Making Alexander Anderson from Hellsing


Advice


Alright so one of my players are looking into making this character in my campaign and I've decided to go ahead and let them do it. We're starting at level 5.

The issue is trying to figure out a good way to build this as there seems to be a few hurdles to fully adapt this.

So for starters we've agreed the character would be Lawful Evil as Anderson always strikes us as a character who made himself a tool to be used for good but he himself enjoyed killing in any form but was very close to the law and what he's ordered to do.

I bring this piece up as this immediately nukes the paladin. As anderson was known as "The Paladin" it almost makes sense but paladins need to be lawful good and anti paladins need to be chaotic evil so both are out.

This lead to us first examining the weapon of choice which is the Bayonet. Bayonets are a two handed weapon by category but it assumes its attached to a crossbow or firearm causing it to be categorized as such. As the actual item isn't that large we decided to utilize the rules and make it a light improvised weapon.

So for style of the character making it a two weapon fighter with improvised weapons would've been a pain feat-wise so this is where the first split in choice comes.

Monk of the Empty Hand or Brawler seems to be the best option for this as brawlers can use bayonets as they're in the close weapon group in their flurry and Empty Hand can use improvised weapons. The big split here is Monk gets Wis to AC and can't wear armor, and brawler can wear light armor and their weapons will scale in Die size.

So right away we're assuming because its light we'll use Weapon Finesse and Catch off guard for the 1st 2 feats so we're just using Dex.

The issue is of course Anderson is a holy man and is a regenerator. So 2nd class we decided to multiclass into is Inquisitor. This will give judgement allowing some bonuses to damage and fast healing.

So this effectively locks in the Wisdom stat.

So end of the day we roll for stats so this can go either way but right now it looks like it'll be Dex and Wisdom mainly with Str as a tertiary stat for damage.

So the big question is if Monk or Brawler would be better for this and if maybe there's a better way to accomplish this while still maintaining the overall flavor.

Sovereign Court

Trying to copy everything is an exercise in futility but anyway:

Cleric with the travel domain (for the teleportation), toss two levels of ranger for two weapon fighting combat style and favored enemies (Undead) and you are good to go.

If you didn't have an issue with alignment frankly there is nothing wrong in enjoying your job in killing the heretics (lawful good paladin is fine) but well not starting this argument before you know it, people are going to bring Nazis into the discussion.


I'd say use a Dagger or Kukri and fluff it as a bayonet, since that's essentially what it is when not attached.

Then go Inquisitor all the way. Perhaps take a 1 level dip into Verminous Hunter, with a dead Companion for permanent Fast Healing 1.

Alternatively, take 3 levels of Titan Mauler Barbarian, so you can actually dual wield Bayonets, and the rest Brawler so you can Flurry with them (well I say "them" but I mean "it" since you'd be, mechanically, only swinging one of the bayonets).


Well part of the reason for treating them as improvised weapons and not attaching them to a gun as intended was to then get "Throw Anything" to let them throw them as well as use them as weapons.

Teleportation seemed like a fairly minor detail and overall the character did that once and the rest of the time making the bayonets fighting/throwing a more distinguished part of the character.

So cleric/travel domain seems unnecessary. The reason for Brawler/monk is you can keep the character in light/no armor while still having a good defense. Overall inquisitor seems to be really fitting of a holy hunter type of person and judgements give some good effects as well as having a good stat synergy with monk on the wisdom stat.

The reason we're avoiding two weapon fighting and using flurry is because the person in question just finished messing with a two weapon fighter and it was a bit of a feat nightmare so I'm trying to avoid that and flurry at least has all the pretty much built in.

Final piece is improvised weaponry has a nice lead-in for catch off guard which means we'll want to get some level of disarm feats going on for that.

Monk or Brawler i think is a bit more set right now and its just as this gives us access or improvised/bayonets its just a toss up on which one we go with.

For the holy class cleric/inquisitor can be good ones oracle not so much just because the oracle curses (maybe legalistic but its a stretch).

So unless there's a way to do this better i think this is the criteria because the big thing is holy weapons that can be used or melee or thrown. Flurry doesn't state you can't throw an item so i think flurry is a good start for getting close thematically. The issue is being able to do stuff like flurry with some other kind of weapon that isn't a monk weapon, though i guess in theory we could just get throw anything regardless for this purpose.

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