Character Creation Challenge: Tiny Sized Martial character


Advice

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oh crap! armor is cut in half! thats just base not enhancement right?

so AC would be 38

ugh, and I screwed up the courageous thing... -1 to hit and damage

so damage would be... 1d2(i think)+23
to hit would be...... 25/20/17

That's pretty good for level eleven eh? :)


So to clear a couple things up first:
I appreciate that BBT was clearing up my intent. He was mostly correct but I do enjoy seeing the builds even so. I thought the Halfling was a good idea as regardless of Golarion lore Halflings have always seemed feylike to me. Plus using the permanent reduce person item seemed like a novel idea for becoming Tiny.

I think my favorite so far would have to be Trogdar's idea. It was similar to what I had in mind.


Talynonyx wrote:
Bertious wrote:

Ok i've used the race guide to make what i think is a reasonable fey pc race

** spoiler omitted **

And here is a martial charater based on it
** spoiler omitted **

I've made an advanced version of the race to add more fey features
** spoiler omitted **...

How are you buying a +3 breastplate at 1st level? The bonus for a Tiny breastplate is +3.

Oops totally missed that one too. Thanks for that catch Talynonyx!!

LazarX wrote:
And how are these tiny creatures wielding medium sized weapons?

He isn't according to the chart a d12 weapon goes down to d8 at tiny and the d8 chakram goes to d4.


So a problem I ran into when trying to figure out the ability modifiers for a Brownie... I don't think the 3.x rule applies anymore. If it does then the modifiers for a Brownie would be:
-4 Str
+4 Dex
+2 Con
+4 Int
+4 Wis
+4 Cha

And that can't be right. Screw it. Using the stuff from the advanced race guide.

So, I could stat out a full Brownie but instead I think I'll just make it a 10RP race so it is playable at 1st level. It actually works out nicely as that. The only thing you lose out on are the spell like abilities, one feat, and a situational saving throw bonus. Here is what I have:

Brownie::

Low-Light Vision 2
Size: Tiny 4 (+2 Dex, -2 Str, +2 AC, +2 attack, -2 CMB/CMD +8 Stealth)
Slow Speed -1
Standard Ability Score 0 (+2 Dex, +2 Cha, -2 Con)
Standard Languages 0
Fey Damage Resistance 3
Nimble Attacks 2

That would make the total ability point adjustments: -2 Str, -2 Con, +4 Dex, +2 Cha

Lore Warden Fighter
Master of Many Styles Monk

Str 10
Dex 18
Con 12
Int 14
Wis 8
Cha 8

After racial and size modifiers:

Str 8
Dex 22
Con 10
Int 14
Wis 8
Cha 10

1 Fighter 1: Weapon Finesse (racial bonus), Dodge (1st), Mobility (Fighter 1)
2 Fighter 2: Combat Expertise (bonus), Dervish Dance (Fighter 2)
3 Monk 1: Stunning Fist, Unarmed Strike, Fuse Styles, Panther Style (bonus), Crane Style (3rd)
4 Monk 2: Evasion, Crane Wing (bonus)
5 Fighter 3: Maneuver Mastery, Piranha Strike (5th)
6 Fighter 4: Combat Reflexes (Fighter 4)
7 Fighter 5: Crane Riposte (5th)
8 Fighter 6: Panther Claw (Fighter 6)
9 Fighter 7: Know Thy Enemy, Underfoot (7th)
10 Fighter 8: Panther Parry (Fighter 8)
11 Duelist 1: Canny Defense, Precise Strike, Weapon Focus (11th)
12 Duelist 2: Improved Reaction +2, Parry
13 Duelist 3: Enahnced Mobility, Weapon Specialization (13th)
14 Duelist 4: Combat Reflexes (already has it), Grace
15 Duelist 5: Riposte, Critical Focus (15th)
16 Duelist 6: Acrobatic Charge
17 Duelist 7: Elaborate Defense, Staggering Critical (17th)
18 Duelist 8: Improved Reaction +4
19 Duelist 9: Deflect Arrows, No Retreat, Stunning Critical (19th)
20 Duelist 10: Crippling Critical

The character kinda sucks at level 1 because he doesn't threaten and when moving into his opponent's square to attack them he provokes an AoO. This wouldn't be as bad if he could actually deliver some damage once he is there but he can't do that until level 2. Still, it isn't terrible. His AC at level one is still a respectable 21 (10 +6 Dex +2 Armor +1 Dodge +2 Size) and that is before Mobility. So even when moving into a foe's threatened square he isn't likely to be hit with a 25 AC. Even if they do he does have his DR to fall back on.

Level 2 is infinitely better as he gets to actually start dealing damage. He switches from a rapier to a scimitar and begins dealing 1d2 +6 18-20/x2 damage on his attacks. By level 3 he is starting to come into his schtick. Since he shouldn't have a lot of problems hitting with his +9 attack bonus(+2 BAB, +6 Dex, +1 Masterwork Weapon) he can stand to use Crane Style to give him only a +7 attack bonus but get +3 AC. If he feels the need he could also use Combat Expertise to -1 attack/+1 AC to a comfortable level.

The real crux of the build though is Panther Style. Sure, he doesn't threaten. Sure, he provokes an AoO when moving into an opponents threatened square. He will gladly accept it. After all he has Mobility and will likely be using Crane Style to give him a combined bonus of +7 to AC. By level 3 this should be boosting his AC to around 30. His opponent will likely miss. On the other hand, his opponent triggered a retaliatory strike that he gets for free. Free as in it is not considered an Attack of Opportunity and does not count against his uses of them. Its just an extra attack for daring to try to strike him. Hilarious! Using this he wouldn't even actually have to stop. He could just walk around greeting each opponent on the battlefield in their square triggering as many retaliatory strikes as he has movement to get to them.

And now for a short discussion on metagaming. Each new set of foes will likely not know his tactic or how to respond to it properly. Sure, this isn't going to work through the entire combat. Intelligent foes are likely to catch on. However, even a single round of this can be fairly effective.

Moving on through the build it continues to become more effective using it's greatest weakness as it's best offense. Crane Wing at level 4 completely negates one melee attack per turn making his already redonkulous AC an even better defense. Piranah Strike at level 5 is his equivalent of Power Attack. He will still likely be hitting fairly often at this level and this gives him options. He can use it in conjunction with Crane Style and Combat Expertise or use it independently of them allowing him to find that "sweet spot".

Combat Reflexes at 6th works with Crane Riposte at 7th to allow for multiple AoOs in a round. He will be able to take -1 to attack and gain +3 to AC by this level, can deflect 1 attack per turn and make an AoO in response to it and use Panther Style to make a retaliatory strike when closing with a foe. Underfoot at 9th improves his AC from moving into his opponent's square by an additional 2. Panther Parry at 10th could spell doom for an opponent before they even get to land their first attack on him.

After this he starts going into Duelist allowing him to begin adding his Int to AC to a maximum of his Duelist level and Duelist level to damage. These are going to continue to snowball out of control as his levels progress. IMO Parry is pretty terrible until Riposte comes into play. After that it is actually pretty funny with the way the rest of the build works. Opponents are punished so badly just for trying to retaliate against this character. Combat Reflexes being obtained for free is also a complete loss. I would suggest talking to your GM to see if you could retrain it to another combat feat instead being that you already have the feat.

Enhanced Mobility combined with Mobility and Underfoot boosts AC by 10 for AoOs he provokes from movement. This doesn't include bonus AC from Duelist, Crane Style or Combat Expertise. Threatening from movement is never going to be a problem for him anymore. In fact, he wants to provoke from movement as much as possible. To others it might seem counter-intuative but it is the crux of his build.

His other class abilities just continue to add to this. Elaborate Parry increases his AC from Crane Style to -1 attack/+4 AC. He can deflect a single ranged and melee attack each round...if they can manage to hit in the first place. Weapon Focus, Weapon Specialization and his Critical feats all make his later level attacks crazy scary. This is especially true when he reaches his capstone ability. By this level I think his AC should be nearly close to 60. His attacks will be fairly deadly with getting +Duelist level and +Dex to damage along with Piranha Strike on a Keen bursting weapon with a crit range of 15-20.

With Evasion, a high Dex and Grace reflex saves are a breeze for him. With all good Fort saves those should be easy too. The build's single weakness is a weakness shared by most martial classes: Will saves. There isn't much else to be done about this than the normal protections, though.

What do you think? It sounds fun to me. :)


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I would create a mounted warrior of some sort -- most likely a cavalier, since you are disallowing spell casters. Combine a size Tiny race for the character with a size Small animal for the mount. Equip the character with a lance, and have him try to make all of his attacks with that weapon. I am assuming here that a lance for a size Tiny character has a reach of five feet, since the rules do not seem to be too clear on that matter. If that is allowed, then you have a Tiny melee combatant who is fully capable of keeping up with a party of standard sized characters as long as he can keep his mount alive and conscious.


I would be interested in seeing a Tiny mounted build. It does give the opportunity that the mount should be able to accompany the party into most dungeons so that is definitely a bonus over most mounted builds. Mabye even a small sized flying mount build?


Aw, no responses to my build idea? I thought I had a pretty clever idea there. Man, I really just have this dependance for someone to stroke my ego and tell me how awesome I am for coming up with such a thing.


Cute idea, Lune, but a few problems.

1.) Retaliatory strike takes a swift action, so you only get one per turn until 8. Utility of this tactic really depends on how far your game goes.
2.) You very, very, very little damage. The entirety of your damage comes from dex bonus 'til 5, and dex bonus +piranha 'til 11, and you don't really get that many attacks.
2a.) 1-4, you have 1 attack that does an average of 7 damage. To put this in perspective, any character with a longsword does that.
2b.) At level 10, you have 2 attacks for...15 or 16 damage each. This is ~1/3rd the damage of your average meleer. (Tiny halfling build earlier had 4 attacks at +26/+23 - you've got 2 at less than 20)
3.) Your combat reflexes is redundant with duelist, you should probably fix that some how.

Mostly, I'm generally worried about melee builds that do no damage. There's very little incentive for the enemy not to just ignore you and go beat the @#$% out of everybody else. You only threaten the square you're actually in, and you don't do damage, so it's sort of like you're not there. Which is a tough thing for a fighter to be - usually, parties need fighters to dissuade enemies from attacking squishies.

-Cross


I love that build Lune, and totally swiping that for a little pixie bruiser I'm making.


Crosswind:
1. Your right but my point is that it isn't limited by the number of AoOs you can make in a turn.
2. The iterative attacks that the build gets are not the entirety of the attacks that he gets. He typically will get at least one AoO that he provokes from movement per turn and likely more.
a. So?
b. As a Tiny character one has to accept that you are going to do less damage. The point of this exercise wasn't to make something that can compete on a level with all other melee builds. The point was to make something that can stand his own on the battlefield. Not against other characters but against equivalent CR-CR+2 challenges. But again, I think you've missed the point of the build with the number of AoOs and retaliatory strikes that the character will be generating because you did not account for those in your calculations.
3. I already addressed that in my post above. I said, "Combat Reflexes being obtained for free is also a complete loss. I would suggest talking to your GM to see if you could retrain it to another combat feat instead being that you already have the feat."

Crosswind, I think you have underestimated the build. The build I posted above will hit more often than the halfling build and while it doesn't have the same number of iterative attacks it does not depend on them. This requires a little bit of thinking outside of the box to see. Also the build I showed above has a lot higher AC and other general defenses.

This isn't a competition of one build vs. another but rather one build vs. environment. However, if you pitted them against a similar foe I'm thinking at any level after 4th that my build would come out ahead. Past that it would get worse for the Halfling. At 8th level and on (after getting Panther Claw) I think that gap would continue to widen. Add to that with the Halfling relying on full attacks and TWF he can only get sustained damage when he doesn't have to move. The build I gave actually can BENEFIT from moving through multiple threatened squares before taking his single attack. The Halfling would be less effective in such scenarios. Not being able to full attack in a round happens often.

Yuliea: Thanx! :)

Anyone: Still looking for other ideas for Tiny sized bruisers. Keep 'em comin.


I saw this thread and couldn't help asking:

Are there any other longtime D&D players here that remember the 1st Edition Oriental Adventure OA series? In particular their was one module called Night of the Seven Swords, that featured a 2-inch samurai warrior named Sunsho Daji with the gods-given ability to leap 10 feet in a single bound. He was human otherwise but considering the nature of this discussion, I couldn't resist mentioning him.


Lune - you could use fighter retrain at 8 to ditch combat reflexes by the rulebook, maybe?

It's obviously up to you - if you think you're regularly going to be fighting a lot of people and, after the first round, they're going to be dumb enough to AoO you again, by all means, go ahead.

But the competition is really one of build + team vs. environment. And your build is one that, after an enemy figures out its gimmick, is easy to completely ignore on the enemy's part. Which isn't a great thing.

-Cross


Grapple has no size limit on the target you can attempt on.

And tiny and smaller creatures get to use dex for combat maneuvers automatically, no need for a feat on agile maneuvers.

So, how about a high dex grapple build? If your dex and initiative is high enough, you can act first and move in while they're still flatfooted and can't AoO, unless they have uncanny dodge or combat reflexes.

Lore Warden Fighter, or Lore Warden / Maneuver Master Monk, perhaps?


StreamOfTheSky: That sounds... hillarious! I wonder how effective a build like that would be including size modifiers. I haven't run the numbers but with Tiny being able to use Dex without a feat (something I didn't actually realize until now) it certainly makes it seem more feasible.

Care to give it a whirl?

mempter: I never played it. I did, however, see it. A long time ago. Sounds pretty fitting. ;)

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
blackbloodtroll wrote:

Gunslinger is not melee.

Halflings are not Fey.

I think the OP actually said martial not melee, a martial character is one who uses weapons, not magic, so a bow focused ranger is a martial character.

I think the OP meant melee, or his has revised to indicate that is what he meant, but if you want to nitpick, lets nitpick.

Grand Lodge

Galnörag wrote:
blackbloodtroll wrote:

Gunslinger is not melee.

Halflings are not Fey.

I think the OP actually said martial not melee, a martial character is one who uses weapons, not magic, so a bow focused ranger is a martial character.

I think the OP meant melee, or his has revised to indicate that is what he meant, but if you want to nitpick, lets nitpick.

I was trying to help.

I was trying to meet the noted desires of the OP.
You are also not the first to call me out for "doing something wrong".

All I did was state facts. Too many have read way too much into two stated facts.

Let's quit being so thin skinned, and get over it.

Also, penguins don't fly. That's offensive.

Scarab Sages

Lune, it looks like you missed a few prereqs with that build. Mistakes I see:
a) Panther Claw requires Wis 15 since you didn't take it as the bonus monk 1 or bonus monk 2 feat. It also gives you the number or retaliatory strikes equal to your WIS bonus, which is (-1). Therefore, ineffective.
b) Crane Riposte, if you want it, is delayed until 9th level due to the BAB +8 requirement.
c) Panther Parry has an unmet requirement of WIS 15.

Here is a rework. It replaces Panther with Snake and adds Dragon Style just for the delicious charge through difficult terrain and friendlies. Starting at third level, you enter combat spending you swift action on entering the Snake Stance. Then you can provoke 7 AoOs with retaliation via movement. The Master of Many Styles feature of ignoring prereqs on feats is precious. That is why I used it on skipping Sidewinding Snake and the STR req of Dragon Style.

The AC drops a little with this build, but with a friendly mage armor, you are starting at AC 24 at first level. Fairly safe. If you find a way to not tank wisdom, you could add that as a bonus to your AC too.

This build doesn't have perfect symmetry. The dervish dance bonuses only work with a scimitar. The AoOs from the monk abilities are all unarmed strikes. So, carrying a decent scimitar and an amulet of mighty fists is necessary. The idea is still cool enough to try. It will never do a decent amount of damage, but it will tie up the enemy allowing other party members to do their things. The strategy is to flank and frustrate the enemy.

After racial and size modifiers:

Str 8
Dex 22
Con 10
Int 14
Wis 8
Cha 10

1 Fighter 1: Weapon Finesse (racial bonus), Dodge (1st), Combat Reflexes (Fighter 1)
2 Fighter 2: Combat Expertise (LW bonus), Dervish Dance (Fighter 2)
3 Monk 1: Stunning Fist, Imp Unarmed Strike, Fuse Styles, Snake Style (3rd), Snake Strike (monk bonus)
4 Monk 2: Evasion, Dragon Style (monk bonus)
5 Fighter 3 Maneuver Mastery (LW bonus), Crane Style (5th)
6 Fighter 4: Piranha Strike (Fighter 4)
7 Fighter 5: Crane Wing (7th)
8 Fighter 6: Mobility (Fighter 6)
9 Fighter 7: Crane Riposte (9th), Know Thy Enemy
10 Fighter 8: Underfoot (Fighter 8)
11 Duelist 1: Canny Defense, Precise Strike, Weapon Focus (11th)
12 Duelist 2: Improved Reaction +2, Parry
13 Duelist 3: Enhanced Mobility, Weapon Specialization (13th)
14 Duelist 4: Combat Reflexes (already has it), Grace
15 Duelist 5: Riposte, Critical Focus (15th)
16 Duelist 6: Acrobatic Charge
17 Duelist 7: Elaborate Defense, Staggering Critical (17th)
18 Duelist 8: Improved Reaction +4
19 Duelist 9: Deflect Arrows, No Retreat, Stunning Critical (19th)
20 Duelist 10: Crippling Critical


Tiny characters cant flank however, so that is an issue.

Grand Lodge

Yuliea wrote:
Tiny characters cant flank however, so that is an issue.

They can with reach weapons.


I haven't read much of the thread. I just skimmed looking for the rules. I didn't see what the point buy should be so I went with the elite array. I was very tempted to take Death or Glory just because the feat usually is a bad choice but with this build, it might have helped. I should note that he is always fighting defensively, power attacking, using bloody assault, using lunge, and risky striker. I just loved the idea of using vorpal with a tiny weapon so he has that too. He isn't fey but that can be alleviated by dropping Dodge and taking Fey Foundling at first level.

Here is Pip Squeak.

Level 5:

Pip Squeak
Male Halfling Fighter (Weapon Master) 5
CG Tiny Humanoid (halfling)
Init +4; Senses Perception +12
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +2 size)
hp 44 (5d10+5)
Fort +5, Ref +5, Will +2; +2 vs. fear
Defensive Abilities Underfoot; Resist Underfoot
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Fauchard +10 (1d6+19/18-20/x2)
Ranged Composite shortbow (Str +2) +11 (1d3+2/x3)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Reliable Strike: Fauchard (1/day), Weapon Training +1: Fauchard
--------------------
Statistics
--------------------
Str 14, Dex 16/18, Con 13, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +7; CMD 17 (18 vs. Disarm, 18 vs. Sunder)
Feats Exotic Weapon Proficiency (Fauchard), Go Unnoticed, Power Attack -2/+4, Risky Strike -1/+4, Weapon Focus (Fauchard), Weapon Specialization (Fauchard)
Traits Conspiracy Hunter (Stealth), Valashmai Veteran (Perception)
Skills Acrobatics +3, Climb +1, Escape Artist +3, Fly +7, Perception +12, Ride +3, Stealth +20, Swim +1
Languages Common, Halfling
SQ Fearless, Weapon Guard +1: Fauchard
Combat Gear +1 Armored coat, +1 Fauchard, Composite shortbow (Str +2); Other Gear Belt of giant strength +2
--------------------
TRACKED RESOURCES
--------------------
Reliable Strike: Fauchard (1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Fearless +2 racial bonus vs Fear saves.
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Reliable Strike: Fauchard (1/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Risky Strike -1/+4 Subtract from your AC to add to damage vs foes 2 sizes larger.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
Weapon Guard +1: Fauchard (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Fauchard (Ex) +1 to hit and damage with your chosen weapon.
--------------------
Permanent Reduce Person (2500 gp)

Level 10:

Pip Squeak #2
Male Halfling Fighter (Weapon Master) 10
CG Tiny Humanoid (halfling)
Init +9; Senses Perception +17
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 22 (+11 armor, +1 Dex, +2 size, +1 dodge)
hp 104 (10d10+30)
Fort +12, Ref +10, Will +6; +2 vs. fear
Defensive Abilities Underfoot; Resist Underfoot
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 Fauchard +17/+12 (1d6+27/18-20/x2)
Ranged +1 Composite shortbow (Str +2) +18/+13 (1d3+3/x3)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Reliable Strike: Fauchard (2/day), Weapon Training +2: Fauchard
--------------------
Statistics
--------------------
Str 14, Dex 16/20, Con 14/16, Int 10, Wis 12, Cha 10
Base Atk +10; CMB +13; CMD 21 (24 vs. Disarm, 24 vs. Sunder)
Feats Cautious Fighter, Dodge, Exotic Weapon Proficiency (Fauchard), Go Unnoticed, Greater Weapon Focus (Fauchard), Improved Initiative, Power Attack -3/+6, Risky Strike -1/+6, Uncanny Defense (1/day), Weapon Focus (Fauchard), Weapon Specialization (Fauchard)
Traits Conspiracy Hunter (Stealth), Valashmai Veteran (Perception)
Skills Acrobatics +0, Climb -3, Escape Artist +0, Fly +4, Perception +17, Ride +0, Stealth +22, Swim -3
Languages Common, Halfling
SQ Fearless, Weapon Guard +3: Fauchard
Combat Gear +1 Composite shortbow (Str +2), +2 Fauchard, +2 Full plate; Other Gear Belt of physical perfection +2, Cloak of resistance +2, Potion of fly (3), Scabbard of keen edges
--------------------
TRACKED RESOURCES
--------------------
Keen Edge (3/day) - 0/3
Potion of fly - 0/3
Reliable Strike: Fauchard (2/day) (Ex) - 0/2
Uncanny Defense (1/day) - 0/1
--------------------
Special Abilities
--------------------
Cautious Fighter +2 AC when fighting defensively or using total defense.
Fearless +2 racial bonus vs Fear saves.
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Reliable Strike: Fauchard (2/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Risky Strike -1/+6 Subtract from your AC to add to damage vs foes 2 sizes larger.
Uncanny Defense (1/day) Bonus to Reflex saving throws and CMD when defensively or using total defense.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
Weapon Guard +3: Fauchard (Ex) +3 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +2: Fauchard (Ex) +2 to hit and damage with your chosen weapon.
--------------------
Permanent Reduce Person (2500 gp)

Level 15:

Pip Squeak #3
Male Halfling Fighter (Weapon Master) 15
CG Tiny Humanoid (halfling)
Init +10; Senses Perception +24
--------------------
Defense
--------------------
AC 37, touch 19, flat-footed 29 (+12 armor, +6 shield, +6 Dex, +2 size, +2 dodge)
hp 169 (15d10+60)
Fort +20, Ref +19, Will +15; +2 vs. fear
Defensive Abilities Underfoot; Resist Underfoot
--------------------
Offense
--------------------
Speed 50 ft.
Melee (T) +5 Fauchard +28/+28/+23/+18 (1d4+43/15-20/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Deadly Critical: Fauchard (1/day), Reliable Strike: Fauchard (3/day), Weapon Training +4: Fauchard
--------------------
Statistics
--------------------
Str 16/18, Dex 16/22, Con 14/18, Int 10, Wis 12, Cha 10
Base Atk +15; CMB +19; CMD 34 (38 vs. Disarm, 38 vs. Sunder)
Feats Cautious Fighter, Critical Focus, Dodge, Exotic Weapon Proficiency (Fauchard), Furious Focus, Go Unnoticed, Greater Weapon Focus (Fauchard), Greater Weapon Specialization (Fauchard), Improved Critical (Fauchard), Improved Initiative, Iron Will, Power Attack -4/+8, Risky Strike -1/+8, Uncanny Defense (1/day), Weapon Focus (Fauchard), Weapon Specialization (Fauchard)
Traits Conspiracy Hunter (Stealth), Valashmai Veteran (Perception)
Skills Acrobatics +5, Appraise +2, Bluff +2, Climb +3, Diplomacy +2, Disguise +2, Escape Artist +5, Fly +9, Heal +3, Intimidate +2, Perception +24, Ride +5, Sense Motive +3, Stealth +32, Survival +3, Swim +3
Languages Common, Halfling
SQ Boots of speed (10 rounds/day), Fearless, Weapon Guard +4: Fauchard
Combat Gear +5 Buckler, +5 Fauchard, Celestial plate armor; Other Gear Belt of physical perfection +4, Boots of speed (10 rounds/day), Cloak of resistance +5, Manual of gainful exercise +1, Potion of heroism (4)
--------------------
TRACKED RESOURCES
--------------------
Boots of speed (10 rounds/day) - 0/10
Deadly Critical: Fauchard (1/day) (Ex) - 0/1
Potion of heroism - 0/4
Reliable Strike: Fauchard (3/day) (Ex) - 0/3
Uncanny Defense (1/day) - 0/1
--------------------
Special Abilities
--------------------
Boots of speed (10 rounds/day) Affected by haste
Cautious Fighter +2 AC when fighting defensively or using total defense.
Critical Focus +4 to confirm critical hits.
Deadly Critical: Fauchard (1/day) (Ex) Increase the critical damage multiplier of your chosen weapon
Fearless +2 racial bonus vs Fear saves.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Reliable Strike: Fauchard (3/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Risky Strike -1/+8 Subtract from your AC to add to damage vs foes 2 sizes larger.
Uncanny Defense (1/day) Bonus to Reflex saving throws and CMD when defensively or using total defense.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
Weapon Guard +4: Fauchard (Ex) +4 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +4: Fauchard (Ex) +4 to hit and damage with your chosen weapon.
--------------------
Permanent Reduce Person (2500 gp)

Level 20:

Pip Squeak #4
Male Halfling Fighter (Weapon Master) 20
CG Tiny Humanoid (halfling)
Init +12; Senses Perception +33
--------------------
Defense
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AC 40, touch 22, flat-footed 32 (+12 armor, +6 shield, +6 Dex, +2 size, +5 deflection, +2 dodge)
hp 284 (20d10+140)
Fort +27, Ref +22, Will +20; +2 vs. fear
Defensive Abilities Underfoot; Resist Underfoot
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Offense
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Speed 50 ft.
Melee (T) +4 Vorpal Fauchard +31/+31/+26/+21/+16 (1d4+61/15-20/x3)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Critical Specialist: Fauchard, Deadly Critical: Fauchard (3/day), Reliable Strike: Fauchard (4/day), Unstoppable Strike: Fauchard, Weapon Training +5: Fauchard
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Statistics
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Str 22/26, Dex 16/24, Con 18/24, Int 10/16, Wis 12/18, Cha 10
Base Atk +20; CMB +21; CMD 46 (51 vs. Disarm, 51 vs. Sunder)
Feats Bleeding Critical, Bloody Assault, Cautious Fighter, Critical Focus, Critical Mastery, Dodge, Exotic Weapon Proficiency (Fauchard), Furious Focus, Go Unnoticed, Greater Weapon Focus (Fauchard), Greater Weapon Specialization (Fauchard), Improved Critical (Fauchard), Improved Initiative, Iron Will, Lunge, Power Attack -6/+12, Risky Strike -1/+12, Sickening Critical, Uncanny Defense (1/day), Weapon Focus (Fauchard), Weapon Specialization (Fauchard)
Traits Conspiracy Hunter (Stealth), Valashmai Veteran (Perception)
Skills Acrobatics +27, Appraise +6, Bluff +3, Diplomacy +3, Disguise +3, Fly +31, Heal +7, Intimidate +26, Perception +33, Sense Motive +7, Stealth +39, Survival +7
Languages Common, Draconic, Dwarven, Giant, Halfling
SQ Boots of speed (10 rounds/day), Fearless, Ring of freedom of movement, Vorpal, Weapon Guard +5: Fauchard, Weapon Mastery (Fauchard)
Combat Gear +4 Vorpal Fauchard, +5 Buckler, Celestial plate armor; Other Gear Belt of physical perfection +6, Boots of speed (10 rounds/day), Cloak of resistance +5, Headband of mental prowess (Int & Wis +6) (Fly, Intimidate), Ioun stone (dusty rose prism, cracked), Ioun stone (pale green prism), Manual of bodily health +4, Manual of gainful exercise +5, Potion of heroism (4), Ring of freedom of movement, Ring of protection +5
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TRACKED RESOURCES
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Boots of speed (10 rounds/day) - 0/10
Deadly Critical: Fauchard (3/day) (Ex) - 0/3
Freedom of Movement (Constant) - 0/0
Potion of heroism - 0/4
Reliable Strike: Fauchard (4/day) (Ex) - 0/4
Uncanny Defense (1/day) - 0/1
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Special Abilities
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Bleeding Critical Critical Hits deal 2d6 bleed damage.
Bloody Assault Take -5 to all attacks and maneuvers until your next turn to add 1d4 bleed damage to all weapon melee attacks.
Boots of speed (10 rounds/day) Affected by haste
Cautious Fighter +2 AC when fighting defensively or using total defense.
Critical Focus +4 to confirm critical hits.
Critical Mastery Apply two Critical feats to a critical hit rather than one.
Critical Specialist: Fauchard (Ex) Increase the save DC of any critical hit effects by +4 for your chosen weapon.
Deadly Critical: Fauchard (3/day) (Ex) Increase the critical damage multiplier of your chosen weapon
Fearless +2 racial bonus vs Fear saves.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Lunge -2 to AC for +5' reach
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Reliable Strike: Fauchard (4/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Risky Strike -1/+12 Subtract from your AC to add to damage vs foes 2 sizes larger.
Sickening Critical Critical hit sickens target.
Uncanny Defense (1/day) Bonus to Reflex saving throws and CMD when defensively or using total defense.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample
Unstoppable Strike: Fauchard (Ex) Standard action: a single attack with your chosen weapon is a touch attack that ignored DR or hardness.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
Vorpal Severs head on confirmed natural 20, which is fatal to many creatures.
Weapon Guard +5: Fauchard (Ex) +5 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Mastery (Fauchard) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training +5: Fauchard (Ex) +5 to hit and damage with your chosen weapon.
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Permanent Reduce Person (2500 gp)

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