In this series, we recreate a character from our favorite works in Pathfinder Second Edition.

This installment’s character: Trevor Belmont, from the Castlevania series!

Pathfinder Second Edition (“2E”) continues Pathfinder’s great tradition of heavily customizable characters. In that spirit, we’ll recreate characters from other media in 2E rules.

Each build will stick to a few rules:

  • It will be at the lowest level needed to achieve some core aspect
  • It won’t use setting-specific options unless it achieves some core aspect
  • It will use only official Pathfinder 2E content

If you have any character’s you’d like to see converted, let me know!

Check out the last Cloning Factory subject: Varric Tethras

The Goal

Trevor Belmont is one of the core protagonists of Netflix’s Castlevania anime series and, in the games on which the enemy is based, the main character of several installments. For it’s timeliness, we will here build a character based on the Netflix series. A descendant of the excommunicated Belmont clan of vampire hunters and monster-slayers, Trevor is an embittered expert combatant who spends most of his days drinking and wandering in cynical detachment. Trevor has a deep sense of duty and obligation to the suffering, which he attempts to ignore. Poorly. We will build a martial master who wields the famous Belmont whip and other flail-like weapons alongside a cultivated knowledge of monsters and other supernatural threats.

The Build

Ancestry

Trevor is a Human, both in his home series and, as such, in our build. But the Human ancestries provide us a few options. The Versatile heritage could grant us early access to some general feats that help round out Trevor’s martial abilities, but the Skilled heritage will provide a buffer for Trevor’s overall capabilities. Trevor has never demonstrated a keen intellect, but he was educated by a family that cherished applied knowledge and has been trained in an array of skills that he employs in and out of combat.

The Belmont heirloom weaponry includes a sacred leather whip and a long chain flail that he wields much more like a meteor hammer than a western flail. A class can provide proficiency in these, so we don’t need a feat to accomplish that. Instead, let’s take this opportunity to shore up the combat ability we opted out of with the Skilled heritage.

Ancestry feats:

  • 1st: Natural Ambition (Sudden Charge)
  • 5th: General Training (Toughness)
  • 9th: Haughty Obstinacy

Background

Trevor was raised in a family of vampire hunters dedicated to protecting the people and destroying demons, undead, and fiends alike. While the family has religious knowledge, they’re not faithful themselves. They’re excommunicated, now destroyed, and Trevor has spent much of his recent years wandering. We have two best options for his background: Martial Disciple and Nomad. We’ll pick Martial Disciple to represent his actual pre-adventuring training and because it provides an inroad into the Athletics skill useful for diversifying Trevor’s combat techniques.

Class

Trevor is not a mage. He doesn’t carry utility equipment, and has no particular dedication to any faith. Instead, Trevor is a knuckle-and-steel fighter who goes toe-to-toe with supernatural monsters by virtue of skill and an utter refusal to die. He’s trained in a wide array of weapons that he employs in creative ways to defend the at-risk. He’s a Fighter, through and through. With the fighter feats we select, we will try to give Trevor tactics he can employ in battle to manipulate enemy locations to his benefit and attack in surprising ways.

  • 1st: Sudden Charge (via Ancestry feat)
  • 1st: Exacting Strike
  • 2nd: Brutish Shove
  • 4th: Knockdown
  • 6th: Lunge
  • 8th: Positioning Assault
  • 10th: Disruptive Stance

Skills

Trevor is clever, resourceful fighter, and he got that way through experience and the knowledge of weaknesses afforded to him by his training. While we’ll need a strong Athletics skill to put our combat-related feats to work, we can otherwise build up the skills Trevor has gained as a nomad and to represent the pool of knowledge he has accumulated as the inheritor of the Belmont traditions.

By 10th level, we will be proficient in the following skills:

  • Master: Athletics, Vampire Lore
  • Expert: Intimidation, Religion
  • Trained: Acrobatics, Deception, Warfare Lore, Occultism, Survival

And we’ll have picked up these skill and general feats:

  • 1st: Quick Jump (Background)
  • 2nd: Additional Lore (Vampire Lore)
  • 3rd: Titan Wrestler (General)
  • 4th: Assurance (Vampire Lore)
  • 5th: Toughness (General)
  • 6th: Experienced Tracker
  • 7th: Diehard (General)
  • 8th: Intimidating Glare
  • 10th: Unmistakable Lore

The below stat block does not include any magic items except for a holy meteor hammer to represent the Morning Star. Feel free to outfit Trevor with the equipment that works best for your campaign. He also wields a shortsword and knives, which are not shown here but, as a Fighter, Trevor can wield them with ease.

Trevor Belmont1Trevor Belmont2