Excelling at everything


Advice


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

There are a variety of feats and abilities that say something to the effect of "When you roll a success, you get a critical success instead."

How many of these types of abilities can we fit on one character, to build a kind of Mary Sue style concept?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Here's a few suggestions to get us started.

Class Features (Save Upgrades)

These are the “Evasion/Juggernaut-style” features common to martial and some other classes:

Fighter:
Bravery (level 3): Success on a Will save against a fear effect → critical success (also reduces frightened value by 1).
Battle Hardened (level 9; formerly Juggernaut in legacy): Success on a Fortitude save → critical success.
Tempered Reflexes (level 15): Success on a Reflex save → critical success.

Rogue:
Evasive Reflexes (level 7): Success on a Reflex save → critical success.
Rogue Resilience (level 9): Success on a Fortitude save → critical success.
Agile Mind (level 17): Success on a Will save → critical success.

Swashbuckler: Reflex save upgrade (Evasion-style) and Will save upgrade (success → critical success at higher levels).

Gunslinger: Fortitude save upgrade and Reflex save upgrade (success → critical success).

Guardian: Fortitude save upgrade, Will save upgrade, and a specific Reflex interaction (when using armor’s item bonus to AC on a Reflex save vs. damaging effects, success → critical success).

Exemplar: Will save upgrade (multiple levels) and Fortitude save upgrade (success → critical success).

Inventor:
Resolve (level 11): Success on a Will save → critical success.
Juggernaut (level 17): Success on a Fortitude save → critical success.

Many other classes (e.g., Monk, Ranger, Champion in some builds) gain similar high-level Evasion (Reflex) or equivalent Fortitude/Will upgrades.

Feats – Specific Save Upgrades

These often target diseases, poisons, emotions, fear, mental effects, necromancy, traps, environmental hazards, etc.:

Adaptive Vision: Success on a save against a visual effect → critical success.

Affliction Resistance (Kholo ancestry feat): Success on a save against disease or poison → critical success (with common rider about other upgrades).

Breath Control: Success on a save against inhaled threats/poisons → critical success.

Called (Changeling-related): Success on a save against a mental effect that would make you controlled → critical success.

Cantorian Reinforcement: Success on a save against disease or poison → critical success.

Cold Minded: Success on a save against an emotion effect → critical success.

Divine Health: Success on a save against disease (or disease/poison in some versions) → critical success.

Duck!: Success against effects caused by Huge or larger creatures → critical success (often paired with downgrading certain failures).

Emotionless (Android ancestry): Success on a save against emotion or fear effect → critical success.

Endure Death’s Touch: Success on a save against effects from an undead’s natural attack → critical success.

Glyph Expert (archetype, e.g., Trapsmith-related): Success on a save against trap effects → critical success.

Grove-Harbored (Ardande): Success on a save against poison (among plant/wood/poison bonuses) → critical success.

Irrepressible (often Halfling/Gutsy): Success on a save against an emotion effect → critical success.

Necromantic Tenacity: Success on a save against a necromancy effect → critical success (often with crit-fail rider).

Numb: Success on a save against emotion or pain effect → critical success.

Sewer Rat (heritage): Success on a save against disease or poison → critical success.

Survivor of Desolation (Knight Reclaimant archetype): Success on a save against unnatural weather/environmental hazards in blighted areas → critical success.

Well-Groomed (Catfolk ancestry feat): Success on a save against disease → critical success (with rider).

Unfettered Halfling: Success vs. effects imposing the controlled condition → critical success.

Feats – Specific Skill/Action/Check Upgrades

These upgrade successes on particular actions:
Steady Balance: Success on the Balance action → critical success.

Rock Runner (Dwarf-related): Success on Acrobatics checks on stone or earth surfaces → critical success (also not flat-footed).

Gecko’s Grip (Lizardfolk/Cliffscale ancestry feat): Success on an Athletics check to Climb → critical success (grants Combat Climber as bonus feat).

Flexible Form: Success on a check to Squeeze → critical success (also trained in Acrobatics).

Fluid Contortionist: Success on a check to Squeeze → critical success (often with crit-fail → failure rider).

Forced Entry (Pathfinder Agent archetype): Success on a check to Force Open → critical success.

Lightless Litheness: Success on an Escape check → critical success.

Risky Surgery: Success on a Medicine check to Treat Wounds (after optional self-damage for bonus) → critical success.

Practiced Guidance: Success when you Aid a member of your crop → critical success.

Student of the Canon: Success on a Recall Knowledge check about the tenets of your own faith → critical success (failure → success rider).

Woodcraft: Success on Sense Direction, Subsist, or Cover Tracks checks → critical success (often with crit-fail rider).

Viking Dedication (and similar Marine Marauder Dedication): Success on an Athletics check to Swim → critical success.

Swan Dive: Success on an Athletics check to Swim (until end of turn) → critical success.
Shore Step: Success on Acrobatics Balance (slippery/wet) or Athletics Swim → critical success.

Other Notable Mentions
Mutagens/Items (temporary): Juggernaut Mutagen (Fortitude save success → crit success; higher tiers add crit-fail rider) and Serene Mutagen (Will save vs. mental effects success → crit success).

Liberty's Edge

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Orchestral Brooch item: Performance success becomes crit success.

Never try Fortissimo without it.

Abilities that turn crit failure into failure, such as the Pocket Library spell are somewhat similar IMO.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
The Raven Black wrote:
Abilities that turn crit failure into failure, such as the Pocket Library spell are somewhat similar IMO.

I don't much care for planning for failure. That's what hero points are for.


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Mortal Healing - success on Treat Wounds → crit success


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

We've got a pretty good list going.

So how many can we fit on a single character?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

A human (Heritage) rogue, all the skill feats will fall right in and the general feats. You should be able to get 3 dedications in by 18th level. (It obviously goes faster if you add the Free Archetype.)

That would give you all of the options that are skill/general feat based, one of the heritages (undine, ardande, etc), and with Pathfinder, Bellflower, and Marine, you should have a wide array. The Pathfinder also lets you pick up some of their specialties.

I'm not sure how fun the character would be to play, but as a 1-2 episode Mary Sue, they would be able to survive quite a bit and get themselves into just enough trouble to pull the players along with their mischief.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

LOL. Why is it always the rogue?

Cognates

I mean if we're making a "Mary Sue" (as much as i dislike the term), it would be a rogue. If not literally a rogue, spiritually a rogue.

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