Other Literature The OCs of TCF in a d20 Format.

Matsu

Party Girl
Over the course of my time talking to people on this forum I have heard that several people are interested in learning how to play tabletop games like D&D and Pathfinder. However, I hear two common complaints in regards to this; it seems way too daunting and it's hard to get a group together. The point of this thread is to make it less daunting by converting some of the "famous OCs" of TCF into a format that can be used in Pathfinder. Along with showing the builds for the characters I will also describe how they work, how hard they are to play, and any recommendations I would have for various things when using them in a game. Also, if enough people get their OCs made into this format, it might help get a group together.

Without further ado, here are some TCF OCs in a d20 Format.

Character Progression:
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Race: Fetchling
Class: Magus (20)
Ability Scores:
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Build Information:
Before conversion to Pathfinder Ghostar is a character that focuses on hitting fast and hitting hard, to put it in simple terms a Glass Cannon. She has a focus on speed and swords with minor spells to back her up. When things get really bad she can perform a powerful attack that fatigues her afterwards, the Wave-Motion Gun.

This is a relatively simple build all things considered. The focus is on hitting fast and hitting hard; the combination of Slashing Grace, Arcane Strike, Improved Critical, and Critical Focus facilitate just that with Weapon Finesse adding needed accuracy. Mechanically speaking this build replaces the two main uses of STR with DEX, that being Attack Rolls and Damage rolls. The Step Up line of feats (Step Up, Following Step, and Step Up and Strike) play off the fast nature of the character as they allow her to follow fleeing opponents and eventually hit them as she does. Blinding Critical and Extra Arcane Pool serve as mainly filler feats while also maintaining use as things that generally improve quality of life. Maximize Spell is given for two main reasons the first being that it is the best Metamagic Feat in the game for what it costs and the second being that it fits with the abilities of the OC pre-conversion, said ability being the Wave-Motion Gun.

The Magus Arcanas chosen here are based in the same place as the feats, hitting fast and hard. Arcane Accuracy, Accurate Strike, Hasted Assault, and Critical Strike all enable Ghostar to hit either more often or with stronger blows. Flamboyant Arcana plays off the fast nature of the character as it allows her to parry enemy attacks and strike back at her foe. Ghost Blade serves mainly as a quality of life thing while also being thematically appropriate.

This build is very friendly to new players and requires very little micromanagement. Its main purpose is a melee based striker with a focus on 1 on 1 combat. Spell selection can change the build slightly; allowing buffs, debuffs, or powerful AoE spells to be thrown into the mix.

Character Progression:
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Race:
Aasimar
Class: Wizard (20)
Ability Scores:
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Build Information:

Before conversion this character is one that focuses on illusion based magic in combat and item crafting out of combat. When worse comes to worse and illusions are no longer an option he is capable of smacking his enemy with one of the items he makes or just lobbing a Fireball.

At a glance this build is relatively simple, you make illusions that are really convincing. The feats Spell Focus (Illusion), Persistent Spell, Greater Spell Focus (Illusion), and Spell Penetration facilitate in making your spells easy to believe by either out and out raising the DC to disbelieve them or by making the target have to roll the save to disbelieve them twice. Silent Spell and Still Spell provide opportunities to cast your illusions while hidden either during or before combat. Spell Bluff and Lightning Reflexes are your best defense against the biggest threat to you, other wizards; with Spell Bluff making you harder to counter and Lightning Reflexes making you harder to hit. Toughness shores up the biggest weakness of a Wizards, the low HP, and Improved Initiative makes it so you can set up your scary illusions before anyone else gets a chance to move.

It is also recommended to take a Familiar over a Bonded Item as it is a much lower risk route for the reward. Due to this character’s tie with fairies I would recommend taking the Ioun Wyrd familiar, not only can it be flavor texted to look like a fairy it also provides an armor bonus that a Wizard would otherwise not have.

This build is not incredibly friendly to new players; it requires a fair bit of micromanagement. In combat it fills the role of battlefield control by throwing out some debilitating effects with its illusions. Out of combat this character is very useful as it provides a means of getting cheap Magical Weapons, Armor, and Items.

Character Progression:
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Race: Android
Class: Monk (20)
Ability Scores:
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Build Information:
Before conversion this is a character that simply pummels down its foes without the need for flashy magic or even a weapon.

This is a very simple build, it is made to hit really hard and knock people down. The hitting really hard part of this build is largely done by the class itself, however a few of the feats add on to it; those being Vicious Stomp, Pummeling Style, Improved Critical (Unarmed Strike), and Pummeling Charge. The knocking down part is done thorough the feats Improved Reposition, Scorpion Style, Ki Throw, Improved Trip, Gorgon's Fist, Pummeling Bully, Medusa’s Wrath, and Greater Trip through either making it easier to kick someone in the shin and make them fall over or by weakening them to the point that a stiff breeze will send them tumbling. Combat Expertise, Dodge, and Mobility serve to provide some greater defenses as Monks can be pretty squishy. Combat Reflexes is largely a filler feat, but being able to hit someone that is knocked down more than once per round is always helpful.

It is strongly recommended that a focus on Unarmed Strikes is a priority with this build. While Monks can indeed use certain weapons, various class features make them redundant in the long run. The lack of a weapon is also more thematically appropriate to the character.

This build is friendly to new players; it does however require a small amount of micromanagement. The hardest part of this build to learn is when and where to trip your foes so that you can get the most bang for your buck as it were. Its main role in combat is a melee striker with a focus on crippling individual enemies or working with a partner to set up easy kills by knocking people down.

Character Progression:
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Race: Human
Class: Alchemist (20)
Ability Scores:
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Build Information:
Pre-conversion Nageru is a character that focuses on throwing items at her foes. From my understanding these items can be anything from daggers, to bombs, to chairs.

From a mechanics stand point this build is one that is amazingly powerful at low-mid levels, but it sadly falls a little short after about level 14. It is built to do one very specific thing, throw stuff; this throwing is done through the feats Weapon Focus (Dagger), Point Blank Shot, Weapon Focus (Alchemist’s Bomb), Splash Weapon Mastery, Distance Thrower, Improvised Weapon Mastery, Mud in Your Eye, Charging Hurler, and Improved Charging Hurler. These feats allow Nageru to throw more things, throw more accurately, throw farther, and throw out some nasty debuffs (pun sort of intended). Dodge and Mobility serve mainly as filler, but they provide some defense which is never not needed.

The Discoveries chosen for this build serve mainly to emphasize the throwing weapon combat style. This is done by either providing cooler things to throw (Smoke Bomb, Glassfoot Bomb, Tanglefoot Bomb, Blinding Bomb, and Poison Bomb) or by making the more mundane throwables better (Celestial Poisons and Concentrate Poison). Fast Healing is taken as it is a great quality of life Discovery that makes you nigh unkillable. One strong recommendation is to invest in the Blinkback Belt item and/or a Returning Dagger as soon as possible to mitigate the cost associated with replacing all the daggers you throw at people.

This build is either very friendly to new players or very unfriendly to them. Depending on how much you invest into obscure items it is possible to have this character pump out as much damage in one turn as the AoE focused Wizard. In combat this character serves as a mid-range AoE machine, capable of either killing or wounding large groups of enemies.

Character Progression:
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Race: Tiefling
Class: Ranger (20)
Ability Scores:
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Build Information:
Pre-conversion this build is based around the use of two exotic blades. Along with his sword skills this character also has a small amount of spells waiting in the wings to support him.

Disregarding the Favored Enemy and Favored Terrain (see next paragraph) this build is pretty simple. It is based around the use of two Exotic Weapons and using them in tandem to cut apart any foe. Exotic Weapon Proficiency (Sawtooth Sabre) and Exotic Weapon Proficiency (Rhoka) provide the option to use the two blades while Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Double Slice, and Two-Weapon Rend provide the ability to use them well. Two-Weapon Feint and Two-Weapon Defense provide some lovely defensive boosts while dual wielding while Dodge provides some lovely defense at all other times. Combat Reflexes, Weapon Focus (Sawtooth Sabre), and Weapon Focus (Rhoka) serve mainly as filler but are never not useful.

The Favored Enemy and Favored Terrain is where this build gets a little finicky. Both are things that are very hard to plan pre-campaign and are more often than not best chosen on the fly to suit the campaign that is being played. That being said I did fill those sections in with the most blanket things possible. For this build it also doesn’t matter much which Hunter’s Bond you take, the ability to share your Favored Terrain Bonus with your party is nice and the Animal Companion option is also great; like with the Favored Terrain and Favored Enemy I would say wait until you know more about the campaign and the party to choose.

This build is more or less friendly to new players, it does require some micromanagement. The combat role this build fills is that of a multienemy fighter. The combination of two swords and the magic available to higher level Rangers makes this build great at facing multiple foes.

Character Progression:
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Race: Human
Class: Sorcerer (20)
Ability Scores:
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Build Information:
Pre-conversion Myrium is a character that focuses on summoning creatures to do her dirty work for her.

From a mechanical standpoint this is a fun build. It is built to summon creatures and make them stronger and stronger as you gain levels. Spell Focus (Conjuraiton), Greater Spell Focus (Conjuration), Augment Summoning, Superior Summoning, and Solid Shadows serve to make the creatures summoned more powerful by upping their stats and applying some neat templates to them. Proxy Summoning and Scouting Summons serve to give your summons some more versatility beyond just being killing machines. Toughness and Mobility serve to make you harder to kill as they provide more HP and defense. Still Spell is largely filler, but it can be used to good effect in the right situation. Spell Focus (Illusion) is there just because it’s a prerequisite for Solid Shadows…they can’t all be winners okay.

The Bloodline Feats taken for this build are pretty straight forward, Silent Spell makes you stealthy, Dodge makes you harder to kill if something gets passed your wall of minions, and Acrobatic is largely filler. The Shadow Bloodline is both useful for this build, mainly due to the powers gained from it rather than the feats, and thematically appropriate. If you want something a little different the Abyssal and Arcane Bloodlines both would work equally well.

This build is pretty friendly to new players. It requires only enough micromanagement to know what your summoned creatures can do, and them being in the forefront gives the Sorcerer controlling them some room to experiment in the background. In combat this character can fill a few roles; its summons can either rush down foes, help allies with their own issues, or be an AoE (or battle field control, or buff, or debuff…you get where I’m going with this) machine.

Character Progression:
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Race: Human
Class: Warpriest (20)
Ability Scores:
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Build Information:
Pre-conversion Helena is a character that focuses on bashing her enemies with a large hammer that may or may not be imbued with elemental magic.

This is probably the simplest build I’ve made for this thread thus far. You hit with a hammer, hard. That’s pretty much it. Weapon Focus (Lucerne Hammer), Power Attack, Weapon Specialization (Lucerne Hammer), Channel Smite, Cleave, Greater Channel Smite, Greater Weapon Specialization (Lucerne Hammer), Cleaving Finish, Great Cleave, Improved Cleaving Finish, and Furious Focus all facilitate that by either adding damage, adding accuracy, or by letting you whack more than one person per turn. Toughness, Shield of Swings, and Dodge add HP and defense, which is always nice. Improved Initiative means you can whack first before worrying about pesky things like people pulling out their own weapons. Skill Focus (Perform Dance)…you got me…I ran out of feats that could improve this build.

I would recommend the Sun Domain as your Warpriest Blessing, mainly due to personal preference. However pretty much any of the Domains are basically gravy on top of the delicious roast that is your hammer, so take whatever you think would be fun.

This build is pretty much as friendly to a new player as it can get, it require basically no micromanagement. Your role in combat is, to quote Raid Leader, “Hit it very hard.” Said hitting can be done against one or many foes, and if you think it isn’t quite hard enough Warpriests get some nice buff spells available at higher levels.

Character Progression:
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Race: Dhampir (Dayborn Alternate Racial Trait)
Class: Bard [Arcane Duelist Archetype] (20)
Ability Scores:
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Build Information:
Pre-conversion Scarlet is a vampire with a focus on big swords, big magic, and big…hips…

This build is of middling complexity. It balances a build capable of support through Bardic Performances and various buff spells with a melee fighter capable of wading into combat with a big sword. Arcane Strike, Exotic Weapon Proficiency (Bastard Sword), Riving Strike, Improved Critical, Penetrating Strike, Critical Focus, Bleeding Critical, and Greater Penetrating Strike cover the sword related side of this build by providing stronger hits, better criticals, and ways to get around various resistances. Combat Casting, Disruptive, and Spell Breaker sere as ways to provide support through magic. Dodge, as always, just serves as a way to gain more defense. Life Dominant Soul, Blood Drinker, Blood Feaster, and Blood Salvager are both solid ways to recover HP and are thematically appropriate for a vampire based character.

To play as a character using the Dhampir race it is almost essential to take the Alternate Racial Trait, Dayborn. Without taking this you will be rendered more or less blind in any campaign that takes place in open and well-lit spaces.

This build is pretty friendly to new players, and doesn’t take much micromanagement. Bards as a whole are the premier Jack of All Trades class so you have a lot of freedom in how you want to play this one. Personally I would use this character as one that sets up long term buffs pre-combat and then wades in with the frontliners of the group to act as a flanking partner in combat.

Character Progression:
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Race: Kobold (Day Raider Alternate Racial Trait)
Class: Barbarian (20)
Ability Scores:
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Build Information:
Pre-conversion this build is a dragon that utilizes both a sword and its claws to deal damage.

This build is somewhat complicated mechanically as it involves utilizing some fancy movements. The feats for this build focus on making the character more draconic; Draconic Aspect (Red), Draconic Breath, Draconic Glide, Draconic Paragon, and Tail Terror serve to give the character the classic dragon abilities of elemental resistance, a breath weapon, flights, and a tail that can mess people up. Dodge and Toughness serve to add defense and HP. The three Skill Focuses serve largely as filler but provide some quality of life.

The Rage Powers is where the real meat of this build comes from. They provide a functional Bite attack as well as the ability to Pounce. Along with those come ways to garner elemental damage to bypass resistances.

This build is not very friendly to new players; Natural Attacks are a monster. In combat this character would act as a 1 on 1 striker with a focus on charging and clearing distances.

Character Progression:
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Race: Human
Class: Swashbuckler (20)
Ability Scores:
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Build Information:
Pre-conversion Micaela is a character that focuses on counter-attacking with her rapier and flowing around the battlefield like water.

This build speaks to me on a personal level as it mirrors and improves on one of my personal use builds. Mechanically speaking this build is pretty simple, you poke with a rapier and more often than not you will be scoring a Critical Hit. Fencing Grace, Weapon Finesse (Rapier), Weapon Focus (Rapier), Greater Weapon Focus (Rapier), Weapon Specialization (Rapier), and Greater Weapon Specialization (Rapier) provide the needed punch a build like this needs by one making both your damage and attack rolls based on your DEX stat, two making it much more likely you will be hitting, and three making you hit harder. Step Up, Following Step, and Step Up and Strike serve to mimic the flowing nature of the character by allowing you to move around the battlefield to set up that perfect position for an attack. Critical Focus, Bleeding Critical, Sickening Critical, and Critical Mastery make the critical hits you will be scoring with this build devastating by providing nasty status effects that have no save. Signature Deed (Opportune Parry and Riposte) represents the counter-attacking style of the character by making it a free option. Dodge and Toughness serve mainly as filler but more defense and HP never hurt anyone. Improved Initiative is also filler, but going first is nice.

I will admit freely that this build does not use magic even though the OC it is based on does. In my defense a build based around counter-attacking with a rapier and using magic would require some annoying multiclassing. Can it be done? Yes. Will I do it? Probably not unless Serenesplash is not happy with this build and asks for me to change it. It is highly recommended that you pick up the Keen enchantment or a Scabbard of Keen Edges as soon as possible. While not needed the extra critical damage and lower threshold to achieve Critical Hits is a nice bonus.

This build is pretty friendly to new players, and requires next to no micromanaging. In combat this character serves a powerful one on one fighter but due to its ability to move around easily it can also be a nice partner to nearly any frontline fighter by setting up some nice flanks.

Character Progression:
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Race: Skinwalker (Werewolf-Kin Variant Heritage)
Class: Fighter [Two-Handed Fighter Archetype] (20)
Ability Scores:
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Build Information:
Pre-conversion this character is an anthropomorphic wolf that swings around a giant two-handed sword.

This build is beautiful in its simplicity. A big sword making big hits is a lovely thing. Weapon Focus (Greatsword), Power Attack, Furious Focus, Weapon Specialization (Greatsword), Shatter Defenses, Combat Reflexes, Greater Weapon Focus (Greatsword), Improved Critical (Greatsword), Critical Focus, Deadly Stroke, and Greater Weapon Specialization (Greatsword) all provide ways of making your sword hit more accurately, with more damage, and more often. Shield of Swings and Dodge provide some nice defensive boosts. Dazzling Display, Dreadful Carnage, and Shatter Defenses allow you to debuff large amounts of foes each time you make a kill along with making frightened foes easier to hit. Penetrating Strike and Greater Penetrating Strike allow means to bypass resistances. Staggering Critical, Stunning Critical, and Critical Mastery provide stopping power and you quite latterly hit someone so hard they can’t move for a turn. Skill Focus (Preform Dance)…is there…for reasons…I assure you.

Intimidation based builds are a very interesting concept in Pathfinder as they allow even non-casters to throw out some reliable debuffs that can be pretty nasty. I took a bit of creative license on this one this one in making it an Intimidate build, but I don’t think aWolfen will mind too terribly much. A great weapon enhancement to look at with this build is Impact, it treats weapons as being a size category larger in terms of damage which is pretty brutal on builds like this.

This build is very friendly to new players and requires next to no micromanagement. In combat this character serves as a powerful frontline fighter that can wade into a bloody brawl with one or many foes and cut them all down to size. As with all builds like this pairing this with a buff based caster or even a conjuration based one (see Myrium) can work wonders.

Character Progression:
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Race: Tiefling (Prehensile Tail Alternate Racial Trait)
Class: Ninja (20)
Ability Scores:
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Build Information:
Pre-conversion Akatsuki is a character that use twin katanas to carve up her foes with some spells to back her up.

This build is not very complex, you have two katanas and you hit stuff with them. Weapon Focus (Wakizashi) provides a flat bonus to your attack rolls. Weapon Finesse (Wakizashi) and Slashing Grace make your attack and damage rolls rely on your DEX score which is great for this type of build. Two-Weapon Fighting and Two-Weapon Defense allow you to get the most bang for your buck in terms of using two weapons with a somewhat tight feat allowance. Critical Focus and Bleeding Critical provide means of pumping out crits more reliably that throw out a nasty de-buff. Iron Will and Improved Iron Will are largely filler, but they shore up your weak save. Dodge is also mainly filler, but it never hurts.

The Ninja Tricks chosen for this one are largely utility and quality of life based, with Rogue Talent (Minor Magic) and Rogue Talent (Major Magic) being the only two that are essential; the OC this build is based on uses magic so those two are needed to accomplish that. Feel free to experiment with the Ninja Tricks as they are largely gravy.

This build is friendly to new players, and it doesn’t require much micromanagement. In combat you would serve mainly as a frontline fighter going against a single opponent, due to the inherently stealthy nature of both the class and race used this build also serves as a great scout outside of combat. If you spread your Skill Points out right this build can also act as a party face if needed.

Character Progression:
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Race: Human
Class: Wizard [Cruoromancer Archetype] (20)
Ability Scores:
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Build Information:
Pre-conversion Rosetta is a character that uses swords and blood magic.

This build is a doozy. Necromancy builds are something I have flirted with in Pathfinder for many an hour, as such I love building them. First and foremost, Racial Heritage (Dhampir) is NEEDED for this build to even be possible (see next paragraph). Spell Focus (Necromancy), Greater Spell Focus (Necromancy), and Undead Master give your Necromancy spells the punch they need. Maximize Spell, Empower Spell, Thanatopic Spell, and Threnodic spell give you options to make your blasting spells stronger or allow you to bypass Undead resistances. Improved Initiative, Eschew Materials, Lighting Reflexes, and Great Fortitude serve as quality of life feats by making you move sooner in combat, making spell components no longer a factor, and shoring up your two bad Saves.

This build was a challenge to make. This is actually the second take of this, and the first version was something I hated with a deep fiery hate. But, due to the amazing genius of Cellbind and Suweeka I was able to remake it with Cruoromancer and all was right with the world. I know it doesn’t use swords, but that is the price you pay for blood magic without a horrible multiclassed Frankenstein.

This build is only a little friendly to new player, and require some micromanagement. In combat you will be sitting in the back commanding and buffing your hordes of undead minions and blood fueled monsters.

Character Progression:
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Race: Human
Class: Monk (20)
Ability Scores:
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Build Information:
Pre-conversion Darthkitten is a high speed and high damage optional boss that rips up his foes with his mighty claws.

This is a fun and powerful as most Monk builds are. Tiger Style, Tiger Claws, and Tiger Pounce are what mirrors the Lightslashers from the pre-converted OC. Improved Initiative, Dimensional Agility, Dimensional Assault, Dimensional Dervish, and Dimensional Savant serve to mirror the character’s fast nature. Dodge, Mobility, and Toughness serve to provide some nice defense and HP. Deflect Arrows and Snatch Arrows is actually drawn from the character’s inspiration being Darth Vader, they are meant to mirror the scene from Empire Strikes Back when Vader catches Han’s blaset shots in his hand when he ambushes him in Cloud City. Combat Reflexes, Improved Critical, and Medusa’s Wrath serve mainly as filler but are always nice to take. Skill Focus (Perform Dance)…yep.

This build was very fun to convert and I thought about how to go about it for a long time, I hope I didn’t make too many logical stretches with this one and take creative license too often. It was stated that this character was strong and should be nerfed which I like to think I did with this build, even though Monk’s in Pathfinder are really powerful.

This build is friendly to new players and does not require much micromanagement. In combat you will serves as a multi enemy striker relying on quick moves, long range pounces, and devastating punches to take down most foes before the second round of combat starts.

Character Progression:
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Race: Human
Class: Gunslinger [Musket Master Archetype] (20)
Ability Scores:
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Build Information:
Pre-conversion Helios is a magnificently bearded sharpshooter who relies on his trusty gun to keep him protected.

Mechanically speaking this build is pretty simple, you put a lot of bullets out and they hit reliably. Weapon Focus (Musket), Point Blank Shot, Deadly Aim, Precise Shot, Hammer the Gap, and Improved Precise Shot serve to make you more accurate while Rapid Shot, Snap Shot, Combat Reflexes, and Improved Snap Shot allow you to put more bullets in the air at a time. Clustered Shots and Signature Deed (Bleeding Wound) allow you to get around Damage Resistance very easily. Improved Critical and Toughness are largely filler, but a better critical hit range and more health is always nice. Improved Initiative is a very nice feat to take with this type of build as it allows you to move into a shooting position earlier into to combat.

Gun builds are fun to play and interesting to make in Pathfinder, but can be tricky to plan for before knowing the technology level of the campaign. I built this one around the minimum technology level needed, but if you are in a campaign that has a higher technology level this build can be adapted to it very easily; simply swap Weapon Focus (Musket) with Weapon Focus (X), X being the best two handed gun available. I will admit that I did not give this character fire magic, but with a few ranks in the Craft (Alchemy) skill special alchemical ammo as well as Alchemist’s Fire can be made to fill that gap.

This build is pretty friendly to new players, but does require some micromanagement. For the most part the most micromanagement you will have to do is finding a good place to shoot from, but that is something that just takes experience with the game to figure out. In combat this build is best used for picking off a single foe at a time by sending a hail of bullets at them, although it can also take down groups of weaker foes with relative ease.

Character Progression:
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Race: Android
Class: Barbarian (20)
Ability Scores:
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Build Information:
Pre-conversion Abaddon is a character that focuses on using a staff to disarm his enemies, but can fly into a blinding rage if provoked. He’s also an angelic robot…which is nice.

This build is simple, you use a quarterstaff to either beat down, disarm, or trip your enemies. Weapon Focus (Quarterstaff), Quarterstaff Master, and Weapon Specialization (Quarterstaff) provide the beating your enemies down third of the pie. Improved Disarm, Greater Disarm, and Disarming Strike provide the disarming piece of the pie. While Improved Trip, Tripping Staff, and Tripping Twirl make up the final piece. Combat Expertise is realistically only there as it is a prerequisite for many feats, but situationally it can be useful.

The Rage Powers chosen for this one serve to buff up the beating down and disarming parts of the build, as well as providing some defense and quality of life. Powerful Blow and Bleeding Blow provide more damage and a nasty de-buff. Impelling Disarm allows you to smack enemy weapons into other enemies, while Strength Surge makes you more likely to disarm. Increased Damage Reduction provides some nice defense, while Swift Foot and Savage Intuition provide some nice quality of life improvements.

This build is somewhat friendly for new players, and does require some micromanagement. Combat Maneuvers are a little tricky to wrap your head around when first playing Pathfinder, but over time you will learn them. In combat this character can fight both single enemies or multiple foes all while smacking away weapons and cracking shins.

Character Progression:
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Race: Elf
Class: Bloodrager (20)
Ability Scores:
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Build Information:
Pre-conversion this character is an Elven berserker with a penchant for magic.

This build is pretty simple, you get frothing mad and then go hit someone really hard. Weapon Focus (Longsword), Arcane Strike, Blooded Arcane Strike, Vital Strike, Improved Vital Strike, Devastating Strike, Improved Devastating Strike, and Greater Vital Strike all serve to make you hit really hard. Toughness and Lightning Reflexes serve largely as filler, but more HP and a boost to your weak Save is never bad.

The Bloodline chosen for this one as well as the feats are basically gravy, feel free to experiment with them. Disruptive and Spellbreaker make this character pretty decent against other casters, but the other three chosen are largely just quality of life picks.

This build is moderately friendly to new players; it does require some micromanagement. As is the case with Barbarians you will need to keep track of how many rounds per day you can Rage and plan accordingly. In combat you will serve mainly as a frontline fighter and damage sponge. You can also moonlight as a blaster or de-buffer fairly easily through your choice of spells.

Character Progression:
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Race: Vishkanya
Class: Psychic (20)
Ability Scores:
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Build Information:
Pre-conversion Jenosis is s character that uses psychic powers to fight, he gains new psychic powers by learning new things.

This build is pretty simple; you are a mind crippling machine. The use of Spell Penetration and Greater Spell Penetration allow you to easily pierce resistances. Improved Initiative, Combat Casting, Expanded Arcana, and Quicken Spell serve mainly as quality of life feats. Great Fortitude, Improved Great Fortitude, Lightning Reflexes, and Improved Lightning Reflexes serve to shore up your weak Saves.

The Phrenic Amplifications chosen serve to make you abler to pry into the minds of other and even undead. When it comes to what Phrenic Discipline to choose I would recommend the Pain discipline as it is very nice. Any of the CHA based Disciplines could be chosen based on taste, but I would advise against a WIS based one as you take a natural hit to that stat due to race.

This build is very friendly to new players and doesn’t require much micromanagement. In combat you will serve the roll of a Mind-Affecting crippler that can take out the big troublesome enemies by eating their brain cells.

Character Advancement:
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Race: Human (Adoptive Parentage [Drow] Alternate Racial Trait)
Class: Ranger [Trapper Archetype] (20)
Ability Scores:
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Build Information:
Pre-conversion Evie is a character that dual wields automatic crossbows to assail her foes with barrages of bolts.

This is, beyond a shadow of a doubt, the most technically complicated build I have made for this thread. You have been warned. The way you gain the ability to even use Hand Crossbows with this build will be covered in the next paragraph. This build is about sending a lot of crossbow bolts at your enemy, this is done through the feats Weapon Focus (Hand Crossbow), Two-Weapon Fighting, Rapid Reload (Hand Crossbow), Point-Blank Shot, Improved Two-Weapon Fighting, Precise Shot, Rapid Shot, Greater Two-Weapon Fighting, Crossbow Mastery, Hammer the Gap, Clustered Shots, and Improved Precise Shot; these feats allow you to fire more bolts, fire more accurately, and more easily bypass resistances. Two-Weapon Defense adds defense (as the name implies). Improved Initiative and Quickdraw are 100% filler…I’m not even going to try and write them off on this one. Pinpoint Targeting allows Evie to play a more strategic game if the rain of bolts method isn’t quite working.

This build is so wonky and finicky that it almost hurts me, that is not saying this is a bad build, it just stands on very fragile footing. First and foremost, for this one to work at all you need to buy Weapon Cords. If you don’t this build will not work as you will not be able to reload your crossbows, even with all those neat feats. If your DM is not giving you starting wealth and thus making it so you can’t start with them, you cannot use this one until you find a set. Now for the mouthful that is that race section, this was the only way I found to do get Hand Crossbows without burning a feat just for Exotic Weapon Proficiency. This build is already pretty feat starved and I could not let more get eaten. As for the Favored Enemy and Favored Terrain choices see Verthor for my reasoning there.

This build is not friendly to new players; it requires a silly amount of micromanagement. In combat you will serve the roll of what boils down to a howitzer by lobbing out a massive amount of bolts at a time to one or many targets based on the task needed. Out of combat you can be plenty stealthy and scouty due to your high DEX and the class skills of a Ranger.

Character Progression:
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Race: Dhampir (Dayborn Alternate Racial Trait)
Class: Magus (20)
Ability Scores:
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Build Information:
Pre-conversion Skenim Morandrae is a half-vampire and half-human spear user. He uses spells related to darkness to vanquish his foes and really dislikes Paladins...I mean who doesn't right?

I like how this build turned out. It isn’t very minmaxed at all, that isn’t to say it isn’t a solid build, but it uses some interesting synergies in its feats and I love me some interesting synergies. Generally speaking, this build is focused on battlefield control, this is facilitated by the feats Combat Reflexes, Spear Dancer, Mobility, Spring Attack, Whirlwind Attack, Combat Patrol, and Standstill; when paired these feats let you serve two purposes related to battlefield control, the wall and the rusher both of which are very useful in any party. Spear Dancer will also give you the ability to throw out some quick and dirty debuffs with literally no work. Dodge, and Toughness both serve as filler, with Dodge also being a feat needed for other things down the line, but neither are useless. Life-Dominant Soul is a tax for playing a Dhampir if you don’t want the group healer to hate you, and nobody wants that.

The Magus Arcanas chose for this build are all fairly utilitarian. Pool Strike gives you an out for the times when someone closes the gap and can get around your spear, Dark Shifter pairs with the flavor of the character, Hasted Assault and Ghost Blade serve great utility roles in letting you hit more often and more varied types of things, Maneuver Mastery is part of that synergy I was rambling off about in the last paragraph, and Maximized Magic is another utility tool.

This build is fairly friendly to new players, but it does require some micromanagement. This micromanagement comes mainly from the feats, as you will have to be intimately familiar with them to get the near synergy on this to work in your favor. Speaking of, I should explain it. So The Spear Dancer feat allows you to inflict the Dazzled debuff on anyone you hit with your longspear, Whirlwind Attack allows you to hit everyone within range of you at once, I don’t think I need to spell that one out. Combat Patrol and Standstill form a solid synergy as well by allowing you to greatly extend the range you threaten when on the defensive and to literally stop people in their tracks when they get a bit too close.

Character Advancement:
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Race:
Human
Class: Ranger (20)
Ability Scores:
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Build Information:
Pre-conversion MournfulRelic’s character is a sword and shield wielding fighter with a strong affinity for water.

I love “sword and board” builds in games like this, I always have; and someone finally throwing a character at me that uses a shield has made me positively ecstatic. This build is fairly straight forward, it’s actually very similar to the Verthor build made for TheBezixx only with a shield in the off-hand instead of a sword, but it is also very solid. Improved Shield Bash, Shield Master, Shield Slam, and Bashing Finish make you shield almost as deadly a weapon as your sword while in combat. Shield Focus (Heavy Steel Shield), Missile Shield, Shield Master, and Greater Shield Focus (Heavy Steel Shield) make you about as tanky as the dude in full plate. While we round out the build with Weapon Focus (Longsword), Improved Critical (Longsword), Critical Focus (Longsword), Bleeding Critical, and Stunning Critical making you a very accomplished swordsman. Iron Will and Improved Iron Will serve as filler, and can be replace with any feats you may find more desirable with no adverse effect on the build.

As with every Ranger build I’ve posted the Favored Enemy list is pretty stock and generalized, plan these around the campaign and talk to your DM about what might be useful. The Favored Terrain is a touch more thematic and flavorful than I usually do for these, but you specified water so…water. Speaking of water, your magic, Ranger gets a non-zero number of water/ice based spells and if all else fails you can flavor text some of the acid based ones to be scalding water or something. See Verthor for my stance on Hunter’s Bond.

This build is very friendly to new players and requires next to no micromanagement beyond learning what spells you want and what they do. In combat you would be best off serving the role of a melee skirmisher, with your shield related feats making you pretty good at tanking if push comes to shove.

PS: Buy Shield Spikes for that Heavy Steel Shield you should be using,1d6 damage on a bash compared to 1d4 is great. Also talk to your DM and ask if you can put the Impact enhancement on it to make it a 1d8.

Character Advancement:
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Race: Catfolk (Cat’s Claws Alternate Racial Trait)
Class: Gunslinger (20)
Ability Scores:
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Build Information:
Pre-conversion Rastriavis’ character is a gun slinging, sword swinging, psychic wielding, cat with a curvy figure…apparently. Good for him.

This build took longer to make than I would like to admit. I like to pride myself on being able to make a build for this thread with the bare minimum of info and all that stuff, but I am man enough to admit that this one stumped me for a while; as to not be a bore I’ll explain more in some sort of post script. The build itself is quite simple, you have this rifle and you shoot really well with it. Weapon Focus (Rifle), Deadly Aim, Point-Blank Shot, Precise Shot, Vital Strike, Improved Critical (Rifle), Devastating Strike, Improved Vital Strike, Critical Focus, Improved Devastating Strike, Staggering Critical, Greater Vital Strike, and Stunning Critical all contribute to this shooting really well thing. Iron Will and Dodge are purely filler and can be replaced with whatever.

This build is actually quite different from the “conventional” Gunslinger build, at least in my experience. Instead of focusing on quantity of bullets, you put out one really powerful shot per turn, which is me trying to create that large caliber bullet thing. If you want this to be a really good sniping build, look into the Distance Enhancement and you will be able to ready an action to shoot a guy from miles away.

This build is pretty friendly to new players, and requires little micromanagement. In combat you will serve the role of a powerful damage dealer, able to throw out extra damage to help any ally that should need it.

PS:
So when I first saw the description of this build I racked my brain to find a way to fit the gun, the twin swords, and the psychic powers into one build; without multiclassing, without prestiging, and without templates. I lingered on this for a couple days and I was able to come up with a build that would be awful in general and would require way too much flavor text tweaks on abilities to even be worth it. Instead of making a horrible build that could do everything, I settled for a solid build that can instead do only one thing.

If you would like me to re-tool this to have the focus be the swords or the psychic abilities feel free to let me know @Rastriavis .

How to Request
If you would like to see your OC(s) converted to this form simply tell me their race, how they fight, and whether or not they use magic (if so what kind). Any additional background info would also help. If I like the post in which you make your request that means your request has been accepted and has been added to the queue.

I do not do these requests in the order I get them, I do them in the order that I want (based on ease and fun). If someone that made their request after you gets their request done first don't complain.

TheBezixx
Doylee

Darthmorf
Krasunir
aWolfen
ppowersteef
piemansauce
Aurura3500
Snarferman
Scarecrow
Milt69466
Darthkitten
serenesplash
TheQuietBisharp
Jenosis
Treesmasher
Shadow_Mantis
Kazzymodus
Jerion 'Wyverntamer' Kràl
Rastriavis

MournfulRelic

If you would like to learn more about Pathfinder or need some of the things I said cleared up check out this link: http://www.d20pfsrd.com/
 
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Great. The main info I need is race, fighting style, and if they use magic. Any other background info you wish to provide could also be useful.
Is there a list of different fighting styles, or should I just sort of mske onr up?
 
If you would like your character converted to this form simply tell me their race, how they fight, and whether or not they use magic. Any additional background info would also help.
Are there any pre-defined races, or...?
 
That's for me to worry about, just tell me about the character as you would describe them.
Alrighty then.

Race is a dragon, of course.
Mostly fights using 1/2 handed swords and does not have a preference, but also uses claws and fire breath.
If summoning a sword from hammerspace (basically nowhere) counts as magic, then yes, magic is used. Fire magic is there too.
 
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Sounds fun and interesting enough.

I think I'd like my OC in the ring.
He's a wolf, of course, and fights mainly with a 2-handed sword, but he's strong enough to wield it singlehandedly. I normally wouldn't consider his other powers as magic, but in this case, let's just say he casts buffs for himself.
 
Well, Why not,

Human race,
Throwable knifes/shurikens as main weapons and
no use of magic, unless the use of the magic dagger counts as magical stuff, But other than that, not really.

there's not much background info to give, except that she has the urge to throw away any weapons at her enemies, hence why she keeps it at weapons designed to thrown away.
 
You know i might as well call the pie guide an oc because I'm not creative.
Or should I use a new oc I cooked up a while ago and never talked about?

Sure.

Name:Rosetta

Race:Human

Fights with:Swords and any magic weapon she can find.

Magic?:Yes

Additional info: has a sweet and sour personality.

Appearance:


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You know i might as well call the pie guide an oc because I'm not creative.
Or should I use a new oc I cooked up a while ago and never talked about?

Sure.

Name:Rosetta

Race:Human

Fights with:Swords and any magic weapon she can find.

Magic?:Yes

Additional info: has a sweet and sour personality.

Appearance:


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Does she use any specific type of magic?
 
I'd like to throw in a request for my one OC to become part of this.

Name: Akatsuki

Race: Half-Demon

Fighting Style: Uses 2 Swords that are styled like Katanas and have Spikes on them. They glow with Ice Energy.

Magic: Can use Water/Ice Magic, Dark Magic, and Light Magic.

Personality: Normally calm even in intense situations. Is very skilled with Planning and Strategy far in advance, is always polite when speaking to others and enjoys fighting. When she smiles it is more of a Smirk.

Hopefully this will work.
 
The first of the requests is done. Keep in mind I'm not 100% doing these in order received, but the easiest ones first.

So here is @Doylee 's OC
Character Progression:
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Race: Android
Class: Monk (20)
Ability Scores:
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Build Information:
Before conversion this is a character that simply pummels down its foes without the need for flashy magic or even a weapon.

This is a very simple build, it is made to hit really hard and knock people down. The hitting really hard part of this build is largely done by the class itself, however a few of the feats add on to it; those being Vicious Stomp, Pummeling Style, Improved Critical (Unarmed Strike), and Pummeling Charge. The knocking down part is done thorough the feats Improved Reposition, Scorpion Style, Ki Throw, Improved Trip, Gorgon's Fist, Pummeling Bully, Medusa’s Wrath, and Greater Trip through either making it easier to kick someone in the shin and make them fall over or by weakening them to the point that a stiff breeze will send them tumbling. Combat Expertise, Dodge, and Mobility serve to provide some greater defenses as Monks can be pretty squishy. Combat Reflexes is largely a filler feat, but being able to hit someone that is knocked down more than once per round is always helpful.

It is strongly recommended that a focus on Unarmed Strikes is a priority with this build. While Monks can indeed use certain weapons, various class features make them redundant in the long run. The lack of a weapon is also more thematically appropriate to the character.

This build is friendly to new players; it does however require a small amount of micromanagement. The hardest part of this build to learn is when and where to trip your foes so that you can get the most bang for your buck as it were. Its main role in combat is a melee striker with a focus on crippling individual enemies or working with a partner to set up easy kills by knocking people down.
 
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