Best way to make an Akuma / Subzero type


Advice


I've been looking into ways to make an unarmed character that has a little more to it than just a monk. Like in the thread title, more like Akuma or a fighting game character. Able to pull off special attacks/strikes/blasts, as often as possible and as close to level one as possible. I was only able to come up with a few possibilities:

1. An unarmed magus. Either the hex crafter, kensai, or...there was one other archetype for unarmed but it escapes me at the moment. I'll admit I've never played a magus so I only have a basic grasp of the class.

2. A kineticist. I'm not sure if the annihilator archetype would work better than the vanilla. I have heard the unarmed version is not good. Was thinking the kinetic blade is mostly asthetics anyway so it could easily look like an unarmed strike + energy.

3. Monk as a dip for a sorcerer or something...

I'll apologize ahead of time if I missed similar threads where this has been answered already. Just wanted to throw this out to the wisdom of the board.


You could elemental fist style with a monk, or brawler i guess? I think each of those styles also has a blast so you could straight up hadoken people.


Monk of the four winds gets elemental fist at first level. You can also take a master of many style with it. This way you could pick madrid style at level one and do a bonus to cold damage with increases reach.


Lance Manstrong wrote:

I've been looking into ways to make an unarmed character that has a little more to it than just a monk. Like in the thread title, more like Akuma or a fighting game character. Able to pull off special attacks/strikes/blasts, as often as possible and as close to level one as possible. I was only able to come up with a few possibilities:

1. An unarmed magus. Either the hex crafter, kensai, or...there was one other archetype for unarmed but it escapes me at the moment. I'll admit I've never played a magus so I only have a basic grasp of the class.

...

You are thinking of the Esoteric Magus. It's a pretty fun archetype.


Esoteric is the other magus archetype you're thinking of. I suspect that a magus would be best for getting a variety of tricks - kineticist is very limited at low levels, and sorcerer on a delay of at least one level is also slow to get going.

Synthesist Summoner would also work if allowed.

Silver Crusade

I'ld start as a kineticist, grab Kinetic Blade as your first wild talent, and you can flavor it as a gauntlet.


Anyone know which would hold up better doing the kung fu thing in combat? Like for Ac and survivability. Magus vs kineticist? I wouldn't wand to run up and start punching only to realize melee is the last place I should be.

Ive tried building a marid/dragon style master of many styles monk of the four winds and it seemed pretty limited. It looked like a good subzero on paper but didn't seem like it would fair very well in play.

Kineticist is sounding pretty good but that may only be because of the at will thing and that I don't know much about the magus. Or which magus archetype would work better.


Also, thanks for the feedback!

Silver Crusade

Well, asking about survivability really depends on your element, if you go kineticist. Fire doesn't help, air only helps some against ranged attacks. As Sub-zero, water/cold is your best bet, and it gives an armor bonus at minimum equivalent to a chain shirt, or a shield bonus that also helps. A telekineticist generates a recharging personal forcefield, and a geokineticist has DR, all of which help you survive. Monks have decent AC, but I put my money on a con based class that includes various nonstandard increases to your life expectancy.


Depends on exactly how you want to play the magus. Assuming Esoteric then if you're worried about survivability and you don't have time to buff normally then you can cast Shield or similar as part of spell combat (Mirror Image later on). The Shocking Grasp or Frostbite spells are obviously more offensive options, or even just Arcane Mark for an extra attack when you don't want to use up a real spell.

You do have a conflict between offence and defence in terms of actions with a magus when you can't do anything before closing into combat.

While I don't agree with Kurald on absolutely everything, his magus guide is pretty good.


Well, if you're allowed to do D&D 3.5 material then take Fiery Fist and Ki Blast (from PHB 2). There are your flaming uppercuts and hadokens, at least. :P But since everything needs ki points now you may have to adapt those.

You could also try a Qinggong Monk or a Hungry Ghost Monk.

Your 8th level ki power would be the Tatsumaki senpuu kyaku through whirlwind attack, but since you're playing Akuma that would be Gliding Step, but still not quite his teleporting slide (even the 14th level Cloud Step is just not the same).

For a Sub-Zero character you can add hydraulic push (it's water, but not ice). An actual ice attack comes with the 14th level power.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Best way to make an Akuma / Subzero type All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice