Stat Archetype characters


Advice


So i wanted to make a full NPC party of 6, each based around one particular stat to make up a balanced set and wide range of effective skill and party roles.

This means Heroic NPC array (15,14,13,12,10,8) and no-multiclassing if i can avoid it. I want to make the 1st level stat-blocks before building off of it, so starting there would be good.

The STR character is a two-handed tiefling fighter with over-sized limbs to wield a large greatsword

his array is (STR-17(15+2) DEX-8 CON-14 INT-11(13-2) WIS-12 CHA-12(10+2)

So he was fairly easy, however i only have vague ideas for the rest of the group and a really cool but potentially unworkable idea for CON

somthing like this:

DEX - TWF, Mobility, Ninja?

CON - Poison-use, chain-smoking, drug-using paladin

INT - Light Yagami type skillmonkey or Diviner wizard

WIS - Nihilistic ranger/druid, foil to CHA

CHA - Stupidly optimistic "chosen-one" Oracle of life?

Any help for the construction and/or feasibility of this whole thing? suggestions to improve STR? Help?


Swap the oracle and paladin. Poison use and paladins don't go well together, but there is a chosen one paladin archetype. With the life link revelation a life oracle can keep a front line guy up but they'll need the hitpoints to be able to do so.

Not sure what light Yagami means but an empiricist investigator gets a lot of use out of intelligence.

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I would consider switching Con to an Alchemist. If you put the 15 + racial boost into Con and 14 flat into Int he'll be able to make up to level 4 extracts, and if you use his Mutagen ability to boost Con and use extracts that change your physical body, like long arm, enlarge person, adhesive blood, and transform-into-other-stuff spells, it would fit very nicely. Between your Con-based mutagen and the false life extract, you could be an excellent tank.


Ah, thought it would be something like that. Light Yagami was a genius who wanted to become god to purge evil from the world, basically max ranks in all knowledge skills and stupid high INT.

So i thought some more and changed it a little to:

STR - Over sized-limbs tiefling armored hulk barbarian w/t large great-sword

DEX - TWF half-orc ronin samurai w/t wakizashi + katana

CON - (?) Oracle of life drug addict (?), oracles are immune to disease are they? or CON based alchemist

INT - (?) Empiricist Investigator (?), have seen this yet, will have to check

WIS - (?) Ranger/Druid (?), again, no idea which would be better

CHA - Stupidly optimistic no-kill paladin using blunt weapons and medium armor


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Dex works well with either the Unchained Rogue or the Swashbuckler. Unchained Rogue can get Dex to damage. Swashbuckler is from Advanced Class guide.

Con is used by keneticists from Occult Adventures.


A CON-heavy character just screams kineticist, since it's their main stat for virtually everything (other than DEX-to-hit).

For CHA, I would change the Oracle to a Lore Oracle and get the Noble Scion and Desna's Shooting Star feats. That way they can get initiative, to-hit, to-damage, AC, saves, and knowledge skills all based off of CHA, eventually.


Oracles aren't immune to disease, but they can delay an affliction for 1 hour/level with the delay affliction revelation and later on they can cast remove disease etc. of course.

Why ronin? Order of the Eastern Star, of the Flame, or of the Sword seem more related to dex/mobility. Also you have no ranged combat ability yet - an archer of any class would help.

If they're in the group as a foil to the paladin, a ranger is a more direct comparison. OTOH you've got a good front line already, a control-based druid might fit the party better.


A CON-heavy character just screams kineticist, since it's their main stat for virtually everything (other than DEX-to-hit).

For CHA, I would change the Oracle to a Lore Oracle and get the Noble Scion and Desna's Shooting Star feats. That way they can get initiative, to-hit, to-damage, AC, saves, and knowledge skills all based off of CHA, eventually.


Okay, so i've been working on them some, and this is what i have so far,

(I couldn't find empiricist investivator in any of my books, which is sad because i couldn't do that now. Neither kineticist, which i was quite interested in.)

STR ----------------------------------------------------------------
Gan Kaliph
CR 1/2 XP 200
Male demon-spawn tiefling unchained barbarian 1 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 28, Pathfinder Unchained 8)
CN Medium outsider (native) Init -1;
Senses darkvision 60 ft.; Perception +7

————— Defense —————
AC 18, touch 9, flat-footed 18 (+9 armor, -1 Dex)
hp 15 (1d12+3)
Fort +4, Ref -1 (+1 bonus vs. trample attacks), Will +1
Resist cold 5, electricity 5, fire 5

————— Offense —————
Speed 30 ft. (20 ft. in armor)
Melee (L) greatsword +4 (3d6+7/19-20)
Special Attacks rage (6 rounds/day), powerful build

————— Statistics —————
Str 17, Dex 8, Con 14, Int 10, Wis 13, Cha 12
Base Atk +1; CMB +4; CMD 13 (14 vs. overrun)
Feats Furious FocusAPG, Power Attack
Skills Acrobatics -3 (-7 to jump), Intimidate +5, Knowledge (nature) +4, Perception +7; Racial Modifiers +2 Perception
Languages Common
SQ indomitable stance, pass for human
Other Gear full plate, greatsword, 290 gp

————— Special Abilities —————
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe. Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerful Build Can function as one size larger where advantageous.
Rage (Unchained, 6 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.

DEX ----------------------------------------------------------------
Odessa Osm
CR 1/2 XP 200
Half-orc samurai 1 ( Pathfinder RPG Ultimate Combat 18)
LN Medium humanoid (human, orc) Init +3;
Senses darkvision 60 ft.; Perception +1

————— Defense —————
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 10 (1d10) Fort +1, Ref +3, Will +1
Defensive Abilities orc ferocity, resolve 1/day

————— Offense —————
Speed 30 ft.
Melee katana +1 (1d8+2/18-20) or wakizashi +1 (1d6+1/18-20)
Special Attacks challenge 1/day (+1 damage, +1 to hit while riding mount)

————— Statistics —————
Str 14, Dex 17, Con 8, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Two-weapon Fighting
Skills Handle Animal +4, Intimidate +2, Knowledge (local) +2, Ride +5, Sense Motive +5 (+6 when opposing a Bluff check), Survival +2; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ mount (horse named Mancipia), orc blood, order of the sword
Other Gear lamellar (leather) armor UC, katana UC, wakizashi UC, 245 gp

————— Special Abilities —————
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Mount (Ex) Gain the services of a special animal companion.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Sword's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit while riding your mount.

—————

Mancipia
Horse
N Large animal Init +1;
Senses low-light vision, scent; Perception +5

————— Defense —————
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 13 (2d8+4) Fort +5, Ref +4, Will +1

————— Offense —————
Speed 50 ft.
Melee bite +3 (1d4+3), 2 hooves -2 (1d6+1)
Space 10 ft.; Reach 5 ft.

————— Statistics —————
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Endurance Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Stay
Skills Acrobatics +5 (+13 to jump), Perception +5 SQ combat riding, stay

————— Special Abilities —————
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.

CON ----------------------------------------------------------------
Ace R. Knish
CR 1/2 XP 200
Half-elf alchemist 1 ( Pathfinder RPG Advanced Player's Guide 26)
CG Medium humanoid (elf, human)
Init +2;
Senses low-light vision; Perception +7

————— Defense —————
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d8+4) Fort +5, Ref +4, Will +1; +2 vs. enchantments Immune sleep

————— Offense —————
Speed 30 ft. (20 ft. in armor)
Melee unarmed strike -1 (1d3-1 nonlethal)
Ranged bomb +3 (1d6+1 Fire)
Special Attacks bomb 2/day (1d6+1 fire, DC 11)
Alchemist Extracts Prepared (CL 1st; concentration +2) 1st—enlarge person (DC 12), pesh vigor (DC 12)

————— Statistics —————
Str 8, Dex 14, Con 17, Int 13, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats Brew Potion, Diehard, Endurance, Throw Anything
Skills Acrobatics -1 (-5 to jump), Craft (alchemy) +5 (+6 to create alchemical items), Craft (poison) +5, Knowledge (arcana) +5, Knowledge (nature) +5, Perception +7; Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven
SQ alchemy (alchemy crafting +1), elf blood, mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear studded leather, alchemist starting formula book, doctor's mask, doctor's outfit, pesh (20), 15 gp

————— Special Abilities —————
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+1 (2/day, DC 11) (Su) Thrown Splash Weapon deals 1d6+1 fire damage.
Diehard You are stable and can choose how to act when at negative Hp.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 11) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

INT ----------------------------------------------------------------
Lown Tiwalk
CR 1/2 XP 200
Sylph rogue (investigator) 1 ( Pathfinder RPG Advanced Player's Guide 133, Pathfinder RPG Bestiary 2 258)
LN Medium outsider (native) Init +2;
Senses darkvision 60 ft.; Perception +8

————— Defense —————
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 8 (1d8)
Fort -1, Ref +4, Will +2; +2 racial bonus vs. enchantment and divination spells and effects

————— Offense —————
Speed 30 ft.
Melee rapier +1 (1d6+1/18-20) or sap +1 (1d6+1 nonlethal) or unarmed strike +1 (1d3+1 nonlethal)
Ranged blowgun +2 (1d2)
Special Attacks sneak attack +1d6

————— Statistics —————
Str 12, Dex 15, Con 8, Int 17, Wis 14, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Alertness, Persuasive Skills Acrobatics +4, Bluff +3, Diplomacy +5, Disable Device +4, Disguise +5, Escape Artist +4, Intimidate +5, Perception +8, Sense Motive +8, Sleight of Hand +4, Stealth +4; Racial Modifiers follow up
Languages Common, Dwarven, Elven, Halfling
SQ mostly human, secretive
Combat Gear maiden lily attar (50);
Other Gear chain shirt, blowgun, blowgun darts (50), rapier, sap, disguise kit, hollow-heeled boot, ink, inkpen, paper (10), sealing wax, thieves' tools, 94 gp, 5 sp

————— Special Abilities —————
Darkvision (60 feet) You can see in the dark (black and white only).
Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Secretive +2 racial bonus vs. enchanment and divination spells and effects.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

WIS ----------------------------------------------------------------
Omber P. Furl
CR 1/2 XP 200
Werebear-kin skinwalker (coldborn) ranger 1 ( Pathfinder RPG Bestiary 5 )
N Medium humanoid (shapechanger, skinwalker)
Init +1;
Senses low-light vision; Perception +6

————— Defense —————
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +2

————— Offense —————
Speed 30 ft. (20 ft. in armor)
Melee bone dagger +2 (1d4-1/19-20) or handaxe +2 (1d6+1/×3) or quarterstaff +2 (1d6+1) or unarmed strike +2 (1d3+1 nonlethal)
Ranged composite longbow +2 (1d8+1/×3)
Special Attacks favored enemy (humans +2)
Spell-Like Abilities (CL 1st; concentration -1) 1/day—calm animals (DC 9)

————— Statistics —————
Str 12, Dex 13, Con 12, Int 14, Wis 15, Cha 6
Base Atk +1; CMB +2; CMD 13
Feats Point-Blank Shot, Precise Shot
Skills Acrobatics -2 (-6 to jump), Climb +4, Handle Animal +2, Knowledge (geography) +6, Knowledge (nature) +6, Perception +6, Stealth +2, Survival +6, Swim +2; Racial Modifiers +2 Climb
Languages Common, Senzar, Sylvan
SQ change shape, change shape (bite), change shape (claws), change shape (climb 20 ft.), change shape (scent), track +1, wild empathy +1
Other Gear hide armor, bone dagger, composite longbow (+1 Str), handaxe, quarterstaff, backpack, bear trapAPG, fishhook (5), flask, flint and steel, hemp rope (50 ft.), mug/tankard, soap (10), twine (50') APG (2), waterskin, whetstone, 144 gp, 8 sp, 3 cp

————— Special Abilities —————
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Climb 20 ft.) (Su) You can choose to gain a climb speed of 20 feet when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy

CHA ----------------------------------------------------------------
Hae Renvoi
CR 1/2 XP 200
Female azata-blooded aasimar (musetouched) oracle 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3 (-2 to hearing checks)

————— Defense —————
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +1; +2 circumstance bonus vs. effects that require hearing
Resist acid 5, cold 5, electricity 5

————— Offense —————
Speed 30 ft.
Melee club +0 (1d6) or dagger +0 (1d4/19-20) or unarmed strike +0 (1d3 nonlethal)
Spell-Like Abilities (CL 1st; concentration +4) 1/day—glitterdust (DC 15)
Oracle Spells Known (CL 1st; concentration +4) 1st (4/day)—command (DC 14), cure light wounds , sanctuary (DC 14) 0 (at will)— create water, light, purify food and drink (DC 13), stabilize
Mystery Heavens

————— Statistics —————
Str 10, Dex 15, Con 12, Int 14, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Persuasive, Voice Of The Sibyl UM
Skills Bluff +5, Diplomacy +12, Heal +5, Intimidate +5, Perception +3 (-2 to hearing checks), Sense Motive +3, Spellcraft +6; Racial Modifiers +2 Diplomacy
Languages Abyssal, Celestial, Common, Draconic, Sylvan
SQ oracle's curse (tongues [celestial]), revelation (coat of many stars)
Combat Gear healer's kit;
Other Gear leather armor, club, dagger, butterfly net APG, chalk, chalkboard APG, cleric's vestments, earplugs APG, fashionable accessories, lamp, medium tent APG, perfume, common ISWG (10), pot, sack, sewing needle, soap (20), twine (50') APG, waterskin, whetstone, 269 gp, 2 sp, 3 cp

————— Special Abilities —————
Coat of Many Stars +4 (1 hours/day) (Ex) +4 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Tongues (Celestial) You can only understand and speak one language in combat.
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks

Thoughts?


Considering what you said: "a balanced set and wide range of effective skill and party roles."

Do you realize that you have no full arcane caster? Also, if you have gone Ranger for the "Wisdom" character you have one full caster, an oracle of life, 2 skill monkeys(the investigator and alchemist), and three primary combatants...

Seems a little odd.

My suggestions

STR - Over sized-limbs tiefling armored hulk barbarian w/t large great-sword

DEX - TWF half-orc ronin samurai w/t wakizashi + katana. Mix with ranger for twf tree & expanded skills, while retaining full progression animal companion

CON - CON based alchemist

INT - (?) Empiricist Investigator (?), have seen this yet, will have to check

WIS - Cleric

CHA - Stupidly optimistic Sorcerer, human (or something that can get the human favored class bonus)

This gives you two primary casters, two secondary casters, 2 full bab combatants, and two skill monkeys (alchemist and investigator)


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Empiricist is an archetype of Investigator, both are from Advanced Class Guide.

Kineticist is from Occult Adventures.

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