HumbleGamer |
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.
Guntermench |
Bounty Hunter archetype is probably good to grab. Then take Tools of the Trade at 4. I'd go Ranger, Investigator or Rogue personally.
Taja the Barbarian |
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???
Thorn |
2 people marked this as a favorite. |
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?
Taja the Barbarian |
3 people marked this as a favorite. |
Taja the Barbarian wrote:Keep it in the ghost trap until your can transfer it to your Ecto-Containment System, of course. Who you gonna call?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???
The EPA of course: Those containment systems could be dangerous...
Castilliano |
Taja the Barbarian wrote:Keep it in the ghost trap until your can transfer it to your Ecto-Containment System, of course. Who you gonna call?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???
Now imagining an apocalypse with a Kaiju made of sugary squishiness.
Darksol the Painbringer |
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.
Unicore |
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.
HumbleGamer |
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 ).
Valiant |
Taja the Barbarian wrote:Keep it in the ghost trap until your can transfer it to your Ecto-Containment System, of course. Who you gonna call?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???
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?
Valiant |
Thorn wrote:The EPA of course: Those containment systems could be dangerous...Taja the Barbarian wrote:Keep it in the ghost trap until your can transfer it to your Ecto-Containment System, of course. Who you gonna call?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???
Which is half the fun! :)