Gotta catch them all!


Advice


What would be a good design for a character who does not want to kill and instead wants to k.o. everything and capture everything?

And I mean everything...including ghost and all :)


Undead die when they're reduced to zero hit points, even if that's with nonlethal damage. So...without GM fiat this is impossible.


Even then. What kind of character would it take? Using nets, manacles, magic. What build and items woukd I need?


Valiant wrote:
Even then. What kind of character would it take? Using nets, manacles, magic. What build and items woukd I need?

The monk class has a huge amount of stances which give nonlethal attacks. It also has a great mobility, making you able to chase those who try to run away.

Finally, the unarmed critical specialization may apply the slowed status, reducing the enemy actions ( useful I'd say ).

Monk attacks also count as magical, cold iron, silver and adamantite ( depends the level ) allowing you to deal with enemies with either vulnerabilities or resistances.

Once an enemy is knocked out, manacles or even a rope could do the trick. what's important is to prevent them from recovering hp ( slightly beating them up ).

The duskwalker dedication could come in handy ( since you mentioned ghosts ) giving you the effect of a ghost touch rune since lvl 1. By lvl 9 you'd be able to add positive or negative damage, depends the target.


Bounty Hunter archetype is probably good to grab. Then take Tools of the Trade at 4. I'd go Ranger, Investigator or Rogue personally.

Shadow Lodge

The typical fundamental flaw with this sort of build is: What do you do with your prisoners???

Generally speaking, fantasy campaign worlds don't have extensive prison systems because they are extremely expensive to run (you have to feed, cloth, and care for (to some degree at least) the prisoners while paying people to guard and manage them) and fairly ineffective once you start taking magical abilities into account: A high priority prisoner might be kept at a castle/fortress, but that goblin tribe that has been raiding the local trade routes will probably just be executed if you bring them back to the village alive.

So, what do you plan to do with that ghost you just captured somehow???


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Taja the Barbarian wrote:

The typical fundamental flaw with this sort of build is: What do you do with your prisoners???

Generally speaking, fantasy campaign worlds don't have extensive prison systems because they are extremely expensive to run (you have to feed, cloth, and care for (to some degree at least) the prisoners while paying people to guard and manage them) and fairly ineffective once you start taking magical abilities into account: A high priority prisoner might be kept at a castle/fortress, but that goblin tribe that has been raiding the local trade routes will probably just be executed if you bring them back to the village alive.

So, what do you plan to do with that ghost you just captured somehow???

Keep it in the ghost trap until your can transfer it to your Ecto-Containment System, of course. Who you gonna call?

Shadow Lodge

3 people marked this as a favorite.
Thorn wrote:
Taja the Barbarian wrote:

The typical fundamental flaw with this sort of build is: What do you do with your prisoners???

Generally speaking, fantasy campaign worlds don't have extensive prison systems because they are extremely expensive to run (you have to feed, cloth, and care for (to some degree at least) the prisoners while paying people to guard and manage them) and fairly ineffective once you start taking magical abilities into account: A high priority prisoner might be kept at a castle/fortress, but that goblin tribe that has been raiding the local trade routes will probably just be executed if you bring them back to the village alive.

So, what do you plan to do with that ghost you just captured somehow???

Keep it in the ghost trap until your can transfer it to your Ecto-Containment System, of course. Who you gonna call?

The EPA of course: Those containment systems could be dangerous...


Thorn wrote:
Taja the Barbarian wrote:

The typical fundamental flaw with this sort of build is: What do you do with your prisoners???

Generally speaking, fantasy campaign worlds don't have extensive prison systems because they are extremely expensive to run (you have to feed, cloth, and care for (to some degree at least) the prisoners while paying people to guard and manage them) and fairly ineffective once you start taking magical abilities into account: A high priority prisoner might be kept at a castle/fortress, but that goblin tribe that has been raiding the local trade routes will probably just be executed if you bring them back to the village alive.

So, what do you plan to do with that ghost you just captured somehow???

Keep it in the ghost trap until your can transfer it to your Ecto-Containment System, of course. Who you gonna call?

Now imagining an apocalypse with a Kaiju made of sugary squishiness.


HumbleGamer wrote:
The duskwalker dedication could come in handy ( since you mentioned ghosts ) giving you the effect of a ghost touch rune since lvl 1. By lvl 9 you'd be able to add positive or negative damage, depends the target.

To clarify, Duskwalkers are a Versatile Heritage, not a dedication. It's useful for facing undead, but by no means something you can just opt-in for at a later time.

There are a couple AP-Specific dedications that might be valid instead, though their uses are somewhat more niche by comparison, especially via access to those dedications.


Pathfinder Adventure Path Subscriber

Capturing ghosts in PF2 is exceedingly difficult. Even killing them often just resets them back to the source of their haunt. PF2 is much more narrative driven so capturing some enemies is only really going to be possible with GM cooperation.

Thus my key suggestion is talk to your GM about what you are trying to do. If your whole party is into the idea, you might want someone to do binding spells and control undead.


Darksol the Painbringer wrote:
HumbleGamer wrote:
The duskwalker dedication could come in handy ( since you mentioned ghosts ) giving you the effect of a ghost touch rune since lvl 1. By lvl 9 you'd be able to add positive or negative damage, depends the target.

To clarify, Duskwalkers are a Versatile Heritage, not a dedication. It's useful for facing undead, but by no means something you can just opt-in for at a later time.

There are a couple AP-Specific dedications that might be valid instead, though their uses are somewhat more niche by comparison, especially via access to those dedications.

Yeah, my bad.

I knew that, but I wrote dedication instead.

My intent was to give the character the possibility to deal with ghosts even since level 1, without renouncing to any of his class feats ( or being forced to take a ghost touch rune instead of something else, given how limited property runes are now that they are tied to the weapon's grade ).


Thorn wrote:
Taja the Barbarian wrote:

The typical fundamental flaw with this sort of build is: What do you do with your prisoners???

Generally speaking, fantasy campaign worlds don't have extensive prison systems because they are extremely expensive to run (you have to feed, cloth, and care for (to some degree at least) the prisoners while paying people to guard and manage them) and fairly ineffective once you start taking magical abilities into account: A high priority prisoner might be kept at a castle/fortress, but that goblin tribe that has been raiding the local trade routes will probably just be executed if you bring them back to the village alive.

So, what do you plan to do with that ghost you just captured somehow???

Keep it in the ghost trap until your can transfer it to your Ecto-Containment System, of course. Who you gonna call?

Ghost vault! :) Weld a full plate armor shut. Make a deposit box out of it's visor. Enchant the armor with 'ghost touch'. That would work in pf1. Dunno how to create something like that in pf2 though?


Taja the Barbarian wrote:
Thorn wrote:
Taja the Barbarian wrote:

The typical fundamental flaw with this sort of build is: What do you do with your prisoners???

Generally speaking, fantasy campaign worlds don't have extensive prison systems because they are extremely expensive to run (you have to feed, cloth, and care for (to some degree at least) the prisoners while paying people to guard and manage them) and fairly ineffective once you start taking magical abilities into account: A high priority prisoner might be kept at a castle/fortress, but that goblin tribe that has been raiding the local trade routes will probably just be executed if you bring them back to the village alive.

So, what do you plan to do with that ghost you just captured somehow???

Keep it in the ghost trap until your can transfer it to your Ecto-Containment System, of course. Who you gonna call?
The EPA of course: Those containment systems could be dangerous...

Which is half the fun! :)

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