Character ideas


Advice


Quick! Give me a new character idea. My old character was eaten by an ogre :(.


Half Orc Hedge Scarred Witch Docter!

Whip Magus!

Napoleonic Halfing BeastRider!

Cold magic themed Kensai!


What are you looking for? Fluff ideas? Mechanical ideas?

What kind of character do you like to play? It's hard to give good suggestions without a place to start.


A dwarf bladebound magus with an ancestor's soul in his axe.

An elven bounty hunter inquisitor of Calistria

A self-created aasimar monk/warpriest of Irori, who is turning himself into an archon slowly through successive incarnations.

A botanical half-elf alchemist, who uses plants for all his alchemical abilities.

Batman.


Someone from a good home with a loving family and supportive sibblings who is actually rather sensible and level headed in most things and just adventures for early retirement in a cosy nest egg!


I'm primarily looking for... Um anything. I will be playing on a homebrew campaign world and not allowed to play monstrous races like orcs or drow. And thanks torbyne those are awesome. Might go for the whip magus, mechanically would that make any sense though?

Sczarni

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A high-class knife master/scout rogue, who despises stealth, bluff and intimidate and sees them as "commoner's tactics" and just charges into combat. Bonus points if you pay for a henchman who brings you knives for every sentient species.

"Winston! Fetch me my orc daggers, please!"


Dang you guys are good


It depends, it is feat intensive but tripping is fun, especially if you GM rules for touch attacks to discharge on a trip. The threat range gets out to 10 feet which is awesome with things that can stop enemy approaches. You could even do the old Kensai/Bladeblade with a whip.


The whip magus can deliver touch spells from 15 ft out. That's pretty darned good.


ooh I'm liking the whip magus. Did not consider the tough spell from fifteen feet out


The Lion Cleric wrote:

A high-class knife master/scout rogue, who despises stealth, bluff and intimidate and sees them as "commoner's tactics" and just charges into combat. Bonus points if you pay for a henchman who brings you knives for every sentient species.

"Winston! Fetch me my orc daggers, please!"

Never mind, do this one. Probably remake it into a Flying Blade Swashbuckler next month.


Touch spells not tough spells dang auto correct


Nealomage wrote:
ooh I'm liking the whip magus. Did not consider the tough spell from fifteen feet out

Yup, once you get two or three feats into whip mastery you hit out to 15' and threaten 10' so when they try to close on you just shut them down at 10' and take a 5' free step back to stay at range. you will not be doing spectacular shocking grasp crits with this build. but charge per level spells are my favorite anyways. remember to keep up your mirror images!


Nealomage wrote:
ooh I'm liking the whip magus. Did not consider the tough spell from fifteen feet out

I'd recommend forgoing trips and just using a scorpion whip. You're looking at two feats (EWP: Scorpion Whip and Whip) to do everything you want rather than the abominable feat tax attached to getting a regular whip up to speed. A Half-Elf or Human will have it good to go at level 1.


I wonder though if first level would be a pain though. Not enough feats to go around. Unless I play a human I guess. Forgive me, I don't know much about the magus


Well gotta go thanks for the advice everyone


The scorpion whip always threatens and deals lethal damage like a regular weapon and has the 15 ft. reach if you also have EWP: Whip.

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