Interesting characters that you didn't played.

Pathfinder Second Edition General Discussion

I feel like other player at the table have such cool character sometime, I would like to know if anybody else have similiar exprience.

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I want to build playable object show character, but tsukumogami is not there

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Of course not. I make the most interesting characters.

Just kidding. People do occasionally surprise me with some really intriguing concepts.

Horizon Hunters

Laclale♪ wrote:
I want to build playable object show character, but tsukumogami is not there

Might not be able to do it exactly but can come close or at least have a very unusual character.

Start as an Automation then take the Ghost archetype to become a haunted object. Or Automation with the tiefling versatile heritage for more of a demonically possessed object, could ghost archetype on top of that if you wanted to.

Laclale♪ wrote:
I want to build playable object show character, but tsukumogami is not there

I'm pretty sure that they are coming with the Tian Xa books next year. If I'm remembering right, they were previewed in the latest Paizo panel stream, and you can find it on YouTube on the Paizo channel.

Pathfinder Adventure Path, Rulebook Subscriber

Goblin Final Blade Survivor Monk with Stumbling Stance - Nap'n Snack Taro

A stylish and joyful Skeleton Bard with the Entertainer background. He uses all the festive / performer themed spells to turn combat into a musical, and he raises his slain enemies as skeletons not to fight for him but to sing and dance alongside him.

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I am the GM. The players have the cool characters and the NPCs are not supposed to overshadow them.

However, I have noticed that different players have different ways they make their characters cool.

My elder daughter likes radical character concepts. She built Tikti, a high-Dexterity low-Strength tailed-goblin liberator champion with a velociraptor companion called Liklik. They worked as a pair, Tikti for defense and Liklik for offense. It was an elegant and versatile design, and Tikti always had something to do to help the party, except for talking. The player did not like talking.

My wife and younger daughter create coolness through narrative roleplaying. My daughter made Twining Gold-Flame Honeysuckle Vine, a vine leshy fey-blooded sorcerer. Her backstory is that she had been created as a familiar for a traveling healing druid. After bandits killed the druid, she stalked them and killed them in revenge. Then she resumed the druid's regular visits to villages until she joined the party. Honey's playstyle was pretty low key, mostly support, healing, and battlefield control. However, she had adopted the party's catfolk monk as her new partner and would grow angry whenever an enemy injured him. Then she would explode into her vicious side and cast an offensive spell such Frigid Flurry or Horrid Wilting before rushing over to heal the monk.

A newbie player in that campaign built Binny, an umbral gnome thief-rachet rogue. Binny was cool by focusing one a single combat style and becoming exceptionally good at it, despite the tight math of PF2. Binny was a sniper. She would hide and shoot her shortbow from hiding to catch her target flat-footed. She took every feat that improved her ability to Hide and Sneak, eventually becoming a Legendary Sneak to hide in plain sight. She took Quiet Allies for whenever the party as a whole needed to Avoid Notice. And at 8th level, she took Precise Debilitation rogue feat so that her hits made the enemy flat-footed to everyone. This was vital to party victories against high-AC boss enemies. She was also a legendary thief. In one module where the party was supposed to battle an ancient dragon to obtain a magic ring, Binny sneaked over, unlocked the dragon's trapped strongbox, and stole the ring instead. The party had no need to fight that dragon and instead tricked the dragon into helping them in the next step of their quest.

I like watching cool PCs. That is my fun in being the gamemaster.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Paolingou wrote:
I feel like other player at the table have such cool character sometime, I would like to know if anybody else have similiar exprience.

To clarify, are you asking for examples of player characters that we've seen other people play that we were impressed by? Or for examples of character concepts we ourselves have come up with but have not actually played (at least as of yet)?

Ravingdork wrote:
Of course not. I make the most interesting characters.

That's also my feeling. Everytime I hear someone speaking about their characters, I'm just not having at all the hype they have.

Interesting is a very personal notion.

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Pathfinder Roleplaying Game Superscriber

Its about having a hook for the story that gets you into the adventure.

If you're playing an adventure path the payer's guide will have tools for that. If in a home made campaign try to get good hooks out of your GM (I do have one campaign idea that specifically avoids hooks - but the reason for that is it's hook).

I take that hook then write a scene. That scene will give me a background and a mental 'head space' for the character. But I avoid too many past details to keep it lose for a GM to use hooks if they're so willing.

Here's my personal favorite "Unused" character. Meant for an Abdomination Vaults game that didn't come to pass:


Okima looked up from the bowl of soup she was busy working on in the market stall, over Wrin's shoulder and up above the western cliff beyond town to that old abandoned lighthouse tower in the swampy delta.

"Got a bad feeling about that place have you?" she said, spooning in another mouthful of soup.

"Yeah," Wrin offered up. "I've just got a feeling something's about to happen."

"Slavers used to hole up in there," Okima said. "After Absalom changed it's ways, but before the guard here stopped taking as many bribes."

One of the town guards walked by, and Okima adjusted her cloak to let her Firebrand sigil be a little more obvious. She knew she'd put at least one cousin of a guardsman into the grave.

"Ma'am," he said with a tilt of his hat as he passed them by.

Okima nodded back with an "'af'noon sir."

Seven years since she'd come to Otari. Years she had spent traveling through the swamp and the routes between Otari, Meravon, and Absalom. It'd taken a lot of time and a few rough moments to win some trust around here. But she was sure that if it wasn't for the regular stops of ships from Vidrian and Ravounel one of these corrupt guards would have made a move by now.

"You should be careful," Wrin said, glancing at the Firebrand sigil.

Okima shrugged, "Longsaddle'd probably be just as happy to see me root out which one of these bastards is corrupt as to see me done in first."

Okima though back to what brought her here.

A moment in the past. Everyone else had ran in fear as the gates smashed open and a rag tag crowd of local peasants rushed into the courtyard. Even the other slaves ran in fear as their Sargavan masters were cut down by he crowd. Only a lone young orc girl stood her ground, simply raising her shackled arms up and waiting to be overrun.

A large muscle bound man grabbed the chain between her wrists and shattered it with adrenaline born strength. "Come little one; we fight for freedom, Firebrands for a new nation!" he yelled, then ran off with the crowd.

The girl looked down to see a large cookpot lid scattered amid broken chains. She grabbed the lid, smashing apart the chain that bound her ankle to a heavy iron ball. Taking the chain and her lid in hand, she joined the charge into the palace and on to freedom.

War raged on and Sargova passed into history with the birth of the new nation of Vidrian. Okima traveled with those chasing down the so-called Free Captain pirate fleets that had sided with her Sargavan en-slavers. In time that took her, alongside the Firebrands, up north where they stood alongside the newly freed people of Ravounel in the courts of Absalom demanding an end to slavery.

"Absalom is the key," the leaders of her movement had said. "We end slavery there, it shuts down the main trade routes, and we get free reign to hunt down and string up slavers throughout the Inner Seas."

"With the Black Echelon Uprising we've an ally in Wynsal Starborn, who plans abolition to any who fight for Absalom." And with that call, the decision was made to not yet use the explosives from Alkenstar Okima had helped to carefully place throughout the city.

With the cause thus won, Absalom's slave markets closed. The Firebrands moved on to other challenges. Rather than end up on the gallows; many a pirate chose to simply switch sides and fly the Fireband colors. Others needed a more heavy hand.

And so Okima found herself in the swamps outside the small town of Otari, hunting down smugglers using old ruins to defy the new laws and smuggle their victims. The very town guards that were now tasked with stopping that trade had themselves been slave traders a scant five years earlier. To the wealthy in the town, Okima and the Firebrands represented what they felt had been taken from them when freedom had become the new law of the land.

"Soup's" gonna get cold," Wrin offered, snapping Okima out of her reflection.

"So... that tower?" Okima asked.

"I dunno, I'm gonna think about it for a bit, I'll talk to the others, and then get back to you," Wrin said. "I'm sure you can keep busy for now."


Art that I did for her: 6


Pathfinder Roleplaying Game Superscriber

My story snipppets for backstories have a very specific pattern.

Start with a conversation with an NPC, ideally the 'hook' NPC the adventure guide says is your contact. Have a few lines relating to 'why am I in this adventure', and then do a flashback as a recollection of how the character got their start as an adventurer.

The conversation format is fairly easy - don't give motives and describe moods of the NPC that much. Act like it's a fellow PC so you don't step over their play. Just have them give a few feeder lines of conversation that relate to the player's guide notes. This way you're not stepping on your GM's toes.

For the flashback - a scene with some activity where they character's motives, goals, and personal challenges are displayed.

Okima: one of the Vidrian revolutionaries (though she was a preteen at the time), passionate about rooting out slavers and willing to go to any extreme to do so (the Guy Fawkes plot to blow up Absalom, and the note on having taken out an Otari guard's cousin). So I just set up that she's a liberator champion which means this is an intense passion for her.

She flashes her Firebrand sigil like a gangster flashing their gang sign in front of the police as a 'challenge'. She doesn't trust the guard as they were so recently the enforcers of slavery.

- All those elements of her intended tone are dropped into the backstory. It's possible none of it would ever come up in play and that's fine. It gives me an "angle" around which to roleplay the character.

Archpaladin Zousha wrote:
Paolingou wrote:
I feel like other player at the table have such cool character sometime, I would like to know if anybody else have similiar exprience.
To clarify, are you asking for examples of player characters that we've seen other people play that we were impressed by? Or for examples of character concepts we ourselves have come up with but have not actually played (at least as of yet)?

The Former.

Envoy's Alliance

I find interesting builds to be the ones where the characters are interesting, rather than the build, per se. Unusual background combinations and PC motivations.

Witness: long ago in a D&D 1e campaign my brother played Latrae de Beouf, a dwarf fighter. Apparently his father had called him a 'side of beef' after a particularly clumsy maneuver in weapons training & thrown Latrae out. So Latrae's goal was to build himself up to 7th level (quite a feat in that player group) then go home and whale the tar out of his father. Then, and only then, would he take up his real name again. He had a white shield with a black cow on it...

I played in a long running game with a 1e beastial mutagen alchemist. It wasn't the build itself that was unique but the viewpoint that the abilities were a curse. Mechanically, the player picked options to advance his powers, but in game, the character saw this as his curse getting worse and him losing control. It also meant that the character's progression was independent of anything he did in the story. Not something you want all the time, but it was an interesting reversal where the character did not perceive themselves as doing anything to gain or deserve the new abilities.

One of the funniest ideas I've ever seen was a demon summoner. The character wasn't the humanoid "summoner", but their summoned succubus eidolon who was slowly corrupting them to the side of darkness.

The GM roleplayed the summoner and the player roleplayed the eidolon. The dynamic was hilarious. Several other players did that same shtick for summoners later on - it's a fun excuse to play as a dragon, angel, or demon while not unbalancing the campaign.

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