Building Harley Quinn and Suicide Squad for PFS


Advice

Shadow Lodge

I'd like to build Harley Quinn for PFS, and eventually the rest of the Squad, but I have no idea where to even begin. I'd like people's input on building these characters.


Josh Windeknecht wrote:
I'd like people's input on building these characters.

Don't.

I know that may sound like a harsh, mean-spirited or flippant reply, but I don't intend it as such; I offer it as serious advice.
I don't see how one would be able to play such characters and be anything but uncooperative and disruptive.

But I could be wrong (maybe you just want to build characters with their skills and not roleplay their personalities?).

Shadow Lodge

A group of VOs actually ran a Suicide Squad group through Siege of Serpents at Gen Con last year. I played Harley Quinn, and I'd like to think I did a good job at playing her personality and cooperating with the others. If you'd like, Josh, I'll post my build here later. She's a blast to play and I'm playing her through the Season 4 Lissala cult arc.


Eric Clingenpeel wrote:
A group of VOs actually ran a Suicide Squad group through Siege of Serpents at Gen Con last year. I played Harley Quinn, and I'd like to think I did a good job at playing her personality and cooperating with the others.

Out of curiosity... do you (this group of VOs) always play these characters together or do you sometimes sit at a table where you're the only member of the "Suicide Squad" playing? Are the characters played differently in each of those situations? What reactions do you get from both GMs and other players?

I imagine this might be something that could go seriously sideways if not handled by someone "up to the challenge" and I'm truly interested in hearing your first-hand experience.

Grand Lodge

"Enchantress" here. We'd probably love to play together on a regular basis. However, we're kind of scattered about the US. I can't speak for the others, but I've kept playing Enchantress since then and haven't really had an issue with it. The game we did play together was an absolute riot.

As for how I built Enchantress, my goal was to hit all of her powers according to my research. Hence, the best way I could do it, as I could figure, was as a white mage Arcanist. Funny story, I was the only spontaneous healer in the party :P. We played Siege of Serpents at level 8. Below is how she looks now.

build:

June Moone
Female human (Taldan) arcanist (white mage) 10 (Pathfinder RPG Advanced Class Guide 8, 79)
N Medium humanoid (human)
Init +2; Senses Perception +12
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Defense
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AC 16, touch 14, flat-footed 14 (+2 deflection, +2 Dex, +2 natural)
hp 62 (10d6+20)
Fort +6, Ref +7, Will +11
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Offense
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Speed 30 ft.
Melee mwk dagger +5 (1d4-1/19-20) or
. . mwk shortspear +5 (1d6-1)
Special Attacks arcane reservoir (5/16), arcanist exploits (dimensional slide[ACG], lightning lance[ACG], school understanding[ACG]), consume spells
Arcane School Spell-Like Abilities (CL 10th; concentration +16)
. . 4/day—force missile (1d4+1)
Arcanist (White Mage) Spells Prepared (CL 10th; concentration +16)
. . 5th—lightning arc[UM] (DC 22)
. . 4th—dimension door, dragon's breath[APG] (DC 21)
. . 3rd—blink, fireball (DC 20), fly
. . 2nd—acid arrow, burning arc (DC 19), scorching ray, see invisibility
. . 1st—mage armor, magic missile, shield, snowball (DC 17), vanish[APG] (DC 17)
. . 0 (at will)—acid splash, dancing lights, detect magic, light, mage hand, message, ray of frost, read magic, resistance
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Statistics
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Str 8, Dex 14, Con 12, Int 22, Wis 14, Cha 12
Base Atk +5; CMB +4; CMD 18
Feats Combat Casting, Eschew Materials, Extra Reservoir[ACG], Spell Focus (evocation), Spell Penetration, Toppling Spell[UM]
Traits magical lineage, underlying principles
Skills Knowledge (arcana) +19, Knowledge (dungeoneering) +19, Knowledge (nature) +19, Knowledge (planes) +19, Knowledge (religion) +16, Linguistics +17, Perception +12, Profession (teacher) +10, Spellcraft +19, Use Magic Device +15
Languages Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Infernal, Skald, Sylvan, Thassilonian, Tien, Varisian
SQ school (evocation), spontaneous healing
Combat Gear merciful metamagic rod (lesser)[APG], scroll of communal darkvision, lightning bolt, greater magic weapon, protection from energy, stoneskin, scroll of dispel magic (x2), scroll of fly, scroll of invisibility, invisibility, selective metamagic rod (lesser)[APG], wand of cure light wounds; Other Gear mwk dagger, mwk shortspear, amulet of natural armor +2, cloak of resistance +2, handy haversack, headband of mental prowess +2 (Int, Cha), ring of protection +2, wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 10,285 gp
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Special Abilities
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Arcane Reservoir +1 DC or CL (16/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+1, 4/day) (Sp) As a standard action, magic missile strikes a foe.
Lightning Lance (5d6+1 electricity damage, DC 16) (Su) Use 1 reservoir, touch att deals elec dam & all foes are concealed 1 rd vs. foe in 30 ft (Fort part).
School Understanding (1 round) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 1 rds.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spontaneous Healing (Cure Spells, Breath of Life) (Su) Spend reservoir points & slot to cast any cleric cure spell or breath of life.
Toppling Spell Spell with the force descriptor knocks targets prone.

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Silver Crusade

Josh, ignore Earl. If you want to build Harley Quinn, do it! Just remember to cooperate with the rest of the table, and have fun!


I have already built a Harley Quinn character for pfs. But mine got it's inspiration from the Suicide Squad comics and not the movie. But once she hits lvl 12 (she's lvl 9 now and is a lot of fun to play) I will try to build another one with the movie character as my inspiration.

My current Harley Quinn is a Barbarian 8/Unchained Rogue 3 with another lvl of Barbarian as the last one.

Her Stats are:
STR: 18
DEX: 14
CON: 14
INT: 8
WIS: 10
CHA: 12
(I didn't want to dump wisdom because of reasons but I also wantet to boost her charisma so I had to dump int...)
As a weapon I use the Earth Breaker.

And you have a lot of roleplay options. You don't have to be the crazy psychopath who wants to murder everyone. I'm always trying to play her crazy but at the same time reasonable.
And always remember, Harley Quinn is highly intelligent yet highly unpredictable. So just have fun and, as Mitch already said, cooperate with your group.

Shadow Lodge

I'm not planning on disrupting any tables that I would play her at, she's just one of my favorite characters.
This is my thought for her at this point. Unchained Rogue (Acrobat) would be my primary class, then I would throw in a couple levels of Brawler or Unchained Barbaian for some muscle. Her stats are:

STR 16
DEX 14
CON 14
INT 13
WIS 10
CHA 12

For her weapon, I'm thinking a club (baseball bat) or morningstar (spiked baseball bat). I'd like to see your build too, Eric.

Scarab Sages

It may also be worth just asking over in the advice message board, pointing out you're building for PFS. For me at least they've generally been pretty helpful in coming up with ways to make ideas work.


Mitch Mutrux wrote:
Josh, ignore Earl. If you want to build Harley Quinn, do it! Just remember to cooperate with the rest of the table, and have fun!

Yes. Just ignore me. My original response was a knee-jerk reaction to negative experiences with other players who had based their characters upon characters from other media and other settings.

It's obvious from the other replies you've received that not only is a Harley Quinn-based character viable, it also appears to be a lot of fun.


I'm late to the party but I wanted to add my two cents anyway. Harley was a gifts psychiatrist before life of crime, at least in one continuity, so she needs a higher INT. She is tough for a lady who wasn't an athlete but definitely relatively small and this less hardy. Fit but not buff, sexy but maybe not gorgeous. Very agile though. So on PFS 20pt I'd go something like 10, 15, 13, 14, 10, 14. With that interpretation and more if go with an urban barbarian for controlled rage or a mysterious stranger gunslinger like character. Make use of her personality and agility I guess is the main point while not neglecting her strong skills. An honorable mention for a rogue based on guns though.

Shadow Lodge

Here's my Harley. Her schtick is to charge things with her big hammer (earthbreaker) and do tons of non-lethal damage (through sneak attack) and then intimidate them. With Charging Stag Style she can charge through difficult terrain and allies as well as make a turn during the charge. She has a magic "purse" that she keeps whatever she finds somewhat handy, but most of it is just good for a laugh.

I played her the first time last year at level 8 with the VOs at GC, but since then I've leveled her with my family group as we are slowly making our way to face Krune.

Harley Quinn:

Harley Quinn
Female human barbarian (unchained) 2/fighter (unarmed fighter) 1/rogue (unchained, scout, thug) 7 (Pathfinder RPG Advanced Player's Guide 134, 135, Pathfinder RPG Ultimate Combat 48, Pathfinder Unchained 8, 20)
CN Medium humanoid (human)
Init +2; Senses Perception +12
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Defense
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AC 19, touch 13, flat-footed 17 (+6 armor, +1 deflection, +2 Dex)
hp 80 (10 HD; 7d8+1d10+2d12+20)
Fort +11, Ref +7, Will +1
Defensive Abilities uncanny dodge
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Offense
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Speed 50 ft. (40 ft. in armor)
Melee aluminum bat +12/+7 (1d6+12 plus 2d6 on charge) or
. . beatrice +12/+7 (2d6+19/×3 plus 2d6 on charge) or
. . chainsaw +11/+6 (3d6+18/18-20 plus 2d6 on charge) or
. . cold iron dagger +11/+6 (1d4+12/19-20 plus 2d6 on charge) or
. . unarmed strike +11/+6 (1d3+12 plus 2d6 on charge)
Special Attacks rage (11 rounds/day), rage power (no escape), scout's charge, sneak attack (unchained) +5d6
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Statistics
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Str 22, Dex 14, Con 14, Int 12, Wis 8, Cha 14
Base Atk +8; CMB +11; CMD 27
Feats Accomplished Sneak Attacker, Bludgeoner[UC], Charging Stag Style, Enforcer[APG], Extra Rage, Furious Focus[APG], Improved Unarmed Strike, Intimidating Prowess, Power Attack, Sap Adept[UC], Sap Master[UC], Weapon Finesse
Traits berserker of the society, slave taker
Skills Acrobatics +15 (+16 to traverse a narrow surface when using this, +26 to jump), Appraise +6 (+8 for small or highly detailed items when using a magnifying glass), Bluff +6 (+10 circumstance vs. worshippers of Lissala), Climb +10, Diplomacy +6 (+10 circumstance vs. worshippers of Lissala), Disable Device +10, Disguise +12, Escape Artist +8, Handle Animal +11, Intimidate +21, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (local) +11, Knowledge (nature) +5, Linguistics +5, Perception +12, Perform (comedy) +8 (+10 to deliver dirty jokes, +9 to checks involving juggling), Profession (Psychiatrist) +9, Sense Motive +3, Sleight of Hand +13 (+15 to conceal the ring in a search, +15 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Stealth +8, Survival +3 (+5 to navigate in the wilderness, +4 to start or maintain fires when using this), Swim +10, Use Magic Device +15; Racial Modifiers frightening
Languages Common, Polyglot, Undercommon
SQ brutal beating, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, fast movement, rogue talents (combat trick, expert leaper, strong impression[APG])
Combat Gear oil of bless weapon (3), potion of barkskin +2, potion of darkvision, potion of fly, potion of invisibility, potion of spider climb, wand of blessing of fervor (5 charges), wand of cure light wounds, alchemical glue[UE] (2), alchemical glue accelerant[UE], alchemical grease[APG] (3), alchemical solvent[APG] (2), armor ointment[UE], caltrops, defoliant[UE], embalming fluid[UE], gravelly tonic[ACG], gum rope, impact foam[UE], meditation tea[UE], oil (5), smelling salts[APG], smoke pellet, smog, soothe syrup[APG] (4), stillgut[ARG] (4), twitch tonic[UE] (2), vermin repellent[UE] (3), wismuth salix[UE] (3); Other Gear rhino hide, beatrice[UE], aluminum bat, chainsaw, cold iron dagger, ocher rhomboid ioun stone, bag of holding ii, belt of giant strength +2, boots of striding and springing, cracked opalescent white pyramid ioun stone, hat of disguise, ring of protection +1, sigil wafer, sihedron brand (endurance), talisman of freedom, lesser[OA], talisman of life's breath, lesser[OA], talisman of warrior's courage, lesser[OA], adamantine wire saw[UE], animal call[ACG], animal harness[APG], applejack (per gallon)[UE], astrolabe (apg)[APG], baijiu (per bottle)[UE], balancing pole[APG], ball (10 in.)[UE], bear trap[APG], beast-training kit, bedroll, bell net[UE], bell tripwire trap, bellows[APG], blanket[APG], block and tackle, blue book[UE], bombchucker, bottle, breakaway chains[UE], bullseye lantern, waterproof[UE], butterfly net[APG], candlestick[UE], cards[UE], carnivore feed (per day) (10), chain (10 ft.), chalk, chalkboard[APG], chocolate (per bar)[UE], cleats[APG], clownish makeup (0.5 lb), coffee pot[UE], cold weather outfit, colored handkerchiefs (0.5 lb), colored ink (5), compressed air, contracting rope, crowbar, cutting board, wooden (2 lb), disguise kit, diving suit[UE], doctor's mask, drill[APG], ear trumpet[UE], earplugs[APG] (3), entertainer props, simple (0.5 lb), everburning torch, eye patch, eyeglasses, fake footprint shoes[UE], falconry gauntlet[UE], fire-resistant boots[UE], fishing net, flask (3), flight grapnel, flotation device, folding pole[UE], folding shovel[UE], fortune cookies[UE] (5), garlic tablets (3), gecko gloves, grappler's grease[ACG], haggis[UE], hammer, helmet candle[UE], holly and mistletoe, honey (per jar)[UE], hoodwink cowl[OA] (2), hourglass (1 minute)[APG], ice skates[UE], ink (5), iron holy symbol of Asmodeus[UE], iron holy symbol of Calistria[UE], iron holy symbol of Cayden Cailean[UE], iron holy symbol of iIrori[UE], iron holy symbol of Norgober[UE], iron spike[APG] (4), juggler's kit[UE], juggling balls (0.5 lb), knife, cutting (0.5 lb), ladle (0.5 lb), magnet[APG] (2), magnifying glass, marbles[APG] (2), masterwork snorkel[UE], masterwork stilts[UE], masterwork thieves' tools, mastodon brush, mead (per gallon)[UE], mess kit[UE], mirror, mug/tankard (3), mwk manacles, neck guard[ARG], oldlaw whiskey (per bottle)[UE], paper (15), parasol[UE], patchwork cloak[UE], pathfinder chronicles, volume 14, peg leg, perfume, common[ISWG] (10), periscope[APG], pocket watch, poncho[UE], portable ram, pot, powder[APG] (10), powdered milk[UE] (3), prosthetic arm[UE], prosthetic hand[UE] (2), purification pellet (2), roperunner[ACG], sack (6), salt tablets (10), samsaran life wheel[ARG], saw[APG], scavenger beetle colony[ACG], seasonings, local (0.5 lb), sewing needle, skeleton key[UE] (4), skewer (1 lb), skillet[UE], skis[UE], smoked goggles[APG], snowshoes[APG], spell component pouch, stove can[UE], straitjacket, common[OA] (2), straitjacket, masterwork[OA], stretcher[UE], string or twine[APG] (4), surgeon's tools[UE], teapot[UE], tennis gear[UE], thermometer (2), thieves' ring, thread (50 ft.), timeworn gravity clip, tinder packet (0.5 lb), track-obscuring soles, trail rations (10), training sleeve, tripod, iron (3 lb), twine (50')[APG], umbrella[UE], veil, ventriloquist's dummy[OA], waffle iron[UE], waterproof bag[UE], waterskin (2), whetstone, wig, wig, wig, wine, corentyn (per bottle), wrist sheath[UE], 5 pp, 7,866 gp, 6 sp, 7 cp
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Special Abilities
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Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Brutal Beating (3 rds) (Ex) Forgo 1d6 sneak attack damage to sicken the target for 3 rds.
Charging Stag Style When not mounted, can chrg thru diff ter and ally squares and make one 90 deg turn during charge.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Expert Leaper (Ex) Always running for jumps, add +7 to jump, and can negate more fall distance.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
No Escape (Ex) As an imm action, move up to 2x speed to follow withdrawing foe.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 11 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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