Darche Schneider |
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So I'm working on making a character for a Pathfinder/3.5 king maker game.
In Haunted Heroes handbook, there is a chain of feats that gives you left hand. I really can't think of it as anything else especially with the Vampire Hunter D insert that came with the book.
I do get an extra feat from the start with the house rules of the game so I could get the first two if I was to go with D.
Baring that, I'm looking more at the mechanics that the left hand could do.
One - Minor skill bonuses. Not really anything all that great to be honest.
Two - Minor increase to attack and damage increase when using a light or one handed weapon. Nice really but it limits what I could choose
Picking up the next feat
Three - Reduce two weapon fighting penalties. Really good for wielding two one handed weapons. Still okay with light wepaons
Four - One of the big ones for me. The hand can perform any action I could reasonably do with a single hand whenever I'm not able to do actions.
The next feat makes the hand into a pseudo familiar, which can become a real familiar if I have the familiar class feature. And this is where things get weird.
Okay first off the second feat inspires me the most here, cause the third one makes me go in weird directions.
I've decided to play an Alchemist or Investigator. The reason being is that with the possessed hand, It could force feed me potions whenever I need to be fed a potion and I can't do it to myself. Don't know exactly how I'd like to do the two weapon fighting one.
Now on the third feat Since it becomes my familiar there is a few weird ways we could use it.
Beast Bound Witch - I could transform into a copy of my familiar.. Maybe? If I die.. I could possess my hand, in one of the weirdest things.. Then could use one of the Resurrection methods that needs a body part.
Synergist Witch - I take my hand off.. to allow it to jump back into me and fuse with my form. Ultimately does very little of anything but my form would be a blend of my hand and my body.
Magical Girl - I take my hand off.. and it transforms into a worg. Or an imp or something when I transform myself.
Pact Wizard - My hand's true form is revealed at level 7! It becomes an outsider version of itself.
Spirit Binder - Probably one of the more flavorful versions there is and a bit creepy. A love one died.. And I make them into my hand because I can't let them go.
Homunculist Alchemist - I experiment on my hand apparently, evolving it into a more advanced hand.
Duettist Bard - Together my hand and I make lovely music and performances.
Figment Familiar - My hand is just part of my imagination.
Tattooed Sorcerer - My hand could become a tatoo on my body.. Manos! The Hand of fate.
Familiar Adept Wizard - I'm really good with my hand.. and all my spells are stored in it.
So my thing here is.. Should I go weird? Or should I go Alchemist/Something else? What should that something else be?
Darche Schneider |
Only problem with doing the Magical Girl is that as an alchemist I'm more Int based. So I'd be pretty MADD split between Dex,Cha,Int.
Though maybe I don't need it to revive me as much or perhaps there is another method I could use.
Could potentially go Fighter, and give the familiar and myself more combat ability with Eldritch Guardian.
QuidEst |
Okay, wow... The Magical Girl option is flavorful as heck. You don't really need Alchemist- just buy a single expensive potion to use in an emergency. Saves you the trouble of needing a high Int, and getting Weapon Finesse from Vigilante gives you some solid bonus damage.
The Beast-Bonded Witch option is pretty cool too, and doesn't need to bother with TWF- or any combat feats, really.
Darche Schneider |
With Magical Child/Fighter Looking at something like
Human
Eldritch Guardian Fighter/Magical Child
10 Str, 16 Dex 11 con, 12 int, 12 wis, 18 cha
(Might move the racial bonus to Dex instead)
Possessed hand, Hands Anatomy, Detached Hand
Pick up one of those pirate weapons that you need to be missing a hand to use. Like the hood hand.
As soon as I can, pick up the vigilante talent for weapon finesse. It'll be hard early on without it, but we might be able to work it in.
Brawler/Investigator
14 Str, 14 Dex 11 con, 18 int, 12 wis, 10 cha
Human?
Possessed Hand, Hands Anatomy, ???
Going with a two weapon fighting style here to capitalize in on that.Have the ability to use the hand to revive myself and cancel out things I normally couldn't because of conditions.
Bolt Ace/???
10 Str, 18 Dex 11 con, 12 int, 16 wis, 10 cha
Human?
Possessed Hand, Hands Anatomy, ???
Again with two weapon fighting, but this time the focus would be on using crossbows. With the help of hands Anatomy, I reduce the penalty I suffer down to -2/-2 in the end.