Character inspired by Dr Hannibal Lecter (the Cannibal)


Advice


I've been thinking of creating a character inspired by Dr Lecter (Hannibal the Cannibal), I think the best class choice would be a vivisectionist/something, in this case a vivisectionist/beastmorph since it is inspired by Dr Lecter and doesn't attempt to be 100% identical. I'm mostly trying to take more inspiration from Mads Mikkelsen's portrayal of Doctor Lecter rather than from the portrayl by Anthony Hopkins.

The following similarities that I want/can think of are the following:

- He has manners, is refined with a great taste for food and hopefully holds some actual position of power in his community. Can be achieved through roleplaying and hopefully wealth to be either a noble or wealthy surgeon etc.

- Cooking and Cannibalism. As profession I naturally choose cooking, since all that juicy flesh that you can cut up will not be put to waste.

- Accurate sense of smell beyond a good perception score can be gained through the scent ability from beastmorph's alter self.

- Surgical skills = Vivisectionist and the usage of knowledge nature in stead of heal as surgical and healing skill.

- Fighting abilities, well in this case they are only inspired that he can fight and well he cheats by using mutagens and other extracts to boost his abilites.

This might be a bit dark/grim to some people's taste but our custom campaign is somewhat dark and well life is not so nice in this world like well real middle age was not nice. Not trying to make people disgusted or to insult anyone.
Just a quite different character idea from the usual hero or villain.

Game Mechanics wise he will have the following stats and info:

Race: Human
Sex: Male
Age: 25 - 40 not that important
Class: Alchemist (Vivisectionist/Beastmorph)
Level 5:

Attributes: 20 point buy for planning, will get to roll when actually creating but since I can't know what I roll, I will make him by using 20 point buy.
I really don't want any dump stats but am having trouble to create a viable character in combat but yet intelligent and charming. So MAD right now. Not fully optimized. Since I don't have any idea how to optimize this concept without tanking the concept by taking dump stats.

Attributes:
Strength: 14+2
Dexterity: 14
Constitution:13 +1(4th lvl)
Intelligence:14
Wisdom: 10
Charisma: 12

Traits: I don't know, something to diplomacy, sense motive and bluff? Propably need to select additional traits feat.

Feats: (in no particular order)
Power Attack
Arcane Strike
Additional Traits
Something? Toughness maybe?

Discoveries: Feral Mutagen, Infusion

Any thoughts on this? Feat suggestions or what alchemist discoveries to pick or completely different class choice/combinations?

All help and thoughts are appreciated :) Thanks!

Liberty's Edge

Alchemists aren't technically spellcasters and thus can't get Arcane Strike.

Melee Alchemists benefit a lot from Medium Armor Proficiency. It's a straight AC increase for most of them at no real cost.

Beyond that, it sounds like you've got a pretty god handle on how you want the character to work.

Grand Lodge

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I think what you''ll find is that you realize what you're really looking for and are probably going to come up short in, are the roleplaying skills of Anthony Hopkins.

Liberty's Edge

Oh! I thought of something else, Traits or the Cosmopolitan Feat to get Diplomacy, Bluff, Sense Motive, and possibly Knowledge (Local) as class skills are a must. Me, I'd grab the Affable Trait and Cosmopolitan. That ought to do it.


If in Golarion, make him an Ustalavic nobleman.

It fits with Hannibal being a Lithuanian nobleman. And he should be a linguist.

The Exchange

And remember that by the books/movies he was high level

The worst part of media inspired characters, you have a long way to get what you want


And, Hannibal Lector is a Genius. Int 18 at least.

The Exchange

That and very high dex and cha, he is very high stat


STR: 10
DEX: 15+1 (4th lvl)
CON: 10
INT: 16+2
WIS: 10
CHA: 13

If you're starting at 4th lvl buy something that boosts cha and str. That's how I'd go. I'd grab the feats and traits previously mentioned, too.


So you would rather make him a dex based build rather than str. Alright but if Astrike is houseruled ok, I should take it?


LazarX wrote:
I think what you''ll find is that you realize what you're really looking for and are probably going to come up short in, are the roleplaying skills of Anthony Hopkins.

I know that, I've inspired by his acting also, but modeling more after Mads Mikkelsen. ;)


Samasboy1 wrote:

If in Golarion, make him an Ustalavic nobleman.

It fits with Hannibal being a Lithuanian nobleman. And he should be a linguist.

It's not in Golarion but There is a very eastern european like kingdom from where he will have been born to a noble family.

Liberty's Edge

I'd keep him Str based. His Dex is certainly okay, but anyone who's seen the brutality of his escape scene in Silence of the Lambs should understand that Strength is primary of his physical stats.


Deadmanwalking wrote:
Oh! I thought of something else, Traits or the Cosmopolitan Feat to get Diplomacy, Bluff, Sense Motive, and possibly Knowledge (Local) as class skills are a must. Me, I'd grab the Affable Trait and Cosmopolitan. That ought to do it.

Yes going to grab affable but instead of cosmopolitan, I'll take additional traits. Since I will have high enough int for all known languages I need if I get int to 16.

The Exchange

Sir Dante wrote:
So you would rather make him a dex based build rather than str. Alright but if Astrike is houseruled ok, I should take it?

The books describe him as smallish and fast


Ohhhhh I totally forgot about that scene! 14/12 str/dex should be fine.

Definitely take Arcane Strike. The bonus seems minimal but its totally worth it.


Deadmanwalking wrote:
I'd keep him Str based. His Dex is certainly okay, but anyone who's seen the brutality of his escape scene in Silence of the Lambs should understand that Strength is primary of his physical stats.

Hmm I agree, also it's not a clone of dr lecter but a character heavily influenced by that mentioned character.


What kind of weapons are you thinking of using? I think the kerambit would be good flavor-wise for more intricate post-mortem cuts.


chkflip wrote:
What kind of weapons are you thinking of using? I think the kerambit would be good flavor-wise for more intricate post-mortem cuts.

It seems like a good choice flavor wise but will have to talk with the gm about getting proficiency with it. Since Alchemists get only proficiency with simple weapons. Also it would be a good way to murder npc's since the normal rude commoner or nobleman is not a very strong or high hp owning meatbag.

Liberty's Edge

I'd go dagger. Simple, and close enough to Dr. Lecter's style for government work. For serious combat, you of course use Feral Mutagen, making weapons superfluous. And remember, you only need an hour to whip one up...

Speaking of which Infuse Mutagen is a potentially lifesaving backup on any Mutagen based character.


Deadmanwalking wrote:

I'd go dagger. Simple, and close enough to Dr. Lecter's style for government work. For serious combat, you of course use Feral Mutagen, making weapons superfluous. And remember, you only need an hour to whip one up...

Speaking of which Infuse Mutagen is a potentially lifesaving backup on any Mutagen based character.

Agreed the dagger will do the trick and one can always describe it as a curved dagger etc.

How is infuse mutagen a life savior?

Liberty's Edge

Your Mutagen wears off, severely weakening you in combat. Now, you have two options, go without or spend an hour making a new one. Infuse Mutagen gives you a backup that allows you to have another without spending the hour.


i'd be tempted by wizard or maybe sorcerer to play the mads version of hannibal (which i also love by the way). illusion and enchantments for africa!

high int as someone else mentioned seems key to me, and it will also give you the plethora of skill points needed to cover hannibals vast hobbies (remember he is an accomplished musician too!) and you could always take profession: surgeon or something.

his spells would help to replicate the way hannibal is able to set up intricate death scenes without ever being caught too. depends how far you want to take the homage i guess - playing someone who kills as selectively as hannibal in the tv series might not work out so well in PF, but it really depends on the campaign i guess. if its going to be mostly dealing with intelligent humanoids in a cosmopolitan setting, then hannibals obvious talents in diplomacy and bluff will pay off big time.


As another huge fan of Mads Mikkelsen's portrayal of Hannibal Lecter, perhaps you could do something like this?

Middle-Aged Human
'Knife-Master' Rogue 1/'Vivisectionist' Alchemist 4
Str 12, Dex 14, Con 12, Int 17, Wis 10, Cha 14
Feats: Extra Traits, Improved Unarmed Strike & Snake Style
Discoveries: Concentrate Poison & Enhance Potion
Traits: Extremely Fashionable, Carefully Hidden, River Rat & Bruising Intellect.

Although, based on how Mads Mikkelsen handles himself in combat I almost think a level of Monk would be warranted.


st00ji wrote:

i'd be tempted by wizard or maybe sorcerer to play the mads version of hannibal (which i also love by the way). illusion and enchantments for africa!

high int as someone else mentioned seems key to me, and it will also give you the plethora of skill points needed to cover hannibals vast hobbies (remember he is an accomplished musician too!) and you could always take profession: surgeon or something.

his spells would help to replicate the way hannibal is able to set up intricate death scenes without ever being caught too. depends how far you want to take the homage i guess - playing someone who kills as selectively as hannibal in the tv series might not work out so well in PF, but it really depends on the campaign i guess. if its going to be mostly dealing with intelligent humanoids in a cosmopolitan setting, then hannibals obvious talents in diplomacy and bluff will pay off big time.

It's a cosmopolitan trade city with 99% of people being humans. The entire world in the campaign has almost only humans. As far as our characters know. But while I'd love the sorcerer approach our party has a cleric, sorcerer and a bard so I find the melee Alchemist fitting better to party composition.


Deadmanwalking wrote:
Your Mutagen wears off, severely weakening you in combat. Now, you have two options, go without or spend an hour making a new one. Infuse Mutagen gives you a backup that allows you to have another without spending the hour.

Ok but how does the 2 int damage work? When will it heal? Or how?

Liberty's Edge

Sir Dante wrote:
Deadmanwalking wrote:
Your Mutagen wears off, severely weakening you in combat. Now, you have two options, go without or spend an hour making a new one. Infuse Mutagen gives you a backup that allows you to have another without spending the hour.
Ok but how does the 2 int damage work? When will it heal? Or how?

Stat damage heals at 1 point a day. Or with Lesser Restoration. The idea is to do this during downtime between adventures, or immediately after a successful one, then keep the backup around until needed.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

LOVED that show.


Pathfinder Lost Omens, Rulebook Subscriber
Sir Dante wrote:
Deadmanwalking wrote:
Your Mutagen wears off, severely weakening you in combat. Now, you have two options, go without or spend an hour making a new one. Infuse Mutagen gives you a backup that allows you to have another without spending the hour.
Ok but how does the 2 int damage work? When will it heal? Or how?

Pretty sure it's just normal about damage, restoration spell etc., heals it.

That said, Infuse Mutagen just isn't very good. You're much better off dipping Master Chymist - you get two extra mutations per day (that don't require crafting a mutagen!), a bit of a buff to your Will Save, and BAB, and a few nice new class skills. Also, the whole "mutated form has a different personality, alignment, and character sheet" is amazingly perfect.

General guidance is you want to dip 1-3 levels.

1 level gets you the extra shifts at the cost of 1 level of extract progression. 2 levels, you get +1 die size to your feral mutagen naturals. If your GM won't house rule the Master Chymists bomb progression as contributing to sneak attack progression it's still probably worth it to go two levels, but three becomes a tossup, as you're literally choosing between +2 damage to all natural attacks or +3.5 (average) damage to valid sneak attacks.

Level 4 loses more extract progression and that's bad.

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