| Paladin of Baha-who? |
| 2 people marked this as a favorite. |
My players stop reading here! Spoilers below!
Has anyone tried rebuilding Plugg, Scourge, or any of the other characters of this AP using the ACG? Swashbuckler sounds like a perfect fit for Plugg, and Scourge just seems like a Slayer to me.
Among the allies, Cog might also work as a Slayer. Owlbear might conceivably be done as a brawler, if you wanted to make the fight with him much more difficult, or to balance it against the type of character who would be highly effective against him, e.g. a monk, another brawler, or a fighter with IUS. Conchobar could conceivably be an investigator, but I prefer him as a bard. Rosie could be a Skald, possibly, but I don't feel like changing her that much.
XP 1,200
Human Swashbuckler 5
NE Medium humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 12 (+1 armor, +3 Dex, +1 natural, +3 dodge)
hp 47 (5d10+15)
Fort +3, Ref +7, Will +2
Defensive Abilities charmed life
--------------------
Offense
--------------------
Speed 30 ft., deed: kip-up
Melee masterwork cat-o'-nine-tails +4 (1d4 nonlethal) and
. . tidewater cutlass +9 (1d6+2/15-20+5 Precision)
Special Attacks deed: menacing swordplay, deed: opportune parry and riposte, deed: precise strike, panache
Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—hydraulic push
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 14, Int 13, Wis 8, Cha 14
Base Atk +5; CMB +3 (+5 disarm); CMD 21 (23 vs. disarm, 21 vs. steal, 21 vs. sunder)
Feats Combat Expertise, Improved Disarm, Iron Will, Slashing Strike, Weapon Focus (cutlass)
Skills Acrobatics +7, Bluff +6, Climb +7, Intimidate +10, Knowledge (geography) +2, Knowledge (local) +5, Perception +5, Profession (sailor) +7, Sense Motive +7, Swim +7; Racial Modifiers deed: derring-do
Languages Common, Polyglot
SQ deed: dodging panache, deed: swashbuckler initiative, swashbuckler finesse
Other Gear tidewater cutlass, masterwork cat-o'-nine-tails, amulet of natural armor +1, bracers of armor +1
--------------------
Special Abilities
--------------------
Charmed Life +2 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache +2 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 to AC vs. attack.
Deed: Kip-Up (Ex) While have 1 panache, stant up from prone as move action w/o AoO, or as swift for 1 panache.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +5 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Strike (Cutlass) Treat chosen weapon as one-handed piercing weapon for abilities that require it.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise. This ability counts as hav
Improvements: His reflex save, AC, and skills are better. He gets Panache and deeds which lets you use things like intimidate and parry/riposte and so forth which makes the fight more interesting. His crit range doubles, but only 1d6+2 will be doubled on a crit, so it's less deadly. Charmed Life will help against failed saves.
Offsets: Fort save lower, even with use of charmed life. Melee attack bonus slightly lower (could be offset by replacing a feat with WF: cutlass), attack bonus with cat significantly lower.
| Paladin of Baha-who? |
| 1 person marked this as a favorite. |
XP 800
Human Slayer 4
NE Medium humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 35 (4d10+8)
Fort +6, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork axe, boarding +8 (1d6+2/×3) and
. . masterwork whip +9 (1d3+2 nonlethal) and
. . punching dagger +7 (1d4+2/×3)
Ranged shortbow +7 (1d6/×3)
Special Attacks favored target, sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 15, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 19
Feats Exotic Weapon Proficiency (whip), Iron Will, Weapon Finesse, Weapon Focus (whip)
Skills Acrobatics +7, Bluff +6, Climb +8, Intimidate +6, Perception +5, Profession (sailor) +8, Sense Motive +6, Sleight of Hand +6, Stealth +9, Survival +5, Swim +6
Languages Common
SQ slayer talents (finesse rogue, poison use), track +2
Combat Gear black adder venom (8), dark reaver powder, oil of taggit (8); Other Gear masterwork chain shirt, arrows (20), masterwork axe, boarding, masterwork whip, punching dagger, shortbow, ring of sustenance
--------------------
Special Abilities
--------------------
Favored Target (+1, 1 at a time, Move) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Poison Use (Ex) You cannot accidently poison your self when applying poison to a weapon
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +2 Add the listed bonus to survival checks made to track.
Improvements: attack bonus is better, especially when he has time to study an opponent first. Poison use is better than bleeding attack (really not a useful power) since it fits with his preferred tactics. having more skills lets him be a bit more of a challenge to sneak by or fool.
Offsets: No trapfinding (I don't think that makes much difference), no disable device (ditto), fewer feats meaning initiative and intimidate is lower (this is significant, as lower init may mean no chance to go at all).
| Babbling Bazzar |
I did this for Owlbear as a brawler. I feel like he is more suited to the brawler class than as an unarmed fighter. I waited until after the fourth day and my PCs befriending him to change his class up.
I will post the build if anyone is interested. I tried to keep everything as similar as possible but I tossed out Throw Anything from his feat list so he'd fit to the build. I figured if he really was going to throw something, he could just use martial flexibility to pick up the feat unless you anted to give him something else instead
Ill_Made_Knight
|
| 1 person marked this as a favorite. |
Here is my Mr. Plugg, though it doesn't use ACG, it is far superior to the one in the book.
Mr. Plugg
Male human fighter (Lore Warden) 5
NE Medium humanoid (human)
Init +3; Senses Perception +3
DEFENSE
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
hp 47 (5d10+15)
Fort +6, Ref +4, Will +3; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee tidewater cutlass +8 (1d6+6/18–20) and mwk cat-o’- nine-tails +6 (1d4+1 nonlethal)/+11 Disarm or
tidewater cutlass +10 (1d6+6/18–20) or
mwk cat–o’–nine–tails* +8 (1d4+2 nonlethal)
Ranged light crossbow +8 (1d8/19–20)
Special Attacks weapon training (heavy blades +1)
STATISTICS
Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 8
Base Atk +5; CMB +9 (+13 disarm with cat-o’-nine-tails); CMD 22 (24 vs. disarm)
Feats Combat Expertise, Combat Reflexes, Improved Disarm, Intimidating Prowess, Iron Will, Two-Weapon Fighting, Weapon Focus (cutlass), Weapon Specialization (cutlass)
Skills Climb +7, Intimidate +9, Perception +8, Profession (sailor) +8, Sense Motive +8, Swim +7,
SQ Maneuver Master
Combat Gear potion of cure moderate wounds, screaming bolts (3); Other Gear tidewater cutlass (+1 cutlass; see page 59), +1 studded leather, light crossbow with 10 bolts, amulet of natural armor +1, shackles of compliance (see page 58), leather drinking cup, betting stash of 100 sp and 200 gp