At an Impasse (character build ideas / advice)


Advice


I am playing in a modern homebrew game in which we use any of the non-spell casting current classes (instead of the modern class stuff).

Point buy is 25 BUT one has to be an 18 and one has to be a 7 (before racial mods). We have to be evil and we use laser guns, stun batons, etc. instead of swords and bows.

My first character was a orc barbarian (22 str, 5 chr) who smashed things because, well, things need smashing. We are lvl 3 now and that characters gone so I need a new character but I am quite torn as to what to make.
Usually I go for casters because it's a fantasy game and hitting/shooting isn't very fantastical, but the world is what it is.

I kind of want to make an alchemist (he said it was ok because they don't technically have spells), but they lose all extracts (too much like spells) with nothing in return and I'm afraid that the bomb discoveries (smoke bomb and the like) will be taken away too.
I've also been looking at gunslinger, but modern armor would take away the whole touch attack goodness; and deeds at this level are underwhelming.
At this point I'm tempted to go human fighter and pick up rapid shot, point blank shot, precise shot, deflect arrow (or two weapon fighting if you can't deflect laser rifle shots) and calling it a day.
Basically I need help because I don't know what to look at for a non-caster character because all I've really looked at are casters.


Why isn't he using d20 modern rules? It seems way more appropriate for this sort of thing. Link Or any of a number of other d20 derivative sources.

SciFi20, available at Drivethrurpg is also good.

However, barring that it's pretty much fighters, gunslinger, and rogues for non-magical options.

You might consider trench fighter a fighter archetype. At least it would give you the option to use guns, and use them well. You would have enough feats left over to pursue another combat path as well.

Sovereign Court

You could always go for a space monk wielding a laser sword. :3

Depending on how often you're in open areas vs. dungeons, a Cavalier could be nice - see if your GM will let you take an exotic mount. That's an easy way of experiencing the fantasy aspect with a non-caster class.

Alternately, the Ninja gets a lot of stuff that's pseudo-magical. The Trapper Ranger could also be nice if you need devices disabled - they give up magic anyway.


exotic mount - a Ducati...

Grand Lodge

Have you considered Psionics?


Unfortunately no psionics. Rogue and ninja tricks are too much like magic so would likely be disallowed.

I’m mainly looking to make a guy who is excellent in ranged combat (using two laser pistols/guns though I could be persuaded to go with one hard hitting weapon if it's better) and can talk his way out of (or into) trouble.
So far I'm thinking

:

Race: ? Name: Grave (Beyond the...)
Class: Fighter (trench fighter) 3
(The plan for down the road is fighter 5, Justicar 1 (mainly for Authority and rp reasons), ? X)
Ability layout: 25 point buy (one must be 18 and one must be 7)
Str: 10
Dex: 18
Con: 14
Int: 14
Wis: 7
Chr: 12
These are before class bonuses. Int is mainly for more skills
For Feats I’m thinking:
1st: Feat: precise shot, fighter feat: two weapon fighting
2nd: Fighter feat: rapid shot
3rd: Feat: Weapon focus: firearms, Fighter: Trench warefare +2 ac when behind cover, Dex to damage with laser pistol
4th: Fighter feat: Point blank shot
5th: Persuasive

At level three I would be looking at
BAB +3, Dex mod +5, weapon focus +1 (-2 TWF, -2 rapid shot) so +9 for a single shot or +5 for three shots, either of which would come with +5 to dmg from trench warefare.

I’m torn for race between drow, tiefling, and human. In this world humans are looked down on so I would suffer in social situations. We are underground so all races come with 60 ft darkvision which pushes me more toward human, but drow and tiefling have some nice abilities too. I'm not sure on my feat choices or traits either...


anyone? ideas...


Well, your GM is really hamstringing your options here. What rogue abilities are too magical? Spreading lies? Stabbing?

I'd have to second the recommendation for either Trapper Ranger, or Trench fighter. Especially trapper ranger, you get your bonus feats, a handy helper, and in place of spells, traps that could really help out in a modern setting full of corridors and elevator shafts. I recommend attack Lion for an Animal companion.

EDIT: Oh, and lots of skill points for Social parts of the story.


This campaign is highly lethal and I will be at level 3 so I will probably make a trapper as my next character (when I will actually have traps). I'm leaning heavily toward trench fighter this time around.
I'm actually thinking of changing the above a bit.
I would have to swap and take point blank shot + precise shot @ 1st because of prereqs.
If i switch two weapon fighting and point blank shot then @ level three I would have 2 shots from one pistol @ +8 to hit and +6 dmg on each shot.
(dex=5, BAB=3, Wfocus=1,pointblank=1, rapidshot-2)
What race do you guys think would be best and why?
All three have the necessary +2 dex
Human would net me another feat and an extra skill which is welcome for the skill starved fighter, but they are disliked in this world.
Drow would give me sleep immunity, +2 perception, +2 chr which could help with social stuff (but -2 con), SLA (which i strangely could keep) or nimble moves, and better dark vision.
Tiefling could give me +2 int for 1 bonus skill(but -2 chr), 5 elemental resistance, +2 bluff/stealth, darkness SLA or claws/bite attack (for if someone gets in melee, that way I would always be "armed"), and prehensile tail probably tail.
For traits I'm not sure at all.

Green Smashomancer wrote:
What rogue abilities are too magical? Spreading lies? Stabbing?

I meant things like vanishing trick, minor magic and the like. I was trying not to say it but rogues seem incredibly situational and underwhelming relatively speaking.

A rogue with a similar build to the one above would have far more skills and evasion but would be sitting at -1 bab from class, -2 feats, a situational +2d6 dmg which I would never see because I am making a ranged character, -6 static dmg per attack because it can't add dex to dmg, +1 rogue talent which would likely end up being a replacement feat which still leaves you at net -1 feat.
With that -1 feat you losing either point blank shot (+1att/dmg), precise shot (causing -4 to a large percent of shots), weapon focus (+1 att), or rapid shot (meaning you only get 1 attack per round).

It just doesn't seem like a good trade off.


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Well, don't worry about it not seeming like a good trade-off to lose BAB, feats, and actually good class abilities. It only looks that way because it isn't a good trade-off.


Give the Modern Hero a look over, it might help.

http://www.d20modernpf.com/


Yes, I've looked at modern but I'm not the GM and it's a homebrew so I can't use any of that.

So far I'm looking at:
Race: Drow Name: Grave
Class: Fighter (trench fighter) 3

Ability layout: 25 point buy (one must be 18 and one must be 7)
Str: 10
Dex: 18 +2 race = 20
Con: 12 -2 race = 10
Int: 10
Wis: 7
Chr: 16 +2 race = 18

Race abilities: immune to sleep, +2 vs enchantment, SR = 6 + lvls, Darkvision 120ft, poison use, Diplomacy=class skill and +2 diplomacy, Spell like abilities
Skills: Knowledge local, diplomacy, acrobatics (fcb)

For Feats I’m thinking:
1st: Feat: precise shot, fighter feat: Point blank shot
2nd: Bravery (+1 will vs fear), Fighter feat: rapid shot
3rd: Feat: Improved initiative, Fighter: Trench warefare +2 ac when behind cover, Dex to damage with firearms

Which will be:
BAB +3, Dex mod +5, +1 point blank -2 rapid shot so
+9 for a single shot or +7 for two shots, either of which would come with +6 to dmg from trench warefare and point blank if they are in range

Are their any traits that are good for this build, other than reactionary?
Should a swap out a feat and get deadly aim or wait on it?
I could drop chr to 14 and bump con to 14 (12 with -2), str to 11 and int to 12. I figured being ranged and having d10 health that would be enough. The int would give me another skill to play around with...


Laser guns are probably good enough weapons that deadly aim won't be a good bargain yet; stick with what you've planned. Personally I'd want another skill point and hit point per level over +2 diplomacy - your fighter has no other use for high CHA.

BTW don't forget to pick up some sunglasses to mitigate light blindness!


How about the ACG Swashbuckler? Its great fun and none magical.

Grand Lodge

ill second for the Swashbucker or the Gunslinger grit with laser guns...

Monk Zen Archer will be awesome too

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