Elf

Elven Fighter's page

4 posts. Alias of Werecorpse.


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dwarves already get enough- give them nothing more. In fact take stuff away!


LogicNinja, I have seen your 10th level wizard, he has a pretty decent spell selection. I would still be happy and not feel worthless playing a sword wielding fighter in a group with it. I would get to fight and kill most of the bad guys. I do think it is completely reasonable to assume my fighter would have access to a wand of clw worth of healing so I am not too worried about hit points being depleted over an adventure, if possible I would like to have a protection from evil (preferably that 3rd level one the cleric loves so much that lasts forever) to deal with most of those annoying charm type spells, an adamatine weapon and power attack to deal with those pesky walls of stone (or walls of plasterboard as I like to call them) to get to the monsters you keep trying to save from me!

I do think ray of enfeeblement is too powerful and would allow a fort save for 1/2 damage as a fix.

I admit I do get annoyed by that feral druid summoning all his furry friends (mostly becuse it takes so damn long to get to my turn) - personally I reckon for game balance and to keep things moving you should not be allowed to have more than 1 summoned creature at one time (I know another rule change to nerf those pesky spellcasters)and they should act a bit more like, well animals (or devils for that bone devil) than strategically minded, flanking, blocking, mind melded robo-clones but whatever.

And those clerics who power up to step in and kick the monsters butt a couple of times an adventurer, hell I love the competition, after all the cleric is my best bud medic, if he doesnt get to release the tension by crushing skulls every now and them who knows what he will do. Most of the time he is keeping the party going.

What would i like to be able to do? hmmm... move faster and throw off magical impediments. But truthfully i dont want all that tome of battle stuff, it makes me feel like a wizard try hard. Any other suggestions?


Epic Meepo wrote:
Sounds like a reasonable enough idea. And it certainly fits the fluff name for dwarven movement: Slow and Steady.

Yeah great, you are all part of that dwarven lobby group!

Dwarves are slow! why does a dwarf in full plate move as fast as an elf or human in chainmail?

3.0 gave them all sorts of bonuses not least of which is the +2 save against just about everything, the free exotic weapon proficiency etc. The only tactical weakness dwarves had was that they moved slowly. With 3.5 that vanished...Now that that has been taken away they lose their only limitation.


Ok then, lets have a look at what this new system has got for me. About time they stopped listening to that damn dwarven lobby group- movement not effected by armor! Being slow was their only weakness in 1st 2nd and 3.0 then suddenly in 3.5 all the dwarves can keep up with me when I put on chainmail, and they got a free exotic weapon proficeincy- totally bogus. My kind almost died out in 3.5, but I can feel it is time to make a comeback---Hello Pathfinder!

Hmmmm let me see......

WTF! +2 Wisdom for Dwarves, great so now the will save weakness gets eaten away (not that it effected them with their save bonus againts spells anyway!) and they get a favoured class hit point per level-- NO WAY DUDE!

Ok so now people like me more? huh? I still get that lame -2 to con, yeah right because elves are so sickly, +2 to int...man I should just give up and become a frickin wizard.

So let me get this right with the con difference- I get 3 HIT POINTS A LEVEL LESS than that freaky dwarven fighter, and if i wear any armor other than light he moves just as fast as me-- screw this I am gonna check out 4th edition- what is your problem with the Elven Fighter!

Full Name

Hammas

Race

| HP: 12/12 | AC: 15 (112 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +2 | Init: +2 | Perc: +8, SM: +2

Classes/Levels

| Speed 30ft | Active conditions: None.

Gender

Female N Half-Orc Ranger 1

Size

M

Age

18

Special Abilities

Scent

Alignment

N

Deity

Erastil

Location

Stolen Lands

Languages

Common, Orc

Occupation

Hunter

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Hammas

Hammas
Female Half-orc Ranger 1
N Medium Humanoid (Human/Orc)
Init +2, Senses: Scent, Darkvision
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13
hp 12
Fort +4, Ref +4, Will +2
CMD 16
--------------------
OFFENSE
--------------------
Spd 30
Melee:
Bite -1; 1d4 + 1(If primary, +4; 1d4 + 3)
Great-Axe +4; 1d12 + 4
Ranged: Longbow +3; 1d8
CMB +4
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Feats: Keen Scent, Endurance
Traits: Tusked, Pioneer
Racial Traits: Bestial, Shaman's Apprentice
Skills: Perception +9(+17 vs scents), Survival +6(+7 vs fish!), Stealth +6, Swim +7, Knowledge(Nature) +4, Heal +6
Background Skills: Handle Animal +6, Profession(Hunter), Craft(Bows) +4
Languages: Common, Orc, Varisian
SQ: Scent, Darkvision
Diety: Erastil
--------------------
SPECIAL ABILITIES
--------------------

Favored Enemy: Human
Track
Wild Empathy

--------------------
Equipment
--------------------
Spear 2
Greataxe 20
Studded 25
Garm 50 (Self-Trained)
Mule 8
Horse (Trait)
Composite Longbow(Self-Made) 33
Misc gear 37

Appearance:

Hammas is a female half-orc, though it would be hard to tell by looking. Pig-like tusks, enlarged ears, and strong coloring leave her looking full orc, and a bestial one at that. Flaring nostrils and twitching ears further cement her status as a wild creature, almost a beast herself, in the minds of those who meet her, at least to those who don't know the wild.

To those in the know however; she appears very much like any other successful trapper who would brave the wilds of the River Kingdoms alone and, since that is the company she keeps, that is what really matters.

Height: 5'10"
Weight: 208lbs

At the end of the river the sundown beams.
All the relics of a life long lived.
Here, weary traveler rest your wand.
Sleep the journey from your eyes

personality/background:

Some become trappers because they just can't stand civilization, or civilization can't stand them. Some because they are hiding from something. And some because they'd just rather be there than anywhere else. Hammas falls into the last group, and perhaps, if we're being completely honest, a bit of the first as well. The River Kingdoms are about as accepting as an area can be, but that doesn't mean the people don't share a preference for those with white, or at least non-green, skin over the more olive flavored.

This became more apparent as childhood turned to adolescence. Not that those around her were cruel, but children will play with the girl who can find the ripest berries and men will drink with the hunter who can follow a wounded deer on a moonless night, but suitors don't bring flowers to the girl who's green, and that hurts.

And so, Hammas drifted more into the company of those wild men and women who roam the dark forests and wild moors. Her talents made it easy. Hunting brought in meat and money, both of which are always needed in river families, large half-orc ones especially, and earned respect from everyone, though no offers to join at the Rose's alter.

Ah, you're right, her family. Yes, that is important. As said, the River Kingdoms are a rather accepting place, in their own way. If you can hold on to it, then it's obviously yours. If you can't, and don't have friends to help you, then it obviously isn't. That's the sixth river freedom. As such, a lot of half-orcs, and other misfits, come on barges from Ustalav, Mendev and the Inner Sea. And that, is how the story of Hamma began.

Two half-orcs met and, like what happens to most of us, decided that they rather enjoyed one another's company and enjoyed it enough to not kill each other or the squalling brats when they inevitably came along. Being in a village that, like most villages, followed Erastil and put great stock in such things as 'commitment' and 'tradition' the two got married. More children came, and more children, and some how a few more snuck in, which Hammas' father is firmly, or at least loudly, convinced that someone simply dropped off and forget to return for, surely he wasn't responsible for all of these. To which her mother would loudly reply that yes he was and had he forgotten how it came about. Ah well then, perhaps you could remind me how its done, and, inevitably, soon after another child would sneak, or rather come lustily wailing, into the house.

In a crowded, noisy environment like that a middle child has two options for getting by, get louder or be quiet. Hammas went quiet. Since others had first call on attention, she learned how to solve problems herself. When someone was looking for a target to harass, Hammas just wasn't around.

Time in the wilds, with the chance and need for careful consideration that trapping provides, strengthened this tendency. In group conversations, she tends to hold back. Waiting until everyone else has finished. One on one, she can become quite chatty. Willing to listen for hours and share stories about the things she sees. In general though, Hammas is most comfortable expressing her feelings through action, which she doesn't hesitate to do. A firm handshake, a warm hug, or light punch to the arm.

The Charter:

Hammas would join to explore a wilderness with an exotic reputation. Testing herself again the wild is something she enjoys, and for a place like the Stolen Lands you want back up. Even if ultimately unsuccessful, this is a good chance to prove herself, build a reputation, and acquire funds that could help her family or put her in a position to create one of her own.

Longer-term, the chance settle new land is exciting. She knows plenty of younger half-orcs that would be glad for a place to establish themselves. Being a part of this will allow her to help them and herself.

Garm, hunting dog:

Riding Dog
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1

OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)

STATISTICS
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Hunting trained.

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