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Hello! I’m playing an Animal Instinct Barbarian Beastkin in a game that uses the Free Archetype house rule. So far, I’ve taken the Wrestler archetype for the first seven levels, and it’s been awesome! However, I want to dive deeper into my character’s Bear Beastkin background since it's a central part of his identity, especially with all the werecreatures in our campaign.

I know there’s a Werecreature Archetype, but I don’t want my character to actually be one. Instead, I thought it would be cool for Beastkin characters to embrace their animal nature more.

Below is my attempt at expanding on this idea. I’d love your feedback—I see this as a starting point, not a finished product. All the abilities I’ve included are inspired and directly copied from the Werecreature, Claw Dancer, Wild Mimic, and Martial Artist archetypes, with similar levels and mechanics. The flavor and names for some of them were changed. Not sure if it’s cool to post that published material here.

Beastkin Ascendant (Archetype)
Unlike the weak werecreatures, shackled by an ancient curse to shift under the full moon’s gaze, or the lesser beastkin born from accidents, fleeting gifts, or the fickle magic of gods and fey, you are something greater. You are the true child of the wild. Your beastkin blood runs deep, and instead of resisting its primal call, you revel in the raw power coursing through your veins.

While many werecreatures struggle for control, helpless against the animal within, you are no diseased werecreature. You are something rare and untamed—a Beastkin Ascendant, the apex of your beastkin lineage. Unlike the cursed werecreatures, whose very essence teeters on the brink of disease, only the strongest of their kind can even dream of what you are—a true master of both beast and self. You are what they aspire to be and what society fears most: the wilderness, embodied in humanoid form, with full dominion over your transformations.

This level of mastery is rare. Many like you are hunted down in cities as if they were common werecreatures, while others fall to the were-curse, desperate for a place to belong. Long ago, Beastkin Ascendants roamed the earth when mankind was still new and the wilds ruled supreme, before people spoke of the beastkin as they do today. But now, those capable of achieving such power are either too enamored with civilization or too terrified of the beast within, fearing—out of ignorance of the old ways—that they are no different from the cursed werecreatures.

Only the bold, those who refuse to be confined by the werecreature community or the trappings of society, possess the heart to ascend. You are one of the few—a master of your wild nature, untamed, unrelenting, and unbreakable.

Beastkin Ascendant Dedication - Feat 2
Rare Archetype Dedication
Prerequisites: Beastkin ancestry; Dexterity or Strength 4; trained in intimidation

You have ascended to the pinnacle of your kind, surpassing the natural limits of ordinary beastkin. You gain a 1st-level Beastkin ancestry feat of your choice. Your hybrid form's bite attack improves to 1d8, and you gain a claw attack (1d6 slashing, agile). Additionally, you become trained in Nature or Survival (your choice), or Occultism if you're already trained in both.

Beastial Pounce - [Two Actions] Feat 4
Archetype Flourish
Prerequisites: Beastkin Ascendant Dedication
Requirements: You are in hybrid form and have two free claws.
Channeling your primal instincts, you surge forward with blinding speed, ready to strike with lethal precision. You Leap, and if you end your movement next to an enemy, you deliver two ferocious unarmed claw strikes. These strikes follow normal multiple attack penalty rules. However, if both strikes miss, your momentum carries you off balance, causing you to fall prone at the end of your Leap.

Apex Speed - Feat 4
Archetype
Prerequisites: Beastkin Ascendant Dedication

You’re adept at using your hybrid shape’s natural means of locomotion. While you’re in hybrid form, your speed increases by 10 feet. This is a status bonus.

Apex Senses - Feat 4
Archetype
Prerequisites: Beastkin Ascendant Dedication

The eyes and noses of Beastkin Ascendant are naturally sharper than most humanoids. While in your hybrid shape, you gain low‑light vision and imprecise scent with a range of 30 feet.

Cornered Animal [Two Actions] - Feat 8
Archetype Flourish
Prerequisites: Beastkin Ascendant Dedication
Requirements: You are in hybrid form and are flanked.

You become more dangerous when surrounded by enemies. You make unarmed Strikes against two different creatures flanking you. The attacks take a –2 penalty if the unarmed weapon is not agile. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.

You Don't Smell Right - Feat 8
Archetype
Prerequisites: Beastkin Ascendant Dedication

You have an unparalleled connection to your primal senses, allowing you to detect other shapeshifters and impersonators alike. You gain scent as an imprecise sense with a 30-foot range, or extend your existing scent range by 30 feet. When a creature that has transformed or is impersonating a specific creature passes within your scent range, the GM makes a secret Perception check for you to detect the deception, even without taking the Seek action. If you actively Seek within your scent range, you gain a +2 circumstance bonus to Perception checks to identify disguised or transformed creatures.

Savage Takedown [Two Actions] - Feat 10
Archetype
Prerequisites: Beastkin Ascendant Dedication
Requirements: You are in hybrid form and using natural attacks.

Tapping into your primal instincts, you pounce on your prey, aiming to drag them to the ground. Make a bite unarmed Strike. For this Strike, your attack gains the fatal d12 trait. If the attack hits, you also knock the target prone, overpowering them with raw beastly force.

Apex Form - Feat 10
Archetype Primal
Prerequisites: Beastkin Ascendant Dedication

Your hybrid shape is a hulking beast. While in your hybrid shape, you gain the effects of enlarge. At 18th level the effect acts as enlarge heightened to 4th rank.

Relentless Attack [Reaction] - Feat 10
Archetype Flourish
Prerequisites: Beastkin Ascendant Dedication
Trigger: A creature within your reach uses a move action or leaves a square during a move action.

With the instincts of a natural predator, you quickly strike to keep your prey from escaping. Make a claw or bite unarmed Strike against the triggering creature. If you score a critical hit and the trigger was a move action, you disrupt that action. If you hit and the creature leaves a square adjacent to you, you may Step into that square, keeping your prey close at hand.

Ascendant Roar [Two Actions] - Feat 12
Archetype Primal Sonic
Prerequisites: Beastlord Ascendant
Frequency: Once per 10 minutes

You unleash a roar that reverberates with the raw power of the apex predator. All creatures within a 15-foot emanation take 8d6 sonic damage and must attempt a Fortitude save against your class DC. The damage increases by 2d6 at 14th level and every 2 levels thereafter.
Critical Success: The creature is unaffected.
Success: The creature takes half damage.
Failure: The creature takes full damage and is stunned 1. If adjacent to you, the creature is
also frightened 1 for 1 round.
Critical Failure: The creature takes double damage, is stunned 2, and if adjacent to you, is
frightened 1 for 1 minute.
Your roar embodies the strength and authority of the wild, marking you as the undisputed master of beastkin.

Predator's Charge [Three Actions] - Feat 14
Archetype Flourish
Prerequisites: Beastkin Ascendant Dedication
Frequency: Once per minute

Drawing upon the raw power of your beastial heritage, you unleash a feral burst of speed and strength, tearing through your enemies with savage precision. You Stride, and this movement does not trigger reactions. During your movement, you may make up to three claw or bite unarmed Strikes, each against a different enemy. Each Strike counts toward your multiple attack penalty, but the penalty does not increase until you have made all your attacks.


The Details (skip if you just want TLDR):

I’m playing Iron Fang Invasion adventure path. My character is the Ranger with group a that has a cleric, barbarian, and rogue. My character feels like he isn’t doing enough damage or helping out his team enough in battle.

Human Ranger Level 4
STATS:
Str: 12
Dex: 20
Con: 14
Wis: 12
Int: 10
Cha: 8

Feats
My DM uses a feats point system so if your familiar with that, that’s why I have some more feats.

Deadly Aim
Rapid Fire Shot
Precise Shot
Point Plank Shot
Boon Companion

I feel like I can get more feats, the specialization feats, and the trick shot abilities. I feel like I need more room for feats? Am I seeing this wrong or should I stick with the Ranger or just dip for four levels in Fighter?

TLDR: Should I switch to fighter after fourth level Ranger to get the trick shot and are feats, or dip into fighter or should I stay in Ranger?


Hey Everyone!

Last year I posted something similar but life happened and I didn't get to play the character. Now it is really happening soon and I would love to see what you all have to say.

I would love to hear your thoughts on how effective this build would be in combat. Normally I'm pretty story and roleplay focused and don't try and overly optimize or prepare my characters but this guy is special to me and I would like him to be a bad ass.

It is a character I am very excited about. He is a reincarnated character of the character I played from ages 14-23. All the guys I grew up playing with are playing second generation characters of our original hero's and it will be very special. Originally this character was a rouge and now he is a Slayer in this life.

My DM allows:


  • Scimitars to be light weapons on duel welding.
  • Slayers/Rouges/Ninjas to repeat on their abilities choices (like combat feats and he adds Skill focus)
  • He also allows any 3.0-3.5 book for feats and such.

So here it is:

STR: 20
DEX: 18
Con:18
INT:16
WIS:12
CHA:17

Favored Class is Slayer: Humans can chose 1/6 a Slayer ability to get one full one every 6th level.

Human Feat:TWF

1st level: Double Slice

2nd level: Slayer Talent: Rogue Talent - Combat Expertise

3rd level: Telling Blow (3.5 Players Handbook 2)

4th level: Skill Focus: Acrobatics (DM Allows Skill Focus as Slayer Talent)

5th level: Lethal Acrobatics

6th level: Slayer Talent: Ranger Combat Style Feat 1: Improved Two Weapon Feint

6th Level: Slayer favored Class Ability: Combat Trick: Quick Draw

7th level: ITWF

8th level: Slayer Talent: Rogue Talent - Combat Reflex

9th level: Improved Critical

10th level: Slayer Talent: Rogue Talent -Combat Trick: Vexing Flanker (3.5 Players Handbook 2)

11th level: Critical Focus

12th level: Slayer Talent: Ranger Combat Style Feat 2 - Two Weapon Rend

12th level: Slayer Favored Class Ability: Ranger Combat Style Feat 3: GTWF

13th level: Bleeding Critical

14th level: Slayer Talent: Ninja Trick Feat: Acrobatic Strike

15th level: Improved Trip

16th level: Slayer Talent: Opportunist

17th level: Double Hit (3.5 Miniatures Handbook)

18th level: Step Up

18th level: Slayer Favored Class Ability: Ninja Trick Feat: Disorienting Maneuver

19th level: Hammer the Gap

20th level: Slayer Talent: Rogue Talent - Weapon Focus

Please let me know your thoughts and thank you ahead of time. I just am curious if you think he will be effective or if you have a better feat or talent you think would make him better in combat. Thank you!


So my first character that I played for ten years (started when I was 14) was a rouge and he eventually ended up being reincarnated in a massive home-brew world. Well, now 4 years later I am playing that reincarnation (rest of the players playing relatives of old heroes for a fun flare) and I want him to be more combat oriented while still having that acrobatic, sneak attack, fighting flare, and being able to do most rouge stuff. The Slayer Class makes this possible finally.

BACKSTORY
If you care about back story and flavor read these three paragraphs, if you don’t you can skip to the fourth. When the original character (named Haun) was killed for the final time it was of his choosing after the rest of his party had turned to gods. You see he had been a bad character most his life and only after being sent to hell (2 year game to get him out, had to start another character it sucked) and put through numerous other tortures was he given another chance to be good. At which point he became kinda like Rorschach from the Watchmen comics. A monster to monster type guy. Long story short the group he was in, the mightiest heroes in all the planes, in order to win a massive material plane war and keep it from being destroyed took over as gods (long story) and split the plane into two by making a deal with the big evil (thought they couldn’t beat him outright).

They would split the world in two (good side/Evil side), think Berlin Wall, and all evils not on their evil side would be wiped by cleansing of evil from good guy group of gods. Well, my character didn't like this idea, disagreeing with this decision he didn’t change with them to gods and went to kill big evil guy alone as a mere mortal. Well, in this adventure he was confronted by his evil self (Basically he was so powerful that when he was given another chance his evil actually broke out of him as like an evil shadow self) and he couldn’t beat him. The only way to beat this evil other self was to become one again with it and beat the evil himself from within with his mind and actions like he should have done before in his life and so magic blah blah and boom - Thus he was born anew, a beautiful black human baby that would grow into a buff tall man (originally a pale high elf unusually short for his race and scrawny).

Well, this new character (named Midnite) doesn’t remember any of that. All he knows is that he is supposed to right the world. You see his original incarnation was right in his first life and although the party did save the world, it was a temporary fix. Born on midnight, with the symbol of owl on his back (old emblem for original character) he was prophesied by his tribes elders to slay the great evil and connect the two sides making them whole. He was trained in stealth, acrobatics, and combat. He will be a serious character but will lighten up and enjoy making fun with his companions once they get to know one another. I see him as a quiet, but thoughtful guy. Witty, but not loud mouthed. He’ll enjoy dancing and women (unlike other incarnation, poor guy died a virgin I’m afraid) and he’ll never give up once he has his preys sent. Whew okay so that is the character.

If you skipped the back story please come back now
So, my situation. I have scoured tons of books and collected the feats and abilities that retain the acrobatic, stealthy, ruthless, tricky, and nimble way I envision him fighting, but I don’t know how to optimize it. I’m not very good at that and I want this character to be good so I turn to you guys. How can I make a two weapon wielding acrobat with the following stats and feat options good at every level. Any help would be very much appreciated.

What I specific need help with:

  • Which feats and abilities will put out the most damage?
  • Which feats and abilities should I throw out?
  • Are there things I am missing?
  • How should I break it down level by level?
  • Suggestions to any other aspect of the character is welcome[/list]

    Here are his stats:
    The Slayer (I would like a 20 level Slayer build)
    CG Male Human
    High Points Given By DM
    STR 18
    DEX 20
    CON 16
    INT 18
    WIS 12
    CHA10

    Here is what I have collected and am trying to make work:

    TRAITS:
    Criminal: +1 Disable Device (Always a Class Skill) [DM will work changing trait to fit character if you really like]
    Opportunistic: +1 AoO’s

    FAVORED CLASS
    Gain ⅙ of a new slayer talent - so a new slayer talent at 6th, 12th, 18th level. I was thinking of taking at lease these for these slayer talents:
    Lethal Acrobatics
    Acrobatic Charge,

    SLAYER TALENTS
    Must haves:
    Fast Stealth (unfortunately for role-play reasons I have to take first)
    Slowing Strike
    Assassinate
    Evasion

    Other than that I’m open to seeing which feats I can get out of ranger combat and other ways to get abilities that help the build

    FEATS:

    Two Weapon Fighter Feats
    Weapon Focus - Scimitar (DM lets us use like two short swords for purposes of TWF)
    Two Weapon Fighting
    Short Blade Warrior (Rite Publishing 3rd Party Pathfinder)
    Improved Two Weapon Fighting
    Improved Two Weapon Fient (Needs combat expertise so should Take as Ranger)
    Greater Two Weapon Fighting
    Two Weapon Rend
    Double Hit (Miniatures Handbook 3.5)

    Integral to Idea of Build
    Combat Reflexes
    Robilar's Gambit (Players Handbook 2 DnD 3.5)

    Spring Attack Feats
    Dodge
    Mobility
    Elusive Target (Complete Warrior 3.5)
    Spring Attack
    Dance of Ruin (Rite Publishing 3rd Party Pathfinder)
    Disorienting Maneuver (Ultimate Combat Pathfinder)

    Critical Feats
    Critical focus
    Bleeding Critical

    Sneak Attack Feats
    Telling Blow (Players Handbook 2 - 3.5)

    Combat Expertise Feats
    Combat Expertise
    Karmic Strike (complete warrior 3.5)
    Improved Two-Weapon Feint
    Improved Trip

    Acrobatic Feats
    Acrobatic
    Acrobatic Dodge (Adventurer's Handbook: Genius Guide Volume 1 3rd part pathfinder)

    I really like Feats
    Hamstring (3rd party pathfinder Necromancers of the northwest)
    Hamstring (Complete Warrior DnD 3.5)
    Flick of the Wrist (Complete Warrior DnD 3.5)

    Let me know if I should add anything or take anything away from this post to make it better. Thank you so much for all your help in advanced!