rezplz
2012-09-27, 09:55 AM
So we're in the middle of a pirate campaign right now, and I decided to make a back-up character in case my current one dies or I get tired of him. And, I recently thought hey. We're doing a pirate campaign. Who better to play than one of my favorite characters from my favorite webcomic?
First off, for those of you who don't know who vriska is, I reccomend reading Homestuck. It's pretty cool. In the meantime, here is a (basic) rundown of vriska's abilities, from what I can think of off the top of my head - Her signature weapon was a set of dice, which did some random attack/effect based on the roll. Going off the flash animation in "[S]Make her Pay", she was skilled at melee fighting as well, and judging by her (theoretical) fight with Bec Noir, pretty good with a sword. But more important than that is her mind control - she was good enough to pull a double reach-around by controlling one person, making him control a dragon/guardian thing, and making him make the dragon control someone else. Seconds after having her left arm and eye blown up. Later on in the story, she gained the ability to steal her opponents luck for herself.
I'm having the most difficulty figuring out how to represent the manipulation of luck and her dice. I'm pretty sure there's something in 3.5 that I could use, or homebrew, but I'm unfortunately stuck to pathfinder only.
I'm also not sure what her ability scores would be. She needs a casting stat for her mind control, but WIS is right out (If anything, I'd put that as a minus), she doesn't strike me as having high INT, and CHA would be decent at best.
Not sure on the class/class combo either. Magus doesn't have the spells I need, and the Bard has too much of an emphasis on whatever perform skill they use. I don't think my DM will let perform (awesome) or perform (BLUH BLUH HUGE BITCH) suffice. And while I could flavor the bonus her "bardic Music" gives her as her luck manipulation, she didn't have the ability to give anyone else her luck. Pure sorcerer doesn't reflect her combat skills. Closest I can think of is a gish build, but a gish build doesn't focus in offensive or enchantment spells if it wants to do decent, and ever since they made the Magus, the Magus will tend to run around in circles, pointing and laughing at the gish build.
So basically I need some assistance on the whole thing, but if I could be pointed on where to start I should be able to figure out the rest. The current version I have on her, I got lazy and just put her as a sorcerer, justifying it as a "loose" adaptation of her and focusing on just the mind control.
This is strictly pathfinder only. I'll only even try anything 3.5, or even less likely, homebrew/3rd party, as an extreme last resort. My DM doesn't trust me to bring in 3.5 stuff after I essentially dominated the whole game once by playing a beguiler. : ( We tend to be a mid to low op group.
For a comparison on the other characters and their power levels, we've got
A cavalier archer. Arguably the best at single-target damage.
A 3rd party "swashbuckler" class, basically functions as a multiclass rogue/fighter. He tends to focus in disarm. Even when it doesn't help him much.
A two-weapon crit fighter, a bit of a tank and secondary damage.
The guy who's here about 1 every 5 games (so far) is a simple barbarian build.
Lastly, our good captain is a strength-rogue emphasizing in wacky shenanigans, rope-swinging, one-handed weapon fighting, tanking, and dirty trick. Trying to embody Jack Sparrow. Sometimes it works, sometimes it doesn't.
(On a related note, our captain's the least powerful out of us when he's not using his high AC to tank. Any tips to make the way he wants to play more efficient would be cool. Big problem is his lack of being able to hit things, which is why he doesn't want to try taking power attack even though he's got 16 strength.)
First off, for those of you who don't know who vriska is, I reccomend reading Homestuck. It's pretty cool. In the meantime, here is a (basic) rundown of vriska's abilities, from what I can think of off the top of my head - Her signature weapon was a set of dice, which did some random attack/effect based on the roll. Going off the flash animation in "[S]Make her Pay", she was skilled at melee fighting as well, and judging by her (theoretical) fight with Bec Noir, pretty good with a sword. But more important than that is her mind control - she was good enough to pull a double reach-around by controlling one person, making him control a dragon/guardian thing, and making him make the dragon control someone else. Seconds after having her left arm and eye blown up. Later on in the story, she gained the ability to steal her opponents luck for herself.
I'm having the most difficulty figuring out how to represent the manipulation of luck and her dice. I'm pretty sure there's something in 3.5 that I could use, or homebrew, but I'm unfortunately stuck to pathfinder only.
I'm also not sure what her ability scores would be. She needs a casting stat for her mind control, but WIS is right out (If anything, I'd put that as a minus), she doesn't strike me as having high INT, and CHA would be decent at best.
Not sure on the class/class combo either. Magus doesn't have the spells I need, and the Bard has too much of an emphasis on whatever perform skill they use. I don't think my DM will let perform (awesome) or perform (BLUH BLUH HUGE BITCH) suffice. And while I could flavor the bonus her "bardic Music" gives her as her luck manipulation, she didn't have the ability to give anyone else her luck. Pure sorcerer doesn't reflect her combat skills. Closest I can think of is a gish build, but a gish build doesn't focus in offensive or enchantment spells if it wants to do decent, and ever since they made the Magus, the Magus will tend to run around in circles, pointing and laughing at the gish build.
So basically I need some assistance on the whole thing, but if I could be pointed on where to start I should be able to figure out the rest. The current version I have on her, I got lazy and just put her as a sorcerer, justifying it as a "loose" adaptation of her and focusing on just the mind control.
This is strictly pathfinder only. I'll only even try anything 3.5, or even less likely, homebrew/3rd party, as an extreme last resort. My DM doesn't trust me to bring in 3.5 stuff after I essentially dominated the whole game once by playing a beguiler. : ( We tend to be a mid to low op group.
For a comparison on the other characters and their power levels, we've got
A cavalier archer. Arguably the best at single-target damage.
A 3rd party "swashbuckler" class, basically functions as a multiclass rogue/fighter. He tends to focus in disarm. Even when it doesn't help him much.
A two-weapon crit fighter, a bit of a tank and secondary damage.
The guy who's here about 1 every 5 games (so far) is a simple barbarian build.
Lastly, our good captain is a strength-rogue emphasizing in wacky shenanigans, rope-swinging, one-handed weapon fighting, tanking, and dirty trick. Trying to embody Jack Sparrow. Sometimes it works, sometimes it doesn't.
(On a related note, our captain's the least powerful out of us when he's not using his high AC to tank. Any tips to make the way he wants to play more efficient would be cool. Big problem is his lack of being able to hit things, which is why he doesn't want to try taking power attack even though he's got 16 strength.)