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I have a Tengu Zen Archer that rocks it pretty hard! The sword/claws racial ability pretty much is useless but otherwise the stats are great for it and other abilities/feats. He has wings he can grow now once a day!


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That's why I built a Rogue Grappler.
One level of Unarmed Fighter then Scout rogue the rest of the way with whatever archtype you wanna add on top of it. I chose Cutpurse for fun.

Add in the grapple feats, agile maneuvers, strangler feat, body shield & whatever style tree you want. I chose the Snapping Turtle Style tree.

In an urban campaign it is fun to run, bound & charge around punching & kicking for sneak attacks! Stealing stuff off the enemy when you do. Then grabbing folks when they try to hit you, cracking their necks or suffocating them, stealing off them and using them as a shield. Not the best for everything but fun to play!!!


Kalindlara wrote:
ClownWolf wrote:
Kalindlara wrote:
For all those mentioning spell failure, isn't Warrior of the Holy Light the archetype that trades out paladins' spellcasting? :)

Thanks for that. I should have said the archtype does not have spellcasting in the first place or posted a link to it.

Thanks all for the advice. Gonna go for it and should be good to have for at least a few levels.

At the very least, it'll be really cool and almost totally unique. :)

Yup! And since it's custom made the armor can be made to accommodate my Tiefling tail & the helmet my horns!!! Pale green on a red skinned guy should be flattering! LOL


Kalindlara wrote:
For all those mentioning spell failure, isn't Warrior of the Holy Light the archetype that trades out paladins' spellcasting? :)

Thanks for that. I should have said the archtype does not have spellcasting in the first place or posted a link to it.

Thanks all for the advice. Gonna go for it and should be good to have for at least a few levels.


deuxhero wrote:

If you will hit a town soonish, get the armor but sell it the first chance you get. You absolutely don't want it on at level 7 (there's enough all day and no somatic component spells for level 1, but you lose some amazing 2nd level ones).

I would normally not recommend this because the GM would just even out your WBL, but you are playing a published AP, so there's a finite amount of money

edit: As mentioned under me, you traded out your spell casting (which was a poor move, but whatever), so absolutely get it. While other armor will eventually surpass it, an extra 6000 GP will be a decent amount then.

Yeah well I liked the ease & style of the WoHL archtype. Also our characters were brought over from 4e and I did not want to deal with spells with this character. Trading spells IMO was a character driven move. Not everything has to be optimized all the time. Just my 2 cents.

I do agree that since making it magical costs too much it is a good armor for a few levels at most till magic full plate shows up. Unless I find a way to make it magical later? Though the reagents to make it magic are in the creation and cost that additional 5k.


Thanks! Actually it is not 3k more in this case. As I mentioned the fee to make it (12k) is waived by the NPCs. However not the added 5k to make it magical if I wanted that.

My Dex sucks but our mage just learned Cat's Grace to cast on me if needed so there is that.

I guess it would be a good filler armor to have for a while until something better came along like magical armor.


Sword & board Tiefling Paladin Warrior of the Holy Light of Iomedae.
+1 scalemail, +1 shield, +1 flaming sword, misc gear & potions.
The only feat that is defensive is Greater Mercy for more healing.

I thought the question was good on it's own. Comparing the two armors to decide if it is worth it or not for now. Cause once I get a chance to get magic plate I think I should go that route but this choice has presented itself.

If the gear & feat helped in giving me advice I am all ears.


So we just finished Pathfinder #14—Second Darkness Chapter 2: "Children of the Void" and in it we are offered by NPC's to have made Noqual items at cost without the added cost to make them out of the starmetal.

Currently I wear +1 scalemail. We just made 5th level and I am a Paladin FYI. The cost of Noqual Full Plate is a bit more in cost than the magic scale but gives better AC. 3 points better!

Noqual:
Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. It is associated with abjuration magic, charity, and envy. Noqual is light—half as heavy as iron, yet just as strong. More importantly, noqual is strangely resistant to magic. An object made of noqual gains a +4 bonus on any saving throw made against a magical source. Creating a magic item that incorporates any amount of noqual into it increases the price of creation by 5,000 gp, as costly reagents and alchemical supplies must be used to treat the metal during the process.
Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells. Noqual armor weighs half as much as other armors of its type, and is treated as one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). The armor’s maximum Dexterity bonus increases by 2, and armor check penalties are reduced by 3. The armor’s spell failure chance increases by 20% and applies to all magic cast while wearing the armor, regardless of the magic’s source or class abilities possessed by the wearer. The wearer of a suit of noqual armor gains a +2 resistance bonus on all saving throws against spells and spell-like abilities.
Noqual has 30 hit points per inch of thickness and hardness 10. Noqual ore is worth 50 gp per pound. A suit of noqual light armor costs +4,000 gp, medium armor +8,000 gp, and heavy armor +12,000 gp. A shield costs +2,000 gp, and a weapon or other item +500 gp.

So would Noqual full plate be worth getting right now? Not expensive cause the 12,000gp fee to make it is removed and it is much better than the scale but would probably not get a chance to make it magical if I got it made. The cost is too high & not waived.
Thoughts?


Asherick "Ashe" Whiteplume wrote:
Here's a question - do clerics or paladins of a specific deity need to take Deific Obedience just to get to take one of the new prestige classes? Are they not already 'on-the books' as obedient servants of the deity or do all their levels of cleric and or paladin mean nothing to the deity they ALREADY serve?
I have been wondering this myself. Duiker responded with this answer and while I do agree with him it seems like a feat tax that is unnecessary, with maybe the exception of flavor.
Duiker wrote:
The new prestige classes (Exalted, Evangelist, Sentinel) all have as a requirement "deific obedience". They do not have "deific obedience or levels in cleric or paladin".

I have a Paladin of Iomedae and having to take Deific Obedience to become a Sentinel of Iomedae seems like a feat tax to me. If you wanna just get the boons with no prestige class then fine but if you want the prestige class then it seems costly.

I could also just be whining about "wasting a feat" as it were in my own head.
Thoughts?


Ascalaphus wrote:
Channel Energy is a Supernatural ability, and you don't have to resist those.

Why don't you have to resist those?

Superstition says "spells" and by RAW channel energy should work but is that really the RAI?

This coming from a player that just started playing a barbarian with this power.
Bummed as it seems potions will not work.


My question is re: the Sentinel's ability

ALIGNED STRIKE.
The sentinel's righteous fervor allows him to cut through certain types of damage reduction.

At 5th level, the sentinel gains the ability to bypass a specific type of damage reduction when wielding his deity's favored weapon. The type of damage reduction his weapon bypasses is based on his chosen deity's alignment. The sentinel chooses this type of damage reduction when he gains this ability and this choice can't be changed. He can choose only one of the aligned weapon types regardless of how many options he has based on his deity's alignment. For example, a sentinel of the Inheritor can treat his weapon as axiomatic or holy, but not both. The choices are as follows.

Lawful: The sentinel can treat his weapon as axiomatic if his deity is lawful.
Chaotic: The sentinel can treat his weapon as anarchic if his deity is chaotic.
Good: The sentinel can treat his weapon as holy if his deity is good.
Evil: The sentinel can treat his weapon as unholy if his deity is evil.
Neutral: The sentinel can choose one of the four other weapon alignment types if his deity is neutral.

So if I am a Sentinel who chooses GOOD would it just refer to overcoming DR or would it act like a Holy weapon for overcoming DR & doing +2d6 damage to evil creatures?


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I am playing a barbarian who has the superstition rage power. Healing me was a problem cause I have to roll every time to see if it worked or not.
I use potions in combat. I found a potion belt in the 3rd edition (3.5) Forgotten Realms Campaign Setting on page 96 and my DM has let me get one to use.

POTION BELT (1GP) 1lb.
This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round.

MASTERWORK POTION BELT (60GP) 1lb.
This extremely well-made potion belt holds ten potions

So with one of these belts and the accelerated-drinker combat trait I can draw a potion as a free action and drink it as a move action!

You could also be a drunken brute barbarian and get a potion belt or have a prehensile tail.
I did not cause I did not wanna give up the fast movement as my barbarian is a charge build.


ClownWolf wrote:

So I have a half-orc barbarian. Since he can take human & half-orc FCBs could he take 2 levels of extra rage rounds then at level 3 take 1/3 superstition? Granted that would do nothing until he took 3 levels of it to make it +1 to superstition. Or am I stuck with whatever I chose initially?

My thoughts are it would work like choosing either HP or SP each level where you can bop back & forth.

If so with the FCB would the below list be correct?

9th level could have either:
9 extra rage rounds
+3 to superstition
3 rage rounds & +2 superstition
6 rage rounds & +1 superstition

I found this almost 2 year old thread and posted the above.

Could someone please give me some clarification regarding what I posted which is different but related to the thread topic.
It would be greatly appreciated. No one who posted after my post mentioned it or gave an answer at all.


1 person marked this as FAQ candidate.

So I have a half-orc barbarian. Since he can take human & half-orc FCBs could he take 2 levels of extra rage rounds then at level 3 take 1/3 superstition? Granted that would do nothing until he took 3 levels of it to make it +1 to superstition. Or am I stuck with whatever I chose initially?
My thoughts are it would work like choosing either HP or SP each level where you can bop back & forth.

If so with the FCB would the below list be correct?

9th level could have either:
9 extra rage rounds
+3 to superstition
3 rage rounds & +2 superstition
6 rage rounds & +1 superstition


Yeah I see the difficulty. The Helm costs 8500gp. The formula seems waaaaayyyy off!!! lol
I guess I wil just settle for reskinning it for a Rhino Lord and leave it at that.

Thanks!


*BUMP*


I am about to play a barbarian (Inv. Rager) level 9 who will be rhino themed. Got the idea from the Spiderman villain The Rhino.
One of his magic items is Rhino Hide Armor .

I am also giving him a reskinned Helm of the Mammoth Lord as a Helm of the Rhino Lord.
What would be the cost of adding just the gore enchantment from the helm to the Rhino Hide Armor? Also I have made the armor +3 so the cost now is 10,165gp vs. 5165gp for the normal +2 armor.

Any cost breakdowns of the helm's powers and what the final price of adding the gore attack from the helm to the armor would be appreciated. I cannot for the life of me figure it out. I would assume that if I did this the armor would also take up the head slot for magic items.

Cheers!


*bump*


*BUMP*


WilyQuixote wrote:

I say "NO" do not allow it for Paladins.

The Weapon Specialization is a key feature of the Fighter Class and should not be encroached upon by other classes lightly. The feat is for 3/4 BAB only by design. Giving a Paladin access to the fighter only feats is a bad idea. I agree that thematically it would fit but game mechanics wise it would be broken. The combine bonus of +4 damage when added to the smite evil ability would get out of hand real fast without even needing to min/max the build. YMMV though.

There are examples of other specific class archtypes that get weapon specialization.

The kensai magus with their chosen weapon can choose it at 7th level.
The Zen Archer gets it with one type of bow.
I am sure there are a few more examples.

Now they are 3/4 BAB classes and they only get weapon specialization.
The above feat is only for clerics & inquisitors, also 3/4 BAB.
How broken would it really be? An extra +2 damage and if you want to you can get the greater WF & WS feats. It is only for followers of Iomedae & certain classes.
Pretty tight group.
Not thinking it would be too overpowered for a Paladin to have since you have to use a longsword.


Major_Blackhart wrote:

Why do you think guys like me avoid the hell outta Iomedae? For a goddess of war, she certainly has a lousy weapon. Would have been better if she had something a bit more war worthy, like a bastard sword.

You could always just go with a large longsword and balance the -2 to hit for inappropriately sized weapon with the weapon focus and greater weapon focus.

Iomedae has war in her portfolio as a domain but I would not consider her a God of War.

Her weapon choices might be because of the traditional Paladin arch-type from movies & books, longsword & shield.
I think she is more about Honor, justice, rulership, valor. War is part of what she does but not all she is about. More of a protector & defender of the oppressed and rooter out of evil. Her domains are Glory, Good, Law, Sun & War but this does not mean she is a God of War.


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Disciple of the Sword

I am playing a Tiefling, about to be 5th level, Paladin of Iomedae and have been a sword & board paladin since we converted out 4e campaign to Pathfinder. We tried to stay as close as we could to our character concepts. That being said none of us are really optimized. So I was thinking about going two-handed weapon. But since Inner Sea Gods came out, & I saw this feat & the flavor it gives, I am thinking about keeping the sword & board. However the feat is not meant for Paladins, which I think is kinda absurd!

Disciple of the Sword thematically fits with a Paladin of Iomedae to me. The only reason I think it says for cleric or inquisitor is cause they are 3/4 BAB casting classes. That or just for flavor. I don't think it would be terribly over-powered for a Paladin to have the feat. I think it makes a sword & board Paladin more workable, since most folks decry them in favor or two-handed weapons or bows. As I said the flavor is awesome & appeals to me.

Thoughts anyone? Would you let a Paladin take this feat?
Any reason why you don't see this as a good house rule or errata?!


Disciple of the Sword

I guess you could house rule it. The only reason I think it says for cleric or inquisitor is cause they are 3/4 BAB casting classes. That or just for flavor. I don't think it would be terribly over-powered for a Paladin to have the feat. Disciple of the Sword thematically fits with a Paladin of Iomedae to me. As well as makes a sword & board Paladin more workable, since most folks decry them in favor or two-handed weapons or bows.

Thoughts anyone? Any reason why you don't see this as a good house rule or errata?!


I think the two Inquisitor dip stopping points that you should consider are level 2 for the initiative boost & level 5 for bane! All the other things you get are gravy & nice to get for dipping but these are the dip gems IMO. More than that you are weakening what a Zen Archer can do. It is a great pure all the way class archtype. Great to stick with it the whole way with no problems. I think you should let your character decide which way you should go.

Also what Inquisitor archtype might you take if any?
What domain/inquisition? I know you chose one already but you wanna get the most bang for your buck for the levels you dip into vs. what you are losing or delaying.

For example.
I have a Tengu Zen Archer 9 and have been thinking about Inquisitor. However I wanna take it after level 10 when Perfect Strike gets 3 dice + a free feat!

11th level is Trick Shot. Cool but not awesome.

12th level is what I want! Abundant Step
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
THIS IS AWESOME!!!

Then he is flurrying 5 attacks, 6 by spending a Ki point though I will probably be choosing unarmed damage more often! I would probably go to level 2 in Inquisitor. RP has led me to think about dipping. And then maybe to level 5 if I think it would help & depending where the character is going RP wise. Though for me that is Bane at level 17. How helpful would that be by then?

As for you. You have to be ok with not getting certain abilities in Zen Archer or at least holding off on them.
My character would not get to the 6 or 7 flurry attacks progression perhaps, but Monk's Robe certainly helps make up for a few things I would be losing.

Check out this thread if you have not already. It is very helpful.
Zen and the Art of Monk Maintenance.


AdamMeyers wrote:

As I understand it, if my grappler pins a target, subsequent grapple checks made to do damage would deal sneak attack damage as well, as the pinned target is denied its bonus to Dexterity. If so, the Strangler feat is only useful if you don't want to bother taking the action to pin the target first, and is completely inferior to Rapid Grappler as a build choice.

Or, am I reading that wrong? Even if you've pinned your target, would you need the Strangler feat to deal Sneak Attack damage? If so, then a high-level rogue/grappler would need Strangler, or at least to tie up his victim first, and Rapid Grappler would be useless compared to those other two options.

Which reading of the pinned rules is correct?

Read my above post but here are the rules.

This is in the grappling rules in the SRD.

Editor's Note: Grappling
There are some contradictions between the various rules on grappling. What is correct?

To sum up the correct rules:

Grappling does not deny you your Dex bonus to AC, whether you are the grappler or the target.
A grappled creature can still make a full attack.
Being pinned does not make you flat-footed, but you are denied your Dex bonus.

A creature grappling an opponent typically needs to make two combat maneuver checks to pin someone (one to grapple, the next to pin). If you're pinned, do you also need to succeed at two checks to escape, one for the grab and the other for the pin?

No.

When a creature is pinned, it gains this more severe version of the grappled condition, and the two conditions do not stack (as described in the pinned condition). While this means that you do not take both the penalties for both the grapple and the pin, this also means that pinned supersedes the grapple condition; it does not compound it. For this reason you only need to succeed one combat maneuver or Escape Artist check to escape either a grapple or a pin.

[Source]

Editor's Note: All of the updates have been applied.


Bruno Breakbone wrote:

Strangler is situational feat bordering on trap feat.

Because 3/4 BAB grappler classes with sneak attack don't qualify for Greater Grapple until L8, Strangler seems like the solution to improve grapple action economy.

Simple truth is if opponent grappled but not yet pinned and you not built for maximum grapple damage, it better to progress to a pin THEN grapple for damage (and get sneaky attack in). Since this is will be your modus operandi, Strangler is waste of feat.

Bruno would call Strangler poor man's Constrict, but that would be grave insult to the poor man.

Strangler only triggers in very specific conditions (grapple to maintain AND grapple to do due damage) and costs a Swift Action.

Constrict triggers automatically any time you make success grapple check (but only to creature your size or smaller).

If Bruno make tricksy Ninja or Rogue who pretended to be beautiful and handsome Tetori, Bruno would still stay away from Strangler like it Pugwumpi wearing lipstick.

Bruno I think you are being short sighted re:Strangler!

Strangler is an awesome feat!!! Any character using it will be investing high into grapple & bonuses from feats & magic to make up for 3/4 BAB. Also most will dip in something like unarmed fighter or another full BAB class!

Why waste more time to pin a target to do damage? You then lose your dex modifier & are a target for others!! Grapple (maintain) & then dmg + sneak attack damage.
Rinse & repeat till they are dead!
Also get body shield so you can get some protection from others attacking you.

As far as being denied your DEX bonus read this. They are not denied their DEX bonus so you need Strangler to inflict your sneak attack!

Constrict is great IF you are a monster that has the ability!!!
Also constrict does not do sneak attack damage!!!

CONSTRICT
*A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Format: constrict (1d8+6); Location: Special Attacks.

Also if you were to get constrict then great & do both!
Grapple (maintain), constrict damage, regular damage, swift action for Strangler!!!!

This is in the grappling rules in the SRD.

Editor's Note: Grappling
There are some contradictions between the various rules on grappling. What is correct?

To sum up the correct rules:

Grappling does not deny you your Dex bonus to AC, whether you are the grappler or the target.
A grappled creature can still make a full attack.
Being pinned does not make you flat-footed, but you are denied your Dex bonus.

A creature grappling an opponent typically needs to make two combat maneuver checks to pin someone (one to grapple, the next to pin). If you're pinned, do you also need to succeed at two checks to escape, one for the grab and the other for the pin?

No.

When a creature is pinned, it gains this more severe version of the grappled condition, and the two conditions do not stack (as described in the pinned condition). While this means that you do not take both the penalties for both the grapple and the pin, this also means that pinned supersedes the grapple condition; it does not compound it. For this reason you only need to succeed one combat maneuver or Escape Artist check to escape either a grapple or a pin.

[Source]

Editor's Note: All of the updates have been applied.


Ciroth wrote:

I can't take credit for this build, as it came out of one of the threads on "building a better rogue." I have been playing this build for a couple of months now and it seems to be very close to what you are looking for. Perhaps there are more optimized builds, but I have found it to be very effective in and out of combat. You can hit for a ton of non-lethal and when needed you can talk, steal, or intimidate the answer to questions you may have.

I play with a pretty low optimization group, so this build can be pretty scary with how much damage it throws around. However, the balancing factor is that you are essentially always going to be on your own separate damage grid. As an added bonus, if you play with a really blood thirsty group similar to mine, it is always nice to give the GM an opportunity to advance the story with one of the survivors you've knocked out.

Human Unarmed Fighter 1 / Scout Rogue 9

Feats: (H=human bonus, R=rogue talent, F=fighter bonus)
1- Two-Weapon Fighting
1F- Improved Unarmed Strike
1F- Dragon Style
1H- Enforcer
3R- Rogue Finesse
3- Sap Adept
5R- Weapon Training
5- Dazzling Display
7R- Offensive Defense
7- Sap Master
9R- Combat Trick (Shatter Defenses)
9- Knockout Artist

Skills :
Perception
Disable Device
Acrobatics
Stealth
Sleight of Hand
Bluff
Intimidate
Use Magic Device
Sense Motive

Wise Old Man is right on adding the Thug archtype. They stack so add it on!!!

This is a great build for what he is looking for and also similar to my Rogue Grappler!
Human Unarmed Fighter 1 / Scout/Cut-Purse Rogue 9
Some minor changes but mostly just replace the sap intended feats with the following.
Improved Grapple
Snapping Turtle Strike
Snapping Turtle Clutch
Snapping Turtle Shell
Strangler
Body Shield

Add in Brawling armor, Agile Amulet of Might Fists, Gauntlets of Skilled Maneuver, etc and you are pretty good to go!
Maybe even levels in Barbarian with Urban & Brutal Pugilist?


This came out 4 months after the last post but for anyone reading this thread in the future here ya go!
Cannot further enchant a black blade.

Magus, Black Blade: Can I use Craft Magic Arms and Armor to increase my blade's enhancement bonus?
No, nor can you use that feat to add other properties (such as flaming) to the black blade. You can use your arcane pool to temporarily add abilities to your black blade.

—Pathfinder Design Team, 07/19/13


Love all the great advice I am finding here. Let me throw in a few ideas.

I was also working up a MDB character. I was thinking of going with the Skinwalker race, the Witchwolf, and having a wolf companion. Maybe eventually going into the Mammoth Rider PrC.

If you want a lot of AoO this is great because of all the tripping from your companion + the above mentioned feats & class abilities. Also you can use a reach weapon and one with trip is even better.

The Fauchard is a great one but you need EWS to use it. But you would have your natural weapons from the beast totem tree for when foes get within your reach.
Benefit: The fauchard is more awkward to utilize than a glaive (and as such is an exotic weapon), but its increased threat range over the glaive and the ability to trip foes make it a dangerous weapon in the hands of a skilled user.
Weapon Feature(s): reach, trip

Also the Horsechopper & Guisarme are good too if you do not want to get a feat to use your weapon. Other reach weapons can also work if you are not into tripping.

Put ferocious, impact & even keen on your weapon and it will be a beast!!!


The Golux wrote:
Probably not, the Mad Dog is designed to fight alongside their warbeast, while the mounted fury and mammoth rider are both based on riding the mount. Mad dog gets points for flanking with its beast and stuff; its only advantage is the beast is equal to character level. And you can use Boon Companion for that.

I have been looking into a back-up character for a campaign and thinking about Barbarian going into Mammoth Rider. I really like the Mad Dog Barbarian over Mounted Fury. MF gears towards fighting atop your companion and MD fight alongside it. However MR's mounted abilities happen very late game, 17-18th level. So I do think that MD is just as good in a lot of ways, especially when being mounted all the time depends on your campaign and charging is not gonna happen as much as you would think. MD is more versatile IMO. You fight alongside your animal and when you need to you can ride them. You do not have to take Boon Companion and that is a feat you can use to make up for one of the rage powers you lose. All in all it just depends on what style of play you wanna try.

I wanna go Skinwalker (Werewolf-kin) MD Barbarian into MR. Maybe use a polearm, either horse chopper or glaive. I would go the beast totem/ferocious beast feat route. Spending some feats for the extra rage powers but as I said not having to spend on Boon Companion. The last rage power you lose is at 18th level so that is late game too so not a worry IMO. Add in a huge wolf companion and possibly Canine Lord template I think it would be pretty cool!!!
Thoughts?


So my adventuring party is almost at 7th level.
I am torn between several feats.
Any suggestions or thoughts would be helpful.

Here is an overview of my character.

Corvus Corvidae
Tengu Zen Archer Monk 6
Lawful Neutral
Str 10
Dex 16
Con 10
Int 12
Wis 22 (headband)
Chr 8

Acrobatics +13 (+27 jump)
Climb +12 (wisdom of the flesh trait)
Fly +12
Perception +21
Sense Motive +14
Stealth +14

FEATS: (monk*)
Perfect Strike (6/day)*
Imp. Unarmed Strike*
Weapon Focus (longbow)*
Weapon Specialization (longbow)*
Point Blank Master*
Point Blank Shot*
Precise Shot*
Imp. Precise Shot*
Improved Initiative
Deadly Aim (-2att / +4dmg)
Tengu Wings (fly 1xday 6 minutes)

So I was thinking between Spider Step, Monkey Style or Big Game Hunter.
I like the fact that he can fly & his jump skill is crazy good.
Spider Step seems flavorful & fun, but redundant later on.
Monkey Style helps acrobatics & has some neat benefits, but is it needed?
BGH is nice, & static bonuses are always good. We have fought large critters already.

I plan on taking Vital Strike at 9th level.
Any thoughts to the three feats at 7th? Any other suggestions? I like that he is versatile in getting around and later levels that gets better so I wanna take a feat that will be the most beneficial in the long run.

Thanks for reading & suggesting!


TheDisgaean wrote:
ClownWolf wrote:
Quintin Belmont wrote:


"Perhaps their second Racial Archetype will be a form of Barbarian that specializes on speed and movement rather than damage? "

I have been toying with a "Dogfolk" type of race. All this info is great to see what someone else is doing.

As far as barbarian for the Fenri, They are listed as being lawful so I would not think they would have a barbarian racial archtype. Though it would be cool to have one! Love the speed & movmt focus. Maybe tripping/pack tactics?

Here is my Dogfolk to check out.

+2 str, +2 con, -2 wis (specialized)
They are strong and hardy but exploring & expanding the race makes them take chances.

30' mvmt
Medium
Low-light vision
Scent
Bite Attack
Hunter's Skill: +2 perception & survival
Languages: Common & dogfolk

Total RP: 11

Alt racial traits:

Mastiff: Bigger & stronger in the upper body allows you to wield large weapons at no penalty.
Replaces bite attack.

Guard Dog: +2 intimidate & sense motive. Replaces Hunter's Skill.

Also thinking of feats similar to catfolk. Especially Catfolk Exemplar.

This version is as if, for example, Fenri evolved into more specific breeds like dogs. Some more husky looking, some mastiffy, etc. Thoughts?

This is my first post after checking out the boards for a while. I love this thread and it is giving me lots of ideas! Thanks.

The "large weapons" trait has me worried. There's a barbarian archetype that allows for oversized weapon wielding already, and it just seems a bit unbalanced. If anything, I'd go for a trait that implies strength and toughness like a boost to CMD against certain combat maneuvers or saves against fatigue.

I had considered adding an alternate racial trait or racial variant (think variant aasimar or tiefling) of the fenri that was more doglike. The fluff would've been the transformation would've been induced by selected breeding and magical alteration to produce a "more civilized" fenri. I dropped it because I don't want to go...

I had wanted to make a barbarian dogfolk character but first had to come up with the race. The only way I would see a barbarian Fenri would be if he or she was a loner exiled for being chaotic or perhaps the serene barbarian archtype?

Even though there is a barbarian archtype that allows use of large weapons I like it as an alternative. There is also a tiefling alt. racial trait that allows use of large weapons. I thought it would be cool to have another race that had it too. Seeing my dogfolk inv rager barbarian wielding a large Falcata two-handed is the image I have in my mind. Though my race idea is different than yours but a relative if you will.

I like your ideas and Quintin Belmont's as well. All three seem similar in idea and close in execution. You are all giving me fuel for the idea fire.


Quintin Belmont wrote:


"Perhaps their second Racial Archetype will be a form of Barbarian that specializes on speed and movement rather than damage? "

I have been toying with a "Dogfolk" type of race. All this info is great to see what someone else is doing.

As far as barbarian for the Fenri, They are listed as being lawful so I would not think they would have a barbarian racial archtype. Though it would be cool to have one! Love the speed & movmt focus. Maybe tripping/pack tactics?

Here is my Dogfolk to check out.

+2 str, +2 con, -2 wis (specialized)
They are strong and hardy but exploring & expanding the race makes them take chances.

30' mvmt
Medium
Low-light vision
Scent
Bite Attack
Hunter's Skill: +2 perception & survival
Languages: Common & dogfolk

Total RP: 11

Alt racial traits:

Mastiff: Bigger & stronger in the upper body allows you to wield large weapons at no penalty.
Replaces bite attack.

Guard Dog: +2 intimidate & sense motive. Replaces Hunter's Skill.

Also thinking of feats similar to catfolk. Especially Catfolk Exemplar.

This version is as if, for example, Fenri evolved into more specific breeds like dogs. Some more husky looking, some mastiffy, etc. Thoughts?

This is my first post after checking out the boards for a while. I love this thread and it is giving me lots of ideas! Thanks.

Current Campaign


Distant Worlds: Aballon Rising


GameMaster

The machine city of Quotient, also known as "the Exodus", is a wealthy power distribution hub located on a ledge overlooking the Midnight Trenches, but it is also a mecca for outmods and designer cults as well as home to gangs of mad cannibal bots.

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