I need help making a character, I have no idea where to start.


Advice


I was inspired by one of my friends to build paper mario as a PC...can someone help me because I haven't the slightest idea of where to start. Oh to be specific this will be paper mario from TTYD but the other "paper marios" can definitely be in there too.

Thanks for the help.


So no one has any ideas either? Dang...

Grand Lodge

Only a one paper theme archtypes none really fit what you want.

Kami Medium orgamim familiar and attacks with paper scroll.


Generally when I think of converting a character into the Pathfinder game, I try to consider the abilities of the character that I think are the most important to that character. In other words, what makes them unique and interesting, that I'd like to use in the Pathfinder game. After this list of abilities is made each ability is examined to see how it can be gained, either through class levels, feat, racial abilities ect...

Unfortunately even though Pathfinder is extremely flexible, it may be that some abilities may not be able to be fully portrayed in the game, or may be to a lesser extent that the original character.

Concerning Paper Mario, I've only seen a partial playthrough of the game, but from what I can remember:

Paper Mario:

Defeats enemies by jumping on them or uses a hammer. For simplicity sake, I would think of jumping attacks as an unarmed strike, and hammer attacks are fairly strait forward. A brawler with the wild child archetype with some work with the GM gain a goomba or yoshi like companion. I'm pretty sure there's a way for martial flexibility to help gain flying (I think through equipment tricks) and you could take the feat death from above to more simulate the jumping attacks.

Has flower powers and can use items: flower powers are either healing or direct damage from what I can tell. There may be some iconic item powers you may want to include in Mario's arsenal (fire flower for example), if so magic is usually the way to do it. If you want to emphasize one or more of these abilities a hunter or druid would be good IMO, spells and a companion (for goomba or yoshi help, although that may not be central to your character concept).

Paper Abilities: plane mode: flying (a spell), the others paper, tube and boat modes are either skills (escape artist, acrobatics and swim) or spells that enhance or mimic those skills.

So IMO, if you want to focus on physical attacks (unarmed strikes and hammer), brawler.

Focusing on the more magical aspects hunter or druid, although both of these could have a strong hammer attack with high strength and the shillelagh spell.


Wow, thanks for all the resources man (or whatever you prefer to go by, I mean no offence) I'll look into all those, I'll post a rough draft later today


Okay, I was looking at brawler, I think straight brawler would do great, and as far as mimicking the follower I don't think that it's worth taking the archetype for the animal companion. I don't know what hammer weapon to use though, maybe an earthbreaker? I think that I could supplement the more "magical" abilities with some items or something. This is super basic but how does that sound so far?


Dox of the ParaDox twins wrote:
Okay, I was looking at brawler, I think straight brawler would do great, and as far as mimicking the follower I don't think that it's worth taking the archetype for the animal companion. I don't know what hammer weapon to use though, maybe an earthbreaker? I think that I could supplement the more "magical" abilities with some items or something. This is super basic but how does that sound so far?

Brawler is a great versatile class, sadly their weapon proficiencies aren't great. Since they aren't proficient with martial weapons the hammer weapons are limited unless you spend a feat. If you're OK with spending a feat for proficiency, then an earthbreaker would be great, although you won't be able to flurry with it, luckily as a brawler you'll always be able to flurry with your unarmed strikes, which increase in damage as you level.

Having a nice big hammer, perhaps with vital strike later, when you have to move and can't flurry would be a nice way to go. The feats pummeling style and pummeling charge would let you flurry with unarmed strikes after a charge though.

I'd be tempted to see if your GM will allow you to flurry with a heavy mace (they're in the fighter's hammer group), although by level 4 your unarmed strikes will do as much damage and by level 8 your unarmed strikes will do more.

A necklace of fireballs or a potion or two of produce flame or the spell that let's you breath fire would help replicate the flower item.

Liberty's Edge

Elixers of fire breath: also entertaining if a bit pricey sometimes.

There are lots of races that can give weapon proficiency that you want, or even a multiclass dip. There's got to be a hammer like monk weapon somewhere.


Btw, I'm almost certainly never gonna use this character I'm just building him because of inspiration.

@ChaiGuy I love the idea of a necklace of fireballs. And I think earthbreaker is probably my best bet, isn't there a trait that can give you proficiency with one?

@blashimov I've looked through the monk weapons and close weapon group...the closest thing I found to hammer...is probably like gauntlets or something

Thanks for all the help guys. I'll have a semi play ready build up tomorrow probably


Dox of the ParaDox twins wrote:

Btw, I'm almost certainly never gonna use this character I'm just building him because of inspiration.

@ChaiGuy I love the idea of a necklace of fireballs. And I think earthbreaker is probably my best bet, isn't there a trait that can give you proficiency with one?

@blashimov I've looked through the monk weapons and close weapon group...the closest thing I found to hammer...is probably like gauntlets or something

Thanks for all the help guys. I'll have a semi play ready build up tomorrow probably

I'm glad you like the necklace of fireballs. =) Concerning the trait, you may be thinking of Heirloom Weapon. This trait gives Weapon proficiency with one non masterwork weapon, for example one regular earthbreaker. I'm not sure how a character could be proficient with one earthbreaker, and not will all such weapons, but that's how it works. >.>

This trait could work under several conditions:

If your character has access to the spell masterwork transformation, either by another PC, or NPC.

A way to enhance the now masterwork weapon (making it +1 and even stronger), either by PC or NPC. Some GMs ban item creation feats, and/or make having gear upgraded by NPCs be very hard or impossible, so this may or may not be possible.

Having a GM that won't sunder, steal, rust monster or ect the weapon. Make whole would help with a destroyed weapon (although it has limitations and the character may need to re enchant the weapon). These things are hard on any character that relies on weapons, but it's worse for a character using a heirloom weapon.


All right, heirloom weapon was what I was thinking of...hmm, I'll have a build up tomorrow

Liberty's Edge

Dox of the ParaDox twins wrote:

Btw, I'm almost certainly never gonna use this character I'm just building him because of inspiration.

@ChaiGuy I love the idea of a necklace of fireballs. And I think earthbreaker is probably my best bet, isn't there a trait that can give you proficiency with one?

@blashimov I've looked through the monk weapons and close weapon group...the closest thing I found to hammer...is probably like gauntlets or something

Thanks for all the help guys. I'll have a semi play ready build up tomorrow probably

Yeah I was hoping there was but didn't see one either.


Gonna be a little longer before I have a build up, my finals are taking up a lot of my time, sorry

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