Help with a group concept


Advice


So every year about this time my wife, my buddy and I try to come up with a cool group PFS concept we can start up and have ready for GenCon in the summer. Last year it was three Ulfen guard and we had a ton of fun. This year I thought I'd tap into the group mind that is the Paizo forums and see if there might be a cool suggestion or two. So, here are the parameters...

My wife wants to be a Juggler. At first, this was going to be a vanilla bard who simply had Perform: Juggle for flavor and maybe threw a dagger or two. However, now the ranged tactics toolbox somehow reads her mind and she's super excited to play the Juggler Bard.

I'm thinking then we make some sort of performance troupe of some kind centered around her juggling and the tossing of things around. Here's where I'm hoping for some suggestions. I'm hoping to come up with three complimentary short ranged combatants who work as a team.

Suggestions?


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It's not a ranged concept, but you could run the classic circus strongman! With the big bald head and curly mustache it could be a ton of fun to play a character that wins the day on Bravado and brute strength. A swashbuckling clown could also be an interesting idea, or an Alchemist magician! Ooh, I really dig what you guys are doing here.


Well flying blade swashbuckler with panache works right into performance with juggling knives.

carnavalisr rogue with a monkey sounds like it might be part of a performing troupe.

A "strong man" would be kinda thematic as well.

Even more fun is to have the strong man also be a bearded lady… female dwarf anyone?


My immediate suggestion, for a little more versatility, is to not all necessarily focus on throwing things. Broaden it out. Maybe you have a Barbarian who acts as the troupe's strongman, or a Swashbuckler tightrope walker.

But, if you do all want to throw things, there are some crazy awesome teamwork feats for you.

How's a +1 to hit a target with a ranged weapon just because your buddy is standing next to the target sound? Or a +2 if your buddy happens to be helping somebody else (your other buddy, maybe?) flank them? 'Cause there's Coordinated Shot for that.

Oh, and if that's not enough? Enfilading Fire will give you another +2 if your buddy is flanking them. That nice little +4 will do a lot to de-emphasize Dex so you can make your thrown weapons hit harder.

But if that's not enough, how would you like a free ranged attack just because your ally hit the target with a ranged attack? Because there's Target of Opportunity, and it's stupidly awesome. Even that Barbarian should carry around a dagger or two to chuck if he can't close the distance, just to trigger the Juggler's free knife to the throat.


What about a fire breather? You could possibly make a spell caster of some kind to represent that (Sorcerer into Draconic Disciple?)


While I've nothing to add for the discussion of how to build the juggler, perhaps one of your little troupe can be a lion tamer? In which case you have plenty of options such as hunters, druids, rangers, etc.


Secret Wizard wrote:
What about a fire breather? You could possibly make a spell caster of some kind to represent that (Sorcerer into Draconic Disciple?)

Alchemist, this is dying for an alchemist!


Breath Weapon Bomb is 100% a thing, and necessary.


Strongman could work if you grabbed the breaker barbarian archetype and used the hurling tree. Shotput, Discus, Barbells, Telephone poles.
being the ability uses ranged touch attacks you could get away with a sub-par dex score and just wait until you can get a belt of lesser hurling to become good at the niche.
Grab mule back cords so you can carry your heavy throwing weapons like they are nothing.

Teamwork feats are typically a large investment for a small situation gain.
though if you are all going ranged you might consider Target of opportunity depending on the level you plan to reach.

Alchemist works well as a third, Ninja could fit (and shuriken would mean less feat investment for the throwing tree.)
Hunter with a circus-y pet (lion, tiger, bear? perhaps a moose.) could also fit in quite easily.

Grand Lodge

So you have the Juggler, probally should make em the barker too (the face of the troupe who convinces the marks to come see the freaks)

Ideas from there:

Strongman, barbarian or bloodrager easily. Toss those trees like the champ you are.

Fire Eater, screams alchemist. Lots of fire.

Lion tamer, hunter probally is the best here, as a druid is usually the one leading the anti circus charge.

Acrobatics, rogue or ninja are your top choices here.

A monkey familiar, anything that gets a familiar really. Which of course is anything if someone is willing to take SF KN arcana and Eldritch Heritage. They can join the performance, pass the hat for donations, proactively go get those reluctant donations.

Last, the juggler is not the only knife thrower. There is also the flying blade swashbuckler and the knife master rogue (their sneak attack is d8 with knifes, d4 with everything else)


These are exactly the types of ideas I was hoping to see.

What would a fire eating alchemist look like?

The flying blade swashbuckler, does anyone have any experience with this guy? Is it fun to play?

Are there some great teamwork feats that all three could have that would really make them a cohesive unit?

Keep the ideas coming, this is starting to take shape in my mind.


speaking of team work.

what about juggling knife thrower that rides a horse?

Im thinking bard/cavalier that goes PrC Battle herald….wouldnt come online until about 7th level but it's certainly a way to have team benefits.

shadow dancer would also make an interesting member of a carnie troupe.


So here's where we're at so far, tell me what you think, especially if you guys can come up with more ways to make this group shine.

The "Theme" of the group of Pathfinders is they're a travelling road show of juggling, shooting and throwing expertise. A juggler, a guy who shoots apples off people's heads, and a knife thrower. All the while they represent the ideals of Liberty's Edge and try and bring comfort to the downtrodden.

I'll just cover the feats to see what you folks think.

First up...The Knife Thrower.

Human Daring Champion Cavalier of the Land
Level 1 Tactician: Volley Fire
Point Blank Shot
Precise Shot
Level 3 Quick Draw
Level 5 Deadly Aim
Level 6 Retrain Tactician to Target of Opportunity
Cavalier Bonus Feat: Volley Fire

Next...The Juggler

Human Juggler Bard
Level 1 Point Blank Shot
Precise Shot
Level 3 Concentrated Splash
Level 5 Volley Fire

Finally...The Trick Shooter

Human Hooded Champion Ranger
Level 1 Point Blank Shot
Precise Shot
Level 2 Archery Combat Style: Rapid Shot
Level 3 Deadly Aim
Level 5 Volley Fire


All of you should pick up the target of opportunity feat. Stuff will get nasty. The PFS will have to shut down the scenario after you devastate it.


JJ Jordan wrote:
All of you should pick up the target of opportunity feat. Stuff will get nasty. The PFS will have to shut down the scenario after you devastate it.

Essentially that's what we're doing by retraining the Cavalier's Tactician ability. One of the prereqs is +6 BAB. The poor Bard won't be there at six so it's up to the Cavalier to give the feat to everyone else.


notpsychoyet wrote:
JJ Jordan wrote:
All of you should pick up the target of opportunity feat. Stuff will get nasty. The PFS will have to shut down the scenario after you devastate it.
Essentially that's what we're doing by retraining the Cavalier's Tactician ability. One of the prereqs is +6 BAB. The poor Bard won't be there at six so it's up to the Cavalier to give the feat to everyone else.

Good plan then.


If you want a trick shooter Ranger, why not a Toxophile?


Well, looking at Toxophile I'm not sure I see the appeal. Hooded Champion adds in the fun of Panache while the Toxophile can shoot arrows out of the air.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Westphalian_Musketeer wrote:
While I've nothing to add for the discussion of how to build the juggler, perhaps one of your little troupe can be a lion tamer?

Of course, the very first thing you'd want to know is...

Does he have his own hat?


Ninja and Monk can use Ki to improve their shtick. Both can spend a point to gain +20' to speed or +1 attack, and Ninja has Acrobatic Master (AM) [1 point -> +20 Acrobatics] and High Jumper [reduce DC by half, need AM]. At 10th, jump DCs go down by half, letting them jump higher.

They can be great clowns, and their skills can easily help accessing to reach places.

/cevah

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