Character Concept Thread


Pathfinder First Edition General Discussion


I would like to try something different. I would like to see how many different ways we can build a character to the same general concept. For example, maybe someone wants a gunslinging dinosaur rider. How many different ways can we build that and still have it be fun and effective? I would like to see people think outside of the normal builds. This would not be a thread for finding the optimal build. It would be for finding as many interesting builds for the same concepts. The builds should be playable and fun at all levels of play.

So I would like to start with the dinosaur riding gunslinger.

Liberty's Edge

I might be interested in other concepts, so consider this a dot.


Summoner 15/Gunslinger 5 for a Mystical T-Rex that can stompy the face while you fill them with holes


I started working up a concept for a dinosaur riding gunslinger a little while back, trying to find a reason to paint up this mini. I was figuring gunslinger (take your pick) 5/Beast Rider Luring Cavalier 15 with Boon Companion

Now I'm trying to come up with a concept for this mini. Best I can think of at the moment is ninja 2+/Sohei 4+ with Animal Ally for the horse. Then you get a horse that can vanish with you, shadow clone with you, run across air, etc.


I'm playing around with a wizard 10 (spellslinger)/bloat mage 10. I have to use Leadership to get the mount. So far it looks unique and playable.


EldonG wrote:
I might be interested in other concepts, so consider this a dot.

What other concepts would you like to see? I was just throwing out an idea that keeps running around my head but I'm definitely open to other suggestions.


How about something more generic so we can see a lot of different builds? A melee DPR type with some kind of bonded companion for flanking perhaps?

Right off the top I thought Ranger 4, but what if you did it in other ways? Perhaps a Wizard/Magus combo, full magus, or Wizard/Fighter and used the familiar? How about a cleric with Animal domain using an AC and feats to boost melee DPR.

I just used the melee guy w/a companion for flanking as an example to illustrate that the more generic the build requirement, the more builds we could get.


I'm up for that. I'm going to be a few days before I can post something. I've got long days ahead at work.


Bob told me about this thread. I'll do my best to come up with possible builds for cool ideas!

Dark Archive

I was once a player in a homebrewed campaign in Katapesh.

One of my friends played a halfling paladin/rogue from Andoran, with massive charisma. He went into using the feint maneuver a lot. Once he popped smite evil and landed all the sneak attacks, he did an excellent job with scouting around to gather information, sneaking and doing a lot of damage to key targets.

Really awesome concept and successful build

Dark Archive

In the same campaign another friend played a ranger. He took a camel as a mount and went into mounted archery, using feats to improve his threat area. So he became a ranged character riding around in close combat. The increased threat area gave him a lot of AoO, which increased his high damage output even more.

This was a great efficient concept, compared to the normal "use the animal companion as another melee to flank"- World of Warcraft alike.


How about a Paladin with a Dino as his divine mount and use exotic weapon feat to get a gun?


Kyle '88 wrote:
How about a Paladin with a Dino as his divine mount and use exotic weapon feat to get a gun?

I'd go with Trench Fighter 3/ Druid X... Boon Companion feat.


Personally a character concept I have is a Ratfolk Barbarian 5/Gutter Stalker X. ALL HAIL THE RAT LORD!!! XD


Saganen Hellheart wrote:

I was once a player in a homebrewed campaign in Katapesh.

One of my friends played a halfling paladin/rogue from Andoran, with massive charisma. He went into using the feint maneuver a lot. Once he popped smite evil and landed all the sneak attacks, he did an excellent job with scouting around to gather information, sneaking and doing a lot of damage to key targets.

Really awesome concept and successful build

You just gave me an interesting idea. What about a character who convinces the enemy to help flank? Intimidate, Bluff, Diplomacy, magic, bribery, all kinds of interesting ideas.


I haven't forgotten. Work has been overwhelming this week and it's not going to ease up anytime soon. I'm slowly working on some ideas. Bear with me.


Gunslinger: Luring cavalier 4/myrmidarch 11/Mammoth rider 5

Melee guy with flanking partner: Inquisitor 3/ huntmaster cavalier 1; Take animal domain and boon companion. You always count as if your pet (like every ally) had your teamwork feats. If you need it to really have it use your tactician feature.
For a higher level build I'd take inquisitor 3/ hunter 3/huntmaster x.

Edit: The first build would need EWP: firearm and amateur gunslinger as a feat.


For another concept: Melee guy with a fighting fan as his only weapon.

My take on it (more details in another thread under advice) is bard (archaeologist/geisha)1/fighter (brawler) 4 for his first five levels. Rest not determined yet.


Ok, this is as good a thread as any to post my idea.

I really want to play an Undead or Undead-like creature who uses holy divine powers- but I'm not really sure how I can go about doing so as I have not been able to find any legal rules on playing the Undead. My DM is cool with me doing so, I'm just not sure how to go about it.


SirBee wrote:

Ok, this is as good a thread as any to post my idea.

I really want to play an Undead or Undead-like creature who uses holy divine powers- but I'm not really sure how I can go about doing so as I have not been able to find any legal rules on playing the Undead. My DM is cool with me doing so, I'm just not sure how to go about it.

You could always use the Cosmopolitian or whatever from the 3.5 book "Libris Mortis." It effectively makes a VERY vanilla undead. Essentially you have undead traits, are sentient... and thats about it.

Other than that... Your best bet would maybe be to play a Dhampir Cleric/Oracle.


You can use the Race Builder in the Advanced Race Guide.


Just quickly looking at some options with the Race Builder:

-2 Str
+2 Con
+2 Cha

10 RP:

Half-Undead
Carrion Sense
Darkvision 60 feet
Negative Energy Affinity
Plagueborn
Resurrection Vulnerability
Toxic
Undead Resistance
Unnatural

Then I would look at the Oracle and go with the Black-Blooded archetype and the Bones mystery.

That should give you a decent feel for an undead character that is completely by the rules.


I've spoken with my DM and we've agreed with going the Dhampir route rather than creating a new race. We started subbing out some of the racial traits like Manipulative for Friend of the Dead (and I sent some of Bob's suggestions to my DM in case we want to replace more traits). So Patch the kindly and disillusioned zombie Oracle lives... kinda.

I went with a Heavens build so Patch's powers remain somewhat holy and also super mysterious as well as Haunted since- well, c'mon.

Thanks for the help!


Here's a character I'm working on that will have animal companions (of a sort) that work as flanking partners and other options as well. It's still in the works and I haven't worked out some kinks I already see.

He needs to be able to issue commands to multiple creatures at once. He also needs to give his animals the trick Attack Any Target. I don't know how he's going to do as he increases in level. He's also going to run into problems with gear for his herd and himself.

Harness
Gnome Fighter (Tactician) 3
CG Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 28 (3d10+6)
Fort +4, Ref +3, Will +2; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee gnome hooked hammer +1 (1d6+1/1d4/×3/x4) and
. . lance +5 (1d6+1/×3)
Ranged sling +6 (1d3+1/×2)
Special Attacks hatred
Spell-Like Abilities
. . 1/day—dancing lights, detect poison, ghost sound (DC 11), know direction, prestidigitation (DC 10), speak with animals, stabilize
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 12, Int 13, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 15
Feats Animal Affinity, Lookout, Skill Focus (Handle Animal)
Traits excitable, first memories
Skills Handle Animal +11, Knowledge (nature) +6, Perception +6, Ride +9, Survival +7; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome, Sylvan
SQ illusion resistance
Other Gear Armored coat, Gnome Hkd Hammer, Lance, Sling, Sling bullets (20), 2285 GP, 8 SP
--------------------
TRACKED RESOURCES
--------------------
Dancing Lights (1/day) (Sp) - 0/1
Detect Poison (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Know Direction (First Memories) (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Sling bullets - 0/20
Speak with Animals (1/day) (Sp) - 0/1
Stabilize (First Memories) (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Know Direction (First Memories) (1/day) (Sp) With Wisdom 11+, cast Know Direction once per day.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Stabilize (First Memories) (1/day) (Sp) With Wisdom 11+, cast Stabilize once per day.

--------------------

Elkin
Herd Animal, Elk
N Medium animal
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 15 (2d8+6)
Fort +6, Ref +8, Will +2
--------------------
Offense
--------------------
Speed 50 ft.
Melee gore +3 (1d6+2/×2) and
. . 2 hooves -2 (1d3+1/×2)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7
Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
Feats Lightning Reflexes, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Perception +7
SQ combat riding
Other Gear Fighter's kit
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.

--------------------

Noct
Bat, Dire
N Large animal
Init +2; Senses blindsense 40 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 12 (+2 Dex, -1 size, +3 natural)
hp 22 (4d8+4)
Fort +5, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 20 ft., fly 40 ft. (good)
Melee bite +5 (1d8+4/×2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 13, Int 2, Wis 14, Cha 6
Base Atk +3; CMB +7; CMD 19
Feats Alertness, Stealthy
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Escape Artist +4, Fly +9, Perception +8, Sense Motive +4, Stealth +4; Racial Modifiers +4 perception for blindsense
SQ combat riding
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 Perception for Blindsense +4 to Perception checks while using blindsense.
Blindsense (40 feet) (Ex) Sense things and creatures without seeing them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Flight (40 feet, Good) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

--------------------

Valeri
Dog
N Small animal
Init +1; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 size, +1 natural)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +2 (1d4+1/×2)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Down [Trick], Fighting [Trick], Hunt [Trick], Stay [Trick], Track [Trick]
Skills Perception +8; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, fighting, hunt, track
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Fighting [Trick] The animal has been trained to fight.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.


A great thread;

I have a couple of race boons I am still trying to find inspiration to use. I need to see the character (not just the numbers).

My most enjoyable character is my halfing dragon-riding summoner (it took a couple of levels to get going but survived Eyes of the Ten). In part because other players didn't think much of the concept when I first proposed it.

I also like the idea of my ifrit thinking he's a trapped on this plane hoping for the wish to return him home etc...

for Bob_Loblaw: would a level of Cavalier help?


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Here's a twist on the flanking buddy idea, why have a flanking companion at all? Gnome feat-effortless trickery + threatening illusion + magical lineage (silent image) = constant threatening/ flanking companion
For a build I would use human (bonus feat gnome racial heritage-ability increase to INT)
White haired witch 2 (shadows patron for silent image),
Beastmorph/vivisectionist alchemist (X) (your hair weapon has int to hit and for damage and gives free grapple checks(if you hit with a grapple you also get a free constrict))
ALL of your attacks are sneak attacks thanks to threatening illusion (which will have a high chance to trick opponent due to most of your ability score going to INT (for hit, dmg, spells, everything). You aren't casting spells so you can wear heavy armor without fear and with effortless trickery once you cast silent image it is up all day. Under the effects of your mutagen you would take the feral mutagen discovery to add darkvision/scent and more attacks (of course using hair as the first attack for grapple(lowering their AC)). You lose 1d6 from sneak attack damage but gain int to hit/dmg and witch first level spells and cantrips. You can also take craft wand and make wands of CLW and ill omen because, well ill omen is amazing.
Plus you have the added joy of making your flanking buddy... well anything. That giant floppy purple bat waving around near the enemy sure is scary.
If you take tumor familor > improved familiar you can delay your turn and have it use your ill omen wands right before you attack for higher grapple (constrict) success shenanigans too.


lastblacknight wrote:

A great thread;

I have a couple of race boons I am still trying to find inspiration to use. I need to see the character (not just the numbers).

My most enjoyable character is my halfing dragon-riding summoner (it took a couple of levels to get going but survived Eyes of the Ten). In part because other players didn't think much of the concept when I first proposed it.

I also like the idea of my ifrit thinking he's a trapped on this plane hoping for the wish to return him home etc...

for Bob_Loblaw: would a level of Cavalier help?

A level of cavalier or druid or ranger would help. The purpose is to find different ways of accomplishing similar concepts. One thing I always try to do is take a class that isn't known for being able to do something and see if I can get it to work anyway. It won't necessarily be as good (sometimes it is) but it can still be effective and fun. That's my goal.

I constantly see variations on Class X sucks or Class Y is overpowered or other variants. I want to get people thinking differently.


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Heh... This talk about mounts got me thinking of my cavalier who is not a Cavalier.

I don't like Cavaliers (I don't dislike them either, I just don't care about the class. At all.) so I tried to make the concept of wondering knight work by taking levels in different classes.

Oddly enough, the way to make him look more like a noble was to take levels in... Barbarian?!


I'm also thinking of a temporal character. Someone who manipulates time either through their magic or natural ability. I know that SGG/RGG has the time-based classes but I'm thinking of something else.

A character who is naturally quick so he takes Improved Initiative, Dodge, and Lightning Reflexes. He gets glimpses of the future so he's more equipped to react. Or a wizard who uses scorching ray but instead of it being just fire, it's actually rapidly increasing the speed of molecules in the target's body. Or cold-based spells reduce them.

I think it could be fun and it's something I've thought about for a long time but never really put together.

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