Build Thread 3: Swinging Swords and Kickin Ass!


Pathfinder First Edition General Discussion

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Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Macellano Alamander (N Ulfen human, lore warden fighter 10) is an Ulfen eclecticist who has taken on many roles during his life, including but not limited to weaver, tracker, survivalist, soldier, sneak, showman, scout, scholar, mercenary, marksman, hedge magician, hangman, handyman, guide, bodyguard, and athlete.

Born to an Ustalavan noblewoman and her former Ulfen bodyguard amid screams and disgrace, Macellano Alamander is a bastard who would never have survived had he fallen into his stepfather’s waiting arms. In a cruel trick of fate, his half-sister’s tears stole the infant’s chance for a mercifully short life.

The tragedy of his wife’s death in childbirth, compounded by the dashed promise of a male heir, nearly drove Macellano’s stepfather mad, and only his daughter’s sobs stayed the lord’s blade. For the next twelve years, a continuing river of tears ensured the young bastard’s life.

When Macellano came of age, he left the ever-increasing madness of his household behind, joined the Pathfinder Society, and traveled the width and breadth of Avistan, searching as far as Irrisen and the Land of the Linnorm Kings for a place to fit in. In all his travels, he only found more shame, causing him to grow more and more introverted.

Despite Macellano’s many accomplishments working with the Society, he remains known to his Ulfen brethren not for his prowess in battle, but for his immaculate cleanliness, fine wardrobe, and expensive tastes. His smelly Ulfen brothers have taken to mockingly calling him “Marcy.” Though Ulfen women are often highly respected as warriors in their own right, the nickname given to him is that of a foreign female, implying that he is not only effeminate, but dainty and weak as well. Marcy cares little for such mockery and has once again taken to traveling the world, looking for ways to prove his abilities in battle and show his brothers that he is far more than just his queer mannerisms.


Cheapy wrote:

Lessons learned so far: To be a kick-ass martial, you need to dump Charisma or go for Eldritch Heritage. It's so far been mostly impossible for people to make well-rounded and fully functional martial characters.

Who can step up to the challenge?!

I disagree, Cheapy. That's kinda like saying "To be an awesome Wizard, you have to dump Strength"

The fact is that Cha dds very little to these characters, just like Str adds very little to wizards and Wis adds little to Paladins.

All that, let's say, Ellie gets from high Charisma is a 10~15% boost to a few skill. So if Nicos wants a charismatic character, he might as well benefit from it, which is done through Eldritch Heritage, but it could also be Improved Feint (although the attribute requirement might make it a bit harder). And Ellie still have all those ranks in Knowledge skills and Acrobatics. give him a bow and Bracers of Falcon's Aim, and he suddenly becomes a solid archer. Deadly aim helps even more, and is pretty easy to get.

Fighty McCharming is a pretty good diplomat, despite the fact that he has the animal magnetism of a cardboard box.
By 10th level, hes mainly a 2-hander, but he can use sword and board when he feels he needs to favor defense instead of offense. He's a pretty good archer too. And when in melee he can debuff his enemies with Cornugon Smash and Improved Sunder. After the fight, he just asks the party wizard/cleric to cast "mending", a 0th level cantrip, on the broken loot.


If you disagree with it, then I encourage you to prove it wrong! Make a well-rounded martial type that doesn't use dump statting as a crutch or buys an 18 strength with a feat!

It'll be fun and comparatively impressive.


Crap, I had a post, and then had to leave, so I copied it, and then accidentally copied something else after getting back without thinking.

Anyway! Lemmy, thanks for the input. I agree, Tira doesn't have a whole lot to do outside of combat, but being built for an arena probably does sorta do that. In a campaign, I'd probably not have bothered with Dual Talent (though maybe I would - Monks are a little MAD like that), so she'd have an extra skill point and feat from being human, along with probably at least a 12 Int, for 2 more skill ranks to hand out per level.

In regards to the Inquisitor bit, I was actually thinking about doing just that for her sometime, but I haven't really decided, and if so, what levels to do it at, so I figured I'd just do the straight 1-10 with her.

@ Cheapy and the Charisma bit: Truth be told, I'm pretty sure Tira could do with less Strength, Dex, Con, or Wisdom, and really not suffer much for it. But, she is made for arena combat and I didn't want to alter her stats much just to make her look more charismatic. If anything though, I imagine I'd probably put ranks into Intelligence first.

Still, challenge accepted! I believe I know exactly what I'll be going with as well.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Cheapy wrote:

If you disagree with it, then I encourage you to prove it wrong! Make a well-rounded martial type that doesn't use dump statting as a crutch or buys an 18 strength with a feat!

It'll be fun and comparatively impressive.

My character, Marcy, is about as well-rounded as you can get with his base ability scores being 14, 14, 14, 14, 12, 8.

I suppose someone else could do a 14, 14, 14, 14, 10, 10; or a 14, 14, 14, 9, 12, 12; or something similar.

Liberty's Edge

Cheapy wrote:

If you disagree with it, then I encourage you to prove it wrong! Make a well-rounded martial type that doesn't use dump statting as a crutch or buys an 18 strength with a feat!

It'll be fun and comparatively impressive.

With or without eldrich heritage, as I am kind of digging the Boreal stuff...


Cheapy wrote:

If you disagree with it, then I encourage you to prove it wrong! Make a well-rounded martial type that doesn't use dump statting as a crutch or buys an 18 strength with a feat!

It'll be fun and comparatively impressive.

You misunderstand. I agree that dumping Cha is almost a must. It can be avoided, but there really not much reason to.

Every class benefits more from one attribute or another. Wizards will dump Str to get more Int, Paladins will dump Wis for higher Cha and Fighters/Barbarians will dump Cha for Str.

What I meant is that these dump stats don't hurt the character too much.

I know many people don't like the idea of dump stats, but I personally like it, because it adds a flaw to the character, making them feel more real.

McCharming there is your iconic switch-hitter. I made him non-human and without any archetype because I wanted to show that you can have a efficient, skilled, iconic Fighter even without the extra feat/skills of humans, though they do make it much easier.
I think he's pretty well rounded too, since he can use a variety of combat styles and has decent Perception and social skills.


Darkwolf117 wrote:

Crap, I had a post, and then had to leave, so I copied it, and then accidentally copied something else after getting back without thinking.

Anyway! Lemmy, thanks for the input. I agree, Tira doesn't have a whole lot to do outside of combat, but being built for an arena probably does sorta do that. In a campaign, I'd probably not have bothered with Dual Talent (though maybe I would - Monks are a little MAD like that), so she'd have an extra skill point and feat from being human, along with probably at least a 12 Int, for 2 more skill ranks to hand out per level.

In regards to the Inquisitor bit, I was actually thinking about doing just that for her sometime, but I haven't really decided, and if so, what levels to do it at, so I figured I'd just do the straight 1-10 with her.

In actual play, I think I'd go Zen Archer 3 -> Inquisitor 2 -> Zen Archer X. This way you get you main combat style ASAP, then a little utility, and finally, just keep boosting your main feature.


And given that mindset, that's why it's that much more impressive to not dump Charisma. It shows that you are skilled in your ability to make characters because you choose to not do something that would greatly benefit you. I'm not here to derail the thread, but merely challenge others in much the way you challenged them to make kickass martial characters. In fact, this is the only thread of its type that I haven't instantly hid and have continued to read.

In fact, a better challenge would be to only spend 20 points. Not 21. Not 22. Not 24. Not including any negatives.


Cheapy wrote:

And given that mindset, that's why it's that much more impressive to not dump Charisma. It shows that you are skilled in your ability to make characters because you choose to not do something that would greatly benefit you. I'm not here to derail the thread, but merely challenge others in much the way you challenged them to make kickass martial characters. In fact, this is the only thread of its type that I haven't instantly hid and have continued to read.

In fact, a better challenge would be to only spend 20 points. Not 21. Not 22. Not 24. Not including any negatives.

Very well, sir! You convinced me to try and make a decent martial without dumping Cha!

I'll post a build here later (I'm not home right now, and will only get there in about 1 or 2h).

Silver Crusade

Cheapy wrote:

If you disagree with it, then I encourage you to prove it wrong! Make a well-rounded martial type that doesn't use dump statting as a crutch or buys an 18 strength with a feat!

It'll be fun and comparatively impressive.

I present for your consideration, Liam L'Outre (PFS Level 9 Fighter)

LG Fighter 9
ABILITY SCORES
STR: 18 (14 Buy + 2 Racial + 2 BoGS)
DEX: 16 (14 Buy +1 Level 4 + 1 Level 8)
CON: 14 (14 Buy)
INT: 10
WIS: 14 (14 Buy)
CHA: 10

GEAR: Tiger Mask (Head); CoR +3 (Shoulders); RoP +2 (Ring); Gloves of Dueling (Hands); +1 Adaptive Composite Longbow; +1 Ghost Touch Evil Outsider Bane Longsword; +2 Full Plate; +1 Heavy Shield (Wood); Marbles, Handy Haversack, Tar and Feathers Feather Token x3, Ioun Torch, Boots of Springing and Striding

HP: 72
SPEED: 40 feet; INIT: +7
AC: 31; FF: 27; T: 15 (w/Bow 27, 23, 15)
Skills: Dungeoneering +5, Engineering +5; Perception +15; Intimidate +13; Profession +7; Survival +12
SAVES: F: 11; R: 9; W: 10
BAB Melee: 1d20+16 (assuming Power Attack) 17-20/x2 Crit Range
BAB DAM: 2d8+17 (3d8+34 if CRIT) For Vital Strike.
# of AoO: 4
Melee Range: 10 Feet (Lunge)
BAB Range: 1d20+16 X3
DAM Range: 1d8+5 (3d8+15 if CRIT)

TRAITS: Eyes and Ears, Defender of the Society.
Weapon Training: Heavy Blades +4/+4, Ranged +3/+3
FEATS
1. Shield Focus
1. Weapon Focus (LS)
1. Iron Will
2. Power Attack
3. Dodge
4. Weapon Specialization (LS)
5. Combat Reflexes
6. Vital Strike
7. Improved Initiative
8. Improved Critical
9. Lunge
PLANNED PROGRESSION
10: Blind Fight; Purchase Upgrade to +4 BoGS
11: Weapon Focus (Longbow); Purchase Bane Baldric
12. Penetrating Strike (Longsword and Longbow) Ignores first 5 points of DR/Typed

Tactics: Perception and Initiative typically mean I can locate a foe, even if invisible well enough to use one of my feather tokens (look them up, they're amazing) If the enemy is flying and solo, I drop my shield and move to shoot them down with my bow (at level 11 I'm turning the Bow into a Bane Weapon for 5 rounds so 1d8+8+2d6). If the enemy isn't flying, I move in with my Longsword (if they are an evil outsider I deal 2d8+19+2d6 if vital strike, 1d8 if full round).

Out of Combat, I can track fairly well and I use Intimidate as my social skill, I also typically have some handy potions in my Handy Haversack which can help with social encounters or non-combat (fly for chases, invisibility for stealth, spider walk for narrow bridges or walls to climb)

The only thing I don't like encountering are monsters who try to destroy my armor, but there's a oil I can buy to avoid that and Necromancy school rays because I can't justify a potion of lessor restoration for a spell that has a short duration.

Now am I the guy you want identifying religious or magic artifacts? No, should I be leading the the negotiations with the Supreme Overlord of the Opposition, no, but if he gets out of line I can frighten him. If he turns out to be a demon in disguise I can hit him pretty damn hard, and if they've set up an ambush for us or trapped that artifact, chances are I'll see it, even if the Rogue doesn't and be able to warn the party.

Do I deal as much damage as the Raging Barbarian with the +3 Furious Falchion with Improved Crit and 28 STR, no, but then again that rage doesn't do him any good if the BBEG is flying and shooting rays of exhaustion at us.

Do I deal as much damage to the Evil Dragon as the Paladin? No, but I can stay in tight, hit it and provide flanking for the Paladin and the Rogue while forcing the Dragon to make a decision about it's target.

I like being a fighter, and I would love to have a few more tricks, but the thing is, I can build a fighter any group is going to want to have in their party, even without any of our suggested (mine included) boosts.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Ravingdork wrote:

Macellano Alamander (N Ulfen human, lore warden fighter 10) is an Ulfen eclecticist who has taken on many roles during his life, including but not limited to weaver, tracker, survivalist, soldier, sneak, showman, scout, scholar, mercenary, marksman, hedge magician, hangman, handyman, guide, bodyguard, and athlete.

Born to an Ustalavan noblewoman and her former Ulfen bodyguard amid screams and disgrace, Macellano Alamander is a bastard who would never have survived had he fallen into his stepfather’s waiting arms. In a cruel trick of fate, his half-sister’s tears stole the infant’s chance for a mercifully short life.

The tragedy of his wife’s death in childbirth, compounded by the dashed promise of a male heir, nearly drove Macellano’s stepfather mad, and only his daughter’s sobs stayed the lord’s blade. For the next twelve years, a continuing river of tears ensured the young bastard’s life.

When Macellano came of age, he left the ever-increasing madness of his household behind, joined the Pathfinder Society, and traveled the width and breadth of Avistan, searching as far as Irrisen and the Land of the Linnorm Kings for a place to fit in. In all his travels, he only found more shame, causing him to grow more and more introverted.

Despite Macellano’s many accomplishments working with the Society, he remains known to his Ulfen brethren not for his prowess in battle, but for his immaculate cleanliness, fine wardrobe, and expensive tastes. His smelly Ulfen brothers have taken to mockingly calling him “Marcy.” Though Ulfen women are often highly respected as warriors in their own right, the nickname given to him is that of a foreign female, implying that he is not only effeminate, but dainty and weak as well. Marcy cares little for such mockery and has once again taken to traveling the world, looking for ways to prove his abilities in battle and show his brothers that he is far more than just his queer mannerisms.

Marcy's planned progression is as follows:

11 - Improvisation
12 - Combat Patrol
13 - Improved Improvisation
14 - Weapon Focus
15 - Bodyguard
16 - Weapon Specialization
17 - Iron Will
18 - Greater Weapon Focus
19 - Greater Iron Will
20 - Greater Weapon Specialization

I may forgo the Iron Will line of feats for skill-based feats instead, depending on how often I run into Will-based effects along the way.


Cheapy wrote:
Who can step up to the challenge?!

Challenge accepted.

6th level halfling tactician fighter/party face:

Verin D'Fore
Halfling Tactician Fighter 6
LG Small Humanoid (halfling)
Init +5; Senses Keen Senses; Perception +3
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 21 (+7 armor, +3 shield, +3 Dex, +1 Size)
hp 52
Fort +7, Ref +6, Will +4; +2 vs. fear and fear effects
--------------------
Offense
--------------------
Speed 20 ft.
Melee Small +1 Keen Rapier +12/+7 (1d4+4/15-20x2)
. . Ranged Small Longbow +10/+5 (1d6/20x3)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 14, Wis 12, Cha 15
Base Atk +6; CMB +6; CMD 19
Feats Combat Reflexes, Skill Focus (Diplomacy), Voice of the Sibyl, Weapon Finesse, Weapon Focus (Rapier), Weapon Specialization (Rapier)
Traits Dangerously Curious, Extremely Fashionable
Skills Acrobatics +8, Bluff +11, Climb +7, Diplomacy +15, Handle Animal +6, Intimidate +8, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +7, Knolwedge (Nobility) +7, Linguistics +6, Perception +3, Ride +7, Sense Motive +7, Stealth +7, Survival +5, Swim +5, Use Magic Device +11
Combat Gear +1 Small Keen Rapier, +1 Small Mithral Breastplate, +1 Small Mithral Heavy Steal Shield, Small Longbow (plus about 500gp left for other stuff)

Languages Common, Elven, Dwarven, Chelaxian

Tactician Feat: Broken Wing (1/day I can grant this ability to all allies within 30 ft who can see and hear me, and it lasts for 3 rounds)

He's a competent fighter. Although his damage output is low, that 15-20 crit threat helps make up for it. He is very socially graceful with a +15 diplomacy. He can also charm his way out of most situations with a +11 bluff. He's just as knowledgeable of monsters and dungeons as he is the noble court.

He's a natural leader. He's got a few tricks up his sleeve when dealing with opponents, such as granting his entire party the ability to take a -2 AC to an enemy in exchange for every attack the enemy does grants an AoO (this tied with his three AoO per round and large crit threat range makes him a dangerous foe). He can stealth in his medium armor (+7). And he can wield magical wands and scrolls with the best of them. Most importantly, he is no fool.

These are all excellent characteristics for the Bellflower Network faction. It's exactly what they need to free slaves.


Here is Ted Tenabove. Not a single one of his attributes is below 10. He's a bit similar to Dr.Fighty McCharming. Both of them use the same skills and Cornugon Smash.

In the upcoming levels, I'd give Ted Improved/Greater Sunder and Agile Maneuvers.

Ted Tenabove - 1st level:
Ted Tenabove
Half-Orc (Mystic) Fighter 1
N Medium Humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 12 (1d10+2)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +3, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Bardiche +5 (1d10+4/19-20/x2) and
. . Longsword +4 (1d8+3/19-20/x2)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes (3 AoO/round), Endurance (Shaman's Apprentice), Weapon Focus (Bardiche)
Traits Ease of Faith, Suspicious
Skills Acrobatics +2 (-2 jump), Diplomacy +5, Intimidate +4, Perception +1, Sense Motive +5, Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages Common, Draconic, Orc
Combat Gear Alchemist's fire (2), Holy water (2); Other Gear Four-mirror armor, Bardiche, Longsword, 37 GP
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance (Shaman's Apprentice) +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.

Not much to see here, he's just another dude in armor. He gets an extra +1 to all saves and Endurance from alternate racial traits. This means he can sleep in armor. Coupled with his darkvision, this means Ted is ready to fight day and night!
(His one-night-stands hate that armor, though)

-o-o-o-o-o-o-o-o-o-

Ted Tenabove - 3rd level:
Ted Tenabove
Half-Orc (Mystic) Fighter 3
N Medium Humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 27 (3d10+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +4 (+1 vs. fear)
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bardiche +7 (1d10+4/19-20/x2) and
. . Longsword +6 (1d8+3/19-20/x2) and
. . Masterwork Armor spikes +7 (1d6+3/x2) and
. . Masterwork Cold Iron Bardiche +8 (1d10+4/19-20/x2) and
. . Silversheen Bardiche +8 (1d10+4/19-20/x2)
Ranged Masterwork Composite longbow (Str +3) +6 (1d8+3/x3)
Spell-Like Abilities Light (At will)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats Combat Reflexes (3 AoO/round), Endurance (Shaman's Apprentice), Iron Will, Power Attack -1/+2, Weapon Focus (Bardiche)
Traits Ease of Faith, Suspicious
Skills Diplomacy +7, Intimidate +6, Perception +3, Sense Motive +7, Survival +0 (+2 to avoid becoming lost), Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages Common, Draconic, Orc
Combat Gear Oil of magic weapon, Alchemist's fire (2); Other Gear Armor spikes (magical) Breastplate, Bardiche, Longsword, Masterwork Cold Iron Bardiche, Masterwork Composite longbow (Str +3), Silversheen Bardiche, Wayfinder (empty), 28 GP
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance (Shaman's Apprentice) +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

Now Ted can add some extra punch to his attacks with Power Attack. He also took Iron Will, which won't be so useful at low level, but since it has no prerequisites and I'd give him sooner or later anyway, might as well grab it now.
More importantly, he now carries a longbow and 2 different bardiches, one made of silver and another one made of cold iron, all 3 weapons are masterwork. But the kicker is that now his armor also has armor spikes, allowing Ted to threaten adjacent squares as well.
Just in case, he also bought 2 flasks of Oil of Magic Weapon.

-o-o-o-o-o-o-o-o-o-

Ted Tenabove - 6th level:
Ted Tenabove
Half-Orc (Mystic) Fighter 6
N Medium Humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 19 (+7 armor, +3 Dex, +1 natural, +1 deflection)
hp 49 (6d10+12)
Fort +9 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +6 (+2 vs. fear)
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Silversheen Bardiche +13/+8 (1d10+8/19-20/x2) and
. . Bardiche +12/+7 (1d10+7/19-20/x2) and
. . Longsword +10/+5 (1d8+4/19-20/x2) and
. . Masterwork Armor spikes +11/+6 (1d6+4/x2) and
. . Masterwork Cold Iron Bardiche +13/+8 (1d10+7/19-20/x2)
Ranged Masterwork Composite longbow (Str +3) +10/+5 (1d8+3/x3)
Special Attacks weapon training abilities (pole arms +1)
Spell-Like Abilities Light (At will)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 12, Wis 10, Cha 10
Base Atk +6; CMB +10; CMD 24
Feats Combat Reflexes (4 AoO/round), Endurance (Shaman's Apprentice), Intimidating Prowess, Iron Will, Lunge, Point Blank Shot, Power Attack -2/+4, Weapon Focus (Bardiche)
Traits Ease of Faith, Suspicious
Skills Diplomacy +10, Intimidate +13, Perception +6, Sense Motive +10, Survival +0 (+2 to avoid becoming lost), Swim +4 (+8 to resist nonlethal damage from exhaustion)
Languages Common, Draconic, Orc
Combat Gear Alchemist's fire (2), Holy water (2); Other Gear +1 Armor spikes (magical) Breastplate, +1 Silversheen Bardiche, Bardiche, Longsword, Masterwork Cold Iron Bardiche, Masterwork Composite longbow (Str +3), Amulet of natural armor +1, Belt of giant strength +2, Cloak of resistance +1, Ring of protection +1, Wayfinder (empty), 928 GP
--------------------
Special Abilities
--------------------
Bravery +2 (Ex) +2 to Will save vs. Fear
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance (Shaman's Apprentice) +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms

Now Ted starts having some fun, he finally got Lunge and Intimidating Prowess. Not to mention that he became a solid archer, even if he still heavily favors his faithful bardiche.

-o-o-o-o-o-o-o-o-o-

Ted Tenabove - 10th level:
Ted Tenabove
Half-Orc (Mystic) Fighter 10
N Medium Humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 26, touch 14, flat-footed 23 (+11 armor, +3 Dex, +1 natural, +1 deflection)
hp 79 (10d10+20)
Fort +13 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +11, Will +10 (+3 vs. fear)
Defensive Abilities bravery +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Armor spikes +15/+10 (1d6+5/x2) and
. . +1 Cold Iron Bardiche +18/+13 (1d10+9/17-20/x2) and
. . +2 Silversheen Bardiche +19/+14 (1d10+10/17-20/x2)
Ranged +1 Composite longbow (Str +4) +17/+12 (1d8+6/19-20/x3)
Special Attacks weapon training abilities (bows +1, pole arms +2)
Spell-Like Abilities Light (At will)
--------------------
Statistics
--------------------
Str 19, Dex 18, Con 14, Int 12, Wis 12, Cha 10
Base Atk +10; CMB +14; CMD 28
Feats Combat Reflexes (5 AoO/round), Cornugon Smash, Endurance (Shaman's Apprentice), Furious Focus, Improved Critical (Bardiche), Intimidating Prowess, Iron Will, Lunge, Point Blank Shot, Power Attack -3/+6, Rapid Shot, Weapon Focus (Bardiche)
Traits Ease of Faith, Suspicious
Skills Diplomacy +14, Disguise +10, Intimidate +17, Perception +14, Sense Motive +15, Survival +1 (+3 to avoid becoming lost), Swim +4 (+8 to resist nonlethal damage from exhaustion)
Languages Common, Draconic, Orc
Combat Gear Alchemist's fire (2), Holy water (2); Other Gear +2 Armor spikes (magical) Full plate, +1 Cold Iron Bardiche, +1 Composite longbow (Str +4), +2 Silversheen Bardiche, Amulet of natural armor +1, Belt of physical might (Str & Dex +2), Bracers of falcon's aim, Cloak of resistance +3, Hat of disguise, Headband of inspired wisdom +2, Ioun stone (clear spindle), Ring of protection +1, Wayfinder (empty), 926 GP
--------------------
Special Abilities
--------------------
Bravery +3 (Ex) +3 to Will save vs. Fear
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance (Shaman's Apprentice) +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Ioun stone (clear spindle) Sustains bearer without food or water.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
Weapon Training (Pole Arms) +2 (Ex) +2 Attack, Damage, CMB, CMD with Pole Arms

Ted finally got a full plate. His AC increases a lot thanks to that. Furious Focus and Improved Critical also raise his DPR considerably, now whenever he has to move, he can use Power Attack without fear of missing his target (not to mention he gets to use Cornugon Smash). He also bought a Hat of Disguise to increase his out-of-combat options and to help him attract enemy fire (why not look like a elven mage carrying a staff instead of a half-orc warrior with a bardiche? This way your enemies will target your Fort save and/or attack you in melee!)
I'm sure I could tinker around with this build a bit more, but this is enough to get me my bonus points, Cheapy! lol.


I think this one will make cheapy sad.

This Is my frist attempt to build a Viking. I have to say tha I find this archetype pretty weak, so I diped into thug (yeah, a roguelevel that empoweres a build :p)

levels 1 and 3 are nothing special. but I think at level 7th and particulary level 11th he can be very dangerous with his ability to frigten people almost at will.

Half Orc - Viking 1:
Snorri Frightenjorn
Chaotic Evil
Orc - Viking 1

Stats
Str 18 , DEx 14 , Con 16, Int 10, Wis 10 , cha 5

Defensive

Hp: 17

AC: 19
Touch AC: 12
FF AC: 17

CMD: 16

Offensive

BAttle axe: +4 (1d8 +4 20/x3)

CMB: +4

SAves

Fort: +5
Reflex: +3
Will: +1

Traits
+2 initiative, +1 will.

Feats

1. Power attack, Thougness

Skills

Perception: +1
Intimidate: +1

Gear

Battle axe. Scale mail. Heavy shield.

Viking 3:
Snorri Frightenjorn
Chaotic Evil
Orc - Viking 3

Stats
Str 18 , DEx 14 , Con 16, Int 10, Wis 10 , cha 5

Defensive

Hp: 36

AC: 21
Touch AC: 12
FF AC: 19

CMD: 19

Offensive

Melee
BAttle axe: +7 (1d8 +4 20/x3)

RAnge
Trhiwng axe: +5 (1d6 +4 20/x3)

CMB: +7

SAves

Fort: +5
Reflex: +3
Will: +2

Traits
+2 initiative, +1 will.

Feats

1. Power attack, Thougness
2. Intimidating prowess
3. Quick draw

Skills

Perception: +3
Intimidate: +7

Special
Fearsome, Shielded defense 1.

Gear

Masterwork Battle axe. Masterwork breastplate . A lot of trhowing

axes. Darkwood heavy shield.

Viking 6/Thug 1:
Snorri Frightenjorn
Chaotic Evil
Orc - Viking 6/Thug 1

Stats
Str 19 , DEx 14 , Con 16, Int 10, Wis 10 , cha 5

Defensive

Hp: 75

AC: 23
Touch AC: 12
FF AC: 21

CMD: 22

Offensive

Melee
+1 Battleaxe: +10 (1d8 +9 20/x3) + demoralize

RAnge
trhowing axe: +8 (1d6 +4 20/x3)

CMB: +10

SAves

Fort: +8
Reflex: +7
Will: +4

Traits
+2 initiative, +1 will.

Feats

1. Power attack, Thougness
2. Intimidating prowess
3. Quick draw
4. Weapon focus (Battleaxe)
5. Raging vitality
6. SUpertitious
7. Cornugon smash

Skills

Perception: +11
Intimidate: +13
Acrobatics: +6
Swim: +8
Climb: +8
Survival: +4
Profesion (Raider of villages!):+4
Kwnoledge (nature): +4

Special
Fearsome, Shielded defense 1, Rage (11 rounds/day), Frightening.

Gear

+1 battleaxe. +1 Mitrhal breastplate . A lot of trhowing axes. +1

Darkwood heavy shield. Master work tool (intimidate), +1 Cloack of

resistance.

Raging Viking 6/Thug 1:
Snorri Frightenjorn
Chaotic Evil
Half Orc - Viking 6/Thug 1

Stats
Str 23 , DEx 15 , Con 22, Int 10, Wis 10 , cha 5

Defensive

Hp: 96

AC: 21
Touch AC: 10
FF AC: 19

CMD: 22

Offensive

Melee
+1 Battleaxe: +12/+7 (1d8 +9 20/x3) + demoralize

RAnge
trhowing axe: +8 (1d6 +6 20/x3)

CMB: +10

SAves

Fort: +11
Reflex: +7
Will: +6

(+2 morale bonus in all saves against spells and SLA)

Traits
+2 initiative, +1 will.

Feats

1. Power attack, Thougness
2. Intimidating prowess
3. Quick draw
4. Weapon focus (Hand axe)
5. Raging vitality
6. SUpertitious
7. Cornugon smash

Skills

Perception: +11
Intimidate: +15
Acrobatics: +6
Swim: +8
Climb: +8
Survival: +4
Profesion (Raider of villages!):+4
Kwnoledge (nature): +4

Special
Fearsome, Shielded defense 1, Rage (11 rounds/day), Frightening.

Gear

+1 battleaxe. +1 Mitrhal breastplate . A lot of trhowing axes. +1

Darkwood heavy shield. Master work tool (intimidate), +1 Cloack of

resistance.

Viking 10/Thug 1:
Snorri Frightenjorn
Chaotic Evil
Orc - Viking 6/Thug 1

Stats
Str 24 , DEx 14 , Con 16, Int 10, Wis 10 , cha 5

Defensive

Hp: 96

AC: 28
Touch AC: 16
FF AC: 26

CMD: 31

Offensive

Melee
+2 SIlvershee battleaxe: +17/12 (1d8 +16 20/x3) + demoralize

RAnge
trhowing axe: +12 (1d6 +4 20/x3)

CMB: +19

SAves

Fort: +12
Reflex: +10
Will: +9

Traits
+2 initiative, +1 will.

Feats

1. Power attack, Thougness
2. Intimidating prowess
3. Quick draw
4. Weapon focus (battleaxe)
5. Raging vitality
6. SUpertitious
7. Cornugon smash
8. Weapon specialization (battleataxe)
9. Iron Will
10. Ghost rager
11. Dazzling display

Skills

Perception: +14
Intimidate: +20
Acrobatics: +6
Swim: +8
Climb: +8
Survival: +4
Profesion (Raider of villages!):+4
Kwnoledge (nature): +4

Special
Fearsome, Shielded defense 1, Rage (11 rounds/day), Frightening.

Gear

+2 Silversheen battleaxe. +2 Mitrhal breastplate . A lot of trhowing

axes. +2 Darwood heavy shield. Master work tool (intimidate), +3

Cloack of resistance, Ring of protection +1. Jingasa of the fortunate

soldier, +4 belt of giant streng, circlet of persuation.

Raging Viking 10/Thug 1:
Snorri Frightenjorn
Chaotic Evil
Orc - Viking 6/Thug 1

Stats
Str 28 , DEx 14 , Con 22, Int 10, Wis 10 , cha 5

Defensive

Hp: 129

AC: 26
Touch AC: 17
FF AC: 24

CMD: 31

Offensive

Melee
+2 SIlvershee battleaxe: +19/14 (1d8 +18 20/x3) + demoralize

RAnge
trhowing axe: +12 (1d6 +4 20/x3)

CMB: +21

SAves

Fort: +12
Reflex: +10
Will: +11

(+3 morale bonus in all saves against spells and SLA)

Traits
+2 initiative, +1 will.

Feats

1. Power attack, Thougness
2. Intimidating prowess
3. Quick draw
4. Weapon focus (battleaxe)
5. Raging vitality
6. SUpertitious
7. Cornugon smash
8. Weapon specialization (battleataxe)
9. Iron Will
10. Ghost rager
11. Dazzling display

Skills

Perception: +14
Intimidate: +22
Acrobatics: +6
Swim: +8
Climb: +8
Survival: +4
Profesion (Raider of villages!):+4
Kwnoledge (nature): +4

Special
Fearsome, Shielded defense 1, Rage (17 rounds/day), Frightening.

Gear

+2 Silversheen battleaxe. +2 Mitrhal breastplate . A lot of trhowing

axes. +2 Darwood heavy shield. Master work tool (intimidate), +3

Cloack of resistance, Ring of protection +1. Jingasa of the fortunate

soldier, +4 belt of giant streng, circlet of persuation.

EDIT: In retrospective I think a hlaf-orc would haev been a stronger choise.


3 people marked this as a favorite.

How do you...even...manage....getting a 5...FIVE!... Charisma....

It....just....doesn't....make...sense....Half-Orcs don't even have -2 Cha....

headsplode


mmm, I start building a darvish dancer and lemmy made one. I build a Scary orc and lemmy made one, I feel spied :p


Cheapy wrote:

How do you...even...manage....getting a 5...FIVE!... Charisma....

It....just....doesn't....make...sense....Half-Orcs don't even have -2 Cha....

headsplode

I was kind of thinking the same thing.

Nicos wrote:
EDIT: In retrospective I think a hlaf-orc would haev been a stronger choise.

So, you mean it's an actual orc, and not a half orc, like it says in the statblocks?


Cheapy wrote:

How do you...even...manage....getting a 5...FIVE!... Charisma....

It....just....doesn't....make...sense....Half-Orcs don't even have -2 Cha....

headsplode

o.O

I started with an orc and then change to half orcand then change to orc but I see i did not write it.

I really need herolabs u.u


Cheapy wrote:

How do you...even...manage....getting a 5...FIVE!... Charisma....

It....just....doesn't....make...sense....Half-Orcs don't even have -2 Cha....

headsplode

I think he made it using an orc, but wrote "Half-Orc" in the actual post. lol.

EDIT: Ninja'ed -.-'


Nicos wrote:
mmm, I start building a darvish dancer and lemmy made one. I build a Scary orc and lemmy made one, I feel spied :p

Great minds think alike, I guess... ^^


This guy doesn't pass cheapy's challenge, but should be interesting none the less.

Zandu Level 1 Fighter(Lore Warden)

Spoiler:
Male Human Fighter(Lore Warden)1
True Neutral Humanoid(Human)
Initiative:+2 Senses: Perception +7

Defense:
AC:16 Touch:13 Flat-Footed:13
HP:15
Fort:+4 Reflex:+2 Will:+2

Offense:
Speed: 30ft. (20ft. when carrying medium load)
Melee: Guisarme +4(2d4+3/20/x3), Short Sword +4(1d6+3/19-20/x2), Morningstar +4(1d8+3/20/x2), Dagger +4(1d4+3/19-20/x2) +5 Improvised Weapon
Ranged: Short Bow +3(1d6/20/x3)

Statistics:
Str:16 Dex:14 Con: 14 Int:12 Wis:14 Cha:8
BAB:+1 CMB:+4 CMD:16
Feats: Dodge, Toughness, Catch-Off-Guard
Skills: UMD +4, Perception +7, Knowledge (Religion) +5, Knowledge (Planes) +5, Profession (Priest) +6, Climb +6 (+4 medium load), Swim +6(+4 medium load)
Languages:Common(Taldane), Varisian
Gear: Hide Shirt, Guisarme, Short Sword, Morningstar, Short Bow, 40 arrows, Pathfinder's Kit, 3 Acid Flasks, 3 Sun Rods, 50ft. Hemp Rope, and 22 gp
Weight: Light Load: 76 lbs or less, Medium Load: 77-153 lbs, Heavy Load: 154-230lbs, Weight Carried: 85 lbs. (Medium Load), 73 lbs. (light load) when leaving bed roll and rations at camp

Level Progression just so you guys and gals can get an idea where I would take him as he leveled up.

Spoiler:
Ability Score Increases: 4th:Int 8th:Str 12th:Str.
2nd:Combat Reflexes, Combat Expertise
3rd:Iron Will
4th:Weapon Focus (Guisarme)
5th:Weapon Specialization (Guisarme)
6th:Power Attack
7th:Improved Trip
8th:Greater Trip
9th:Skill Focus (Perception)
10th:Greater Weapon Focus (Guisarme)
11th:Dazing Assault
12th:Greater Weapon Specialization (Guisarme)

Magic Items on hand at 12th level

Spoiler:
Gloves of Dueling, +5 Cloak of Resistance, +3 Adamantine Guisarme, +2 Longbow, +2 Mithral Morningstar, +3 Mithral Chainmail Shirt, +2 Belt of Giant Strength, +2 Headband of Inspired Wisdom, +2 Ring of Protection, and +2 Amulet of Natural Armor ~5840gp

Basically, the plan is to either trip them to death, daze them to death, or simply stab them to death while still being able to defend myself when someone gets inside my reach.

Since I already figured out feats and magic items I may just go ahead and write him out at level 12. Although, that may take a while longer still...


My characters like to get lost in the crowd.


I had a whole post with a Falconer Ranger build, but then, light went out!

FUUUUUUUUUUUUUUUUUUUUUU...!!!!!!!!!!!!

Argh... I'll eat something to calm down, then I either try again or leave it for tomorrow...

G!%#!%n blackout... >:(
______________________________

Sbookrat wrote:
My characters like to get lost in the crowd.

Heh... They really do, don't they?

I like what Verin is trying to accomplish, having high Dex and Cha, but lowish Str and Con, but his damage output is too low for a front-liner, and he lacks maneuvers/debuffs as well.
Sadly, unless you go the Dervish Dance route, dueling is not a viable fighting style.
He has plenty of out of combat roles, thanks to his skill, but I feel he's trying to hard to be something he's not.
A Fighter doesn't need to be all about DPR, but he needs at least a pretty good DPR.
My best ideas for increasing Verin's effectiveness is going with combat maneuver such as disarm and feint. Grabbing Eldritch Heritage doesn't hurt either.


Zandu at level 12

Spoiler:
Male Human Fighter(Lore Warden)12
True Neutral Humanoid(Human)
Initiative:+6 Perception:+19

Defense:
AC:27 Touch:16 Flat-Footed:24
HP:103
Fort:+14 Reflex:+10 Will:+13

Offense:
Speed: 30ft.
Melee:
+3 Adamantine Guisarme +26/+21/+16 (2d4+13/20/x3)
Power Attack w/ +3 Adamatine Guisarme +22/+17/+12 (2d4+25/20/x3)
Dazing Assault w/ +3 Adamantine Guisarme +21/+16/+11 DC 22
Ranged:
+2 Longbow +19/+14/+9 (1d8+3/20/x2)

Statistics:
Str:20 Dex:14 Con:14 Int:13 Wis:16 Cha:8
BAB:+12/+7/+2 CMB:+32(+36 to trip) CMD:33
Feats:Dodge, Toughness, Catch-Off-Guard, Combat Reflexes, Combat Expertise, Iron Will, Weapon Focus (Guisarme), Weapon Specialization (Guisarme), Power Attack, Improved Trip, Greater Trip, Improve Initiative, Greater Weapon Focus (Guisarme), Dazing Assault, and Greater Weapon Specialization (Guisarme)
Skills: UMD +15, Perception +19, Knowledge(Planes) +16, Knowledge(Religion)+16, Profession(Priest) +6, Climb +20, Swim +20, Survival +17
Languages: Common(Taldane), Varisian
Gear: Gloves of Dueling, +4 Cloak of Resistance, +3 Adamantine Guisarme, +2 Longbow, 40 arrows, +3 Mithral Breastplate, +2 Belt of Giant Strength, +2 Headband of Inspired Wisdom, +2 Ring of Protection, and +2 Amulet of Natural Armor, Dusty Rose Prism Ioun Stone, Pathfinder's Kit, 3 Acid Flasks, 3 Sun Rods, and 50ft. Hemp Rope


Lemmy wrote:

I had a whole post with a Falconer Ranger build, but then, light went out!

FUUUUUUUUUUUUUUUUUUUUUU...!!!!!!!!!!!!

Argh... I'll eat something to calm down, then I either try again or leave it for tomorrow...

G&$*#~n blackout... >:(
______________________________

Sbookrat wrote:
My characters like to get lost in the crowd.

Heh... They really do, don't they?

I like what Verin is trying to accomplish, having high Dex and Cha, but lowish Str and Con, but his damage output is too low for a front-liner, and he lacks maneuvers/debuffs as well.
Sadly, unless you go the Dervish Dance route, dueling is not a viable fighting style.
He has plenty of out of combat roles, thanks to his skill, but I feel he's trying to hard to be something he's not.
A Fighter doesn't need to be all about DPR, but he needs at least a pretty good DPR.
My best ideas for increasing Verin's effectiveness is going with combat maneuver such as disarm and feint. Grabbing Eldritch Heritage doesn't hurt either.

Combat maneuvers might be good. Could change out Voice of the Sybil for Improved feint or disarm (disarm might be better). With the current build and a good party, he could be getting up to 5 attacks per round right now (more with increase dex) for 3 rounds. Basically, grant broken wing to the whole group for 3 rounds and then every time the enemy attacks it provokes an AoO.

As a side note, it's a bit hard to get DPR with a small character, due to the decreased damage of the weapons.


Okay... One more time... Don't fail me now, internet and electricity...

Here is Tuck, a Tengu Ranger with no dump stats (because I want those g+&&++n extra points Cheapy promised!)
I know I posted his build before, but I'm too lazy to find it... But it was only 1 level and I don't remember its details, so I had to build it all over again, so it isn't cheating!

Tuck Blackbeak - 1st Level:
Tuck Blackbeak
Male Tengu Ranger (Falconer) 1
NG Medium Humanoid (tengu)
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +4 (1d4+3/x2) and
. . Bite (Tengu) -1 (1d3+1/x2) and
. . Falcata +4 (1d8+3/19-20/x3) and
. . Net +4 ()
Special Attacks favored enemy (undead +2)
Ranger (Falconer) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Exotic Weapon Proficiency (Net)
Traits Indomitable Faith, Reactionary
Skills Bluff +0 (+2 vs. undead), Climb +7, Handle Animal +4, Knowledge (nature) +4 (+6 vs. undead), Linguistics +5, Perception +7 (+9 vs. undead), Sense Motive +1 (+3 vs. undead), Stealth +9, Survival +1 (+3 vs. undead, +2 to track), Swim +7
Languages Common, Draconic, Tengu, Tien
SQ animal companion link, share spells with companion, track
Other Gear Chain shirt, Heavy wooden shield, Falcata, Net, 30 GP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +1 Add the listed bonus to survival checks made to track.

Whisper - 1st Level:
Whisper
Eagle
N Small Animal
Init +2; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 5 (+2)
Fort +4, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 10 ft., flight (80 feet, average)
Melee Bite (Eagle) +2 (1d4/x2) and
. . Talon x2 (Eagle) +2 x2 (1d4/x2)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Iron Will
Tricks Attack [Trick], Distract [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Seek [Trick], Stay [Trick], Swooping Charge [Trick]
Skills Acrobatics +2 (-6 jump), Fly +9, Stealth +6
Languages
SQ distract [trick], fetch [trick], fighting [trick], seek [trick], swooping charge [trick]
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Distract [Trick] The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Swooping Charge [Trick] The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in

Tuck is a tengu Ranger who really hates the undead. On his journey to kill such abominations, his most faithful companion is Whisper, his pet eagle.
Tuck's arsenal is very unusual. He wields a Falcata and a Net, not to mention his beak!
Whisper can't do much yet, but he does have a nice trick, if he lands an attack, he can make his targets shaken! This gives them a -2 to attack rolls and saving throws, making them much easier to kill. He took Iron Will, because will saves are the most serious weakness of Animal Companions.
Tuck doesn't have a lot of HP, though, so he should be using his shield most of the time.

-o-o-o-o-o-o-o-o-o-

Tuck Blackbeak - 3rd Level:
Tuck Blackbeak
Male Tengu Ranger (Falconer) 3
NG Medium Humanoid (tengu)
Init +5; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+6 armor, +2 shield, +3 Dex)
hp 24 (3d10+3)
Fort +4 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +6, Will +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +6 (1d4+3/x2) and
. . Bite (Tengu) +1 (1d3+1/x2) and
. . Masterwork Cold Iron Falcata +7 (1d8+3/19-20/x3) and
. . Masterwork Net +7 () and
. . Silversheen Falcata +7 (1d8+3/19-20/x3)
Ranged Masterwork Composite longbow (Str +3) +7 (1d8+3/x3)
Special Attacks favored enemy (undead +2)
Spell-Like Abilities Light (At will)
Ranger (Falconer) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 10, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 19
Feats Endurance, Exotic Weapon Proficiency (Net), Rapid Shot, Two-weapon Fighting
Traits Indomitable Faith, Reactionary
Skills Acrobatics +3 (-1 jump), Bluff +0 (+2 vs. undead), Climb +7, Handle Animal +6, Knowledge (dungeoneering) +6 (+8 vs. undead), Knowledge (nature) +6 (+8 vs. undead), Linguistics +7, Perception +9 (+11 vs. undead, +11 while in forest terrain), Sense Motive +1 (+3 vs. undead), Stealth +11 (+13 while in forest terrain), Survival +5 (+7 to avoid becoming lost, +7 vs. undead, +7 while in forest terrain, +6 to track), Swim +7 (+11 to resist nonlethal damage from exhaustion)
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Tengu, Tien
SQ animal companion link, combat styles (archery), favored terrain (forest +2), share spells with companion, track
Other Gear Masterwork Breastplate, Heavy wooden shield, Masterwork Cold Iron Falcata, Masterwork Composite longbow (Str +3), Masterwork Net, Silversheen Falcata, Wayfinder (empty), 9 GP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +1 Add the listed bonus to survival checks made to track.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

Whisper - 3rd Level:
Whisper
Eagle
N Small Animal
Init +3; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 Dex, +1 size, +3 natural)
hp 8 (+3)
Fort +4, Ref +6, Will +5
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 10 ft., flight (80 feet, average)
Melee Bite (Eagle) +6 (1d4/x2) and
. . Talon x2 (Eagle) +6 x2 (1d4/x2)
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Iron Will, Weapon Finesse
Tricks Attack [Trick], Come [Trick], Distract [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Seek [Trick], Stay [Trick], Swooping Charge [Trick]
Skills Acrobatics +3 (-5 jump), Fly +11, Stealth +7
Languages
SQ come [trick], distract [trick], fetch [trick], fighting [trick], seek [trick], swooping charge [trick]
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Distract [Trick] The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Swooping Charge [Trick] The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in

Tuck got TWF now. He doesn't plan to follow it through, though, just the first feat will be enough for him. Now he can two-hand his falcata and make an extra attack with his beak, both at -2. And he gets Rapid Shot too, taking his 1st step to be an effective switch hitter. Oh, and he learned 4 new languages. Too bad he didn't invest in social skills... Yet...
Still, nothing jaw dropping here.
Whisper, OTOH, got a few new tricks and Weapon Finesse, so his attacks got an extra +3 to their to-hit.

-o-o-o-o-o-o-o-o-o-

Tuck Blackbeak - 6th Level:
Tuck Blackbeak
Male Tengu Ranger (Falconer) 6
NG Medium Humanoid (tengu)
Init +5; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 19 (+7 armor, +2 shield, +3 Dex)
hp 43 (6d10+6)
Fort +7 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +9, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +10/+5 (1d4+4/x2) and
. . +1 Silversheen Falcata +11/+6 (1d8+5/19-20/x3) and
. . Bite (Tengu) +5 (1d3+2/x2) and
. . Masterwork Cold Iron Falcata +11/+6 (1d8+4/19-20/x3) and
. . Masterwork Net +11/+6 ()
Ranged Masterwork Composite longbow (Str +3) +10/+5 (1d8+3/x3)
Special Attacks favored enemies (dragons +2, undead +4)
Spell-Like Abilities Light (At will)
Ranger (Falconer) Spells Prepared (CL 3):
1 (2/day) Lead Blades, Delay Poison
--------------------
Statistics
--------------------
Str 19, Dex 16, Con 12, Int 10, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 23
Feats Endurance, Exotic Weapon Proficiency (Net), Net Adept, Rapid Shot, Two-weapon Fighting
Traits Indomitable Faith, Reactionary
Skills Acrobatics +3 (-1 jump), Bluff +0 (+2 vs. dragons, +4 vs. undead), Climb +8, Handle Animal +9, Intimidate +8, Knowledge (dungeoneering) +9 (+11 vs. dragons, +13 vs. undead), Knowledge (nature) +9 (+11 vs. dragons, +13 vs. undead), Linguistics +8, Perception +12 (+14 vs. dragons, +16 vs. undead, +14 while in forest terrain), Sense Motive +1 (+3 vs. dragons, +5 vs. undead), Stealth +16 (+18 while in forest terrain), Survival +5 (+7 to avoid becoming lost, +7 vs. dragons, +9 vs. undead, +7 while in forest terrain, +8 to track), Swim +8 (+12 to resist nonlethal damage from exhaustion)
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Sylvan, Tengu, Tien
SQ animal companion link, combat styles (archery), favored terrain (forest +2), share spells with companion, swoop for the kill, track
Combat Gear Wand of cure light wounds; Other Gear +1 Breastplate, Heavy wooden shield, +1 Silversheen Falcata, Masterwork Cold Iron Falcata, Masterwork Composite longbow (Str +3), Masterwork Net, Belt of giant strength +2, Cloak of resistance +1, Ioun stone (clear spindle), Wayfinder (empty), Masterwork tool (Stealth), 208 GP, 9 SP, 10 CP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Dragons +2) (Ex) +2 to rolls vs Favored Enemy (Dragons).
Favored Enemy (Undead +4) (Ex) +4 to rolls vs Favored Enemy (Undead).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Ioun stone (clear spindle) Sustains bearer without food or water.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Net Adept May treat a net as a one-handed weapon
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swoop for the Kill (Ex) At 6th level, when outdoors, a falconer can direct his feathered companion to strike an enemy from high above. His feathered companion gains the following trick as a bonus trick.

Swooping Charge (DC 20; bird): The falconer's bird compan
Track +3 Add the listed bonus to survival checks made to track.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

Whisper - 6th Level:
Whisper
Eagle
N Small Animal
Init +3; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+3 Dex, +1 size, +5 natural)
hp 39 (+12)
Fort +7, Ref +8, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 10 ft., flight (80 feet, average)
Melee Bite (Eagle) +8 (1d4+2/x2) and
. . Talon x2 (Eagle) +8 x2 (1d4+2/x2)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 14, Int 3, Wis 14, Cha 6
Base Atk +4; CMB +5; CMD 18
Feats Flyby Attack, Iron Will, Weapon Finesse
Tricks Attack [Trick], Defend [Trick], Distract [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Roam [Trick], Seek [Trick], Stay [Trick], Swooping Charge [Trick]
Skills Acrobatics +3 (-5 jump), Fly +14, Stealth +7
Languages
SQ defend [trick], devotion +4, distract [trick], fetch [trick], fighting [trick], roam [trick], seek [trick], swooping charge [trick]
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Distract [Trick] The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Flight (80 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Roam [Trick] The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Swooping Charge [Trick] The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in

As usual, this is where things start to get interesting! Now Tuck treats nets as 1-handed melee weapons, so he can in the same round, entangle his enemies then proceed to 2-hand them to death with his falcata and beak!
He also bought a wand of CLW to keep his friends and himself alive.
Whisper is really smart now. Smart enough to learn Flyby Attack.

-o-o-o-o-o-o-o-o-o-

Tuck Blackbeak - 10th Level:
Tuck Blackbeak
Male Tengu Ranger (Falconer) 10
NG Medium Humanoid (tengu)
Init +5; Senses low-light vision; Perception +20
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex)
hp 79 (10d10+20)
Fort +12 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +13, Will +9
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +15/+10 (1d4+5/x2) and
. . +1 Cold Iron Falcata +16/+11 (1d8+6/17-20/x3) and
. . +1 Net +16/+11 () and
. . +1 Silversheen Falcata +16/+11 (1d8+8/17-20/x3) and
. . +1 Silversheen Warhammer +16/+11 (1d8+6/x3) and
. . Bite (Tengu) +10 (1d3+2/x2)
Ranged +1 Composite longbow (Str +5) +15/+10 (1d8+6/19-20/x3)
Special Attacks favored enemies (dragons +2, evil outsiders +2, undead +6)
Spell-Like Abilities Light (At will)
Ranger (Falconer) Spells Prepared (CL 7):
2 (2/day) Barkskin (x2)
1 (3/day) Lead Blades (x2), Delay Poison
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 14, Int 10, Wis 14, Cha 10
Base Atk +10; CMB +15; CMD 28
Feats Endurance, Exotic Weapon Proficiency (Net), Improved Critical (Falcata), Manyshot, Net Adept, Power Attack -3/+6, Rapid Shot, Two-weapon Fighting
Traits Indomitable Faith, Reactionary
Skills Acrobatics +3 (-1 jump), Bluff +0 (+2 vs. dragons, +2 vs. evil outsiders, +6 vs. undead), Climb +9, Handle Animal +13, Intimidate +13, Knowledge (dungeoneering) +13 (+15 vs. dragons, +15 vs. evil outsiders, +19 vs. undead), Knowledge (nature) +13 (+15 vs. dragons, +15 vs. evil outsiders, +19 vs. undead), Linguistics +10, Perception +20 (+22 vs. dragons, +22 vs. evil outsiders, +26 vs. undead, +24 while in forest terrain, +22 while in urban terrain), Sense Motive +2 (+4 vs. dragons, +4 vs. evil outsiders, +8 vs. undead), Spellcraft +4, Stealth +20 (+24 while in forest terrain, +22 while in urban terrain), Survival +6 (+8 to avoid becoming lost, +8 vs. dragons, +8 vs. evil outsiders, +12 vs. undead, +10 while in forest terrain, +8 while in urban terrain, +11 to track), Swim +9 (+13 to resist nonlethal damage from exhaustion)
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Sylvan, Tengu, Tien, Treant, Undercommon
SQ animal companion link, combat styles (archery), favored terrains (forest +4, urban +2), share spells with companion, swift tracker, swoop for the kill, track, woodland stride
Combat Gear Wand of cure light wounds; Other Gear +2 Breastplate, +1 Heavy steel shield, +1 Cold Iron Falcata, +1 Composite longbow (Str +5), +1 Net, +1 Silversheen Falcata, +1 Silversheen Warhammer, Belt of physical might (Str & Con +2), Bracers of falcon's aim, Cloak of resistance +3, Headband of inspired wisdom +2, Ioun stone (clear spindle), Wayfinder (empty), Masterwork tool (Stealth), Ranger's kit, 467 GP, 5 SP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Dragons +2) (Ex) +2 to rolls vs Favored Enemy (Dragons).
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Undead +6) (Ex) +6 to rolls vs Favored Enemy (Undead).
Favored Terrain (Forest +4) (Ex) +4 to rolls vs Favored Terrain (Forest).
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Ioun stone (clear spindle) Sustains bearer without food or water.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Net Adept May treat a net as a one-handed weapon
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Swoop for the Kill (Ex) At 6th level, when outdoors, a falconer can direct his feathered companion to strike an enemy from high above. His feathered companion gains the following trick as a bonus trick.

Swooping Charge (DC 20; bird): The falconer's bird compan
Track +5 Add the listed bonus to survival checks made to track.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

Whisper - 10th Level:
Whisper
Eagle
N Small Animal
Init +4; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 21 (+3 armor, +4 Dex, +1 size, +7 natural)
hp 58 (+18)
Fort +10, Ref +12, Will +9 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 10 ft., flight (80 feet, average)
Melee Bite (Eagle) +12 (1d4+3/x2) and
. . Talon x2 (Eagle) +12 x2 (1d4+3/x2)
--------------------
Statistics
--------------------
Str 15, Dex 19, Con 14, Int 3, Wis 14, Cha 6
Base Atk +6; CMB +7; CMD 21
Feats Armor Proficiency (Light), Death from Above, Flyby Attack, Iron Will, Multiattack, Weapon Finesse
Tricks Attack [Trick], Cinderbrave [Trick], Come [Trick], Distract [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Roam [Trick], Seek [Trick], Stay [Trick], Swooping Charge [Trick]
Skills Acrobatics +4 (-4 jump), Fly +18, Stealth +8
Languages
SQ cinderbrave [trick], come [trick], devotion +4, distract [trick], fetch [trick], fighting [trick], multiattack / extra attack, roam [trick], seek [trick], swooping charge [trick]
Other Gear Leaf armor, Amulet of mighty fists +1, Cloak of resistance +2, You have no money!
--------------------
Special Abilities
--------------------
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Come [Trick] The animal will come to you on command.
Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Distract [Trick] The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Flight (80 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Roam [Trick] The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Swooping Charge [Trick] The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in

Tuck learned how to make his Falcatas extra sharp. Improved Critical will surely benefit his DPR considerably, and Manyshot really boosts his ranged efficiency. He bought a a pair of soft boots and some cammo clothes to make him harder to spot and a Clear Spindle Ioun Stone that resonates with his Wayfinder, making him immune to possession and mind-control by evil creatures as if by Protection From Evil. He learned how to be really scary too, next level, he might take Cornugon Smash, but I think a better idea would be Combat Reflexes, since Whisper can already cause the Shaken condition.
Speaking of which, Whisper now has Death From Above, giving him a +5 when charging from above his target. This should make his job of Shaking the enemy much easier. Oh, and he learned 4 new languages too!
Whisper now wears a small-sized Masterwork Leaf Armor and has his own magic items: The always useful AoMF and a very fashionable Cloak of Resistance +2, custom-made to match Tuck's.

-o-o-o-o-o-o-o-o-o-

I don't know how effective this build is, but I believe it's more than good enough to survive a campaign and really contribute to the party. If everything else fails, he still has Falcatas! LoL!
He could use a boost in his will save, though.

From 11th level and foward, he shouldn't be much difficult to build, just the usual combat feats. He should upgrade his falcatas, obviously, and maybe give his net the Ghost Touch property, so he can really ruin the day of any incorporeal creature, particullary ghosts.

Dark Archive

Currently have a Fighter/Bard/Aldori in the process of being worked up, however due to time constraints between school, work, and life it may be a day or two before he gets posted. Currently only have him at level 10 (which is maybe 15% done) and may or may not get to work my way backwards with him BUT he is very well rounded and I am definitely ready to get bonus points for Cha =D


Lemmy wrote:


Sbookrat wrote:
My characters like to get lost in the crowd.

Heh... They really do, don't they?

I like what Verin is trying to accomplish, having high Dex and Cha, but lowish Str and Con, but his damage output is too low for a front-liner, and he lacks maneuvers/debuffs as well.
Sadly, unless you go the Dervish Dance route, dueling is not a viable fighting style.
He has plenty of out of combat roles, thanks to his skill, but I feel he's trying to hard to be something he's not.
A Fighter doesn't need to be all about DPR, but he needs at least a pretty good DPR.
My best ideas for increasing Verin's effectiveness is going with combat maneuver such as disarm and feint. Grabbing Eldritch Heritage doesn't hurt either.

So I rearranged some things. Going Dervish Dance drops his AC by 3 and diplomacy by 4, and increases his damage by 2. I don't think that's worth it on the AC side. Another advantage is that because we're dropping the shield, we can now afford a cloak of resistance +1 to up all his saves.

Changing Voice of the Sybil and Skill Focus (Diplomacy) to Combat Expertise and Improved Disarm allows him to disarm people and increase his AC at a cost of 4 to diplomacy. His diplomacy would still be +11, so that's still very solid. It allows him to disarm opponents to make them weaker. And his damage is still comparable to the dervish dance route (1d4+4 instead of 1d4+6, both with a 15-20/x2 crit range).

Sadly, the only ways to up his damage output is to give him a two-handed weapon, but that would sacrifice both his shield mod to AC and his dex mod to attack. Or to make him a medium sized creature. Making him a non-halfling would up his damage to 1d6 instead of 1d4, but at a cost of -2 perception, -2 acrobatics, -2 climb, -4 stealth, -1 AC, -1 attack rolls, -2 fear defense, and -1 saves. Is 2-3 potential points of damage worth it? Optimization guides say yes, it's worth it. But I'm not building an optimized fighter, I'm building a fighter who is still viable in combat while being useful outside of combat (Shadowsoul's Challenge) - with a good charisma following Cheapy's Challenge.

To sum up, while his damage output remains low (1d4+4), his crit threat is high (15-20/x2); this puts his average damage between 9-10 per round. He not only has multiple AoO per round, but he has ways to force AoO from his opponents. This allows him to attack more often than his peers (increasing his DPR to 5-6 points per AoO; he can potentially get up to 30 DPR average). He can disarm opponents or up his AC if needed. And he is very useful out of combat.


Lemmy: I noticed some issues with one of your characters.

Tengu Ranger - when two weapon fighting with the beak, his beak becomes a secondary natural attack, giving him a -5 before the two-weapon fighting penalties kick in. His DPR is actually lower when he two-weapon fights than when he just fights with his falcata. Edit: Nevermind. The error was on my side.

Edit 2: Ok, recalculating. Your level 6 Tengu will be have the following attack options with average DPR

1H Falcata: 10.49
2H Falcata: 12.71
1H Falcata + Beak: 8.69
2H Falcata + Beak: 9.63

None of that includes flanking bonuses to hit. You TWF damage still goes down due to the decreased change to hit. Basically, his beak damage isn't enough to overcome the attack penalty. This is assuming a 20 AC opponent, which is about average for a CR 6 creature. Oh, and I'm using this formula. /edit

Your level 6 tactic says he uses his net one-handed (nice!), but then 2-hands his falcata. He can't do that while wearing a heavy shield. So either his damage will drop or his AC will drop.


I think the problem is that the penalty to Str really hurt Halfling Fighters. I'd tell you have a Cha of 11 or 12 (13 or 14 with racial modifier) at most, and use the extra attribute points to boost his Dex or Con. That 15 does nothing for you that a 14 wouldn't do. Voice of the Sybil is kinda meh, and Skill Focus is a bit of overkill, IMO.
I think a better idea would be getting the "Additional Traits" feat to basically get a +4 to 2 skills.

The difference in damage die is not too important, actually.

Let's see... how about:

Str: 13 (11 after racial modifier) Dex 14 (16 after racial modifier) Con 13 Int 14 Wis 12 Cha 12 (14 after racial modifier)

1st level: Weapon Finesse
2nd level: Dervish Dance
3rd level: Combat Expertise
4th level: Improved Disarm/Feint/Trip. Whatever you like best
5th level: Additional Traits: (get those skills boosts here! ^^)
6th level: Combat Reflexes
7th level: Iron Will.

At 4th level you increase Constitution, then you just keep raising Dex.

Oh, and take Fleet of Foot... it's just so much better than Sure Footed...

EDIT: I meant to boost Con, then Dex... Not Wis, then Dex... -,-'
EDIT 2: Tweaked the build a bit to account for the Tactician's loss of a feat.


Lemmy wrote:

I think the problem is that the penalty to Str really hurt Halfling Fighters. I'd tell you have a Cha of 11 or 12 (13 or 14 with racial modifier) at most, and use the extra attribute points to boost his Dex or Con. That 15 does nothing for you that a 14 wouldn't do. Voice of the Sybil is kinda meh, and Skill Focus is a bit of overkill, IMO.

I think a better idea would be getting the "Additional Traits" feat to basically get a +4 to 2 skills.

The difference in damage die is not too important, actually.

Let's see... how about:

Str: 13 (eleven after racial modifier) Dex 14 (16 after racial modifier) Con 13 Int 14 Wis 12 Cha 12 (14 after racial modifier)

1st level: Weapon Finesse & Dervish Dance
2nd level: Combat Reflexes
3rd level: Combat Expertise
4th level: Improved Disarm/Feint/Trip. Whatever you like best
5th level: Additional Traits: (get those skills boosts here! ^^)
6th level: Power Attack, Lunge e or Cornugon Smash...
7th level: Iron Will.

At 4th level you increase Wisdom, then you just keep raising Dex.

Oh, and take Fleet of Foot... it's just so much better than Sure Footed...

Going the tactician route removes one of the 1st level feats, unfortunately. But I think it's worth it to be able to grant a teamwork feat to the entire party for several rounds. Also, you can't get dervish dance without weapon focus (scimitar). Edit: nevermind. Weapon finesse. -.-


Basically, I'd just drop the idea of Dervish Dance. The extra damage isn't that important. I think I'd be better off with Weapon Focus to up the chance to hit. And his skills are already solid without additional traits, so we can put something else there; perhaps a different maneuver.

Give me a bit, and I'll calculate out the difference with weapon focus vs dervish dance to see which is better.

Also, I forgot to mention earlier that I also rearranged his stats to match something close to what you put down. :)


bookrat wrote:
Going the tactician route removes one of the 1st level feats, unfortunately. But I think it's worth it to be able to grant a teamwork feat to the entire party for several rounds. Also, you can't get dervish dance without weapon focus (scimitar). Edit: nevermind. Weapon finesse. -.-

Yeah, I just thought about that later... lol... You also can get DD at 1st level because it requires 2 ranks in Perform(Dance).

Anyway, I edited my post to better fit your character. Hope you like it. ^^

And don't forget to check Foxy Slicey and Tuck Blackbeak, in case you haven't already, then tell me what you think about them.


bookrat wrote:

Basically, I'd just drop the idea of Dervish Dance. The extra damage isn't that important. I think I'd be better off with Weapon Focus to up the chance to hit. And his skills are already solid without additional traits, so we can put something else there; perhaps a different maneuver.

Give me a bit, and I'll calculate out the difference with weapon focus vs dervish dance to see which is better.

Also, I forgot to mention earlier that I also rearranged his stats to match something close to what you put down. :)

Dude, why do you keep Ninja'ing me? lol

Hey, why not post Verin's build in different levels? ^^


Abour halflins.

Risky striker is just a crazy good feat. It is like a must for any halfling who likes to kill bigger creatures.


Nicos wrote:

Abour halflins.

Risky striker is just a crazy good feat. It is like a must for any halfling who likes to kill bigger creatures.

Ah, I had forgotten about that. That feat is way too good to pass up. You should have reminded me of it before I built Foxy Slicey, Nicos. Oh well, I suppose she can get it at 11th level.


Risky Striker is good, but they have to be two size categories larger than you. Great for large creatures, though.

Ok, Dervish Dance vs Weapon Focus for Verin:

Dervish Dance DPR: 12.92
Weapon Focus DPR: 10.92

Dervish Dance is better. :) That +1 to attack doesn't overcome the extra 2 points of damage. Of course, both put together is even better, and combine with weapon spec is even better. Give me a bit, and I'll repost him with various levels with all our knew information.


bookrat wrote:

Risky Striker is good, but they have to be two size categories larger than you. Great for large creatures, though.

It is a situational feat, but it rocks when you can use it. It s maybe not that good at low levels when you do not face a lot of big creatures but then at 10th+ level most monsters in the bestiaries are large or larger.


Nicos wrote:
bookrat wrote:

Risky Striker is good, but they have to be two size categories larger than you. Great for large creatures, though.

It is a situational feat, but it rocks when you can use it. It s maybe not that good at low levels when you do not face a lot of big creatures but then at 10th+ level most monsters in the bestiaries are large or larger.

Ok, so it would be a good idea to take it when opponents start getting bigger. Perhaps around level 5 or 7.

Silver Crusade

The Solemn Scout:
“The Solemn Scout” 8th level elven Fighter.

Str: 13
Dex: 22
Con: 12
Int: 14
Wis: 14
Cha: 8

HP: 8d10 + 8

AC: 26

Touch: 17

Flat: 19

Traits: Eyes and Ears of the City, Bandit

Initiative: + 6

Fort: + 7
Ref: + 8
Will: + 6 (+8 vs Enchantment Spells)(+ 8 vs Fear)

+1 agile dueling sword: + 17/+ 12 1d8 + 10 19 – 20 x2

+1 composite longbow: + 15/+ 10 1d8 + 2

+1 agile dueling sword (Power Attack): + 14 / + 9 1d8 + 16 19 – 20 x2

Feats (9): Exotic Weapon Proficiency (Dueling Sword), Iron Will, Weapon Focus (Dueling Sword), Weapon Finesse, Weapon Specialization, Skill Focus: (Perception), Combat Expertise, Dodge, Power Attack .

Fighter: Armor Training 2, Weapon Training 1, Bravery 2

Skills (40): Perception: + 21, Stealth: + 29, Survival + 13, Knowledge: Dungeoneering + 13, Ride: + 10, Acrobatics: + 11, Profession: (Soldier): + 7, Knowledge: Nature: + 7.

Gear: +1 agile dueling sword, +1 shadowed mithral shirt, +1 buckler, Belt of Incredible Dex + 2, Cloak of Elvenkind, Headband of Alluring Wisdom + 2, Ring of Protection + 2, + 1 composite longbow, Masterwork Tool + 2 (Stealth), Masterwork Tool + 2 (Perception),

I have changed a few things around from the previous build. I dropped Stealthy to pick up Power Attack which added 6 more points to my damage but dropped my to hit by 3. My Stealth dropped 2 points but taking 10 would still leave me with a 39 to my Stealth. I also added Combat Expertise in case he needed to up his AC.


@Shallowsoul

SInce you have an elf and you are not Twf then consider to use a elven sword two handed. You save a feat (exotic weapon proficiency) and your damage rise du to power attack with a two handed weapon.

EDIT: is one of my favorite builds, the elven who finesse/two handed a sword and moonwalk in fullplate.

Silver Crusade

Nicos wrote:

@Shallowsoul

SInce you have an elf and you are not Twf then consider to use a elven sword two handed. You save a feat (exotic weapon proficiency) and your damage rise du to power attack with a two handed weapon.

EDIT: is one of my favorite builds, the elven who finesse/two handed a sword and moonwalk in fullplate.

I can two hand this one as well and gain the bonus from Power Attack. The only difference is 1d8 instead of 2d4.


Nicos wrote:

@Shallowsoul

SInce you have an elf and you are not Twf then consider to use a elven sword two handed. You save a feat (exotic weapon proficiency) and your damage rise du to power attack with a two handed weapon.

EDIT: is one of my favorite builds, the elven who finesse/two handed a sword and moonwalk in fullplate.

Well, technically, even a wizard can moonwalk in full plate. Encumbrance and ACP don't affect Perform(Dance) lol.

@Shallow soul,
I really like the concept of the build, but I think it has a few problems:

1- It feels like it's going in two opposite directions, 2-handed and finesse. It's flavorful, but it seriously impact your combat prowess, specially at lower levels, where he can't rely on Agile weapons, which reminds me of #2.
2- It relies too much on the Agile enhancement. Admitedly, having a back up o two mostly solve that problem, but how do you survive up to the poin where ou can afford it? It may be just me, but I'd not fel comfortable at all depending on such a specific item/enhancement for m main combat style.
3- He lacks in-combat vesatility. Either he hits the enemy for straight-foward HP damage or he doesn't. A few combat maneuvers or feats like Cornugon Smash, Spear Dancer and Dazling Display would give him more vaiety.
4-His saves are a bit on the low side of the scale. You should probably get a Cloak of Resistance too, at 8h level, they are starting to become really important.

If you have HeroLab and/or enough patience to do it the old fashioned way, I'd like to see this build at different levels.

Silver Crusade

Lemmy wrote:
Nicos wrote:

@Shallowsoul

SInce you have an elf and you are not Twf then consider to use a elven sword two handed. You save a feat (exotic weapon proficiency) and your damage rise du to power attack with a two handed weapon.

EDIT: is one of my favorite builds, the elven who finesse/two handed a sword and moonwalk in fullplate.

Well, technically, even a wizard can moonwalk in full plate. Encumbrance and ACP don't affect Perform(Dance) lol.

@Shallow soul,
I really like the concept of the build, but I think it has a few problems:

1- It feels like it's going in two opposite directions, 2-handed and finesse. It's flavorful, but it seriously impact your combat prowess, specially at lower levels, where he can't rely on Agile weapons, which reminds me of #2.
2- It relies too much on the Agile enhancement. Admitedly, having a back up o two mostly solve that problem, but how do you survive up to the poin where ou can afford it? It may be just me, but I'd not fel comfortable at all depending on such a specific item/enhancement for m main combat style.
3- He lacks in-combat vesatility. Either he hits the enemy for straight-foward HP damage or he doesn't. A few combat maneuvers or feats like Cornugon Smash, Spear Dancer and Dazling Display would give him more vaiety.
4-His saves are a bit on the low side of the scale. You should probably get a Cloak of Resistance too, at 8h level, they are starting to become really important.

If you have HeroLab and/or enough patience to do it the old fashioned way, I'd like to see this build at different levels.

I unfortunately don't have HeroLab and I created this guy at 1:00am using pretty much just the CRB for feats and such. He would be dealing less damage with his dueling blade until he was able to get an agile blade. I built him as a light on his feat scout who tries not to engage the enemy directly unless he has to. He usually waits until the enemy has his attention elsewhere then goes in for the attack. I didn't really intend for him to be a two-hander, I was just saying that he could if he wanted. I would take a hit to Stealth and lose the Cloak of Elvenkind for a Cloak of Resistance to beef his saves up a bit more.

I could have made better choices with his feats and his gear but I just didn't feel like digging through all the books to see what better options I could find.

I could give him an elven curve blade since he is auto proficient in it and two hand that to add a bit more damage until he were to get an agile weapon.


Lemmy wrote:
Nicos wrote:

@Shallowsoul

SInce you have an elf and you are not Twf then consider to use a elven sword two handed. You save a feat (exotic weapon proficiency) and your damage rise du to power attack with a two handed weapon.

EDIT: is one of my favorite builds, the elven who finesse/two handed a sword and moonwalk in fullplate.

Well, technically, even a wizard can moonwalk in full plate. Encumbrance and ACP don't affect Perform(Dance) lol.

Only if the wizard is proficient in heavy armor. A non-proficient character gets the ACP penalty to all attack rolls and all skills that involve moving. Dancing most certainly involves moving. :)


Ok, let's see if this works. Verin D'Fore, the Halfling Tactician

Level 1 Tactician Fighter (Bellflower Network Freer of slaves):
Verin D’Fore
Male Halfling Tactician Fighter 1
LG Small Humanoid (Halfling)
Init +3
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor +3 Dex, +1 Size)
hp 12
Fort +4, Ref +4, Will +2
SD: +2 vs fear effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee Small Rapier +5 (1d4/18-20x2)
Small Longbow +5 (1d6/20x2)
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 13, Int 14, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse
Traits Extremely Fashionable (Bluff), Dangerously Curious
Skills Bluff +6, Diplomacy +6, Sense Motive +5, Stealth +6, Survival +5, UMD +7
Languages Common, Elven, Goblin
SQ Low Blow (+1 confirm crit on opponents larger than himself)
Other Gear Studded Leather Armor, Rapier, Longbow (+ gold leftover)

Verin is a Halfling warrior skilled with leading the battle. He has solid diplomacy and bluff skills for leading men and handling noncombat diplomatic situations. He can sneak with the best of them, and he can wield magical wands and scrolls.


Level 3:
Verin D’Fore
Male Halfling Tactician Fighter 6
LG Small Humanoid (Halfling)
Init +4
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor +3 Dex, +1 Size)
hp 28
Fort +6, Ref +6, Will +4
SD: +2 vs fear effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee Small Scimitar +7 (1d4+3/18-20x2)
Small Longbow +7 (1d6/20x2)
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 13, Int 14, Wis 12, Cha 14
Base Atk +3; CMB +2; CMD 15
Feats Weapon Focus, Dervish Dance, Combat Expertise
Traits Extremely Fashionable (Bluff), Dangerously Curious
Skills Bluff +8, Climb +4, Diplomacy +8, Know (Dungeon) +6, Linguistics +6, Sense Motive +6, Perform (Dance) +4, Stealth +6, Survival +5, Swim +4, UMD +9
Languages Common, Elven, Goblin, Chelaxian (for sneaking into Cheliax to free slaves)
SQ Low Blow (+1 confirm crit on opponents larger than himself)
Other Gear Darkleaf Studded Leather, Scimitar, Longbow, +1 Clock of Resistance (+ ~300 gold leftover)

Verin is getting better. His attacks are up, his damage is up, and his saves are up. And he is even better at dealing with diplomatic situations, bluffing and charming, and wielding magical wands and scrolls.

Level 6:
Verin D’Fore
Male Halfling Tactician Fighter 6
LG Small Humanoid (Halfling)
Init +5
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 18 (+7 armor +3 Dex, +1 Size)
hp 58
Fort +9, Ref +7, Will +5
SD: +2 vs fear effects, +2 CMB/CMD vs disarm
--------------------
Offense
--------------------
Speed 30 ft.
Melee Small Scimitar +12/+7 (1d4+4/15-20x2)
Small Longbow +10/+5 (1d6/20x2)
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 14, Int 14, Wis 12, Cha 14
Base Atk +6; CMB +5; CMD 18 (+2 CMB/CMD vs disarm)
Feats Weapon Focus, Dervish Dance, Combat Expertise, Combat Reflexes (4 AoO/round), Improved Disarm, Weapon Focus (Scimitar)
Traits Extremely Fashionable (Bluff), Dangerously Curious
Skills Acrobatics +4, Bluff +11, Climb +4, Diplomacy +11, Know (Dungeon) +6, Know (engineering) +6, know (nobility) +6, Linguistics +6, Perception +3, Sense Motive +6, Perform (Dance) +4, Stealth +7, Survival +7, Swim +4, UMD +12
Languages Common, Elven, Goblin, Chelaxian (for sneaking into Cheliax to free slaves)
SQ Low Blow (+1 confirm crit on opponents larger than himself), Tactician (Broken Wing Gambit)
Other Gear +1 Mithril Breastplate, +1 keen Scimitar, Longbow, +1 Cloak of Resistance ( ~2000 gold leftover)

Here’s where Verin becomes a daunting foe. He can grant all his allies the ability to force AoO on an enemy, and Verin has plenty of AoO to spare: 4 per round. This can get him up to 6 attacks per round, dealing out an average of 45 damage per round. He can also expertly disarm foes to turn them into non-combatants or just make them weaker. His is even better off the field, with his higher diplomacy and bluff, and now he has knowledge nobility for those court and royalty dealings. Using this knowledge really allows him to make up his own rank and drop some high level chelaxian names when dealing with servants and low level opponents – combined with bluff and diplomacy, he can sneak his way into the chelaxian courts pretty far before he has to rely on steel.

And he can still wield magical wands and scroll with the best of them.

Level 10:

Verin D’Fore
Male Halfling Tactician Fighter 10
LG Small Humanoid (Halfling)
Init +7
--------------------
Defense
--------------------
AC 26, touch 14, flat-footed 22 (+9 armor +4 Dex, +1 Size, +2 Natural)
hp 104
Fort +13, Ref +10, Will +7
SD: +2 vs fear effects, +2CMB/CMD vs trip, disarm
--------------------
Offense
--------------------
Speed 30 ft.
Melee Small Scimitar +19/+14 (1d4+9/15-20x2)
Small Longbow +16/+11 (1d6+1/20x2)
--------------------
Statistics
--------------------
Str 11, Dex 19, Con 16, Int 14, Wis 12, Cha 14
Base Atk +10; CMB +9; CMD 23 (+2 CMB/CMD vs disarm and trip)
Feats Weapon Focus, Dervish Dance, Combat Expertise, Combat Reflexes (5 AoO/round), Improved Disarm, Weapon Focus (Scimitar), Improved Trip, Weapon Specialization (Scimitar), Risky Striker
Traits Extremely Fashionable (Bluff), Dangerously Curious
Skills Acrobatics +7, Bluff +11, Climb +5, Diplomacy +14, Intimidate +6, Know (Dungeon) +7, Know (engineering) +7, know (nobility) +7, Linguistics +6, Perception +6, Sense Motive +10, Perform (Dance) +4, Stealth +11, Survival +9, Swim +4, UMD +16
Languages Common, Elven, Goblin, Chelaxian (for sneaking into Cheliax to free slaves)
SQ Low Blow (+1 confirm crit on opponents larger than himself), Tactician (Broken Wing Gambit)
Other Gear +3 Mithril Breastplate, +2 keen Scimitar, +1 Longbow, +2 Cloak of Resistance, +2 Amulet of Natural Armor, +2 belt of physical might (dex/can) (~7,000 gold left)

Verin is now a lot tougher, especially against foes bigger than him. He has better AC and saves, he hits harder and more often, he can disarm and trip like the best of them, and he can still grant his allies the ability to force an enemy to provoke an AoO. He can wield even more powerful wands, scrolls, staves, etc... And to top it all off, his non-combat skills still rank high.

His average DPR against AC 25 (AC 25 is average AC for CR 10 creatures):

Foes Small or smaller: 21.16. If he can get all his 5 AoO, which is likely with his Tactician ability, he can average 85.56 per round. This could lower his AC by 2

Foes Medium sized: 21.85. If he can get all his 5 AoO, which is likely with his Tactician ability, he can average 87.96 per round. This could lower his AC by 2

Foes Large or larger: 33.25. If he can get all his 5 AoO, which is likely with his Tactician ability, he can average 133.785 per round. This will lower his AC by 3.

Note: those AoO he gets rely on having allies fighting on the front line with him. The fewer allies, the fewer AoO he can force per round. They also rely on enemy attacks. The fewer attacks an enemy takes, the fewer AoO.

Silver Crusade

Is HeroLab a one time buy or do I need to keep paying to upgrade it?


bookrat wrote:
Lemmy wrote:
Nicos wrote:

@Shallowsoul

SInce you have an elf and you are not Twf then consider to use a elven sword two handed. You save a feat (exotic weapon proficiency) and your damage rise du to power attack with a two handed weapon.

EDIT: is one of my favorite builds, the elven who finesse/two handed a sword and moonwalk in fullplate.

Well, technically, even a wizard can moonwalk in full plate. Encumbrance and ACP don't affect Perform(Dance) lol.
Only if the wizard is proficient in heavy armor. A non-proficient character gets the ACP penalty to all attack rolls and all skills that involve moving. Dancing most certainly involves moving. :)

Ah, makes sense, then.

Still, dancing in ull plate is easie than riding in a breast plate. RAW is kinda silly some times... lol


shallowsoul wrote:
Is HeroLab a one time buy or do I need to keep paying to upgrade it?

It's a one time buy for just the CRB (and maybe the GMG). Then you have to purchase each book at full price to add it to the program.

I use an excel based character generator (sCoreForge). Pro: It has nearly all the material for free. Con: It's slow. If material isn't there, you either have to program it in yourself or make a support ticket to get it added, it doesn't provide a layout that's easy to post on the web (I have to manually write up these character posts).

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