Help! Building the Maddest of Hatters


Advice


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I've had the idea for this bizarre Hatter character floating around in my head for a year now. I finally have a game for him and I'm SO excited to play him but I'm not sure about his build.

I appreciate any advice you awesome pathfinders can give me.


    RP Background:
  • He's NOT a Lewis Carroll character
  • He's based on a 19th century English Hatter suffering from actual Mad Hatter's Disease (aka mercury poisoning) with a Captain Jack Sparrow twist
  • He's 22, so he doesn't have the advanced symptoms yet but he comes from a long line of hatters & he's been exposed to mercury since he was a boy
  • He's nonsensical and paranoid; prone to babbling incoherently, bouts of delirium, and suicidal tendencies; he's generally somber and people shy; he prefers misdirection to outright assault but when cornered (or surrounded by bunnies) he goes especially mad, throwing weapon after weapon at the enemy
  • Like all British, he drinks lots of tea
  • He frequently pees on dead animals (aside from being funny, this is actually how they used to make hat felt)
  • In addition to standard hats, he crafts weaponized millinery items such as blade-brimmed fedoras, collapsible hat shields, arrow-tipped (or poison-tipped) hat pins, boomerang hat pins, etc..
  • He uses his weaponized hats to attack (preferably with more than one per round, preferably dual-wielding)
  • He still carries the trappings of his trade, often walking up to random characters without so much as a hello to measure their heads with a tape measure (which is also weaponized)
  • Though usually somber, when engaged in a mission, he a very-in-your-face sort of crazy, not at all the kind of guy you befriend easily; he's not a bad guy but his methods are bizarre, for example he has been known to meander up to an unsuspecting opponent babbling nonsense and nursery rhymes at them and then, when their guard is down, pull a hat pin from his hat and use it to stab them in the jugular or slit their throat with his weaponized tape measure


    What I'm Working With:
  • My stats are set from 3d6 rolls, but I got pretty lucky with... 16, 16, 16, 15, 13, 12
  • I don't have a race yet, but I'm not picky
  • He feels Chaotic Neutral to me
  • He's suffering from both a drug overdose and an illness, so he'll need penalties
  • I have an awesome GM who is willing to work with whatever I need to build the character I have floating around in my head
  • Also, I game with a group who enjoy in-game character conflict, so them disliking my character is not a problem for game progression


    Build Advice?

Several people have suggested Alchemist to me and I've looked into it in depth. It can see it working for several aspects of my character (mutagens for mercury poisoning effects, using poisons on the hat pins, throwing random crap, etc) but it seems to lack the roguish multi-attack quality. Am I wrong?

I am seriously considering taking Alchemist 8 then switching to Duelist to get that combo but I'm not sure how that will work with improvised weapons. Any suggestions?

Thanks to everyone who took the time to read this.


What do you mean roguish multi-attack quality? The vivisectionist archetype of alchemist has sneak attack, if that's what you mean.

Sovereign Court

Vivisectionist Alchemist is frankly an awesome suggestion, especially if you want to attack people in melee. They also get a lot of skills.

If for some reason, vivisectionist Alchemist isn't your cup of tea...well, you could just play a fighter and go into duelist.


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I'd say you're looking for the Rough and Ready trait, to use all manner of hatmaking tools as weapons. Scissors, sciveing knives, hatpins, your tapemeasure (or a knotted thin cord, as a garotte?)...

There's another trait, I forget the name, for essentially "oops, I didn't mean to hurt you just then", and they believe it.

And a hatband of Returning, for your Oddjob special bladed bowler. :)


The hybrid class Investigator? No bombs no mutagen

Inspiration could be flashes of crazy?

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