| Sleeping Clown |
| 1 person marked this as a favorite. |
Hi hi hi.
While I'm not in immediate need of a character, I sort of fall in love with the attitude/flavor of Golarion goblins every time I read anything about them. I keep a folder of builds that usually go from 1-20. While I'll usually tailor a character's origin and personality to the campaign, I like to have a few road maps so when I ding so I don't spend all week wallowing in indecision about what feat to take.
Anyway! I realized I haven't played a barbarian since... I think 3.0! I also haven't played a grappling character in Pathfinder, so the Feral Gnasher began to look pretty fun after re-reading some of the rules.
I wanted to bounce the skeleton of the build off the boards and see what people think.
Here's what I got--
For attributes, the DMs in my circle usually toss out 20 pts or more, but it is good to plan for a rainy day. My go to plan would be to put 13 pts into Str, take two from Int and Cha, and throw 2 into Dex, Con, and Wis. So that spread would look something like this:
Str 15 Dex 16 Con 12 Int 8 Wis 12 Cha 6
Stat bumps would go into Strength.
The skills every level would be Acrobatics, Perception, and... Linguistics. I know I just I usually tailor a background for a campaign, but I was thinking about shoe horning the idea of a goblin that was banished from his tribe for being cursed with letters, and having the compulsion to read aloud any writing he finds. Something like that.
Here's the spread for feats:
1st Improved Unarmed Strike
3rd Improved Grapple
5th Weapon Focus (Grapple)
7th Greater Grapple
9th Rapid Grappler
11th Deadly Aim
13th Roll With It
15th Body Shield
17th Quick Draw
19th Raging Hurler
For me, 1st through 9th is pretty set in stone because the grappling feats in conjunction with Lockjaw and Grab are the core for most fights. I usually don't see campaigns last past 13th level, so everything 13th and up is sort of a *fun* choice. Deadly Aim at 11th makes a lot of sense for this because anything I can't grapple, I'll be throwing improvised weapons at.
Wait... *gasp* no Power Attack? What kind of barbarian doesn't have Power Attack? Well, I think one that if he's in melee range, is always grappling. Because maintaining grapple checks controls the fight. I'm flexible on this, though.
I'm a little bit less confident about my rage power selections:
2nd *Archetype*
4th Superstition
6th Ghost Rager
8th Clear Mind
10th Eater of Magic
12th Fearless Rage
14th Strength Surge
16th Unexpected Strike
18th Witch Hunter
20th Spell Sunder
Basically I have a strongly ingrained fear of Save or Suck spells, and most of those powers are about making sure I survive long enough to pin you to the ground and chew your face off.
Any tips on gear priority?
| Sleeping Clown |
Uh, yeah, what Zolthux said.
I'm looking to make a character that can not only contribute to winning fights, but is fun/funny when doing so and entertaining outside of combat. The idea of a little green monster successfully wrestling mummies and trolls to the ground cracks me up, as does the idea of a goblin trying to survive an encounter with a dragon by throwing the dragon's own horde at it.
Also, if anybody has an idea of how to work in some goblin pyromania to this build, that would be great too.
| Phasics |
| 1 person marked this as a favorite. |
Without doing any level dips you could pickup the Flame Heart goblin feat which would give you fire resist 5.
Then cover yourself in an accelerant and then when combat starts set yourself on fire and go grapple someone , or smash a vial of alchemical fire on yourself to get the fire going and again go grapple someone.
Pickup the Burn Burn Burn feat and do extra fire damage to your opponent while in the grapple.
The resist 5 fire will keep you mostly unharmed.
If your interested in multiclassing then Alchemist would provide a decent dip for the mutgaen buff and fire bombs to keep with the fire theme, goblins can get fire resist 1 as a favored clas sbonus in alchemist as well and the spell fire trail although not great mechanically would fit a hyper rage feral gnasher running around the battlefield leaving a trail of fire behind him.
also as an alch you can pickpu firebrand discovery to add a cheap flamming quaility to your weapons you can even apply this to natural weapons if you want and with resist 5 are only taking 1 dmg maybe every 6th round
| Sleeping Clown |
blackbloodtroll, I'm not sure I agree with Dex being a good idea for a barbarian. True, a goblin that using dex instead of strength means your attack stat is six points (+3 to attack/damage) higher than what it would be otherwise. But that sort of disappears considering you're losing +1 from the Agile enchant, and the strength from raging (the other +2) disappears. That's before you get greater rage, and after that, the dex build is definitely less effective, at least while raging. Not to mention you'd need to spend a feat on Weapon Finesse.
I'm not focusing on natural attacks, I'm focusing on grappling with bite/grab.
I know playing a strength based, small grappler seems nuts, but Feral Gnasher I think is like the only class I can think of that has access to a full BAB and *Grab* like all the time (a whopping +4 to grapple checks). Like, a Tetori can do it, but they have to spend ki points. So I think it could work.
I'm not sure I really *get* Totem Warrior. How is it not just a barbarian? Nothing's traded.
Phasics, those are... brilliant, goblin-y ideas. Setting yourself on fire... I'm not sure I'd want to take the dip, but just in terms of making the other players' jaws drop, that is awesome.
| Sleeping Clown |
I believe that is *still* not better than what I'm doing. At the very least, not for grappling. Once again, that +1 cost from Agile is still a thing I would have to deal with. So the dex build would give me net +2 attack/damage advantage at this point over a strength build, but I'd be losing Grab because Urban Barbarian isn't compatible with Feral Gnasher, which would gives me a +4 to my grapple checks, and works off of my bite attack. Feral Gnasher has a better CMB and method for grappling.
The dex build would give me better reflex saves... but those are usually the least scary type of saves. Though in my current game we have a Fire Oracle that would beg to differ. Oh man. I wish I could play a fire obsessed goblin that worshipped the Fire Oracle in the current game. Just realized how fun that would be.
blackbloodtroll
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Stacking archetypes is perfectly legit. There is not even a cheese factor in there. It's in the description of archetypes.
Also, the Grab ability of Feral Gnasher only works on up to medium creatures.
The Brutal Pugilist eventually suffers no grapple penalties. He also continually adds bonuses to his CMB and CMD, and with Agile Maneuvers, you will be using you very high dex for all grapple rolls.
| Sleeping Clown |
The size of the creature Grab works on increases with level. With an Enlarge Person, I can be grappling creatures up to Gargantuan size at 15th level, if I get there. Or just Huge without it.
The Brutal Pugilist does NOT continually add bonuses to his CMB and CMD. He can add a +1 bonus to each once. +2 if he's willing to do it without armor.
Feral Gnasher also does not take grapple penalties after sixth level.
To do what a strength focused Feral Gnasher could do, I would need to take Weapon Finesse *and* Agile Maneuvers, *and* get my hands on an agile AoMF. In an effort to make this character less MAD and focus on Dex, you're adding more feat requirements when there are other grappling feats to be taken as early as possible, *and* it is still not as good.
Maxximilius
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Blackbloodtroll => I know you are trying to help, but if someone wants to play a Str-based goblin Feral Gnasher, suggesting he plays instead a dex-based human Totem Warrior/Brutal Pugilist/Urban Barbarian is probably not going to do the trick.
Sleeping Clown => Stacking archetypes is legal and no more game-breaking than playing any vanilla spellcaster.
To stay in line with the Feral Gnasher-thrower build, you may be interested in the Hurling charge power to make full use of your throw anything + bite abilities, so in a single charge you may later throw one weapon + bite the target + grapple it. Check the Hive Totem line which will provide you with cool bonuses to grapple CMB and CMD + a poisonous bite at later levels.
Otherwise, consider the Totem Warrior archetype for your character, and get asap the rage powers providing you with claws and gore, so you have Claws (x2)/Gore/Bite(+Grab) at your best BAB on a full-round attack, finishing with a grapple check. Note that as written, a totem warrior is a bit unclear, but a current understanding of it's mechanics is that he may choose all totem powers instead of a single one, plus the list included under the archetype - and no other.
If you are aiming for pure grappling, the brutal pugilist + bite attack with the Animal Fury rage power is pure awesomeness, espcially if you add body bludgeon at 10th level, since you will always be treated as able to use an enemy of at least your size as a weapon.
| Gobo Horde |
| 1 person marked this as FAQ candidate. 11 people marked this as a favorite. |
Alright so you want to play a goblin barbarian? awesomesauce! I can help a bit with that.
So the caveats we are going with are:
Must be goblin,
Must be feral Gnasher
Little to no multiclassing
Str based
Alright with that in mind here are some suggestions. Scratch that, its almost a mini guide :P
First off, I like how you are going with your ability scores, but I honestly do not think you need to worry about dex all that much. Maxing Str is your best bet and putting con second boosts alot of your abilities, namely hive totem toxicity, starting rage rounds, and a few others I will touch on below. You could honestly just dump your dex because even if you have a 7, your racial will bump that up to a 11 and dex will become alot less important if you focus on str, so more for con. As for traits, I am assuming you are taking Hard head, Big teeth? You will be the most un-sneaky goblin around, but hey, you bite things! I would also suggest optimistic gambler if your GM is ok with campaign traits, its that good. You basically extend the effects of your rage, and other select powers like superstitious as well as anything the bard might do to you. As for your favoured class bonus, its not all that useful as you will only ever crit on a natural 20 for 2x (3x at level 10) damage. Just stick with flat hps or even the skill point so you dont have to worry about int nearly as much.
Just a quick note. I would suggest just sticking with one natural attack (your bite) as you then gain 1.5x str on it, and grappling takes a standard to keep up (later a move) so you can never full attack when you grapple even if you use the grab special quality. This also allows you to focus all your damage and abilities onto that one single attack instead of spreading it around (to claws for instance). If you really want more attacks, get boots of speed or haste from somewhere else but really? When you grapple someone, just bite and bite again!
Alright now onto rage powers!
Totem:***** Hive totem chain is probably your best bet as hive totem gets you bonuses to your CMD as well as "your strength ability checks" and as grappling is a str check, hello! Hive totem resilience is a flat bonus to your grappling CMB and huge for this kinda build while the immunity to swarms is just gravy. Do note that it is only against swarms of vermin, not other kinds of swarms. Hive totem toxicity grants you a toxic bite once per rage that stacks off of your con mod and can help kill your target quicker but thats about it. This is really just a bonus rage power and you can skip this if you want. The parts about the animal fury bite is useless as your bite is already stronger and you are using it only so no penalty.
Beast totem:* Honestly this is useless for you. Claw attacks reduce the damage of your bite and pounce is useless for a grappler. Next!
Animal fury:***** This is amazing! Read it. Now read it again. This does 2 things. 1) give you a bite that you will not use. 2) you can make a bite attack as part of the action to grapple before the grapple check and if you succeed you gain bonuses to your CMB. Then you do the grapple check and if that succeeds you can bite as the action of the grapple. When you get greater grapple at lvl 7, you can do 2 grapple checks a round and 2 bites per grapple all at 1.5X str. Eat that monk! This is also a prerequisite for swarm totem. Pure gravy.
Body Bludgeon:**** This is a beautiful rage power with some flaws. the first and biggest flaw is in the first line. "if the barbarian pins an opponent that is smaller than her" means smaller than small size and even if you are able to pin creatures larger than yourself, you still cannot use them with this. There is a workaround and that is Giant Hide Armour and I will go into more detail with that later. Aside from this caveat, this is beautiful as it allows you to first bite someone with animal fury, bite them again as part of the grapple, then swing them into his buddy beside him for more damage then do it again. All of a sudden your horrendous bite attacks become Aoe. There is also a feat that lets you throw two handed weapons called raging hurler if you feel like going that route.
powerful blow/crippling blow:** You can deal str or dex damage at a rate of 1 per 4 levels to lower your targets CMD but it costs a swift action and 2 rage powers while only being useful once per rage. It is an idea, but I would probably avoid it.
Superstition/Ghost Rager/witch Hunter/Spell sunder:*** These are really powerful powers but each comes with a drawback. Superstition and ghost rager grant you nice defenses but might make you hard to heal/buff and such. [i]Spell sunder[/] is probably one of the most powerful powers and the thought of you biting a spell to death is awesome but you are not really focused on sundering and it takes a whopping 4 powers to get. Great power, little synergy.
Strength surge:***** This is beautiful as it can allow you to almost guarantee that you get that first grapple off. on grapples after the first turn you get a +5 bonus so you usually only need it for that first one. You dont have to get this one right away but I would pick it up when you can and always plan to have it in there somewhere.
Alright now for.... Wait a minute. I said that three times already....
Its now time for Feats!!! there thats better....
I will just go over a few good feats that you might want to look at.
Raging vitality:**** prevents the barbarian intantly dead syndrome and grants more hps. Also grants a greater dc on things like hive toxicity.
Raging brutality:**** This isnt available until quite late in your campaign from the sounds of it but it can really up the damage that your bites can do and in extension your grapples.
Extra rage power:**** In most barbarian builds this comes up alot but that is because powers are usually stronger than feats.
body shield:*** As an immediate action, causes one enemy to hit another and spares you a hit at the same time! Did I mention that you can bite him because of animal fury at the same time?
Improved/greater grapple:***** I hope you understand what these are used for. I wont go into detail, just get them as soon as possible.
Pinning rend:*** Steep requirements but it allows you to deal even more damage when you grapple a pinned target and stacks every turn. When you are grappling 2 or even 3 times a turn, it turns into one bloody mess... Also has competition with...
Rapid grappler:**** Allows you to grapple a third time each turn at the cost of your swifts and immediate actions. Considering you bite twice each turn, its good.
These next ones are monster feats so its up to your GM if he allows them but some are quite good.
Improved natural attack:*****[ooc] Boost your bite attack? Yes please!
Noxious bite:[ooc]**** The hardest part of this is getting that breath weapon. If you do, it can boost the power of your bites a good chunk and the nauseated condition for 4+ rounds is truly terrifying. Its good to note that if you have someone in your mouth while you use a breath weapon it hits automatically.
Ankle biter:** This can allow you to get free bite attacks off on anyone trying to do something funny to you. Someone tries to trip you, bite them! It does take an immediate action and is more for flavour bit its decent.
Ability focus:** This can be good to up the DC of any abilities you have.
Just a few last things to say before I finnish up.
Items. You will want to look at the Giant hide armour if you have not already seen it. It is the grapplers dream, especially a small grapplers dream as you are. You can grow up to huge size, gain huge str bonuses, gain a good deal of reach, and and some other small bonuses like increased speed. Your CMB will skyrocket up 7 points from going up to size huge and the +8 str bonus. The +8 con bonus will also grant you +4 hp per hit die and make you really hard to kill. Last, but definitely not least, it allows you to use body bludgeon on any creature up to large! You wanted to swing giants around the field from your mouth? Heres how!
Well this was longer than I anticipated but hopefully you got some good insight out of it and I might post a build here soon. Ive also added a ranking system because I added so much information. 1* is bad, 5 is good. Hope you enjoy the little terrors that are goblins!
| Gobo Horde |
| 1 person marked this as a favorite. |
so I was thinking of the following:
1 improved unarmed strike
3 improved grapple
5 raging vitality
7 greater grapple
9 rapid grappler
11 pinning rend
powers
2 archetype
4 animal fury
6 lesser hive totem
8 hive totem resilience
10 strength surge?
not sure after this but this is around lvl 10 so that should do for a while.
Stats would be something like this; (without racials in parentheses)
Str 15 (17)
Dex 12 (8)
Con 16
Wis 10
Int 8
Cha 5 (7)
for a 15 point buy
putting your favored bonus into skills still gives you +4 skills a level and mostly, you are quite durable and high str. You could put 2 points from dex into int if you really wanted making 11 dex, but this way you still get a little bit. BTW you are the most unsneaky goblin around :D
| Sleeping Clown |
| 1 person marked this as a favorite. |
Dude, that is some nice info. I never noticed Giant Hide Armor before. That seems so essential now that I know about it. Your insight into Hive Totems and Animal Fury have made me totally overhaul my build.
Question about Pinning Rend: I thought bleed doesn't stack? Wouldn't I just establish bleed damage once?
Also, I'm wondering if the size increase from Giant Hide Armor also gives you the additional abilities from Giant Form (e.g. Regeneration Fire/Acid from troll skin), or just the size/stat adjustments.
If the former is true, I was looking at a rage power progression along these lines:
Rage Powers
2nd *Archetype*
4th Animal Fury
6th Hive Totem
8th Hive Totem Resilience
10th Energy Resistance (Fire)
12th Energy Resistance, Greater (Fire)
14th Energy Absorbtion (Fire)
16th Energy Eruption (Fire)
18th Strength Surge
20th Hive Totem Toxicity
Having fire defense would complement turning into a troll, if that's what that armor does. Also, allows me to get up to more fire obsessed goblin shenanigans. The idea of "eating" fire attacks causes me to chuckle.
Also, in your build, you need to raise your dex by 1 to get Rapid Grappler.
Hangman Henry IX
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| 1 person marked this as a favorite. |
ive been playing feral gnasher in legacy of fire, and i want to say i love it. i really suggest getting Roll With It as it makes the lack of armor less of a deal and really makes combat hilarious.
i playtested 4 of these with the hive totems build at level 8 against my pcs last night and it was a blast. they dont do much damage out of a grapple, but once they bite it is sick. and rolling away from 25 damage instead of taking a full attack is just great.
my build:
"teeth-of-justice"
half-orc feral gnasher
racial abilities:
toothy (since this is the same as Hard Head Big Teeth it should bump damage same)
shaman's apprentice
orc weapon familiarity
darkvision 60'(i prolly shoulda taken skilled)
str:20
dex:14
con:16
mentals are all 7 cause a guy that eats everything should be kinda dumb
feat/rage power choices:
1: racial heritage (goblin)
2: none
3: roll with it
4: brawler (gets you imp. unarmed strike while raging)
5: improved grapple
6: animal fury
7: greater grapple
8: hive totem 1
9: rapid grappler
10: hive totem 2
11: imp. nat. attack (bite, which should now be 2d6)
12: hive totem 3
13: diehard (i dunno bout this)
14: come and get me (bite them first? yes?)
15: deathless initiate
it gets pretty sketchy from here, i never relaly play characters this high level. i should also note, a reasonable gm (an gm that is letting you play feral gnasher really) will let animal fury and hive totem 3 just boost the damage die of yer attack by one step. if you want to argue this, point out you are spending feats and such to get around +3.5 damage on an attack that costs an insane amount to get enchanted and does not cut through any DR.
i was really toying with the idea of a single level of monk (marital artist archetype) at level 7 to get that +2 to saves and 2 feats for free but it is not nearly as fun. if you want yer guy to be survivable its better, just do as above, but switch out brawler for superstitious and switch out improved grapple for diehard. if you do that you cant get rapid grappler til 11 tho...
also, beware of casters who can cast lipstitch
| Gobo Horde |
Well you were right about the bleed damage... I was under the impression that it did stack unless otherwise stated and it turns out that was a house rule... Doh! well its still effective as it essentially doubles your damage die, just it only does it once, not consecutively, so probably drop it a star. It also gets past DR so that is a nice touch. Also good catch on the dex needed for rapid grappler.
As for giant hide armour, look here;
This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant).
So you would get the additional abilities and I like the idea of the fire resistance. The Item really is my go to for martials as what fighter does not want to be able to increase in size twice on command or gain regeneration for a whole whopping 15 minutes? Or what barbarian does not want to gain +8 str and +8 con that stacks with rage? That doubles your lvl 20 capstone ability! The increased damage die, movement, resistances/immunities, darkvision/low-light vision, natural armour bonus and rock throwing is just gravy on an already large slice of pie. The cherry on top? You gain 3 sizes with this, and can use body bludgeon on giants...
As for roll with it, It is a great feat that is full of flavour and can be quite powerful, I built a dex based goblin mobile fighter that made good use of it that was surprisingly hard to kill and very very mobile (could take 10 and take 20 on acrobatics checks). The feat does have its own set of drawbacks tho, namely it takes an immediate action that eats into a already swift action heavy build (str surge, rapid grappler, body shield). second, you often land prone at the end, so getting the monkey style feat is highly advisable (witch is a second feat in an already feat starved build). Third, you are always staggered while using this feat, so take that into consideration. Fourth you provoke attacks of opportunity for the movement, and if you had a high dex and some armour, would be fine but this barbarian dont... Might be good with come and get me... gotta think about that one.
More build specific, you also move away from your intended target and for a grappler that is NOT good. It also is based off of dex, and as a dex focused goblin you can easily hit 20 or even 22 dex at the start witch is great. This goblin has a dex of 12? 14? so it will automatically be weaker and your not getting a belt of incredible dexterity. All in all, it is a great feat that can be very powerful if you build around it but just isnt what you are looking for in this particular build.
Moving on... Hangman Henry IX, with your build, you have an half-ork taking a human only feat and doing something that it does not allow. Humans and half-humans are different things and have their own associated feats. As for racial heritage taking racial only classes, that has been a debated topic on the forums and has been ruled a no, but I dont have the link off hand so try and search the faqs. Having said that, if your gm will allow it (and it sounds like you are the gm) that sounds like a great idea, losing the first feat for +4 to str is a great trade off but your bite will be weaker because you wont have the hard head, big teeth trait. As for letting animal fury and hive totem toxicity boosting any bite, again you will need a lenient gm to pull that off, but if you can, all the power to you! I personally would not take diehard at lvl 5 as you will be loosing out on half your damage for 2 levels and a third until 4 levels later. Not worth it IMO. as for taking brawler to get past imp. unarmed strike, you again need a lenient gm as most of the time you dont have the feat, and therefore dont qualify for improved grapple. Interesting idea tho!
Finally, lipstich, burst them lips! the extra red is just hot sause on your next tasty morsel! This is interesting, but at most it is a small amount of damage and a loss of a standard, there is alot more damage to be had in getting dominated and biting your wizards head off but this is funny!
Hangman Henry IX
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As for roll with it, It is a great feat that is full of flavour and can be quite powerful, I built a dex based goblin mobile fighter that made good use of it that was surprisingly hard to kill and very very mobile (could take 10 and take 20 on acrobatics checks). The feat does have its own set of drawbacks tho, namely it takes an immediate action that eats into a already swift action heavy build (str surge, rapid grappler, body shield). second, you often land prone at the end, so getting the monkey style feat is highly advisable (witch is a second feat in an already feat starved build). Third, you are always staggered while using this feat, so take that into consideration. Fourth you provoke attacks of opportunity for the movement, and if you had a high dex and some armour, would be fine but this barbarian dont... Might be good with come and get me... gotta think about that one.
i took it early cause i found without medium armor proficiency it is kinda hard to get decent armor. and trying to keep both hands free to not take -4 on grapples makes shields unfeasible. it might not be useful later on, but i think it makes getting to the later levels more likely. also, this is one of the only kinds of characters that can take this feat, and it is so cool to roll around. as far as the swift action/staggered prollems go, i would suggest only using this feat when not grappled, which makes both of those things not an issue. actually rolling away is better if you aren't grappled, as it lets you charge again for a charge bonus. as far as being prone afterwards, id say just don't roll into an object and try to remember you get to choose the direction you roll.
Moving on... Hangman Henry IX, with your build, you have an half-ork taking a human only feat and doing something that it does not allow. Humans and half-humans are different things and have their own associated feats. As for racial heritage taking racial only classes, that has been a debated topic on the forums and has been ruled a no, but I dont have the link off hand so try and search the faqs.
i disagree with this completely.
APG FAQCan a human with the Racial Heritage feat take levels in an archetype that requires you to be of a specific race?
Yes, the Racial Heritage feat allows you to qualify for archetypes that have the chosen race as a requirement, assuming you still meet all of the other requirements to take levels in the archetype.
—Jason Bulmahn, 07/27/12
as far as taking racial heritage on a half-orc, i think the wording of racial heritage actually makes it pretty obvious that thr orc racial "orc-blood" lets you qualify for human only feats. if you disagree with me on this, i would like an explanation of what exactly the purpose of this feat and racial are.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
The blood of a non-human ancestor flows in your veins.
Prerequisite: Human.
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.
(emphasis mine)
the rest of the stuff is kinda up to gm caveat, well actually the whole thing is, but the rules at least support what im doing here. i think a reasonable dm should agree that since "hard head big teeth" and "toothy" are both optional racials that give you a bite that "toothy" should get you the same damage increase for the feral gnasher bite attack.
the thing with brawler is that it does only let you use yer stuff while raging. i took it cause of something
Just as a Str 11 character wearing a belt of strength +2 bumps him to Str 13 and allows him to take Power Attack, you can do this. You just couldn't use the feat without the belt/eidolon-suit.
—Sean K Reynolds, Wed, Aug 10, 2011
as a half-orc i am also taking the extra round of rage every level for a while as the favored class bonus, so i should be able to rage for quite some time. out of rage, the build is pretty bad, but im fine with that.
alsooo gobo, just so you know, i'm not trying to be snarky or anything bout this stuff, i actually am really stoked with the write-up you did earlier. i'm mostly writing to clarify where i found the rules for this so if other people want to try it out they can. it really is a blast to play.
IKNOWEVERYTHING
|
One of my friends is planning on playing a feral gnasher in one of my less serious campaigns. His idea to make his character extra interesting is to either get the flame heart feat or the energy resistance rage power and then use lantern oil to light himself on fire during combat to deal extra damage to his opponents. Plus he gets fire/energy resistance.
| ChronicToast |
I just have one small thing to note, as the Giant hide armour is obviously hide armour, the Feral gnasher does not have the proficiency to use it. It loses proficiency with medium armour in the archetypeDue to being Masterwork, the penalty is only -2. You can drop this to zero with any two of the following:
- The Armor Expert trait
- The Comfort enchantment
- Armor Ointment
Congratulations, you can now wear the armor without any penalties whatsoever!
| Backlash3906 |
Full details on the Oversized Goblin subrace.
"Oversized goblins are Medium size, and grow to 4 to 5 feet tall. They tend to be particularly obese, weighing between 225 and 275 pounds. Instead of the normal racial ability score modifiers for goblins, oversized goblins gain a +2 bonus to Strength, a +2 bonus to Dexterity, and a –2 penalty to Charisma."