Illaoi Character Build Advice


Advice


Been playing League, and I like how Illaoi fights, but I need some advice on her class. I'm not sure how to go about explaining this. She's effectively a brawler, or a fighter, with a massive kettlebell given to her by her god.

Her powers are pretty much summed up right here -> Video

So it's effectively a magic kettlebell with black tentacles as one of the prereq spells. She is effectively wading into combat and beating the crap out of people while getting support from her o-so-friendly tentacle friends. My question is, what class would she be to build into this, or something similar to it?


Kraken Caller might work for you.


My only issue is that this seems to be made for a sea-oriented campaign. Though I'd never have to worry about my DM drowning me. I like the idea, but I need to flesh it out now.


BlingerBunny wrote:

Been playing League, and I like how Illaoi fights, but I need some advice on her class. I'm not sure how to go about explaining this. She's effectively a brawler, or a fighter, with a massive kettlebell given to her by her god.

Her powers are pretty much summed up right here -> Video

So it's effectively a magic kettlebell with black tentacles as one of the prereq spells. She is effectively wading into combat and beating the crap out of people while getting support from her o-so-friendly tentacle friends. My question is, what class would she be to build into this, or something similar to it?

Cleric gets access to 9th level spells but lack the personal-buff utility, Warpriests possess that along with some goodies, but are limited to only 6th level spells. Honestly, since she's more of a martial than a Spellcaster, I'd vote Warpriest (especially with the scaling damage dice, so you could basically use whatever sort of "weapon" you want, and it'd still do pretty good base damage).

From what I gather, her deity is all about subjugation to its whim, and its effects are just effigies, things that aren't actually real, but seem that way. The Charm Blessing works wonders here, as Sanctuary is a damn nice combat option, and this is a far superior version of it too, since you can pick and choose your battles. Trickery Blessing can also work, but if you're looking for a more defensive approach (Juggernaut!), I'd consider the Protection Blessing; Sacred Bonuses to AC and Saves are a rare occurrence. Definitely a good investment for sure.

The closest kind of weapon that represents her "kraken skull" is the Battle Aspergillum (read as-pur-gi-yum). The basic description from the PRD says this:

Battle Aspergillum wrote:
...a macelike tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug closing off the hole through which the head is filled. When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon's head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled. Filling it with holy water is a standard action that provokes attacks of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, to prevent the holy water from leaking out as the weapon moves.

You wouldn't have to fill it up with Holy Water all the time, though it's certainly a decent combat option, especially if you plan on fighting Undead. With some flavor, you can easily design that Battle Aspergillum to look like a Kraken Skull.

As for the tentacle stuff...I wouldn't know how to emulate that. The closest things I can come up with are with Wondrous Items. There is a Cloak of Tentacles that gives you 2 Tentacles for 1 minute, 1/day, which have the Grab special ability, and receive an additional +4 Competence Bonus to grapple with them. Outside that, you'd have to dig, I'm sure there's more than that which is Tentacle-themed.

Good luck and have fun. (And don't tilt.)


So I do like the Warpriest idea, I'll talk to my GM about it, and see if I can get it up and running because the campaign is supposed to be a world where traditional gods cannot intervene and he's banned clerics and paladins. The Great Old Ones are technically the only gods that chose the material plane as their home, so that shouldn't be a big issue.

From there, I could probably get a magic item that conjures tentacles, similar to the Kraken Caller's modified wild shape ability. I'd like to hear more ideas on this if anyone has any advice on where to go with this.


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BlingerBunny wrote:

So I do like the Warpriest idea, I'll talk to my GM about it, and see if I can get it up and running because the campaign is supposed to be a world where traditional gods cannot intervene and he's banned clerics and paladins. The Great Old Ones are technically the only gods that chose the material plane as their home, so that shouldn't be a big issue.

From there, I could probably get a magic item that conjures tentacles, similar to the Kraken Caller's modified wild shape ability. I'd like to hear more ideas on this if anyone has any advice on where to go with this.

I'm curious as to the ban on Clerics and Paladins. If the argument is that you can't have characters who worship a deity (i.e. traditional gods are out), then I'll point out that Clerics aren't required to worship a deity except in PFS, and Paladins only adhere to the concept of the Greater Good. The same would apply to Oracles, Rangers, Druids, et. al.

Lastly, I think a deity of the Krakens isn't exactly "traditional," so I'm sure you can get away with that. Needless to say, if the ban on Clerics and Paladins is because "They worship traditonal gods," then Warpriest might be out too.

If worst comes to worst, picking certain archetype Fighters or even Myrmidarch Magus with Fighter VMC and accessing Advanced Weapon Training from the Weapon Master's Handbook would be your best bet to maintain relevance. You won't get any of your cool tricks with Blessings, swift-buffs, etc., but you'll still be a damaging powerhouse.

There is an Advanced Weapon Training feature that allows you to emulate the Warpriest Sacred Weapon damage scaling, which would be damn nice for your weapon of choice. Needs Weapon Focus, though I'm sure you'd be taking it anyway.


Well, I'm going off what my GM said. A powerful mage garnered an army of orcs, ogres, giants, and whoever else would join. He made a deal with evil gods, and promised to take over the world. His agenda was brought to fruition when he shattered the astral plane and created a perpetual eclipse. The first prevented all gods from interfering with the material plane. He was free to slaughter all who got in his way, and effectively ruled the world until his old age (probably). Whatever the case, my GM plans to reverse that through the players, but clerics and paladins no longer exist, because they could not commune with their gods. So much time has passed since then that clerics and paladins no longer exist. Their orders, good and evil, have effectively become extinct.

If I remember correctly, the Great Old Ones are not traditional gods, meaning they don't have home planes. Cthulhu is said to slumber somewhere in the Pacific Ocean, but I digress. The Great Old Ones are effectively the only "gods" that reside on the material plane and thus don't need the Astral Plane to communicate with their followers. That's what I'm trying to say. So I'll see if my GM will let me choose a Great Old One as a deity, so that I can make the class function like I'd like it to. If not, I'll just use a brawler with a "sacred" idol they carry around and it'll be magically enhanced to reflect Illaoi's abilities.


Would that ban also cover oracles? By lore, they are "blessed" by powers, but they do not necessarily know who or why. They are sort of divine sorcerers, which could fit the campaign.

I think she could also work as a more combat-focus option like the synthesist (if the original summoner is allowed). That archetype may be a bit hard on your DM, though.


Not really, because Oracles can be "Blessed" through the spirits that linger in the material plane. Summoners though, would have an alternate path by using spirit enhanced constructs, because the original class depends on the connection to other planes. My GM made a point, "If you use an old teleport spell, there's a good chance you won't survive it." So wizards had to remake teleport spells to route through the shadow plane. There's a chance you could snag something from there and pull it with you, but that's less likely to happen.

That said, the only planes accessible are the Shadow, Ethereal, and Astral planes, though Astral plane is highly unstable, and the Shadow plane is incredibly dangerous.

I like the idea of a Kraken Caller so I want to go with that path. A Tank Druid that borrows strength from her "god" to achieve their goals.


Lunchtime for me, and decided to log in with my phone in order to post something. I don't know if this would help, as the power is only Spell Level 4 and the only upgrade you get is "vs. Evil Only" you might need to pick a different path. However, reading your history and background for the campaign settings, perhaps Greater Black Tentacles would work for you.

Illaoi Tentacles (Black Tentacles)

Spell Level 4 = Summons Tentacles for everyone in a 20 ft. Area.

Spell Level 6 = Summons Tentacles for Evil Creatures in a 120 ft Area.

I might talk with the DM to see if you could change the Tentacles into a 60 ft. Target Enemies spell for maybe level 5 of level 6 instead of just against evil creatures, but its up to him to determine how far this goes.

There is no Saving Throws, but a CMB check vs the targets CMD value with +5(+Your Caster Level). Greater is +13(+Your Caster Level) to hit. Damage is 1d6+4 per ground, and Greater is 4d6+13 per round they are Grappled. Considering Illaoi's test is about freedom of movement and beat the crap out of them, I would say fits thematically as well as for a build focus. Additionally, tentacles gain +5 bonus to already grappled enemies, and use their CMB +10 for their CMD against enemies attempting to escape.

Traits you may want to look at are:
+ Eldritch Delver [Magic] (+1 Caster Level to Conjuration and Teleportation).
+ Shaper of Reality [Religion] (+1 Caster Level for Conjuration 1/day).
+ Magical Lineage [Magic] (-1 Level for Metamagic for 1 spell).
+ Metamagic Master [Religion] (-1 Level for Metamagic).
+ Signature Spell [Religion] (+1 Caster Level for Chosen Spell).

Items you may want to look at are:
+ Orange Prism (Ioun Stone) (+1 Caster Level, -2 Primary Stat)
+ Beads, Prayer (Strand) (+4 Caster Level for 10 Min, 1/day).**
+ Tattoo, Caster’s (Still and Silent Meta Magic, 1/day).
+ Tanglefoot Bag (Reroll Grapple Attacks is used as Component).

** Prayer Beads only cost 20,000 if you ONLY purchase the Karma Beads.

Feats you may want to look at are:
+ Consecrate Spell (+2 Spell Slot, Maximize on Evil Creatures).
+ Widen Spell (+3 Spell Slot, Doubles Range of Spell).
+ Heighten Spell (Increases Effectiveness of Spell???)
+ Dazing Spell (+3 Spell Slot, Daze creatures damaged).
+ Echoing Spell (+3 Spell Slot, Cast Spell Again).
+ Spell Focus (Required for other Spells).
+ Spell Specialization (+2 Caster Level for 1 Spell).
+ Greater Spell Specialization (Sacrifice a spell to cast your specialized spell).
+ Preferred Spell (Spontaneously cast a specific spell).
+ Spell Perfection (Add 1 Metamagic without Level Adjustment).

Spells you may want to look at are:
+ Grasping Tentacles
+ Black Tentacles
+ Greater Black Tentacles

Races you may want to look into are:
+ Half Orc (Purely Flavor as she looks Half Orcish).
+ Human (Can someone explain what Ethnicity does in Pathfinder?)

Classes you may want to look into are:
+ Bloodrager (Aberrition Bloodline, Limited to Spell Lvl 6).
+ Magus (Limited to Spell Lvl 6).
+ Sorcerer (Aberrition Bloodline).
+ Summoner (Limited to Spell Lvl 6, Summon Giant Tentacle Monster!).
+ Witch (Can Cast Level 9 Spells).
+ Wizard (Can Cast Level 9 Spells).

PrC Classes you may want to look into are:
+ Dragon Disciple (No Flavor but keeps you alive. Don't use with Bloodrager or Sorcerer).
+ Eldritch Knight (Get Martial Weapon Prof for nice melee bonuses).
+ False Priest (Doesn't require god, AND THIS IS TOTALLY ILLOAI!)

If I had more time I would post more. I hope this was helpful, considering it took me my full hour lunch.


What would a Melee-oriented False Priest build look like?


Never mind, looking at the False Priest PrC it doesn't fit for Illaoi. It only fits for the name and theme of the character but the mechanics don't work at all.

If you want Tentacles as soon as Possible, you can start casting the Black Tentacles spell as early as Level 7 or Level 8 as a Wizard or Sorcerer respectively.

Bloodrager is level 12 sadly. Honestly, if you can talk your DM into making a few Homebrew Spells or finding some Tentacle Based spells that could be cast at Spell level 1 or Spell level 2, you would be in great shape as a Bloodrager.


I would like to build a bloodrager, but I'll talk to my GM and see if I can make a character with an kraken relic that gains strength as she gains strength. I'm thinking of a Brawler, though, because she uses her hands. The relic is only an enhancement granted by her deity. Illaoi FTW

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