Need character suggestions for a society character


Advice

Grand Lodge

So, I've been playing PFS2 recently using an Undead Bloodline Sorcerer (just hit level 3) and the character just isn't really clicking for me...I feel rather ineffective both in and out of combat, and am just not really enjoying the character.

I'm looking to build a new character for society play, but I am struggling to find anything that inspires me. In 1e, I tended to come up with and play a lot of unusual character builds...but 2e just doesn't have that level of customization available yet.

I was kind of eyeballing the alchemist, since it looks like a completely new set of mechanics and very different from anything else in either 1e or 2e. But looking at the math and the feats and such, it looks like they may struggle for effectiveness, and sustainability.

Historically, I have always gravitated towards the more roguish classes and builds, something versatile in and out of combat. That or just really unusual character concepts that have good roleplay value.

Anyone got any suggestions for something that might be more fun than my sorcerer?


If you want more unusual and semi-optimal builds, I've been headlining a series on the PF2 Subreddit covering exactly that. First post is here. The Fighter/Alchemist build in particular might be right up your alley.

Beyond that, yeah, the Undead Sorcerer is very underwhelming. I easily consider it the weakest Sorcerer bloodline. Even the oft-maligned Angelic Sorcerer is a far superior option.

If you want a Roguish sort of character, Rogues are really good in this system. Provided you've got someone you can flank with, your damage output is good and you start getting debuffs for free from 9th level.

Or perhaps a Monk? Monastic Weaponry for the Bo Staff is underrated, and it works really well with Stand Still (reach + reactions are always great), ki powers, and the assorted Flurry-related feats.

When in doubt, maybe try a Fighter? The einhander Fighter build is wonderfully versatile and satisfying to play. Take a bastard sword, a dwarven waraxe, or a katana, and then pick up Snagging Strike, Dueling Parry, Dual-Handed Assault/Swipe, Guardian's Deflection, Dueling Riposte, etc, and invest into Athletics. Trip, shove and grapple for tactical options, and back it up with your accurate and reliable weapon attacks.

Grand Lodge

I'll check out the builds you've posted. Always looking for something fun to play.

Not necessarily semi/sub-optimal...just not your stereotypical builds that everyone plays.

My 3 favorite PFS1e characters are my:

Level 12 Half-Orc Earth Kineticist who got access to a rare wild talent that allowed him to become an unusual hybrid of Oread and Half-Orc. Pretty straight forward build, but a lot of fun to RP. Shy, talks to his pet rock (Elemental Whispers: Hedgehog familiar), gets a lot of weird looks because he looks like a Half-orc sculpted out of green crystal.

Level 10 Skinwalker Warlock Vigilante/Unchained Rogue/Arcane Trickster. Unusual way to build it, but works like your typical arcane trickster...reduced spell casting to support sneaky shenanigans. Nothing too inspired RP wise...he is basically a Khajiit trader right out of Skyrim...but mechanically he is insanely versatile.

and lastly...Level 10 Nagaji Bloodrager (Gold Dragon)/Dragon Disciple...again, nothing earth shattering about the build...2 handed vital striker with some intimidate shenanigans. Hates Naga and Nagaji...swears he was born of dragons, not those vile snakes...dreams of someday becoming a Paladin, works for the Silver Crusade.

Bonus Character concept which I have planned out, but have only played 1 session on the PFS slot for him...and that was with a pregen.

Half-orc Grenadier Alchemist. Backstory is he was born an human, but drank the wrong thing while apprenticing with an alchemy teacher and mutated into a half-orc. Devoted to 'curing' himself, but every time he thinks he has figured out the cure, he just mutates himself more...taking all the mutation discoveries (tumor familiar, tentacle, wings, etc)

I would have love to translate the alchemist build to 2e...but it appears they did not add in any of the weird mutation related stuff from 1e into 2e.


Mutagens do exist, but the Mutagenist Alchemist is generally considered one of the weakest options. Permanent mutations and whatnot don't exist yet.

That said, Bomber Alchemists are pretty good once they get going. They're a bit rough early on due to their limited supply of resources, and have a rough time at the higher levels due to not having a fully scaling proficiency, but the bombs bring a breadth of tactical options through minor debuffs and different damage types.

Half-Orc opens up Natural Ambition so you can get Quick Bomber and Far Lobber from the start, and you can comfortably manage the 16 DEX/18 INT which puts you in the best spot statwise.

Grand Lodge

Yea, wasn't looking to go down the mutagen side of things...not really into the whole Jekyll and Hyde/Incredible Hulk thing. I loved the fact that in p1, you could take all sorts of weird mutation discoveries, and still come out with a perfectly viable PFS character...who just happened to be a mutated freak.

Those mutations don't exist in p2 (yet)...and the way the classes are structured now, I don't see how they could add them and still have a character which isn't utterly handicapped.


I'm also a fan of unusual concepts that have RP potential.

I'm really enjoying my Liberator Champion. Firstly because you get to play a paladin outside the LG trope. Second, it keeps you engaged in the combat outside your turn as you are constantly watching for when to best to use your reaction. Lastly, you get to use the new shield rules to maximum benefit.

Some ideas that have piqued my interest are:

- Cha high Cleric of Nethys with Sorcerer Archetype. You prob want to go human to get an offensive cantrip at lvl 1.

-Goblin erotic dancer bard (male). For a silly group only. A friend came up with this for an all goblin adventure. Be prepared for a lot of gyrating, Magic Mike references and laughs. Get GM/table approval and try not to be too disruptive.

-Animal Instinct Barbarian has easy but potentially deep RP potential and I have a fondness for high Wis low Int character types. I'd play up the "fish out of water" trope. It's a different take on Barbarian, so I like it.

-Dwarven Mountain Stance Monk, low dex. Being a dwarf means you can ignore the movement penalty. It's a different take on Monk, so I like it.

-Ex-guardsman Ruffian Rogue. I'm sure you can think of a valorous (or nefarious) reason for been kicked out of the guard. Lots of ex-cop tropes to draw from. It's a different take on Monk, so I like it.

Grand Lodge

Some interesting ideas...the goblin is amusing, but we have already had problems locally with disruptive goblin characters, so hard pass on that one.

Probably a no on the Cleric of Nethys, my current character I am not enjoying feels a little too close to that.

The Barbarian, Monk, and Rogue are things to consider.

Maybe I'll re-visit my old Gnome monk concept I never fully explored in p1.

Got a few options floating around in my head to look into now...time to hit the books and research which one I will try first.

Envoy's Alliance

Well, Sparky is an Elemental Bloodline Sorcerer with the Entertainer background. The gimmick is that he thinks he's a Bard; he's just got better healing and no Inspire Courage...

His excuse for not doing some of the typical bard stuff is the ever-reliable: "I'm not that kind of Bard"

I got a figure for him from Hero Forge that has him playing an electric guitar and weary fluffy bunny slippers.

Liberty's Edge

Ravingdork has posted a great many sample builds. Some of them are unusual.

I thought of an Ancient Elf Champion with Adopted Ancestry (Dwarf) that starts with Barbarian Dedication, then Monk Dedication.

A warrior who is all over the battlefield, jumps and climbs and runs on walls and can even walk on water, all while wearing the heaviest armor he can get.


Out of curiosity, what's so underwhelming about the undead bloodline sorc? I'm not talking so much for the OP's old character; just in general.

I've been much more interested in the flavor of the arcane and occult bloodlines so I haven't looked at divine all that closely.


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Perpdepog wrote:

Out of curiosity, what's so underwhelming about the undead bloodline sorc? I'm not talking so much for the OP's old character; just in general.

I've been much more interested in the flavor of the arcane and occult bloodlines so I haven't looked at divine all that closely.

In my opinion, it's just a matter of preference. I like the Undead Bloodline, it has good spells and the best Blood Magic you can find.

But many players dislike the Divine spell list, while I really like it. So, it's a question of what you want your character to do.

Silver Crusade

One observation that may help. With a fairly minor cost you can make just about any character fairly versatile.

For example my monk found the room to have int and cha of 12 and therefore is reasonable (not great, but ok) at performance and society. All at the cost of lower con and some skill feats.

He multiclassed into rogue for still more skills.

Sure, he isn't quite as good at kicking ass but he is much more versatile and is a lot more fun for me to play, especially in PFS where skill challenges are very common.

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