New home game, starting level 3, any race


Advice

Sovereign Court

The home game that I'm running is winding up and it's gone well. The players are all happy and one of the players is so inspired that he's going to be running his own campaign after this. Being a bit indecisive and bad at missing obvious things, I'd like some advice on a character.

  • The characters are starting at level 3
  • Due to the nature of the world, any race is allowed
  • Divine magic from the gods is being blocked on this world
  • We've been told aberrations are going to be a major enemy and a lot may be taking place underground.
My initial thought was to play a Changeling unchained rogue and focus on claw attacks (until we get high enough for the character to get 3 attacks). After playing Neverwinter 2: Mask of the Betrayer and watching the musical Wicked I've been on a bit of a kick of hags and witches and dig the idea of being a spawn of one. I'm not sure what route I want to go with style and feats, though. I know my character is likely to hide the fact that she's a Changeling (disguise, maybe dark glasses or an eyepatch?) and perhaps even hide the fact that she's female (for story reasons). How would one hide the fact that they're using claws in combat?

Any opinions or advice?

Silver Crusade

Natural attacker Unchained rogue? I vote Wyvaran! (for slapping tail)


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How to hide claws in combat: wear some type of fingerless glove. Blame the glove. Use the fact that changeling claws are literally just fingernails to make this a plausible lie.
Depending on your alignment, you can also offer to hit someone to 'provide convince proof' for +10 to your Bluff check.

Sovereign Court

Skyler Malik wrote:
Natural attacker Unchained rogue? I vote Wyvaran! (for slapping tail)

I'd love to stick with changeling for background/story reasons.

I'm leaning toward major magic and minor magic to reinforce the whole witch background.

Now to decide feats ...


I suggest BeastMorph Vivisectionist Alchemist instead as it will let you focus on natural attacks throughout the campaign and will let you have access to a large variety of magical tricks Hag style. Just say your extracts are "brewed potions"

The Feral Mutagen discovery nets you a bite and makes your claws into d6 claws. All still primary.

Sovereign Court

Insain Dragoon wrote:
I suggest BeastMorph Vivisectionist Alchemist instead as it will let you focus on natural attacks throughout the campaign and will let you have access to a large variety of magical tricks Hag style. Just say your extracts are "brewed potions"

My fiancé is playing an alchemist and I'd probably be sleeping on the couch if I stole her thunder at all.

Besides, I dig the idea of debilitating injury.


Fortuneatly the two archetypes put together make it about as close to an actual alchemist as a Cavalier is to a Ranger.

The only class feature you end up keeping is Extracts and considering it's a melee build your extract use is going to be very different.


If you stick with Rogue I suggest picking the trait "adopted: Kitsune" for a Primary Natural attack bite, that way you can avoid switching to weapons.


Pathfinder Adventure Path Subscriber

Ktisune (Tiny) Unchained Monk can get very broketastic. :)


Personally, I like strix for race. Flight is a very useful thing to have on the team, you can swing some very cool plans if you have someone who can fly.

Maybe with something like barbarian for class.

Grand Lodge

Android Urban Barbarian/Invulnerable Rager, with the Awakened from Stasis trait and Empathy feat.

You only need to sleep, to regain Rage, and it only takes you 2 hours.

You are not subject to fatigue or exhaustion; and are immune to disease, sleep effects, fear effects and all emotion-based effects.

You can still go Natural attacks, and follow the Beast Totem Rage Power line. This will give you Pounce as well. If you go this line, you will wanted the Adopted/Tusked trait, as your second trait.

You will need an Agile Amulet of Mighty Fists.

Be the killer that need not sleep, never tires, and waits in the dark.


If aberrations are going to be a major enemy then you really want good fort and will saves. Or at least one of these, if you can't do both. I'd plan for a feat on twist away at some point at minimum, if you go with unRogue.


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Consider the Pureblade Slayer. It's made for fighting aberrations. At level 4 you can start picking up the natural weapons combat style feats.


If he meant literally any race, play a CR 3 Doppleganger.

HUGE stat bonuses... Very fun.

Natural attacks... extra hit dice... very powerful.

Also, if he uses the RAW in the bestiary, you actually wind up GAINING extra levels too.


If going for natural attacks, going a bloodrager -> Dragon disciple is actually a lot of fun. High base stats, can grab an archetype for SR or consuming spell slots for health. In addition you gain claws (or bigger claws) and well, even better claws as a dragon.

That and a blood-raging dragon is kind of fun.

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