Need Ideas on How to make a Pimp / Drug Dealer (Illusion / Control Focus)


Advice


Uh yeah...pretty much the title...this started as a joke by one player and it kind of grew on everyone...I won't bore you with the details but this is for a person who has never played so has asked me to help them make their character...obviously I don't want to just say here's the character I made for you since thats less fun for them but I would like to go into the discussion with a few ideas so I figured I'd ask here.

Now to keep things simple for the player I'm going to plug everything into Hero Lab and send hom the PDF so that cuts off any 3.5 stuff and most 3rd party stuff (and the few licenses I haven't purchased yet) so in general I'm cool with ANY PF (not just core) but no 3rd party or Wizards stuff

My current thought is a Bard that uses a whip+net combo to accentuate the control aspect than spell choice as much illusion spells as I can find. The Pimp part will mostly be roleplaying which is covered by Bard (Keyboards+Sing gives a nice skill coverage) but I'd like to work "drug dealer" in using actual mechanics...I was thinking Arty but it doesn't really synergize with Bard.

Oh and the character is starting Lvl 10 and the player wishes to be an Elf...no Drow though (so Half-Elf,etc. is cool too)

So yeah go nuts...just say whatever is on your mind...the more ideas the better.


I've actually been considering a drug dealer build for my own amusement.

1. Imbue with Addiction
2. The two stacking traits that let you lower metamagic costs by 2 total.
3. Still, Silent, Reach Spell
4. False Focus

With all of this together you can cast an undetectable, no material cost 4th level spell at range and force them to save or become addicted to any drug worth less than 100 gold. And then at a later date if they beat their addiction you can cast it again and they get a negative on their save.

Scour seemed to be the best choice because it has a high base DC and has the hardest to beat addiction type, but hey why not give them an addiction to everything?

EDIT: Building on what I have there, Sorcerer (False Priest archetype to get False Focus for free?) would be a good choice. Casters are great battlefield controllers (and controllers in general - Dominate wink wink).

Question about the illusionist aspect: were you thinking of using a lot of concentration Illusion spells? If so Effortless Trickery is a must. If the player isn't completely tied to being elvish, I'd say go Gnome; it would qualify for the feat, make him small which is nice for casters, and give him good stat adjustments. Or he could take Racial Heritage as a half elf (as they can take human feats) to qualify for Effortless Trickery.


Beguiling gift could be a nice spell for a drug dealer. If they take your stuff they have to pay, after all.


I think any charisma character played like Huggy Bear from Starsky & Hutch will work fine. Mechanically Imbue With Addiction and Beguiling Gift are good spells for creating addicts. Craft (Alchemy) is a good bet for actually making money at this, craft at 1/3 price and sell at 1/2 price undercutting the competition. Leadership could be used to gain a bunch of prostitutes as followers. You could even dump charisma and make an Inquisitor of Calistria. Bard, Alchemist, Sorcerer, Oracle, Summoner, Inquisitor and Rogue all sound like options here.


mmm...I'm loving this so far...can't wait to bring this to my player

Here's what we have so far (as well as a bunch of stuff I added)

- Calistria Goddess of Lust,Revenge & Trickery
- Craft (Alchemy) for some Money making/Drug making
- Imbue w/ Addiction and Beguiling Gift for fun with drugs (the former is an Sorc spell the latter is Bard)
- Racial Heritage (Gnomes) +Effortless Trickery
- Keyboards+Sing = Diplomacy, Intim, Bluff & Sense Motive
- Whip for various shenanigans
Improved Whip Mastery: 15ft threat range+ pick up tiny things
+Lunge = 20ft reach
Greater improved trip: +4 to DC and tripped oppnents provoke AoOs
+Combat Reflexes = Nigh Unlimited AoOs
- Combat Expertise+Weapon Finesse+Agile Manuevers = Great AC/CMB
- WF: Whip + Dazzling Display = 30' AOE Demoralize (intimidate check)
- EWP: Net - On demand entangling+limited movement
- Other possible trait: Prehensile whip - can use whip as a grappling hook...think indiana jones where he uses his whip to swing acorss gaps,etc.
- Possible Bard Archetype: Archaeoligist...turns bardic permance into a free action except is self only also gives a bunch of rogue like bonueses

Possible Non-Bard Build (most of the above still applies)
Magus/Alchemist/Arcane Savant
Dex/Int Focus
20ft touch spells using Whip (ie. Imbue w/ Addiction)
Pick spells from ANY class (probably for some nice illusions or touch spells...any suggestions?)
Shenanigans with UMD, Spellcraft and Knowledge Checks
Bladebound/Kensai Archetypes (Whip focus, Kensai = Both Dex & Int to AC & Initiative, Can take fighter feats based on magus level)
Mind Chemist Archetype (+4Int/-2Str Cognatogen)
Internal Alchemist (gives up bombs/throw anything for some situational abilites and uncanny dodge)
Vivisectionist (gains sneak attack and some other things without losing anything...the lore of this seems to be based on the study of the human body...he's a pimp..im sure he's studied lots of bodies :P)
Two World Magic trait: take touch of fatigue...great at-will imbue
Magus Arcana: Manuever Mastery = Treat urself as having full BAB for one combat manuever(trip obviously)
Magus Arcana: Arcane Accuracy = spend 1 arcane pool point to add ur intelligence modifier to all attack rolls (this includes CMB) for one turn
Note: Use Half-Elf Special magus favored ability to get the second arcana (+1/6 magus arcana), Also use Half-Elves versatility to favor both Magus and either alchemist or arcane savant


Any other ideas?

Scarab Sages

I've been meaning to make an alchemist based off Walter White in Breaking Bad. I'm not sure if I would go with a standard alchemist or an internal alchemist to simulate the ability to put on a gas mask to not breathe any fumes.

Grand Lodge

Drugs function as Poisons in Pathfinder.

This means the the Alchemist is the ultimate drug producer.

Creating more potent, and addictive drugs.


I've considered this character theme before. I've only been able to run him as an NPC named "Smiles".

For skills I suggest training at least in Appraise, Bluff, Intimidate, Knowledge (local), and Profession. Possibly, also Disguise (if operating in the public eye), Sense Motive (if he interacts with others like him or law enforcement), and Slight of Hand (petty theft), depending on how he rolls. Don't forget Improved Unarmed Strike, for when someone gets uppity or tries to hustle the hustler.


Monks should be able to keep their "pimp hand" strong. Just make sure you grab ranks in Intimidate.

Or, Magus, chosen weapon: Sword Cane

The Exchange

Check out the Sahir-Afiyun spells. They are designed around addicting people to Pesh.

http://www.archivesofnethys.com/Spells.aspx?Class=SahirAfiyun

Scarab Sages

Ragoz pointed out the piece I was going to touch on. The pesh rules and related feats and spells were made for the express purpose of either playing a drug addict, or a drug pusher.

Dark Markets, A Guide to Katapesh was one of my favorite splat books almost entirely because of its rules for growing, distributing, and using pesh and all the nasty things that went along with it.


Any suggestions on spells to pickup with arcane savant if the player decides to take a few levels in it

Oh and Katapesh looks fun I'm looking into it now


Ragoz wrote:

Check out the Sahir-Afiyun spells. They are designed around addicting people to Pesh.

http://www.archivesofnethys.com/Spells.aspx?Class=SahirAfiyun

The Sahir-Afiyun feat is amazingly overpowered, so much so I was shocked until I saw it was made with 3.5 in mind.

Scarab Sages

chaoseffect wrote:
Ragoz wrote:

Check out the Sahir-Afiyun spells. They are designed around addicting people to Pesh.

http://www.archivesofnethys.com/Spells.aspx?Class=SahirAfiyun

The Sahir-Afiyun feat is amazingly overpowered, so much so I was shocked until I saw it was made with 3.5 in mind.

The drug you have to use to qualify for those spells and abilities messes you up bad though, even eating into your action economy. If you follow all the drug and addiction rules, it's better balanced than it seems at first glance.

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