Dwarven Rager

Wodin Earthbreaker's page

313 posts. Alias of Seranov.



Dark Archive

Good morning everyone,

As I was laid out due to a really bad cold yesterday, my mind inevitably turned to a character concept I've been really wanting to play: a combination of Dreamscarred Press' Aegis class and their Path of War system. Since there is already a Soulknife archetype along these lines, I used it as a baseline and attempted to build an archetype along the same lines. You can find it here. The intention was to give up a fair bit of the baseline Aegis' versatility for improved fighting ability, and I'd love to hear how others think I did.

I would love for any feedback I can get, especially regarding customization point costs. Information about the Shattered Mirror and Sleeping Goddess disciplines can be found here.

Dark Archive

Someone mentioned a Paladin that gets the ability to Rage as a Barbarian does in this awesome thread about paladins, and it got me thinking about how it could be done. So, on a whim, I decided to start slapping something together. Fluff isn't done yet (I actually found out I was pretty much quoting the Oath of Vengeance word-for-word when I went to check out archetypes!) but the simplest version of the crunch is done.

The intention is NOT for this to be wildly stronger than the base Paladin, so it likely needs to be tuned down a little bit. I would love to hear any thoughts, comments, criticisms, etc. that anyone may have.

Hand of Wrath wrote:

Holy Wrath (Ex): At 1st level, the hand of wrath gains the rage ability as the barbarian class feature. This ability replaces smite evil.

Rage Powers (Ex): At 3rd level, and every three levels thereafter, the hand of wrath may select a barbarian rage power for which she qualifies. This ability replaces mercy.

Furious Casting (Su): At 4th level, the hand of wrath gains the ability to cast spells even while raging. She can also cast these spells defensively and can make concentration checks for these spells while raging. While raging, she can cast and concentrate on only her paladin spells; spells from other classes cannot be cast during this state. This ability replaces channel positive energy.

Tireless Wrath (Ex): When the hand of wrath reaches 8th level, she can spend two uses of her lay on hands ability to cure fatigue on herself or a willing ally as a swift action. At 17th level, the hand of wrath becomes immune to fatigue. This ability replaces aura of resolve.

Greater Wrath (Ex): At 11th level, when the hand of wrath enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. This ability replaces aura of justice.

Aura of Ferocity (Su): At 14th level, the hand of wrath can expend three rounds of rage to grant the rage ability to all allies within 10 feet, but using 1/2 her bonuses. Allies must use this rage ability by the start of the hand of wrath's next turn and the bonuses last for a number of rounds equal to her Charisma modifier. Using this ability is a free action. Evil creatures gain no benefit from this ability. This replaces aura of faith.

Mighty Wrath (Ex): At 20th level, the hand of wrath becomes a conduit for the wrath of her god. Her DR increases to 10/evil. When the hand of wrath enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4. In addition, whenever she uses lay on hands to heal a creature, she heals the maximum possible amount. This ability replaces holy champion.

Dark Archive

Hello folks,

I have an Ironborn (Large-sized Burden Carrier build) Aegis/Soulknife (Deadly Fist) that I am playing in a friend's home game. It's a really fun character, but I have one question that I honestly am clueless about.

As a Large-sized Ironborn, he has a natural reach of 10 feet. The range increment on his Psychokinetic Discharge ability from the Deadly Fist is also 10 feet, the same as the daggers he is carrying around.

Does this mean he can do his psychokinetic discharge attack or throw a dagger at someone 20 ft. away without taking a range penalty? Or would he take a -2 to the attack roll?

Dark Archive

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Good evening,

So upon getting my copy of the Advanced Class Guide yesterday, I went digging through it to see if there was anything that looked interesting. I found quite a few neat things I'd like to build up and play, but one of the options stood out as something that I though would be super fun and flavorful: a Dwarven Sacred Fist Warpriest using Pummeling Style.

So, mechanically, I have a general idea of what I want to do, but I'd like some assistance from people who might have been working on their own designs for this kind of character. Without further ado, here's my basic concept (20pb, 2 traits, no drawbacks):

LG Warpriest (Sacred Fist) of Torag

Str 17 (+1 at 4, 8, 12, 16 and 20)
Dex 12
Con 14
Int 10
Wis 16
Cha 6

Blessing: Earth, Protection
Traits: Fate's Favored and Magical Knack (Warpriest)

1 - Warpriest 1 - 0 BAB - Minor Blessings, AC Bonus, Flurry of Blows, Unarmed Strike, Improved Unarmed Strike, Pummeling Style
2 - Monk* 1 - 0 BAB - AC Bonus, Fuse Style, Stunning Fist, Pummeling Charge
3 - Monk* 2 - 1 BAB - Iron Monk, Toughness, Power Attack, Dragon Style
4 - Warpriest 5 - 2 BAB - Fervor 1d6
5 - Warpriest 3 - 3 BAB - Blessed Fortitude, Dragon Ferocity
6 - Warpriest 4 - 3 BAB - Channel Energy
7 - Warpriest 5 - 4 BAB - Fervor 2d6, Feat
8 - Warpriest 6 - 5 BAB - Style Feat
9 - Warpriest 7 - 6 BAB - Ki Pool, Feat
10 - Warpriest 8 - 6 BAB - Fervor 3d6
11 - Warpriest 9 - 7 BAB - Miraculous Fortitude, Feat
12 - Warpriest 10 - 8 BAB - Major Blessings

* = Master of Many Styles/Monk of the Sacred Mountain

Feats are mostly empty because I honestly don't know what I could even take at that point.

Now, my primary questions are this:
1) Do the levels of Master of Many Styles Monk count towards Flurry of Blows (it'll be a +1 to hit difference), since MoMS trades away Flurry.
2) Can you use both Flurry of Blows and Fuse Style at the same time? I don't see anything that says you can't.
3) Since both AC Bonuses are untyped, will they stack?
4) Since Sacred Fist trades out pretty much all of its bonus feats for style feats and the Fort evasion thing, does it still count the Warpriest's level as their Fighter level? Could definitely see myself picking up Weapon Specialization with this.


So, in my never-ending need to make new characters for fun (and sadly, very few of them ever get played), I threw together Tomag here.

I started him as a pretty standard Paladin, but then I realized that with the Redeemer archetype, maybe just going straight bruiser isn't the best path. So I'm here to ask about feats and such. I'm trying to play up the nonlethal damage part, so he's a Paladin of Sarenrae with the Blade of Mercy trait.

So far he's got Power Attack, which seems pretty standard fare. The problem is, where do I go from here? Should I mess around with my stats more and maybe try for 13 Int, for Combat Expertise and Improved Sunder?

I'd love any input you guys can provide! Thanks.


Hi everyone.

I stumbled upon the feat Thunder and Fang as well as this mini. It looks awesome, and though I doubt it's particularly good, I really want to play one. So I built the character, hopefully for use in one of my friend's games over IRC.

Anyway, I threw together this build, but I'd like any advice anyone could provide.

Human (Shoanti) Ranger/Fighter (Two Weapon Warrior)
Str: 18
Dex: 14
Con: 14
Int: 9
Wis: 13
Cha: 8
Traits: Reactionary and Indomitable Faith

1 (Ranger 1)(+1 BAB | +2 Fort, +2 Ref, +0 Will): Favored Enemy 1 (Ex), Track (Ex), Wild Empathy (Ex), Power Attack, Weapon Focus: Earthbreaker (Human)
2 (Ranger 2)(+2 BAB | +3 Fort, +3 Ref, +0 Will): Two Weapon Fighting (Class)
3 (Ranger 3)(+3 BAB | +3 Fort, +3 Ref, +1 Will): Endurance, Favored Terrain 1 (Ex), Weapon Focus: Klar, Endurance (Class)
4 (Fighter 1)(+4 BAB | +5 Fort, +3 Ref, +1 Will): Thunder and Fang (Class)
5 (Ranger 4)(+5 BAB | +6 Fort, +4 Ref, +1 Will): Hunter's Bond (Ex), Spells, Boon Companion
6 (Ranger 5)(+6 BAB | +6 Fort, +4 Ref, +1 Will): Favored Enemy 2 (Ex), Improved Shield Bash
7 (Ranger 6)(+7 BAB | +7 Fort, +5 Ref, +2 Will): Woodland Stride (Ex), Shield Slam, Improved Two Weapon Fighting (Class)
8 (Ranger 7)(+8 BAB | +7 Fort, +5 Ref, +2 Will): Step Up
9 (Ranger 8)(+9 BAB | +8 Fort, +6 Ref, +2 Will): Swift Tracker (Ex), Favored Terrain 2 (Ex), Following Step
10 (Ranger 9)(+10 BAB | +8 Fort, +6 Ref, +3 Will): Evasion (Ex)
11 (Ranger 10)(+11 BAB | +9 Fort, +7 Ref, +3 Will): Favored Enemy 3 (Ex), Shield Master, Greater Two Weapon Fighting (Class)
12 (Ranger 11)(+12 BAB | +9 Fort, +7 Ref, +3 Will): Quarry (Ex)

Now, this is assuming that you can treat the Klar attacks like a Shield Bash, otherwise I'd drop Imp. Shield Bash/Shield Slam/Shield Master. Also, I was trying to consider if it would be better to take fewer levels in Ranger and go Fighter for more bonus feats plus the weapon-training-ish thing from Two Weapon Fighter. But I lose spells, skill points and a stronger Reflex save, too.

Anyway, would be glad to hear other's opinions!

Dark Archive

Hello everyone.

I recently rolled up a 6th level Kobold Synthesist Summoner for a friend's campaign. Rules were 35 point buy, full HD per level, (we're pretty strapped for magic items; read: none since we started playing), ARG, PG, APG, UM and UC allowed. Originally I'd been playing a Lizardman throwing Barbarian, but I wasn't really enjoying it. So I decided to pull out a nifty RP concept and made a Summoner to match it.

The problem is mostly that I have read all the related information on Eidolons like nineteen times and I'm STILL not sure if I did it right.

So, without further ado, this is my Sythesist Summoner:

w/o Eidolon: http://www.myth-weavers.com/sheetview.php?sheetid=432198
w/ Eidolon: http://www.myth-weavers.com/sheetview.php?sheetid=432031

I'd be really appreciative if anyone could give it a once-over and see if I messed anything up horribly. Thanks!

Dark Archive

So I imagine a handful of you folks have at least glanced at the thread about Quick-converting League of Legends Champions to be playable in Pathfinder. If not, you can find it here: http://paizo.com/forums/dmtz5t90&page=2?Quickconverting-the-League-of-L egends-Champions

Anyway, a couple of my friends were playing the game over VOIP, and started talking about how a Pathfinder campaign based on it would be infinitely less infuriating than the actual game itself. To that end, they started suggesting how to roll up characters for such a campaign.

I, having on had a short tenure in the game, decided I would make Nasus. In the thread I linked above, it's suggested to have him be a Cleric, then take the Pharaoh prestige class. However, he actually seems more like a Staff Magus to me. Also, I'd be playing him as a Human wearing an ornate jackal mask, though I am absolutely considering using the Advanced Race Guide to make a Anubis race, once I can get access to it.

I've got the first twelve levels planned out, but if anyone could give me some pointers, that'd be great. I'm actually going to be taking a 3 level dip of Weapon Master for extra feats + Weapon Training: Quarterstaff, and grabbing some trip feats because it just sounds cool to be a big ol' jackaldude, knocking people on their asses and slapping them in the face with an electrically-charged stick.

Sasun
Male Human
Lawful Neutral
Str: 16 (18, +2 Racial bonus, +1 at 4, 8, 12 and 20)
Dex: 12
Con: 14
Int: 15 (+1 at 16)
Wis: 10
Cha: 7

Traits: Reactionary and Magical Lineage (Shocking Grasp)

1: Magus 1 - Combat Expertise, Improved Trip
2: Fighter 1 - Weapon Focus: Quarterstaff
3: Magus 2 - Weapon Specialization: Quarterstaff
4: Fighter 2 - Power Attack
5: Magus 3 - Maneuver Mastery: Trip (Arcana), Combat Reflexes
6: Fighter 3 -
7: Magus 4 - Tripping Staff
8: Magus 5 - Greater Trip
9: Magus 6 - Wand Wielder (Arcana), Intensify Spell
10: Magus 7 -
11: Magus 8 - Arcane Strike
12: Magus 9 - Wand Mastery (Arcana)

Any suggestions are more than welcome. I'm not aiming to be restricted just to what Nasus can do in the game, but instead a character based off of him that's in the same vein as far as abilities.

Thanks in advance!

Dark Archive

Good evening, ladies and gentlemen.

I am going to be starting a Pathfinder campaign in a couple weeks. For this campaign, I want to play a dwarf fighter who used to be a Town Guard, but now is an adventurer. He wades into fights with a weapon and shield, using both to mete out asskicking.

My question is mostly based around how to make him as mechanically sound as possible. I found some wonderfully helpful information in Rogue Eidolon's Guide to Fighters (https://docs.google.com/document/edit?id=15x4he4WAFYNsoeYgNG8KaEjPH2OvzF2d Ujiy8BL1h14&hl=en&pli=1). However, I'm already going off the rails a bit by going Dwarf instead of Human. We're starting at level 1, 20 point buy, max starting gold, 2 traits

My character's stats are
16 Strength
15 Dexterity (going to drop my first stat boost into this at level 4)
14 Constitution
13 Intelligence
12 Wisdom
6 Charisma

At level 1 he's got Two Weapon Fighting and Improved Shield Bash. Traits are Reactionary and Indomitable Faith. For armor and weaponry, he has a Dwarven Waraxe, a Warhammer, a Sling, a Breastplate and a Light Spiked Steel Shield.

The plan, so far, is pretty much just to go straight Fighter and pick up feats as the guide suggests them, but I'd be appreciative for a second opinion from people who've given such a build a try!

Thanks for your time.