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Armor Training allows him to wear Full-Plate unhindered by level 7. Weapon Training and all the bonus feats will ensure he is very proficient with his weapon and shield as he desires. Whether a two weapon fighter or a tower shield tank and deadly with a blade.

Feat Recommendations for Awesomeness:
(anti-caster, 2 weapon fighting)

Fortified Armor Training
Blind Fight
Weapon Focus
Greater Weapon Focus
Shield Focus
Greater Shield Focus
Missile Shield
Weapon Specialization
Greater Weapon Specialization
Power Attack
Imp/Greater Overrun
Imp/Greater Bullrush
Spiked Destroyer
Step Up
Ray Shield

Two-Weapon Fighting (Imp/Greater)
Double Slice
Improved Shield Bash
Shield Slam
Shield Master
Stumbling Bash
Bashing Finish

Terronus wrote:

Similar to the war drummer idea, I have a Skald who commisioned a special Earthbreaker. When he smacks the ground or an opponent it creates a percussive 'boom.'

Combining combat and music!

A symphony of skull splitting!


I've always thought playing a War Drummer would be tons of fun. I would imagine his Raging Song would sound like the drummers on the War Rig from Mad Max lol.

1) Invisibility was already mentioned but if you feel like he needs to be punished for being so perceptive then start using creatures with Gaze attacks... he would be the first one to lock eyes most likely. If he is the only one in the group to pass the Perception check it would scare the party pretty good if the Ratfolk suddenly turned to stone lol

2) The other guys covered that. Reloading early firearms is a chore... and not possible if your hands are full and they only target touch AC within the first range increment.

3) I've dealt with this situation before myself. If you want your world to have an established authority then they need to be strong enough to put the PC's in check if they get out of line. I've had players literally laugh in the town guards faces when they were threatened with being arrested. I also had a Wizard who thought he could get away with anything he wanted to using Invisibility and Fly... some high level archers took him out before he knew he was being hunted.

You might not need to kill your players but whooping their ass and having them wake up in jail will send a clear message. Another tactic I use as a teaching tool is presenting a character that they can make either an enemy or ally out of... meanwhile, your main encounter to come is especially challenging (APL+3). If they are combative to this "spare" character (usually they are) then they would face the challenge alone... and possibly die. If they win, it will most likely be considered "barely" and possibly at a heavy cost. That's when you get to say "That one guy was a potential ally for this encounter but you guys decided to kill him for no discernible reason."

At the end of the day, you must be conscious of what is fun for the players. You might have worked hard on a story that you want to unfold but if they are not interested then just go with the flow and adjust your story so it's tailored to their play style.

Dealing Nonlethal Damage

Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you’ve accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered (see below), and when it exceeds your current hit points, you fall unconscious.

What is the confusion here?

The feat triggers on a successful save, as an immediate action, which would be done before the damage is rolled. Therefore the bonus HP would be gained before taking half damage.

Additionally, this feat would work with any spell or spell-like ability that requires a save, not just those that cause damage.

A would be correct.

Your Cha bonus is to the bonus damage, which is divine damage so none of that would be multiplied.

Unfortunately no. The feat requires the Discovery class feature which the Alchemical Sapper does not get until level 2 as normal. The Demolition Bomb modifies the Bomb class feature.

The wording doesn't indicate that the size of the creature matters. It simply reads that they become a stone miniature that fits in your palm. That being said, an Elephant or a Fox would be the same size miniature. A safe interpretation would be comparing to a Figurine of Wondrous Power which is listed as 1 lb., even though they are made of many different materials (metal, stone, ivory, etc.) and are typically 1 inch in size.

Why would I choose a Figurine of Wondrous Power as a reference? Because of the feat Companion Figurine, which treats one as if it were your Animal Companion that reverts to it's figurine form on command or if it should be "killed".

If there is still a concern about whether or not a Bat could grasp and carry said figurine then simply have the Druid place the figure in their pocket before using Wildshape... all equipment is melded into their body. That's what I do with my Druid ;)

I imagine Assassins Creed while picturing this ability being used. You are correct that the opponent would be flat-footed during the surprise round anyway, however, you may still be hidden when combat starts and this would allow you to make your opponent flat-footed after the surprise round should you still approach him unaware of you. This would obviously be most effective while being invisible.

That being said, there is still the -4 to the enemy's attacks for 1 round... which might be what the ability is mainly meant for. When you successfully initiate a surprise round, you "startle" them so badly they suffer a -4 on their attacks against you until the beginning of your next turn. Not powerful... but not useless.

Not quite...
A Whip can attack targets at 15ft, 10ft AND adjacent targets, however, they do not threaten the squares into which they can attack.

A Scorpion Whip only has the Performance special quality, not Reach, Disarm or Trip. Therefore only attacking adjacent foes. It gains those properties as long as you also have Exotic Weapon Proficiency: Whip, as that allows you to treat a Scorpion Whip as a Whip (functioning as a One-Handed weapon instead of a Light weapon) that deals lethal damage and ignores the +1 armor or +3 nat armor rule.

That being said, Canny Tumble would still work for getting in that Sneak Attack damage if your Acrobatics is successful.


A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon.

Weapon Feature(s): finesse, reach.

As RumpinRufus pointed out, you would need to build up to Improved Whip Mastery as well to threaten at 10ft and 5ft (assuming your natural reach is 5ft).

I think the problem here is there are no RAW to cover this particular conundrum.

Morbid Eels wrote:
Edit: Yep, just double checked other threads. According to them it's "Weapon Focus: Heavy Shield" not "Shield bash" because shield bash isn't a weapon. It's still unclear whether the throwing shield modification actually changes the weapon type entirely though.

I can say at a minimum that the Throwing Shield or the Throwing Shield upgrade is also considered an Exotic weapon. It would most certainly apply when used to make a ranged attack thus imposing the -4 non-proficiency penalty without Exotic Weapon Proficiency: Throwing Shield. If you are suggesting that the weapon's type would change completely from this upgrade, then that -4 would also apply to shield bash attacks. which wouldn't make sense because a shield bash is treated as a Martial weapon.

On Weapon Focus... I am now of the belief that even though they are treated as different weapons, Weapon Focus would apply to both attacks... however, Weapon Focus only applies if you are proficient with a weapon. So if you did not have the Exotic weapon proficiency for the Throwing Shield you would not receive the +1 when using it to make ranged attacks. The Bastard Sword is another example of a weapon that falls into two categories as Exotic, One-Handed or Martial, Two-Handed. The exception there is you can't wield the Bastard Sword one handed with a -4 non-proficiency because it's technically still a two-handed weapon.

These are some good questions that I'm unsure of myself. I will offer my best interpretation.
Shield Bash- Martial, One-Handed
Throwing Shield- Exotic, Thrown

1. I would say they are considered as part of the group that relates to the attack you decide to make with it. For example, making a shield bash would be treated as the shield originally would be and be part of the Close weapon group. If you decide to throw it, then treat it as part of the Thrown weapon group.

2. I think that you would have to take Weapon Focus: Shield Bash and Weapon Focus: Throwing Shield separately. This is because they might be the same object but they are considered different weapons when considering their respective attacks. If they were treated as the same then other feats that allowed a Bull Rush on a shield bash would apply to the thrown attack. If you make a Throwing Shield attack then you are not making a Shield Bash attack and vice versa.

3. The wording in the entry for a Shield, Improved Shield Bash and Throwing Shield doesn't offer any clues. Without Ricochet Toss you would obviously lose it but even with the feat, it simply returns to you immediately after the attack is resolved. Throwing Shield's description says that it can be unstrapped (normally a Move action) and thrown as a Free action but says nothing about re-strapping which is a Move action "Ready/Drop Shield". So I think you would lose the shield bonus to AC until you take a Move action to "Ready" your shield by fastening it back to your arm.

4. Yes you can still use it for shield bashing because it's still a shield. No additional penalty, you would just treat it as a normal shield making a shield bash attack. You would not want to make a Throwing Shield attack while threatened as that would provoke an attack of opportunity due to being a thrown weapon.

A simplified alternative, just take a Catfolk and add additional features to get to 20RP (11 to play with). This would alleviate starting from scratch and still offers all the available Alternate Racial Traits and favored class bonuses.

Second option, instead of adding additional traits to a Catfolk, you could just add an additional ability score bonus and bonus feats...
Catfolk Exemplar and Aspect of the Beast as bonus feats, additional +2 to any score or +2 to Str and +2 Con.

Otherwise, I like the builds you guys have so far, or at least a blend of the two.
I think a Nat armor bonus is appropriate and definitely add the Bite attack.
Darkvision is awesome but not appropriate IMO but definitely have Low-Light Vision.
I think the base speed should stay 30ft as Big Cats are slower than Small Cats but the Sprinter racial trait would appropriately showcase their feline swiftness.

Alchemist Discoveries
Four arms, vestegial twin, wings, tentacles... I'd say you would be quite the aberration.

Maybe a Frostfallen?
Maybe Necrocraft?

I think we are trying to say the same thing...

You can wear armor spikes and choose whether or not to use them on a grapple check.

I never said that they MUST be used in every check, only that they CAN be used in every check.

BigNorseWolf wrote:
Please do not apply things i did not say to my statement. I have been consistently arguing against the idea that the extra damage occurs on every check.

Apologies, I misinterpreted your last post.

You are correct however, that there are checks when you are not using them. Am I to understand that you believe this is a forced situation where using them after the initiation is not permitted?

I think I have shown unequivocal evidence that every check includes a choice on whether or not they can be applied.

BigNorseWolf is correct. Attempting to use them in a grapple is a choice made before every check and would apply an extra 1d6 piercing damage if successful.

A Druid that is wearing Spiked Barding, not proficient with armor spikes, would get the option of "attempting to use them" when making grapple checks.
+If the Druid does not "attempt to use" they do not apply the 1d6 extra damage nor do they suffer the -4 penalty to their grapple.
+If the Druid "attempts to use" they would suffer the -4 non-proficiency penalty on the grapple check. If successful, they apply 1d6 extra damage.

If a creature is proficient with all martial weapons (armor spikes being Light martial weapons) then they can simply choose when they do or do not wish to apply the extra 1d6 to every successful grapple check.

Option 3 represents proper use.

Hmmm. A lot of good points being made here.

The extra 1d6 damage inflicted with the "grapple attack"... Do we beleive that it inflicts 1d6+STR or only a flat 1d6?
My opinion is that when used in a grapple, they are a flat 1d6. When used as an off-hand weapon, they are 1d6+1/2STR (unless you have Double Slice).

On "grapple attack"... I saw some statements about non-martial characters and tons of damage. I noticed something in the description that i think is important for everyone, so please consider this below. Emphasis mine.

Armor Spikes wrote:
... The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them...

To me, that solves the debate on "grapple attack" and whether it means the roll to initiate or all grapple checks to include maintaining.

Additionally, I found what I think will solve the argument on whether a Combat Maneuver is an attack roll or not (emphasis mine)...

Performing a Combat Maneuver wrote:

When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll).

Determine Success
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.

Therefore, Armor Spikes must inflict 1d6 damage on all successful grapple checks/attacks. Users not martially proficient suffer a -4 penalty on grapple checks when using them.


Trample says it works like the Overrun ability so I believe it must be in a straight line. However, it also says that an opponent cannot be damaged more than once per round no matter how many times your movement takes you over the target creature so that makes me think you can travel multiple directions in one go.

I would say no to the Overrun feats since Trample is a special attack that functions like Overrun but isn't Overrun.

Trample uses Slam damage so I think Inspire Courage would apply to a Trample. Greater Magic Fang would certainly work but it can be tricky. If the creature already has a Slam attack then you're good to buff that. If it does NOT have a Slam attack, you must apply the +1 to all natural attacks for their Trample to gain a benefit.

So I know I'm about to repeat things that have been said already, but I would like to offer my interpretation on everything being discussed here.

Armor Spikes:
Armor spikes deal extra piercing damage (see “spiked armor” on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right.

To start, I side with those that identify a Grapple check, or any combat maneuver, as an attack. They use the same rules on a nat 1 or nat 20 and can be selected with Weapon Focus. Now, the whole "grapple attack" thing does cause me a little confusion. Combat maneuvers are technically unique kinds of attack rolls but they are referred to as a "check", so I believe that the description implies that you automatically apply 1d6 (assuming Medium size) piercing damage on a successful Grapple check.

Next it says that they are a Martial, Light weapon and not being proficient with them causes a -4 penalty on grapple checks when attempting to use them. Let's note that a "check" is simply a roll and doesn't denote either initiating or maintaining a grapple. This implies that you can wear them but not actually apply their use when grappling.
::EXAMPLE:: A Druid is Wildshaped as a Tiger and dons spiked barding. The Druid makes a grapple check but must decide if they want to accept the -4 penalty to their check in order to apply the extra 1d8(Large) damage since they are not proficient with all Martial weapons.

I understand that many think this is overpowered or unreasonable for it's cost... especially when considering characters with Greater Grapple and Rapid Grappler that are capable of adding an additional 3d6(Medium) automatic damage on top of their normal output. However, I don't think that is any more game breaking than a Tyrannosaurus Rex with an Animal Growth spell, Strong Jaw spell and Greater Vital Strike.

48d6 plus Grab?? Hopefully it isn't wearing Colossal spiked barding.

Not Wildshape but there is the spell Form of the Exotic Dragon I-III. Druids are limited to Primal Dragons.

A Spellcraft check used with Detect Magic or Identify is needed to determine it's properties.(DC = 15+CL)

Analyze Dweomer reveals everything without a skill check.

If you lack the ability to learn the properties you can "activate blindly" with a Use Magic Device check DC 25

I say a cleaver rates to be an actual weapon. I second the idea to use the stats of a Kukri but I can agree with Hand Axe as well. You have any thoughts on a class?

blahpers I love that Butchering Axe!

Planar Wild Shape would be a decent grab for any Wildshape focused Druid. Aside from the Energy Resistances, DR and Darkvision, you get to bypass DR/Good or Evil.

I cant site where it's stated at the moment but I know I read somewhere that having DR against something automatically means your natural attacks and unarmed strikes are considered as such. DR/Magic means they are considered magic for bypassing DR... DR/Evil means they are considered Good aligned and vise versa.

If you want to keep it close, the Falchion is a pretty brutal 2 hander with high Crit. 2d4, 18-20x2. Another option is the Nodachi. 1d10, 18-20x2, Brace.

With any of these 3, Improved Critical would make your crit zone 15-20!

If you want to be able to take a hit you want either a large amount of HP and/or DR. If you want to dole out punishment (without mentioning magic items) you'll want high Strength, lots of feats or Weapon Training (or similar ability).

Fighter or Barbarian would be appropriate for what you want. For max Tank status you have Armor Master, Tower Shield Specialist, Armored Hulk and Invulnerable Rager. For punishment you have Weapon Master and Titan Mauler. Vanilla Fighter is well balanced since archetypes typically remove either Weapon or Armor Training. That being said, you wont need Armor Training as much with a 12 DEX. You COULD trade the higher level bonuses for some of the Advanced Armor Training options though!

You could go Power Attack and Vital Strike chain to deliver the big hits.

Unless you specifically want your character to be a master smith, I would avoid the Craft Magic feats. There is, most likely, always going to be an NPC that can make what you want. Yes, it's more expensive but those feats are vital to shaping how dangerous your character can be.

You could also multiclass Fighter and Barbarian and basically make Conan the Barbarian or Guts from "Berserk"! Maybe Titan Mauler with Armor Master or Two-Handed Fighter. A Large Greatsword deals 3d6 damage... put Greater Vital Strike on there and you got 20d6 base damage!

Always. Just add Advanced template or increase the number of creatures.
Your silverware swarm would be easy enough. Just make an animated fork and then apply the Swarm template.

I really like your rooms! Gave me an idea for a dressing room/wardrobe full of Mannequins... which obviously come to life like animated object zombies! Possibly a Cloaker?

I'd like to point out that the Constrict from Tetori doubles your grappling damage per round and with Inescapable Grasp(Su) you can negate Freedom of Movement and grapple Incorporeal creatures.

That being said, I agree with avr on the Stunning Fist... casters have terrible Fort saves, plus, you could tac on some poisons and magical effects. I think you would have to use Daggers though since Shuriken are considered ammunition and are destroyed after use. Anchoring would work nicely on a flighty mage.

Cloud Step might help you catch them if they are low enough to the ground. Chokehold will also help a lot since they can no longer speak (use Verbal components) while grappled.

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Could've just been an undead Tiger or a Necrocraft with GM added Pounce.

Or Abomination template to fuse a Big Cat with a Bear and then added Fast Zombie or Skeleton template.

Final thought, it could've been a Yaoguai.

A colony of Ettercaps and all of their traps. Possibly worshiping a Weaverworm.

Kolbolds are always fun.

A natural dungeon full of molds, fungus and the like. Yellow Mold, Mindslaver Mold, Brown Mold, any manner of Slime Pudding or Ooze, Violet Fungus, Basidirond, Fungal Crawler, Giant Spider, Ogre Spider, Cave Troll.

A sea cave that hides the sunken wreck of a sailing ship infested with Draugr. Sea Drake, Sea Urchin, Jellyfish and Giant Octopus are fun as well.

If you really want to challenge them, make the lower levels of your dungeon completely underwater!

Reward of Grace
Reward of Life
Turn Undead
Burning Channel
Extra Mercy
Greater Mercy
Ultimate Mercy
Extra Channel
Channeled Revival

Alien Queen
Huge size, four claws, Grab, Bite, Tail/Stinger, Enhanced senses, Acid Resistance.

Bloodrager: Primalist/Untouchable Rager
Arcane Bloodline

Superstitious, Eater of Magic; Disruptive, Spell Breaker; Witch Hunter, Spell Sunder and Sunder Enchantment rage powers.


Tanks usually do. Especially if there are only one or two front lining. Bloodragers have a slow start but start getting good around level 7 IMO.

Dervish Dancer is pretty cool. If your WIS is decent, I would consider a level dip into Monk for the starting feats and AC bonus... possibly 4 to qualify for Monastic Legacy if you want to power up Unarmed Strikes.

I have not tried it myself but the Dimensional Assault feat line has always been interesting to me. You could be a Dimensional Dervish Dancer! Might need to go Fighter instead of Monk for that one once you can cast Dimension Door.

The Shadow Dancer prestige class looks like fun as well.

For Urban Barbarian I would say that you could not combine Bardic Performance with Controlled Rage. My reasoning is that, although you can now use Dex, Cha and Int based skills while raging, it says nothing about altering the inability to do anything that requires patience or concentration.

Without becoming larger:
Siegebreaker Fighter multiclass Barbarian. Overbearing Assault and Overbearing Onslaught rage powers

Mounted Fury Barbarian, Beast Rider Cavalier, prestige-Mammoth Lord. Ferocious Mount, Greater Ferocious Mount, Ferocious Trample, Greater Ferocious Trample, Overbearing Assault and Overbearing Onslaught rage powers.

There are lots of options with an arena.

Have them start with nothing. No armor, no weapons. Forcing them to scavenge weapons and use combat maneuvers to fight back against weak, yet armed, slaves.

An arena champion with a few Heroic levels would make a fantastic show. As a crowd favorite, have a few surprises in store throughout the arena to help him out. He would obviously know where these traps/hazards are and try to use them to his advantage. Maybe include Performance rules.

A pretty fun challenge could be a Light/Heavy Chariot with archers going circles around the party, pin cushioning them to death with arrows. If they get too close, they get ran over for some significant damage and possibly trampled by the horse as well.

Any Dire animal would be pretty brutal in an arena. I once made a "KONG" as an arena boss. He was a Giant, Advanced Dire Ape. There is a new one that literally is KONG in one of the newer bestiaries. Megaprimatus or something but he is much more powerful.

Ogre Spiders are pretty fun with their ability to fit through small tunnels. Ettercaps make a variety of traps and I recently found the Weaverworm which Ettercaps worship like a demi-god. A combination of those, Giant Spiders and a Spider Swarm or two would be a pretty risky situation.

Maybe have a Young Bebilith near the bottom that guards a portal to the Abyss while also blocking the players path forward. Hunting the portal and devouring Demons that enter through it.

@Bard of Ages I love the Trap Door Spider idea!

Characters that high of level need some REAL challenges. Planar adventures can typically include that. There are SO many options there between Elemental, Shadow, Chaos, Infernal and Celestial planes. Mythic rules could be introduced for added threat and advancement of characters. Kaiju, Nightwraiths, Terrasque, Behemoths, Drakainia, Arch-Devils, Demon Lords, Raveners, Horsemen of the Apocalypse, etc.

Level 20 NPC's can also make for an interesting fight. Like an Evil adventuring party or guild of villains. Maybe throw in some templates like Half-Fiend, Vampire or Graveknight. Use dangerous classes like Anti-Paladin, Assassin, Undead Lord, Blight Druid, Wizard, etc.

I made this guy after struggling with the race builder. I came to the conclusion that this species is so powerful that they required racial HD so I changed gears and came up with this. This Yautja represents a Youngblood/Unblooded. Simply add the desired class levels to achieve your more experienced Predators like the Blooded, Elite and Ancient castes. I hope you guys like this and have fun with it!


CR 5
XP 1,600
N Medium Monstrous Humanoid
Init: +7; Senses: Darkvision 60ft, Low-Light Vision, Perception +15
Source: Tyrant Lizard King

AC: 23, touch 15, flatfooted 18 (+3 DEX, +2 Dodge, +4 armor, +4 natural)
HP: 52 (5d10+25)
Fort: +6; Ref: +7; Will: +4, +4 vs disease, +4 vs poison
Defensive Abilities: Defensive Training, Greater; Desert Runner; Ferocity
Resist: Acid 5

Speed: 40ft, Climb: 20ft
Melee: *Yautja Wristblades +11(1d6+6/19-20x2); +9(1d6+6/19-20x2), Slam +6(1d6+6/x2) or
*Yautja Combispear +11(1d8+9/x2); +9(1d8+6/x2), +9(1d8+6/x2) or
Slam +11(1d6+9/x2)
Ranged: Chakram +8(1d8+6/x2) or
*Yautja Combispear +8(1d8+6/x3)

Tactics: The Yautja uses stealth to observe it's prey to assess it's strengths and weaknesses. It strikes first with ranged attacks before then moving into melee. Against a group of enemies it will attempt to scare and confuse it's prey using Vocal Mimicry and well placed traps to separate and weaken the group with the intent of making trophies of them one by one, starting with the weakest and saving the best trophy for last. Worthy prey that proves particularly tenacious earns respect from a Yautja and is granted death in honorable combat. When a Yautja is caught off-guard it attempts to flee and dress it's wounds before returning to the hunt. When reduced to less than 0 HP, the Yautja attempts to activate it's Thermal Detonator to destroy any evidence of it's existence.

STR:22; DEX:16; CON:21; INT:13; WIS:15; CHA:8
Base Attk:+5; CMB:+11; CMD:+25
Feats: Endurance, Improved Initiative, Two-Weapon Fighting
Skills: Acrobatics +11, Climb +18, Craft(Traps) +7, Intimidate +3, Perception +10(+15 with Veemod), Stealth +11(+21 with armor), Survival +8, Swim +10
Languages: Yauja
Special Qualities: Jumper, Yautja Weapon Familiarity
Other Gear: *Medicomp, Satcom, Veemod Goggles, Veemod Visor (White Veemod), Dagger, *Thermal Detonator, Filter Mask, *Light Yautja Armor, *Wristblades, *Combistick, 3 Chakram, 5 Beartraps

Environment Any
Organization Solitary
Treasure Standard

Clarification on Equipment:
Most of their equipment are made of Adamantine but a Youngblood has not earned these higher quality items yet. Here is what I used to make these items that weren't preexisting.

Their medical kit. Fortunately, lots of those are covered in the technology guide. Contents: Medlance, Nanite Hypogun(White), Trauma Pack, 2 Cureall and 2 Hemochem(Grade I)

Thermal Detonator:
Their self-destruct device intending to destroy all of their equipment, corpse and their enemy. Range: 100ft radius; Damage: 10d10 1/2 Fire 1/2 Electricity(larger and more powerful versions are awarded to higher castes)

Light Yautja Armor:
I combined the statistics of a Chain Shirt with the Chameleon Suit. Normal armor stats with +10 to Stealth Checks and Hide in Plain Sight ability.

Yautja Wristblades:
Exotic. They are basically Shortswords that cannot be Disarmed or occupy hands. They cannot be used to make attacks with wristblades if something is being held in that hand. It is a Swift action to extend or retract. Larger blades given to Elite and higher castes use the stats of a Falchion and are treated as one-handed weapons for the purpose of Two-Weapon Fighting. If you are proficient with these they are treated as light weapons.

Yautja Combispear:
Exotic. Uses statistics of Quarterstaff but is telescopic and can be concealed. Additionally it is treated like a Harpoon when used as a thrown weapon.

Number one vote...Hive. They are basically Xenomorphs from the Alien and AVP franchises. You can find them in the Horror Adventures. The higher the population of hosts, the more dangerous they can be if a Queen is involved. I enjoyed them very much. I actually made an entry for a Predator(Yautja) Youngblood, just add class levels to make deadlier hunters. They're not Aberrations though but REALLY fun to hunt a party with XD

Froghemoths, Mimics and Rustmonsters are common but always fun.

A group of Ettercaps worshiping a Weaverworm is a disturbing, yet fun, encounter.

I haven't used a Vemerak yet but I want to. They cast Dispel Magic in a 30ft radius with their spore cloud every time they move in addition to having a Nauseating breath weapon. I also recently found a Ghorazagh... they sound horrifying as well.

I've never been able to get a party high enough but I've always wanted to use a Drakainia as a BBEG.

Ranks can't exceed character level. You mean a +11 to Intimidate?
Deadly Stroke is pretty sweet, as is the Two-Weapon Feint line.

Morale, Circumstance and Competence bonuses to attack rolls, damage rolls and saves could reflect motivation, good leadership and better training. Since they stack, a more well rounded leader will have more superior troops. Masterwork and upgraded gear could also affect these soldiers' capabilities.

Imagine going up to a +5 for these bonuses... very effective soldiers even if they never increase in HD. Their "+2" to attack rolls could eventually be a +17(+18 with Masterwork)! Now they can be deadly but still easy to kill.

I like the Max HP idea! Another one is maybe instead of advancing HD, you could (sparingly) grant troops a bonus to an ability score or a bonus feat like Weapon Focus.

In any case, this training should take weeks or months and possibly extra funding. I could see that some bonuses could only be acquired or allowed to increase above a set cap, like going above a +2, by surviving multiple battles. Training can only make a certain quality of warrior... it takes real battles, fought and won or survived over time, to advance them into truly deadly warriors.

+2 Dex,-2 Cha (+2 Con/Str while shapechanged)

Perception & Climb/Acrobatics/Bluff

1/day: Certain Grip, Escaping Ward, Doom, Nature's Paths, etc.

- Gore attack 1d6
- Two Hoof attacks 1d4
* Ignore effects of High Altitude
* Climb Speed 20ft
* Ignore difficult terrain (natural rocks only)

I had a player who was a Bladebound Magus. His blade had a fun personality quirk that frequently made threats that it could not back up. Additionally, it never revealed to him that they could communicate telepathically and frequently caused him to look insane by arguing with his sword in public!

I once made a magic cloak that had the voice of that really feminine guy with the lisp from Family Guy. It was fun messing with the player wearing it, saying things like "Oh, you're stho sthtrong!" or "Don't worry friend, I'll keep you warm." :)

On all of this, what is everyone's opinion on Canny Tumble?

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It's basically allowing a free attack (with +4) when successfully preforming an Overrun maneuver in addition to no longer allowing the target to choose to avoid you.

I think the intent is that your Horse gets a chance to "step on" the target of the Overrun as part of the action. The mount is probably moving too quickly to be able to make multiple "step on" attacks... especially since the actual action being taken is the Overrun maneuver. To allow more attacks would be even more powerful than the Pounce ability because you are potentially knocking them prone as well. For game mechanics, allowing more than one attack would cause some serious imbalance IMHO.

Also, consider how this might stack with other feats like Improved Overrun which denies their attack of opportunity, Greater Overrun which grants an attack of opportunity when knocked prone and Charge Through which lets you cause all that destruction on an enemy that's between you and your target of a charge attack. You potentially get 2 attacks on an enemy you overrun, who has no option to attack or avoid and is then prone, and then make a charge attack on a second enemy.

I can say that an Alchemist can make VERY potent poisons with a few discoveries. These can benefit everyone, especially the Rogue. Other discoveries allow you to share Extracts and throw Healing Bombs. Alchemist and Druid are 2 of my favorite classes because they are so versatile in their abilities.

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