| Nepherti |
I have an NPC that's about to encounter my party. They are at level 4 right now, and I have a Cleric of a CN Sea God, a Sword and Board Ranger, and an Air Elementalist Wizard. They also have a Paladin of Iomedae following them around as another NPC. They are the first group of outsiders from a European style setting to see this "New Worlde" that is predominately in the Stone Age.
This new NPC is meant to be their translator, and she comes from an Incan style of culture. I want to keep her at level 4, and she advances as the party advances. She is most likely Human or Teifling due to the genetic background of these people, and is distinctly not evil on the Paladin's radar. Culturally, I have added in that they feel women should not be allowed to carry weapons. This NPC decided that if I am not going to be allowed to carry a crafted weapon, I will turn my fists in them. I went with Rogue because that seems to be the role the party is missing thus far, though if anyone has a better suggestion I'm all ears. I just rolled her attributes, and I got, in no particular order:
17
15
12
11
13
17
Storywise, she's meant to be a contrast to the Paladin, who is the only other female these men are traveling with. This native woman, meant to be a sort of Sacagawea to the group, guiding them as they trek across this vast and unknown continent.
Margravine Dalia Maur, the pally, is one of those low wisdom types who does everything by the book and according to the dogma of the church.
Any advice on this at all would be greatly appreciated. I've always been bad at attaching the right mechanics to a character.
Deadmanwalking
|
Well, from description, a CG or CN Barbarian or Ranger with good Wisdom and lowish Charisma (put the 11 there) reflecting being a woman of few words would seem a logical local guide, as well as the ideal contrast to the Paladin's lawfulness, dogmatism, and force of personality. A Martial Artist Monk could do the contrast thing, too, but would make less sense as a guide.
Why do you want her to fight unarmed, specifically?
Deadmanwalking
|
I was just playing with the idea of the culture she comes from not allowing women to wield crafted weapons. Sort of a chauvinistic thing on the part of the menfolk. I can take that part out if it creates too much of a problem, mechanically. Barbarian might be interesting...
If going Barbarian, you could give her the Lesser Beast Totem Rage Power, which grants claw attacks. Or the Brawler Rage Power that jacks up unarmed strike damage.
Or potentially both, though that starts becoming a tricky build.
| Nepherti |
Started the build.
Ixchel (Itzel), CG Barbarian lv 4, Teifling
STR 17
DEX 14 Base 12 +2 from Teifling
CON 17
INT 15 Base 13 +2 from Teifling
WIS 16 Base 15 +1 from lv 4
CHA 9 Base 11 -2 from Teifling
HP 40
BAB 4
FORT 7=4+3
REF 3=1+2
WILL 4=1+3
SKILLS
Acrobatics 8=3+2+3
Bluff 1=-1(cha) +2(racial
Climb 9=3+3+3
Diplomacy 3=4-1
Intimidate 5=3-1+3
Kn Nature 8=3+2+3
Perception 10=4+3+3
Ride 9=2+2+3
Stealth 4=2+2
Survival 10=4+3+3
Swim 8=2+3+3
FEATS
Improved Unarmed Strike
Dodge
RAGE POWERS
Lesser Beast Totem
Guarded Stance
RAGE Rounds Per Day: 7
Teifling Stuff:
Darkvision 60 ft
Resist Cold/Acid/Fire 5
Darkness 1/day
| Beebs |
If you did want to do a monk/rogue (or ninja), take the Maneuver Master monk archetype for Flurry of Maneuvers and Improved Dirty Trick. Check out this build for an example.
Deadmanwalking
|
Started the build.
Ixchel (Itzel), CG Barbarian lv 4, Teifling
I'd go with Str 18 and leave Wisdom at 15, at least for now. It'll be more useful and effective.
I'd probably also skip Dodge for Power Attack. She'll really need it to do damage when not Raging.
I might also skip IUS to get her Razortusk (which grants a Bite attack even when not raging, to go with her claws). It's normally Half-Orc only, but I'd let a Tiefling have it (sharp-toothed descendants of fiends seeming appropriate).
Her HP should also be higher than that (unless you rolled and rolled a little low).
Guarded Life also isn't that good, I might go with something else in a Rage Power. Maybe Raging Vitality, so the group doesn't need to heal her as often? If she grabs Beast Totem at 6th (and she should) her AC will get better then anyway.
Speaking of which, you get two additional rounds of Rage per level, so she'd have 13 at this point, not 7.
Deadmanwalking
|
With her HP, I rolled a 5, a 3, and an 8 for each, then added the con and the full 12 for first level. Did I do the math wrong? I can tweak that since it's an NPC. Noted on the STR boost. And the Rage per Day. Never built a Barbarian. I'll look into Razortusk.
If you rolled those numbers, you're good.
Though on another note, listing her Raging stats (including HP) is always a good plan.