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Writer's picturebjacobt1

Full Build Friday - Sett the Boss (LoL)

This is a slight deviation for me as most of the things I make are on the other side of the DM screen. But this is a level 1 through 20 build for a Pathfinder Second Edition character. The characters featured in these posts will typically be drawn from various franchises and media because I want to focus more on the building and worry less about the character. Having a character gives me an end goal to work towards to instead of getting lost along the way. It’s also a bit of a challenge for the system, seeing how close I can build to the original vision of the character. I’m gonna try to find a balance between making an effective character and mimicking the chosen character’s abilities.

Related to that, these characters are gonna be created in a vacuum – skills and the likes are picked for what seems best without the context of the adventure. Heist-type adventures might call for Stealth and Thievery on a character that otherwise wouldn’t take it, so keep that in mind. At a friend's suggestion, I'm gonna start including gear in these builds but I'm gonna keep it basic - just picking magical gear based on what level of equipment a character should have at that level.

I’m gonna go level by level for these builds but only cover actual choices – such as skill increases, feats, and ability score boosts. Stuff that automatically increases due to level, such as an increase in saving throws, more HP, and the like, are going to go unmentioned.

So with that, let’s get into the build for Sett the Boss!

CHARACTER Sett the Boss

SOURCE League of Legends

GOAL In the game of League of Legends, Sett is a melee champion classified as a juggernaut. He’s a sturdy hard hitter who throws out punches in a one-two combo, can rush into combat with powerful punches, deliver an overwhelming haymaker to gain a shield, smack foes together, and then grab a victim before smashing them into others. His lore displays him as a half-human and half-Vastayan outcast who was an outcast that learned to defend himself against those who mistreated him. He eventually entered the fighting pits and clawed his way to the top – after which he took over the pits. This means we’re looking for a burly and durable combatant who uses his fists and can move around foes though we might not be able to get it to the extent that the League character does.

LEVEL 1 Our first step in building a character is our ABCs – ancestry, background, and class. Sett is a half-Vastayan, which we don’t really have a correlation for in PF2e. I might pick skinwalker if this was 1e, but since they aren’t a thing in-game yet, human ancestry with the half-orc heritage. This gives us a half-human that is often faced with ostracization and while I could see the argument for half-elf, we’re gonna be better off with the ancestry feats we get access to thanks to half-orc. Our free boosts are going to Strength and Constitution. We take Iron Fists as our ancestry feat, letting us inflict lethal damage with our fists from the start and also gives them the shove trait.

Given Sett’s history as a pit fighter, the best background for him is gladiator. The first boost from it goes to Charisma while the free boost goes towards Strength. We get trained in Gladiator Lore and Performance, and also receive the Impressive Performance skill feat.

I deliberated on class for a bit. Sett’s a bare-knuckle brawler – he doesn’t fit the feel of a monk, and barbarian was a thought I had, mainly for some of the feats, but none of the animal instincts feel great for it and unarmed attacks otherwise don’t get full benefit from rage. After looking through a couple classes, I settled on fighter and put that ability boost towards Strength. The four boosts from our details step is going to go towards Strength, Dexterity, Constitution, and Charisma, leaving us at this array: Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 14. We have to become trained in Acrobatics or Athletics, so we’ll be taking the latter. We then get trained in three more skills, which are going to be Acrobatics, Intimidation, and Society. Our 1st-level fighter feat will be Sudden Charge, reflecting his ‘Looking for a Fight’ buff.



LEVEL 2 With our skill feat, we can grab Titan Wrestler to push around foes that are bigger than us. Then for our class feat, we’re actually going into the Martial Artist dedication, avoiding the asceticism and enlightenment connected with the monk, but still getting good unarmed fighting stuff.

Gear: everburning torch

LEVEL 3 We get our first skill increase here and it’s going to go towards Athletics, letting us achieve expert proficiency in it. We get a general feat, leading to us taking Toughness to fulfill our role as a juggernaut.

Gear: handwraps of mighty blows +1, everburning torch, predictable silver piece

LEVEL 4 This level, we use our skill feat to take Quick Leap, allowing us to jump as a single action instead of two. With our class feat, we take Dragging Strike in a largely vain attempt to capture the feeling of Sett’s ‘Facebreak.’ I was thinking about taking Brawling Focus, but we can get critical specialization at 5th level as a fighter without having to burn a feat on it.

Gear: bracers of missile deflection, handwraps of mighty blows +1, wondrous figurine (onyx dog), everburning torch

LEVEL 5 As I’m building this character, he’s moving at what I feel to be a pretty nice pace. So we get our four ability boosts, which are going towards Strength, Dexterity, Constitution, and Wisdom, granting us this array: Str 19, Dex 14, Con 16, Int 10, Wis 12, Cha 14. Our skill increase goes towards Intimidation, boosting it up to expert proficiency. We get fighter weapon mastery, which lets us get mastery proficiency with a single weapon group, and while we could pick something like swords and still get master proficiency with our fists thanks to our Martial Artist Dedication, I’m just gonna pick the brawling group. Bloody Blows could be a neat ancestry feat and fitting for our unarmed build, but Sett doesn’t really do damage over time stuff. Instead, I like the idea of taking Victorious Vigor, letting us gain temp HP when we knock somebody out as a reaction. This lets us vaguely mimic the shield granted by ‘Haymaker.’

Gear: handwraps of mighty blows (+1 striking), bracers of missile deflection, persona mask, wondrous figurine (onyx dog), everburning torch, predictable silver piece

LEVEL 6 As appropriate for the boss of an illegal gladiator pit, Intimidating Glare lets us frighten folk with merely a look. Our class feat will be Follow-Up Strike, kinda capturing the idea of Sett’s one-two punch.

Gear: +1 padded armor, handwraps of mighty blows (+1 striking), demon mask, bracers of missile deflection, wondrous figurine (onyx dog), brooch of shielding

LEVEL 7 Since we can now raise our skills to master proficiency, we’re going to put our skill increase towards Athletics, becoming a master in it. This level’s general feat will be Diehard. Pretty standard feat, it’s just gonna make us a little harder to put down permanently.

Gear: ring of the ram, +1 padded armor, boots of elvenkind, handwraps of mighty blows (+1 striking), bracers of missile deflection, wondrous figurine (onyx dog)

LEVEL 8 This time around, we take Powerful Jump as our skill feat, allowing us to leap even greater distances. For our class feat, we dip back into martial artist to get Grievous Blow, a superior version of Power Attack, which is why we didn’t take it back at 1st level. This also helps us mimic ‘Haymaker’ from Sett’s kit.

Gear: boots of bounding, chime of opening, ring of the ram, +1 padded armor, handwraps of mighty blows (+1 striking), demon mask

LEVEL 9 Another skill feat that we slot into Intimidation, to gain master proficiency in it. Also, I know I said that the flavor of monk doesn’t really fit, but flurry would be really nice, so we take Multitalented as our ancestry feat to pick up Monk Dedication. This gets us training in an extra skill since we’re already trained in Acrobatics and Athletics.

Gear: +1 resilient padded armor, bag of holding (type II), boots of bounding, chime of opening, goggles of night, handwraps of mighty blows (+1 striking)

LEVEL 10 This level’s ability boosts are going to go to Strength, Dexterity, Constitution, and Wisdom, giving us: Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 14. Our skill feat will be Group Coercion, allowing us to make multiple people listen to us with Intimidation at once. With our class feat, we grab Monk’s Flurry to mimic Sett’s punching style. I know it doesn’t seem like we’re picking up a lot of non-fighter feats, but one of the things I like about fighter is their Combat Flexibility, letting them pick up feats that they can use on a daily basis.

Gear: armbands of athleticism, bag of holding (type II), +1 resilient padded armor, boots of bounding, ring of the ram, handwraps of mighty blows (+1 striking)



LEVEL 11 We put our skill increase into Performance, boosting our proficiency in it up to expert. For this general feat, we’re actually going to grab the Intimidating Prowess skill feat, allowing us to physically menace targets when we Demoralizes them.

Gear: handwraps of mighty blows (+2 striking), armbands of athleticism, horn of blasting, +1 resilient padded armor, boots of bounding, ring of sustenance

LEVEL 12 Taking Terrifying Resistance with our skill feat allows us to better weather the spells of creatures that we’ve demoralized. With our monk dedication, we can pick up Advanced Kata to gain Whirling Throw, which I think is the closest we’re going to get to ‘The Show Stopper,’ simply hurling foes that we grapple.

Gear: +2 resilient padded armor, handwraps of mighty blows (+2 striking), greater demon mask, armbands of athleticism, bag of holding (type II), boots of bounding

LEVEL 13 As befitting a crime boss, we’re gonna invest this skill increase into Diplomacy, raising it to expert proficiency and making us better at influencing people. Our ancestry feat is going to come from our orc blood, giving us Orc Ferocity to attempt to stay standing when we should go down.

Gear: handwraps of mighty blows (+2 greater striking), +2 resilient padded armor, bag of holding (type III), greater demon mask, armbands of athleticism, horn of blasting

LEVEL 14 We can take Group Impression as our skill feat so that we can use Diplomacy to earn the favor of multiple people at once. This next feat is definitely a bit late in the build, partially because I forgot about it and partially because I felt like other feats I took were a better fit for emulating the character’s abilities. But this class feat will be Gladiator Dedication, which is mostly thematic for the character though it does potentially give us a shield at the start of combat and lets us take Underworld Lore since we already have gladiator lore.

Gear: boots of speed, handwraps of mighty blows (+2 greater striking), bag of holding (type III), +2 resilient padded armor, greater demon mask, armbands of athleticism

LEVEL 15 Our four ability boosts are going to go to Strength, Intelligence, Wisdom, and Charisma to give us: Str 21, Dex 16, Con 18, Int 12, Wis 16, Cha 16. With the increase to Int, we pick up Orcish as an additional language and get the trained proficiency in Survival. We put our skill increase towards Athletics to become legendary in it. We can take Hireling Manager as a general feat so that we can assign somebody to watch over our criminal enterprises while we’re out adventuring.

Gear: +2 greater resilient padded armor, boots of speed, bag of holding (type IV), handwraps of mighty blows (+2 greater striking), greater demon mask, armbands of athleticism

LEVEL 16 This time around, we grab Battle Cry for our skill feat, allowing us to Demoralize as a free action when we roll initiative. We use our Gladiator Dedication to pick up Play to the Crowd, which is sort of stepping on the toes of Victorious Vigor, but it does grant us some extra benefits that we could use instead of gaining temporary Hit Points when we down somebody.

Gear: 15th, +2 greater resilient padded armor, greater boots of bounding, bag of holding (type IV), handwraps of mighty blows (+2 greater striking), greater goggles of night

LEVEL 17 Our only other skill to make it to legendary proficiency is going to be Intimidation, thanks to this skill increase. Since we picked up Orc Ferocity with our last ancestry feat, this time we take Rampaging Ferocity, which gives us the chance to punch somebody when we should go down to instead not count that use of Orc Ferocity towards our daily usage of it.

Gear: handwraps of mighty blows (+3 greater striking), dragonscale amulet, greater boots of bounding, +2 greater resilient padded armor, bag of holding (type IV), wondrous figurine (marble elephant)

LEVEL 18 By taking Scare to Death, we can attempt to kill a creature simply by Demoralizing it. Is it super fitting to the character? Not really. But it’s such a fun feat, if I get the chance to take it, I’m going to. Then we’re gonna reach way back in our past as a fighter to take Combat Grab to give us an automatic grapple when we hit somebody as long as our hands are free.

Gear: belt of giant strength, handwraps of mighty blows (+3 greater striking), dragonscale amulet, greater boots of bounding, +2 greater resilient padded armor, wondrous figurine (marble elephant)

LEVEL 19 Since we took that Gladiator Dedication, it makes sense to put our skill increase towards Performance, raising its proficiency towards master. Since we’re always raring to go, taking Incredible Initiative to buff our initiative score whenever we get into a fight seems fitting. We already get a circumstance bonus to Perception initiative checks, but this’ll give us a bonus to any initiative check.

Gear: +3 greater resilient armor, major insistent door knocker, belt of giant strength, handwraps of mighty blows (+3 greater striking), dragonscale amulet, wondrous figurine (obsidian steed)

LEVEL 20 Our final set of boosts go to Strength, Dexterity, Wisdom, and Charisma, leaving us with this final array: Str 22, Dex 18, Con 18, Int 12, Wis 18, Cha 18. This skill feat is going to be Wall Jump, allowing us to leap off of walls to get after foes. Then we take Ultimate Flexibility with our fighter feat, allowing us to gain up to three different fighter feats with our flexibility ability.

Gear: handwraps of mighty blows (+3 major striking),+3 greater resilient armor, belt of giant strength, dragonscale amulet, greater boots of bounding, wondrous figurine (obsidian steed)



CONCLUSION And there we go! This gives us a burly brawler who can duke it out with the best of them, able to deliver one-two punches as well as incredibly powerful blows while staying in the fight. The only real ability that I feel like I missed out on was ‘Facebreaker,’ but I managed to get the others in some form or another. We dipped into a lot of archetypes, but all of them felt thematically appropriate to me. Not much gear going on for Sett since he’s an unarmed fighter, and when it came to picking up magic gear towards the end, I was running out of fitting stuff to get. I kinda like the ideas of wondrous figurines for Sett because they feel like the sort of extravagance I’d expect a pit boss to have.

Thanks for taking the time to check out this build and please let me know what you think. Does this build work? Does it represent the character? What would you change about it? Is it something you’d like to play?

Lemme know what other characters you might like to see and if you’re so inclined, join the blog’s Discord server at the following link: https://discord.gg/W4THAs5

Have a great day!

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