| BubbaStudmuffin |
So I am trying to create a player character based off of Teemo from League of Legends. Here are the issues Im running into.
1) I want to use the blowgun with dart ammunition but... the blowgun sucks... Weak damage, weak range, and unfortunately pathfinders poison system sucks too... I want to make this character but I don't want to drag down my party just because I cant do any damage.
2) I cant figure out what class I want to go with to make this character. Right now I am leaning towards "The Scout" from 3rd Party Classes - Tripod Machine, The Trap Breaker - Alchemist Archetype, or some class that has crazy bonuses to a picked favored weapon (ya know... so I can make that weapon the blowgun and get mad bonuses to it). I thought about clerics but I don't want to be doing holy damage and be forced to have a god.
3) I want to be dexterous because that fits the theme of who Teemo is. Not some scientist or some tank or etc.
4) Id like to have the shrooms he plants some how incorporated into his game play. Not sure how to do that (other than the alchemist bomb and just flavor it as shrooms, but then I lose my dexterous side and wont get bonuses to the blowgun [or at least I cant figure out how to get all three...])
So if anyone has any idea of how I can make the blowgun better, poison more effective, or how to come up with an interesting way to roleplay the shrooms then please help! Im fairly new to pathfinder and so my knowledge is limited...
| Dave Justus |
I think using a Grenadier alchemist might make it effective. Ironically, you get rid of poison use, but instead of using poison you would be using alchemical weapon and likely Explosive Missile discovery.
Dex would still be your first or second highest stat (INT the other) as you would primarily be a ranged attacker.
Probably still not as effective as other choices of weapons, but workable.
Another alternative might be an eldritch archer. Spellstrike can make even an inferior weapon quite effective, but it would probably be harder to make the theme feel right.
| SorrySleeping |
You can always focus on acid spells to get damage, although I don't know of that many. You can always take a dip of Elemental Bloodline Sorcerer to get the Bloodline Arcana to change any energy damage to that of your bloodline (you get to choose), but I think that only works for the spells the sorcerer levels would get you, not any spells you can learn.
I'm not sure how, but I'm sure there is a feat or something that can get you Ranger Traps.
| MaxWar |
A few ideas regarding poison use:
-Craft alchemy allows you to make some poisons for cheap
-If you have a familiar that has a poison attack, you can milk it daily for free poison. The DC of animal poison scales up when the creature gains extra racial hit dice. Many say this applies to familiars as you level up but it is a bit unclear. But if it does, it gives you potential access to a daily supply of free poison with a DC that scales with your level.
-There is an alchemist discovery that allows you to combine 2 doses to boost the DC by 2.
-Demoralize opponent with intimidate is kind of easy to do and debuffs their saves by 2.
-An advantage of poison ammunition is that you can have a bunch of em prepared and you don't have to use extra action to apply them to weapons during combat.
Moospuh
|
I suggest playing a Investigator, Specifically the Toxic Codexer. This archetype will allow you to use your extracts to make poisons set from a list, using your stats for the DC instead.
These poisons can be applied to weapons.
Investigators will have access to a select few alchemist discoverys, namely Concentrate poison and Poison Conversion, So those poisons you made using your DC's can be changed from injection, to lets say... contact, or inhaled. Put those in a room, and if somebody touches anything you rubbed it up against will be making a save. If your dm is nice, he might allow for you to pick up Sticky Poisons as a investigator talent in place of This inferior version which you can pick up as well as an investigator.
If you truly wish to use a blow gun instead of a true ranged weapon, blow guns are classified as Thrown Weapons, and thus qualify for the Star Toss Style Feat tree, allowing you to make multiple hits, and deal up to +6 additional damage, to help make up for the lack of base damage the blow gun has, however that is a 3 feat tree, which ranged builds are already feat starved. I Suggest reskinning the shortbow proficency the class gives as a blowgun so you can shoot further away if you wish to help with damage in combat.
Alternatively you could go Full Poison instead of Damage.(you monster)
Pick up point blank
precise shot and Ranged Study for the most to hit with ranged weapons, and pick up the investigator talent Anathema followed by its big brother Greater Anathema. this will lead more towards supportish playing, and allow some freedom with your feats to pick up some that will boost the DCS: Such as:
Poison Focus Which should apply as you are alchemically creating those poisons.
For magic items: you probably would want Virulent and Toxic on your weapon asap to boost the save dcs of your poisions. if you arent sticking strickly to ranged blowgun(Teemo lore shows hes trained with many weapons) you could pick up a Snakebite dagger
20 Point buy, Race Halfling(Skinned as Yordle) level 2 Fighter level 5 Toxic Codexer
Str 8 Dex 16+1(Level 4) Con 10 Int 18 Wis 10 Cha 10
Feats: Traits:
1: Weapon Focus(Bows) | Poisionous Slayer+Adopted(Augmentend
F1:Point Blank |spell poisions.
F2Precise Shot |
3:Ranged Study
5:Deadly Aim
7:Extra Investigator Talent
Talents:
I5:Anethema
I7: Greater Anethema
With the Bow(Blowgun), Deadly aiming with a poison tipped arrow(Dart) against a studied enemy, you will be:
+13[14 if point blank] for 1d6+6 + Dc:16+ Poisons, depending on extract level.
| Jagster87 |
Teemo should definitely be a Ranger, since he's a scout after all! Also, you can double up on a couple of archetypes that fit quite well for him and stack with each other.
The Trapper (https://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo-rang er-archetypes/trapper) basically gives up the Ranger's spellcasting ability to use traps instead.
The Poison Darter (https://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo-rang er-archetypes/poison-darter-ranger/) was basically made for Teemo! It replaces Favored Enemy, Wild Empathy and Hunter's Bond. In exchange you get a poison that is generally much more powerful than the ones you can buy, plus cheaper! You also get Sneak Attack and the option to take Alchemist Discoveries or Rogue Talents that deal with poison/sneak attack instead of the regular Combat Style Feats.
The beautiful thing is that these two archetypes stack, and they pretty much make up what Teemo is all about :)