| Vamptastic |
So, I've been working on a character idea, a hairy 5'3 Ranger/Barbarian with natural weapons(bone claws that protrude from between his knuckles) who wears tan and brown leather armor and has a bad attitude. Totally original idea. Oh, and his Favored Enemy to start out with will be Giants. Good times, good times.
Anyway, I've been mapping him out here and there and liking him for the most part. However, I'm also looking for ways to give him forms of healing. Fast Healing, or any way to let him heal up from damage better than the standard adventurer. I see there's a way to do so as Barbarian using Rage Powers...but is there any other way?
Also, any other tips ideas you have? Thanks for your help, guys.
| Darth Grall |
Make a custom race from the ARG. Call them Lupines, give them natural claws & fast healing 1.
IIRC, it clocks in at about 8 RP if that's all you want from the Race. Completely reasonable for standard non-pfs play, though if you're playing in a Monstrous level party, you'd be terribly underpowered at 8 RP. So for a Wolverine Expy, I'd add scent & a few other goodies to the race.
| Darth Grall |
Scent is easy to pick up without making a new race. take the Racial Heritage (orc)feat then pick up Keen Scent feat.
True, but if one is playing a Monstrous Race, the whole party will be playing monstrous races. In which case, it'd be more than worth saving a feat, to bring your race more in line with other characters.
| Darth Grall |
Why would everyone else be playing Monstrous Races?
Balance of course. If not, you'll have to endure a dreaded level adjustment... A fate worse than death.
I do agree that DR would do as a supplement for FH, but it's all a matter of flavor, preference, and what you can get your DM to agree to.
| Craig Frankum |
Easiest Wolverine... Uh, uh, I mean Snikt, Bub Guy is a Human Wild Stalker (ranger archetype; Ult Combat 68). Grants "Strong Senses", rage, rage powers alongside Favored Terrain, full BAB, and a good range of weapon choices. The tekko-kagi is a solid substitute for claws. With a pair of feats (racial heritage [half-orc] & keen scent; both in the Advanced Player's Guide) you could be solidly on your way.
Altus Lucrim
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I play this in PFS:
Logan
Male Dwarf Barbarian (Invulnerable Rager) 8 Ranger 2
N Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft., scent; Perception +14
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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +2 deflection, +1 dodge)
hp 151 (8d12+2d10+78)
Fort +18, Ref +11, Will +8; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training; DR 10/lethal, 5/—; Resist extreme endurance (-choose-)
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Offense
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Speed 60 ft.
Melee Claw x2 (Aspect of the Beast (Claws of the Beast)) +18 x2 (1d4+15+2d6 on charge/x2)
Special Attacks favored enemy (constructs +2), hatred, rage (25 rounds/day)
Ranger Spells Prepared (CL 0):
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Statistics
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Str 24, Dex 14, Con 22, Int 8, Wis 12, Cha 6
Base Atk +10; CMB +18; CMD 30 (30 vs. Bull Rush, 31 vs. Trip)
Feats Aspect of the Beast (Claws of the Beast), Power Attack -3/+6, Rending Claws, Steel Soul,
Toughness +10, Weapon Focus (Claw)
Traits Bellis Log Roller, Berserker of the Society
Skills Acrobatics +13 (+25 jump), Appraise -1 (+1 to determine the price of nonmagic items with precious
metals or gemstones), Bluff -2 (+0 vs. constructs), Climb +11, Escape Artist +1, Fly +1, Knowledge
(geography) +3 (+5 vs. constructs), Knowledge (nature) +3 (+5 vs. constructs), Perception +14 (+16 vs.
constructs, +16 to notice unusual stonework, such as traps and hidden doors in stone walls or floors),
Ride +1, Sense Motive +1 (+3 vs. constructs), Stealth +10, Survival +10 (+12 vs. constructs, +11 to
track), Swim +6
Languages Common, Dwarven
SQ combat styles (natural weapon), fast movement +10, greed, hardy, rage powers (guarded life, guarded
life, greater, increase damage reduction, scent), slow and steady, stability, stonecunning +2, track, wild
empathy
Combat Gear Gloves of arrow snaring (2/day), Grappler's mask, Wand of Cure Light Wounds, Wand of
Infernal Healing; Other Gear Rhino hide, Amulet of mighty fists +2, Belt of giant strength +2, Boots of
speed (10 rounds/day), Cloak of resistance +3, Headband of inspired wisdom +2, Ring of protection +2,
Backpack (3 @ 6 lbs), Grappling hook, Trail rations (2), 18138 GP
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Special Abilities
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Bellis Log Roller +1 trait bon to CMB to resist trip attacks.
Berserker of the Society +3 rounds of Rage a day.
Boots of speed (10 rounds/day) Affected by haste
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Extreme Endurance (-Choose-) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold
climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or
cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Enemy (Constructs +2) (Ex) +2 to rolls vs Favored Enemy (Constructs).
Gloves of arrow snaring (2/day) Once worn, these snug gloves seem to meld with the hands, becoming
almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows
feat (see Chapter 5 for details), even if he does not meet the prerequisites for the feat. Both gloves must
be worn for the magic to be effective, and at least one hand must be free to take advantage of the
magic.
Construction
Requirements: Craft Wondrous Item, shield; Cost 2,000 gp
Grappler's mask You do not provoke AoO when attempting bull rushes and grapples.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or
gemstones.
Guarded Life (16 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and
Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (25 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second
hit.
Rhino hide Extra 2d6 damaga on charge attack rolls.
Scent (Ex) While raging, you gain the scent ability.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wand of Cure Light Wounds Add this item to create a wand of a chosen spell.
Wand of Infernal Healing Add this item to create a wand of a chosen spell.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
| Vamptastic |
Vamptastic wrote:Why would everyone else be playing Monstrous Races?Balance of course. If not, you'll have to endure a dreaded level adjustment... A fate worse than death.
I do agree that DR would do as a supplement for FH, but it's all a matter of flavor, preference, and what you can get your DM to agree to.
Well, what if you balanced the race so that it's no better or worse than a core race?
| Darth Grall |
Well, what if you balanced the race so that it's no better or worse than a core race?
Cause there IS no way to balance it. Monstrous racial abilities are mostly well beyond a mere feat, skill point, and racial adjustment, even if the to cost is inline. Hence why the race building rules say can't select them without expecting a monstrous race.
Plus, it would be silly to be playing a mutant thematically along side a bunch of relatively mundane people.
| Darth Grall |
Hawkeye holds up against in the superhero/mutant world and guess what? He's about as mundane and human as they come.
That's debatable, at least on the holding up part. I cite all the jokes about how lame he is & an snl skit.
However to play devils advocate, he was merely a really high level archer, which brings back the level adjustment issue. Which again is never good.| Craig Frankum |
I'm going to make one last bid at Wild Stalker (Ranger archetype).
If Wolvy was indeed a ranger by Pathfinder rules, he would require Favored Enemy (EVERYTHING). I however believe he is really good at killing, not just one type of creature over any other. Wild Stalker replaces the Favored Enemy class feature with Strong Senses (low-light vision & bonuses to perception), Rage Powers, Wild Talents (skill bonuses or additional rage powers)
Combat Style gets replaced (before you stop listening) with Uncanny Dodge. Admittedly, this would have been better suited they also included Improved Uncanny Dodge, but it is what it is. Wolvy's main focus of combat is with Samurai style weaponry or his claws. Combat Style is not a big loss IMO.
Hunter's Bond is replaced with RAGE!!! Enough said!
I'm also going to make a bid for Human.
Height wise, 5' 3" is above a dwarf's range (though the hirsute physique and stout frame tends a good fit). Also, Wolvy doesn't have darkvision.
The extra feat and skills. With 2 feats at 1st level, you could pick up Racial Heritage (Orc; helps explain the hirsute physique) and Keen Scent (grants him the much needed scent ability so often seen in the comics, cartoons and movies without wasting the limited rage powers). The skills could be invested in his predator nature.
Wolvy is faster than movement 20 ft., and while an argument over 40 ft. could be made, 30 ft. movement is fair. Sabertooth is stronger than he is fast, while Wolvy is faster than he is strong. Thus a pre-modified DEX should be high than a pre-modified STR.
Finally, dwarves are long lived, but the reach maturity at age 40. Wolvy has only lived such a long life because of his healing factor (can be explained in rage powers and ranger spells), but reached physical and mental maturity around the time a human would.
Lastly, Two-Weapon Fighting with Tekko-kagi or Wakizashi would be an acceptable substitute for adamantium claws.
All legal with-in RAW.
| Vamptastic |
I'm going to make one last bid at Wild Stalker (Ranger archetype).
If Wolvy was indeed a ranger by Pathfinder rules, he would require Favored Enemy (EVERYTHING). I however believe he is really good at killing, not just one type of creature over any other. Wild Stalker replaces the Favored Enemy class feature with Strong Senses (low-light vision & bonuses to perception), Rage Powers, Wild Talents (skill bonuses or additional rage powers)
Combat Style gets replaced (before you stop listening) with Uncanny Dodge. Admittedly, this would have been better suited they also included Improved Uncanny Dodge, but it is what it is. Wolvy's main focus of combat is with Samurai style weaponry or his claws. Combat Style is not a big loss IMO.
Hunter's Bond is replaced with RAGE!!! Enough said!
I'm also going to make a bid for Human.
Height wise, 5' 3" is above a dwarf's range (though the hirsute physique and stout frame tends a good fit). Also, Wolvy doesn't have darkvision.
The extra feat and skills. With 2 feats at 1st level, you could pick up Racial Heritage (Orc; helps explain the hirsute physique) and Keen Scent (grants him the much needed scent ability so often seen in the comics, cartoons and movies without wasting the limited rage powers). The skills could be invested in his predator nature.
Wolvy is faster than movement 20 ft., and while an argument over 40 ft. could be made, 30 ft. movement is fair. Sabertooth is stronger than he is fast, while Wolvy is faster than he is strong. Thus a pre-modified DEX should be high than a pre-modified STR.
Finally, dwarves are long lived, but the reach maturity at age 40. Wolvy has only lived such a long life because of his healing factor (can be explained in rage powers and ranger spells), but reached physical and mental maturity around the time a human would.
Lastly, Two-Weapon Fighting with Tekko-kagi or Wakizashi would be an acceptable substitute for adamantium claws.
All legal with-in RAW.
I think if I was gonna go without the natural bone claws, I'd just give him a katana, or two katanas or something. Or a katana/wakizashi combo.
| Darth Grall |
Darth Grall wrote:So more over, I have to ask, why do you want the Ranger levels?TRACK!!! No other class gets it & Wolvie is the best there is at it.
Ah, that it? I honestly don't think that's alone worth the class. Just invest the points and burn a feat for a skill focus on survival or use a trait to get a skill bonus.