
Vertielle Siepar |

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Vertielle Siepar |

You know, we were just talking about this in my home game.
How do you keep the barbarian alive?
One of my PCs is playing a dwarf barbarian with a whopping 9 dex. Now, he's got a shield sometimes, and magic breastplate, but if something wants to hit him they just kind of... do.
Between uncanny dodge, though, and the massive hit points, you just kind of tank it out?
We were talking about how Quick Reflexes/Knockback/Unexpected strike combo was awesome, we noticed that you pretty much just kill stuff before it kills you.
Luckily Gkirkhan has a high enough dex that he can get away with going the high armor route, but you've already taken reckless abandon, which kind of negates that. Besides, you only want to be in medium armor instead of heavy.
I would have either gone with a fighter archetype that replaces heavy armor proficiency, like the Cad, Viking, or Tactician; or a Barbarian archetype that gets it, like the armored hulk. Especially the Viking. That thing is awesome. (People of the North)

Gkirkhan |

Well, I guess that's what I get for not planning ahead. :\
As for the Half-plate or the full-plate, I'd like to get it in Mithral if I could, it's still takes heavy-armor proficiency to wear it, but it's treated as medium armor. Admittedly barbarians are tough, but I was planning on switching back to fighter after this (although I could continue the Barbarian route. It fits Gkirkhan rather nicely.) The issue now, and I didn't realize it until I went in full bore, is that we are almost to the point of meeting monsters that can hit him, unless they roll a one. The extra HP from raging is going to go quick, as well as his normal HP. The armor should help keep him from being put out of action too early, and that's the reason for my request.

Evangline Valeria Aurora |

Given your tankyness, I think a archetype for either the barbarian or fighter might help in the defense department.
For Barbarian, I'd say either: Invulnerable Rager(Build DR like crazy), or Urban (No Rage AC penalty)
For Fighter Armour Master(Get DR, AC bonuses), or Phalanx Soldier(Can use shield and a two-handed polearm)

Vertielle Siepar |

I'd only archetype to get rid of the NO HEAVY ARMOR of standard Bbn or the ONLY HEAVY ARMOR of the Ftr, since that's what's killing you.
Invulnerable is a good choice.
Since you're TWFing, standard fighter is really the way to go. You just waste fast movement and reckless abandon, hard.
We'll try to get you some armor asap. In the meantime, maybe Wood or Vertielle can spell you up/ aid another you for the defense. I've got Blur, that ought to do it. You also get a +2 insight to AC during my performances, if I ever ACTUALLY IDENTIFY ANYTHING EVER. That is all.

Wood the Wizard |

Wood is probably going collegiate arcanist
Collegiate Arcanist
Collegiate arcanists are students of the oldest academies of magical learning. A Collegiate arcanist studies and follows ancient traditions of magic and utilizes these secrets to bring decency and integrity to civilization.
Most Collegiate arcanists consider their studies to be a sacred duty and a tradition that spans the ages.
Class Details
Hit Die: d6.
Requirements
To qualify to become a Collegiate arcanist, a character must fulfill all of the following criteria.
•Alignment: Any good.
•Feats: Scholar, Spell Mastery.
•Skills: Spellcraft 5 ranks, Knowledge (arcana) 5 ranks, Knowledge (nature) 5 ranks.
•Spells: Ability to prepare 3rd-level arcane spells.
Class Skills
The Collegiate arcanist's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Ride (Dex), Spellcraft (Int), and Survival (Wis).
Skill Ranks at Each Level: 2 + Int modifier.

Gkirkhan |

Basic rebuild, Added the Invulnerable Rager Archetype, changed favored class to Barbarian and used two of the bonuses for HP.
Male Half-Orc Barbarian (Invulnerable Rager) 4/Fighter 2 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 73 (4d12+2d10+8)
Fort +8, Ref +4, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1, orc ferocity; DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee beate (bea) +12/+7 (1d8+8/×3) and
. . dagger +11/+6 (1d4+5/19-20) and
. . sieglinde (sigi) +12/+7 (1d8+6/17-20)
Special Attacks rage (11 rounds/day), rage powers (elemental rage, lesser, reckless abandon)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 13, Int 7, Wis 7, Cha 14
Base Atk +6; CMB +11; CMD 25
Feats Cleave, Dodge, Iron Will, Power Attack, Two-Weapon Fighting
Traits armor expert, chance savior, charming
Skills Acrobatics +10, Bluff +2 (+3 vs. characters who could be attracted to you), Climb +8, Diplomacy +2 (+3 vs. characters who could be attracted to you), Intimidate +13; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity
Other Gear armored coat, beate (bea), sieglinde (sigi), dagger (4), backpack, bedroll, flint and steel, grappling hook, hat, silk rope (50 ft.), trail rations (8), waterskin, 22 gp, 8 sp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bravery +1 (Ex) +1 to Will save vs. Fear
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Rage, Lesser (1/rage) (Su) Attacks deals +1d6 energy dam (your choice) for 1 rd.
Extreme Endurance (-Choose-) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
A more thourough rebuild, Same as above, but all four barb levels have HP bonuses, Cleave and two weapon fighting have been ditched for weapon focus (Warhammer) and toughness.
Male Half-Orc Barbarian (Invulnerable Rager) 4/Fighter 2 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 81 (4d12+2d10+16)
Fort +8, Ref +4, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1, orc ferocity; DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee beate (bea) +13/+8 (1d8+8/×3) and
. . dagger +11/+6 (1d4+5/19-20) and
. . sieglinde (sigi) +12/+7 (1d8+6/17-20)
Special Attacks rage (11 rounds/day), rage powers (elemental rage, lesser, reckless abandon)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 13, Int 7, Wis 7, Cha 14
Base Atk +6; CMB +11; CMD 25
Feats Dodge, Iron Will, Power Attack, Toughness, Weapon Focus (warhammer)
Traits armor expert, chance savior, charming
Skills Acrobatics +9, Bluff +2 (+3 vs. characters who could be attracted to you), Climb +8, Diplomacy +2 (+3 vs. characters who could be attracted to you), Intimidate +12; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity
Other Gear armored coat, beate (bea), sieglinde (sigi), dagger (4), backpack, bedroll, flint and steel, grappling hook, hat, silk rope (50 ft.), trail rations (8), waterskin, 22 gp, 8 sp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bravery +1 (Ex) +1 to Will save vs. Fear
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Rage, Lesser (1/rage) (Su) Attacks deals +1d6 energy dam (your choice) for 1 rd.
Extreme Endurance (-Choose-) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
The No-way-in-heck rebuild. Was a ground-up rebuild, then I went back and changed some stuff in the first two. Has Gkirkhan as a shiny level 6 with WBL equipment, and of course, his hammer.
Male Half-Orc Barbarian (Invulnerable Rager) 4/Fighter 2 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 81 (4d12+2d10+16)
Fort +8, Ref +4, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1, orc ferocity; DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee beate (bea) +13/+8 (1d8+8/×3) and
. . dagger +11/+6 (1d4+5/19-20) and
. . sieglinde (sigi) +12/+7 (1d8+6/17-20)
Special Attacks rage (11 rounds/day), rage powers (elemental rage, lesser, reckless abandon)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 13, Int 7, Wis 7, Cha 14
Base Atk +6; CMB +11; CMD 25
Feats Dodge, Iron Will, Power Attack, Toughness, Weapon Focus (warhammer)
Traits armor expert, chance savior, charming
Skills Acrobatics +9, Bluff +2 (+3 vs. characters who could be attracted to you), Climb +8, Diplomacy +2 (+3 vs. characters who could be attracted to you), Intimidate +12; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity
Other Gear armored coat, beate (bea), sieglinde (sigi), dagger (4), backpack, bedroll, flint and steel, grappling hook, hat, silk rope (50 ft.), trail rations (8), waterskin, 22 gp, 8 sp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bravery +1 (Ex) +1 to Will save vs. Fear
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Rage, Lesser (1/rage) (Su) Attacks deals +1d6 energy dam (your choice) for 1 rd.
Extreme Endurance (-Choose-) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Personally, I'd be happy with either of the first two, though more happy with the second :D

Wood the Wizard |

I would think any gkirkhan build should have
Cleaving Finish (Combat)
When you strike down an opponent, you can continue your swing into another target
Prerequisites: Str 13, Cleave, Power Attack.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.

AdamWarnock |

Okay, I have some good news and bad news. Bad news, I was in an accident this morning that likely totaled my car. I lost control on I-65 on my way to Birmingham AL while trying to avoid rear-ending a pickup in front of me. My car is likely toast.
The good news, I am okay, I'm going to feel like I got hit by the truck, but I am okay. Unfortunately, I won't be posting as much. I'm hoping that I'll have things squared away in a week.
Sorry for the delay. :(

Evangline Valeria Aurora |

We're just about to do a massive rebuild in my home campaign for ACG.
Ranger is going hunter and the Rogue may go Slayer.
If you want some info you should ask it as a question and then I can give details

Vertielle Siepar |

They're all pretty awesome. The Investigator and the Skald are still kind of hard sells for me, but everything else is pretty sweet. Updating my witch to a Shaman, one of our party is going hunter, and I'm thinking of updating my eldritch knight to Arcanist.

Evangline Valeria Aurora |

I've been focusing more on the BloodRager, Brawler and Warpriest at the moment, though Skald seems interesting.
I would of liked a few Samurai and Ninja Archetypes to on been included in the ACG.
Some of the new feats are sweet, so very sweet,
Divine Protection being one, along with Raging Blood

Evangline Valeria Aurora |

Quick Christmas Render
Only Eva as I had her made earlier

The_Ninja_DM |

And a quick note for those who aren't in my other games...
If you do not have a CO detector in your home, drop everything and go by one NOW! I'll wait...OK, back?
Sunday (fortunately, as it turned out) two of or RotRL players called off, so we were in our 2nd floor computer room, playing a back-up game. I was getting over a bout of that nasty flu going around, and was still a bit stuffed. My daughter kept saying she smelled something odd, but I couldn't smell anything til much later. When I did finally start smelling it around 3, I checked the basement to see if the furnace was off...it wasn't, so I didn't think much of it. Around 5, though the CO monitor went off - at the get out or die level. We popped all the windows and doors, grabbed the cat and her carrier and did so. The monitor showed over 80ppm. Hubby cut the furnace off and called the installers. After first trying to blame the hot water heater, they checked the furnace and the flue was completely blocked with soot. We spend Sunday night without heat (after the fumes cleared out of the house) then Monday was spent calling the installer regularly until their BEST tech showed up with a crew at 3PM and installed an 'expeller' to vent the flue outside, since the trouble seemed to be always based around our 100 year old chimney.
We're alive, we have heat, we have no further CO build-up, and -hopefully- I'm back to regular posting.
YAY!
I hope... ;)