
Soul |

I've been holding on to it for what seems like forever but I've finally decided to use my Boon. Problem is I have no idea what type of character I wish to play. For those of you that don't know, the Prodigy boon confers a 1 time permanent additional plus 2 bonus to one ability score on character creation. Generally speaking, I'd like to use it on a character with above-average chances of surviving the early levels of its career. I'd also like it to be a well-rounded character that can do more than be a murder hobo. I've extensive playtime with Bards, Inquisitors, Rangers, and Rogues and I generally tend toward Dexterity/Charisma characters. Finally, I live 2 hours from the nearest Pathfinder Society Lodge, so I'd like to play something that is "fun" in the 2-5 range and "really fun" in the 8-11 range. As fun as it is, my Rogue Barbarian that had to wait until level 10 to sneak attack properly was so un-fun to get to that point that I'd rather not have a similar experience.
The characters general backstory is that she/he is one of the orphan children in Absalom that my OG character, an aged and retired inquisitor 14 of the Silver Crusade, has a tendency to take under his wing. He's become a bit of an eccentric older man (of 38) in the time since he retired from the Society. This opens up any playable race excluding Aasimar (I have several, don't want another even though I have the boon to create a new one still.) and Wayang (currently playing a slow advancement wayang alchemist 2 online)
I want to stay away from Divine Casters and "Tanky" characters although I don't mind some beef. I currently have my Alchemist, a Ranger (5, standard advancement), Bard (7, standard advancement), and Life Oracle (8... or 9?, standard). Additionally, my local DM's have had bad experiences with animal companions and while I am more than capable of running one correctly they have a bit of a vendetta against them and have been known to target animal companions. That should about cover it, thanks in advance for any and all class suggestions.

Soul |

The things I've been looking hard at are:
Crossblooded Kitsune Sorceror Fey/Serpentine Compulsion focus w/ 20-22 charisma
Psuedo-switch hitter Zen Archer monk w/ 16/13/13/10/18/9 for a very solid AS spread following the snap-shot tree for AoO's with bow and splashing in just a few feats like PA Improved Sunder and Improved Grapple for when using a bow is simply not feasible.
Exploiter Wizard/Bloodline Arcanist for counterspells and potentially Shapeshifter synergies.
Blade Adept Arcanist (Basically a red mage cosplay): I'll probably do this one later with a less important character so that if it just doesn't work then I won't feel bad about it.

Gummy Bear |

I used mine for a maxed Int Arcanist who will focus on optimizing the Slow spell. About to hit level 3 and having fun!
Whatever you use yours for, I would just make sure you actually benefit from having the extra stat bump. For example, I wouldn't use that sort of boon for a counterspell caster. As long as you have the Int to cast the spell, it doesn't really impact your ability to counterspell. Anything with a DC, on the other hand, would greatly benefit from having a SIX modifier to start with :D
Despite heavy stat investment, don't ignore general spellcaster advice in terms of your spell selection (looking at that sorcerer idea you have). You don't want to show up to a table and find out the scenario is "Constructs 5ever" and then your super cool character is worthless because you only took enchantment spells.
Aside from casters, I have a friend who made a barbarian with 22 starting strength. It's really just obscene at low levels (high too, but less so since you expect silly damage). At level 1, he was looking at something like +10 to hit while raging with 1d8+12 without power attack (because why stop there, he took a falcata too).
Since it is a unique boon, I'd build whatever concept you find fun AND benefits from having ludicrously high stats. Enjoy your boon, I know I am! :D

Soul |

At the behest of my GM I've gone with a Zen Archer monk using the free stat boost to jump my 16 wisdom to an 18 eventually resulting in 16/14/14/10/20/7 (or something like that before belts and headbands) and eventually a 2 level dip into Inquisitor for Conversion Inquisition, Wis to initiative, 3 1st level Inquisitor spells, Judgement 1/day, and a few other bits. Probably doing this dip somewhere between 5 and 9 so that I don't delay third flurry arrow or Improved Point Blank too long. I feel like this fits the theme of characters I like to play while offering a fairly unique take on it, as well as using the state boost in a way that improves the character, between Monk and Inquisitor Wisdom gets a lot of mileage and having the free +2 significantly reduces the GP cost of getting that to 22-26 for competitive DCs on Stunning Palm and Quivering Palm, should I ever make it to 17 for Ki Focus Bow. Or I guess of I apply them manually. Still a monk after all.

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Let me go through a list of characters I was considering when choosing a protege:
Str 16+2
Dex 14
Con 12+2
Int 14
Wis 12+2
Cha 7-2
Traits: Armor Expert, Glory of Old
Favored Class bonus: every level +1/4 Natural armor when using mutagen
1) Steel Soul, MWP: Earthbreaker
2) Discovery: Infusion
3) Power Attack
4) Discovery: Feral Mutagen
5) Extra Discovery: Tumor Familiar (Tarsier; Replace feat for extra item slot: Hands)
6) Discovery: Bone-Spike Mutagen
7) Extra Discovery: Wings
8) nothing, take level of Master Chymist here
9) Discovery: Force Bomb, Extra Discovery: Preserve Organs
10) Sadly, nothing
11) Mummification, Die for your Master
Pick up Poisoner gloves, give them to your familiar to be able to benefit from your infusions faster, and always be in mutagen form when it matters once you get your two extra uses as a Master Chymist. Oh and never fail a saving throw from a spell thanks to Hardy+Steel Soul. You'll have really high AC thanks to your favored class bonus, a Mithral Breastplate that you can wear at no penalty thanks to Armor Expert, and Bone-Spike Mutagen (IIRC, it's +10 nat AC when you also take into account Barkskin)
Str 13-2
Dex 14+4
Con 14
Int 10
Wis 12
Cha 14+2
Trits: River Rat, Reactionary
Favored Class bonus: every level, +1/3 bonus to Seance boon
1) Weapon Finesse
3) Legendary Influence
5) Piranha Strike
7) Deific Obedience (Pharasma)
9) Greater Legendary Influence
11 Improved Critical (Dagger)
Legendary Influence feats (+ Greater)
Archmage: Toppling Spell, Spell Penetration
Champion: TWF, Improved TWF
Guardian: Combat Reflexes, Bodyguard
Heirophant: Selective Channel, Extra Channel
Trickster: Technologist, Skill Focus (Dis. Dev)
Marshal: Flagbearer, Combat Advice
Primarily use Champion as your go-to spirit, using TWF and huge static bonuses to damage. You don't even really need to get dex-to-damage but you can enchant them to Agile if you want. You're not doing crazy damage compared to others but it's definitely a build you don't see every day
level spread: Rogue 3, Slayer 3, then rest in Rogue
Str 12-2
Dex 16+4
Con 12
Int 12
Wis 12
Cha 12+2
1) Go Unnoticed
2) Rogue Talent (RT): Fast Stealth
3) Expert Sniper
4) Sadly, nothing (first level of Slayer)
5) Skill Focus (Stealth), Slayer Talent: Rapid Shot (archery combat style feat)
6) Sadly, nothing
7) RT: Superior Sniper (gains Master Sniper as a bonus feat), Hellcat Stealth
8) Skill Unlock (Stealth)
9) Point-Blank Shot, RT: Combat Trick (Precise Shot)
10) Sadly, nothing
11) RT: Dampen Presence, Skill Focus (Bluff)
First round of combat always be able to go into stealth checks, even if you were seen, thanks to Go Unnoticed. Every round after that, either use Hellcat Stealth or fire from behind cover to make two ranged sneak attacks. Sniping takes no penalty thanks to Skill Unlock and Expert Sniper feats. Gain bonus damage and use sneak attack at any range with Sniper Goggles
Half-Orc Warpriest of Gorum 11
Str 14+4
Dex 15
Con 14
Int 12
Wis 14
Cha 7
Alt racial trait: sacred tattoo
Traits: Fate's Favored, Toothy
Favored Class: +1/6 bonus feat
Blessings: Destruction, Strength
1) Weapon Focus (Orc Double Axe), TWF
3) Weapon Versatility (Orc Double Axe), Power Attack
5) Double Slice
6) Improved TWF, (Favored class) Weapon Specialization (Orc Double Axe)
7) Improved Initiative
9) Two open feats, but the bonus WP feat gets retrained at 11th for Two-Weapon Rend (Step Up is a good feat to get)
11) Quicken Blessing (Destruction)
12) Penetrating Strike, open bonus WP feat
Pick up a Dex +2 belt before 6th level, upgrade it to a Str/Dex belt and use the static bonus damage from the Destruction blessing to make up for the lack of a +4 str belt. Or just fervor a bulls strength. Double weapons are fun, and warpriests can become major blenders when they TWF.
*This one wasn't as fleshed out as my other characters but this really seemed fun for me. Options I don't list are open to whatever you would want
Str 10-2
Dex 14
Con 14+2
Int 12
Wis 8
Cha 16+4
Alt racial traits: Eternal Hope, Sound Mimicry, Genial Magic, Nosophobia, Darkvision (Replaces every base gnome trait except size and base speed, IIRC)
Traits: Life of Toil, Reactionary
1) Deceitful, Mesmerist Trick: Misdirection
2) Mesmerist Trick: Gift of Will
3) Conceal Spell, Bold Stare: Psychic Inception
4) Mesmerist Trick: False Flanker
5) Skill Focus (Stealth)
7) Hellcat Stealth, Bold Stare: Disorientation
9) Manifold Stare
11) Reflexive Trick
With a massive stealth bonus and conceal spell, you can cast spells right in front of someone, and not only will they likely not notice you casting spells, there's a good chance they won't even be able to see you at all! Once Manifold Stare comes online, feel free to grab a Staff of Entwined Serpents and get some decent damage going with stare targets. You can activate your painful stare twice per round, so with two hits from your magic missiles you can deal, by level 9, 1d4+1 + 3d6+4 per missile. Not great damage but nice when you don't want to spend spell slots.
Str 10-2
Dex 16+2
Con 16+2
Int 12
Wis 12
Cha 7+2
Alt racial trait: Fleet of foot, Adaptable Luck
Traits: Indomitable Faith, Fate's Favored
Favored Class bonus: every level +1/6 bonus to Internal Buffer
1) Elemental Focus: Earth, Weapon Finesse, Wild Talent (WT): Kinetic Blade
2) WT: Elemental Whispers (hedgehog, sage archetype)
3) Improved Initiative, WT: Extended Range
4) WT: Earth Climb
5) WT: Entangling Infusion, Toughness
6) WT: Tremorsense
7) Expanded Element: Aether, Extra Wild Talent: Kinetic Healer
8) WT: Expanded Defense
9) WT: Impale, Free feat, but retrain at 10th level for Extra Wild Talent: Kinetic Whip
10) WT: Telekinetic Invisibility
11) WT: Wall, Lunge
With DR and a bunch of temporary HP (that makes attacks count as a miss if it fails to penetrate that temp HP!) you're going to be an extremely tough cookie to crumble. Even if casters launch spells at you, your Ref and Fort are through the roof, and with Adaptable Luck, a hedgehog, and a decent headband of Wisdom, you should have good will saves too. The Force Ward is particularly helpful vs spectres. Even if you get touched, 1d8 damage is likely not going to take out your temp HP and therefore no energy drain. You make a great front line, and you can blast away at enemies until they approach you, rather than you moving up to them.
At the end of the day I ended up with a Foresight elf wizard with 22 starting Int, because I've never played a full arcane caster before and I just really wanted to have a character with ridiculous spells and initiative.