

That world is casually nuts.


Zhangar wrote:

Just commenting I'd stat up most devil fruit users as unique monstrous humanoids of X HD, and then start giving them class levels. Increasing the monster hit dice as they developed greater and more unusual uses of their powers.

If you wanted to actually play a devil fruit user as a PC, your best bet would be to talk the GM into working with you to design a custom prestige class, since you're going to have a hell of a time duplicating devil fruit powers under existing classes.

Hmmm. A One Piece-style campaign would make sense as a "mythic is relatively common" campaign. Like, any pirate or navy crew worth a damn will have at least one person with mythic tiers in it, usually the captain.

I mean, Nami's the closest thing the main cast has to an ordinary human and she can sail a ship up a waterspout.

That world is casually nuts.

Yeah well it's one piece even amongst manga it is somewhat... hmm well unrealistic, silly and very rarely serious. Somehow that sounds like what our campaigns tend to be :P

Truly one could make such monstrous humanoids and fruits through custom classes, but alas we are not really experienced and also aren't looking for anything beyond what the rule books have or other paizo content.

So witch seems kind of nice :) only wish witches had better damage from spells beyond the elemental patron spells which compared to let's say good RP feeling deception aren't that great then.

Yeah casually nuts described one piece in the best possible way.


Grizzly the Archer wrote:

Ravingdork has an interesting build for a character that uses an armor suit for his protection and as a potential combat buddy. Very FRANKY esque.

link

Looks like a fire breathing samurai franky to me :P


Does anyone know the specific rules of the marionette possession spells 'willing' part? I mean could you intimidate someone into allowing you to take over them or does it go beyond their understanding then?

Or perhaps if someone truly fears you too much? I mean through RP and not strict rules I think you can quite easily make them cower before you and so on forth but all black on white rules would help.

The d20pfsrd doesn't explain beyond the willing part.

All help is appreciated.

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