Create a character without the materialist concept


Advice


Hello, is it possible to create a character without the materialistic concept ?

I want to create a character and level up without bought or found magic item.

No downtime to gain money.

What would you advise for this creation ?

Are there a philosophy in Golarion that rejects the materialistic concept ?


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A character that doesn't have access to any equipment?

You would almost certainly need to run with ABP. Otherwise AC will suffer.

For attacks, spellcasters could do decently well. Monks and Ancestries with unarmed attacks would work as long as they also have ABP.

You would pretty much need to max DEX for the AC. Even with max DEX, I think that AC is still going to be a bit lower than normal without item bonus or ABP's potency bonus.

If not running with ABP, then things are going to be more difficult. AC will be lower than normal, and for attacks either spellcasters, or maybe Weapon Improviser.

Scarab Sages

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Some of the new psychics can get along pretty well without items. Tangible dream psychics can give themselves concealment so that can help your AC, and as long as you have attack cantrips that can target a range of saves, it isn't bad Pick up a few non-occult cantrips through an ancestry and the first level psychic feat "Ancestral Mind" turns them into psychic spells.


Monk : mystic strike(magical), metal strikes (cold iron, silver), adamantine strikes ?

Dragon disciple : scales of the dragon : When you're unarmored, the scales give you a +2 item bonus to AC with a Dexterity cap of +3. The item bonus to AC from Scales of the Dragon is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor.

Barbarian : Animal skin (feat 6) : You gain a +2 item bonus to AC (+3 if you have the greater juggernaut class feature). The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor. (only in rage)

Oozemorph archetype ?

Mind smith archetype : ghost blade (4) : a ghost touch property rune for 1 minute

Mental Forge (4) : 2 traits : grapple, modular (B, P, S), nonlethal, shove, or trip [Malleable Mental Forge (8)]

Mind projectiles (8)

Runic Mind Smithing (10) : During your daily preparations, choose one rune from the following list of weapon property runes: corrosive, disrupting, flaming, frost, shock, and thundering. You enhance your weapon with the chosen rune until your next daily preparations.

Metallic Envisionment (12) : Choose between cold iron or silver; all your mind weapon Strikes are treated as the chosen type of metal.

Advanced Runic Mind-Smithing (16) : ou can etch the greater forms of any runes on the list from the Runic Mind Smithing feat and add them to the list of options you can choose during your daily preparations, as well as the anarchic, axiomatic, holy, or unholy runes.

In addition, once per day, you can spend 10 minutes of uninterrupted focus to swap your daily prepared rune from Runic Mind Smithing to another rune from the same list. Once this swap is made, that second rune remains on the weapon until your next daily preparations.

Crystal Keeper archetype :
Armor Rune Shifter (10)
You can temporarily alter the rune to function as one of the following runes: energy-resistant, fortification, glamered, invisibility, shadow, or slick. The property rune remains altered until you make your next daily preparations. The armor must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed.

Weapon-Rune Shifter (10) :
You can temporarily alter the rune to function as one of the following runes: corrosive, flaming, frost, ghost touch, grievous, returning, shock, thundering, or wounding. The property rune remains altered until you make your next daily preparations. The weapon must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed.

Undead slayer archetype :
Slayer's Blessing (8) : When you use Slayer's Strike, before making the Strike, you can choose either the ghost touch property rune or a precious material: cold iron, darkwood, or silver. Any Strike that gets extra positive damage from this use of Slayer's Strike also gets the benefits of the rune or counts as that material.

At 14th level, add adamantine and mithral to the list of materials you can choose from.

Ghost eater archetype : Your weapon and unarmed attack Strikes become magical. Against incorporeal creatures, they also gain the effects of a ghost touch property rune.

Disrupting Strikes (6) : Your weapon and unarmed Strikes gain the effects of a disrupting property rune until the start of your next turn.

If you're 14th level or higher, your Strikes instead gain the effects of a greater disrupting property rune. The DC for the rune's effect is equal to your class DC or spell DC, whichever is higher.

Eldritch archer :
Echanting arrow (8)
Magical arrow (8) You imbue your ammunition with eldritch power. When you select this feat, choose three types of common magical ammunition of 4th level or lower from the Core Rulebook or this book. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books.

When using Magic Arrow, you transform a non-magical arrow or bolt into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Arrow, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts.

Special You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above.

Precious Arrow (8) : Choose cold iron or silver; if you shoot the arrow before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from.

seeker arrow, phase arrow, arrow of death ...

Runescarred archetype :
Living Rune (6)
Your body can hold a single property rune; you can’t etch a property rune on your body if it has requirements on the type or category of armor or if the property would affect the armor instead of its wearer. If you wear armor, you gain the property rune’s effects in addition to any effects of that armor.

Ancestry : Shisk ?
Quillcoat Shisk ?

Quote:

Barbed Quills

Source The Mwangi Expanse pg. 123 2.0
Frequency once per day
Trigger You are hit with an unarmed strike or a strike with a non-reach melee weapon.You break off quills in your attacker's flesh. You deal 1d8 piercing damage to the triggering creature (basic Reflex save using your class DC or spell DC, whichever is higher.) On a critical failure, the creature also takes 1d4 persistent bleed damage as your quills hook into its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by 1d8 and the persistent piercing damage increases by 1.

Level 20 : 10d8 + 1d4+9 persistent bleed damage on a critical failure ?

Spine Stabber (1)

Quote:
You gain a quills unarmed attack that deals 1d6 piercing damage. Your quills are in the knife weapon group and have the finesse and unarmed traits.

Bristle (5)

Quote:

You curl into a posture that splays out your bone spines. You gain a +1 circumstance to AC until the start of your next turn.

Special If you have the Barbed Quills reaction or a quills unarmed attack, each gains a +1 circumstance bonus to damage rolls until the start of your next turn.

Renewing Quills (5)

Quote:
Your quills unarmed attack deals 1d4 persistent bleed damage on a critical hit.You can use the Barbed Quills reaction once every 10 minutes.

Piercing Quills (9)

Quote:
Your quills unarmed attack deals 1d4 persistent bleed damage on a critical hit.

Quill Spray (9) Frequency once per day

Quote:
You can launch a mass of quills at opponents. You spray quills in a 30-foot cone, dealing 5d8 piercing damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. On a critical failure, a creature also takes 5 persistent bleed damage. At 11th level and every even level thereafter, the piercing damage increases by 1d8 and the persistent bleed damage increases by 1.

11d8 piercing damage and 11 persistent bleed damage on a critical failure ?


A spellcaster is the way.

For example, a cloistered cleric who devotes their earning to their church.

Being a spell caster won't require them to get weapons ( if you take a deity which also give mage armor, you are set).


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Weapon Improviser: Improvised Pummel gets you item bonuses to hit. Add that to Magus and use your top slot for mage armor and you're good to go.


Pathfinder Rulebook Subscriber

No one is going to do their best without gear, but your best bet is a bard, witch, wizard, sorcerer, or psychic imo. Witch and Wizard are at a little bit of a disadvantage here since you aren't going to take advantage of their ability to buy spells known, but will still be functional.

Spellcasters are absolutely the best option here, because they have few options to improve their power vertically with gear (contrast with martials who Paizo designed to be helpless without the aid of magical equipment at higher levels).

Access to the occult or arcane spell list gets you mage armor. Expensive to keep it heightened up to date, but it's generally competitive with runed clothing. With that spell and heavy investment in Dexterity you have your baseline AC expectations managed and no need for magical weapons.

A cleric of the right deity or an ancestors, battle, lore, tempest, or time oracle can also pick up mage armor.


If you are lucky the Kineticist doesn't need items beyond apex and stuff.

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