
Grimserver |

So I posted about a brawler a while back, and lucky he is still kicking. Unfortunately that isn't true for our party rogue, who got digested towards the end of the path. Thankfully the player had another character sheet ready and was able to play to the end of the module, but should I die I don't have a character sheet ready to go. Thus I come to you, oh glorious lurkers of the pazio advice forums, benevolent in your ways, to help me build a competent backup character.
I already have my stats rolled and got a 16/16/13/13/12/10. If possible I would like to play an unusual race (15rp and under plz), but something that makes sense in the tropical area the AP takes place in. The only other stipulations are that it has to be a front line combatant, has to be seaworthy, and not be a rogue/ninja or magus.
To those with advice, thanks!
Edit: I just realized that the title has lizard-folk in it. While that is definitely an option, it isn't the only one available. If you have an idea that would work just as good by all means suggest it!

lemeres |

Well, lizard folk have a swim speed, natural armor, great racial stat bonuses (no penalties, which means you can just enjoy spending less while focusing on other stats), and the three natural weapons are never exactly a problem, even if you do not use them. So overall, it works well for S&S.
Part of me wants to suggest a slayer, because 3 natural attacks works extremely well with sneak attack and studied target, but I suppose that steps on the rogue's toes.
Oh, how about a ranger with a spinosaurus companion? It is a dinosaur with 3 natural attacks, a swim speed, and ties with camels for the highest starting Strength of any animal companion. Thematic since it is another swimming lizard.
EDIT- oh, also, how about a blood thirst merfolk barbarian? I suggest this because, again, good stats and swim speed. Take the strong tail alt trait to get 15 base speed, and then barbarian for an acceptable 25 speed. Have Ariel start stabbing fools with tridents.
If you are wondering why swimming creatures wouldn't escape from the scenario of being held captive and forced to work on a pirate ship- true fact: sharks followed ships (particularly pirate ships) around in those days. Sharks only have to have a good meal every couple weeks, and they still look for an easy catch. Ships are a good source of that. Scraps from food would be plentiful, and on pirate ships, there would of course be plenty of corpses. So swimming creatures would not ahve a good time escaping a pirate ship.

Grimserver |

I decided to go with a lizardfolk primalist bloodrager (draconic bloodline) and swap out the breath attack at the very least, but I'm not sure which rage powers to get. It would make sense to pick up fiend totem for the gore attack (growing dragon horns sounds cool), but I don't know what would be a good secondary rage power.
Alternatively I could trade draconic resistance, the breath weapon, and the flight for beast totem, beast totem lesser, beast totem greater and 3 other rage powers. The claws are a bit redundant and I don't get the resistance, but I keep the natural armor bonus and I get that lovely pounce. The problem here is I have 3 rage powers that I don't know what to do with, and at this point why bother with bloodrager when I'm basically straight barbarian.
So, thoughts? Advice? Tips?

Thefuzzy1 |
For skull and shackles I'm running a kobold fighter with the corsair and swarm fighter arch and a besmara trait that gives me +1 to hit when im on deck of a ship. It fits the setting as there is a kobold tribe on the red mantis island and so far I have not had any issues with being a front line fighter my ac is one of the highest in the party and I nearly always hit. For more damage a small great sword and some poison is a good combo (I'm running a Elysium bronze masterwork rapier)

Grimserver |

For skull and shackles I'm running a kobold fighter with the corsair and swarm fighter arch and a besmara trait that gives me +1 to hit when im on deck of a ship. It fits the setting as there is a kobold tribe on the red mantis island and so far I have not had any issues with being a front line fighter my ac is one of the highest in the party and I nearly always hit. For more damage a small great sword and some poison is a good combo (I'm running a Elysium bronze masterwork rapier)
That's great but your comment has nothing to do with my question. I'm a Lizardfolk bloodrager not a kobold corsair/swarmfighter. Please read the posts before commenting =\
Edit: If I knew how to just cross the words out I would. I got ahead of myself there so I'll leave it up.
Yes, that kobold fighter is a great idea for skulls and shackles and it is thematically fitting. Next time I play through it I will try as you suggest with the kobold fighter (or maybe make him as a back up character if my brawler dies). Right now, however, I am looking for advice on a Lizardfolk bloodrager with the draconic bloodline. My question is in the second post, for those that missed it.

Thefuzzy1 |
I read the post saying "If possible I would like to play an unusual race (15rp and under plz), but something that makes sense in the tropical area the AP takes place in. The only other stipulations are that it has to be a front line combatant, has to be seaworthy, and not be a rogue/ninja or magus.
To those with advice, thanks!
Edit: I just realized that the title has lizard-folk in it. While that is definitely an option, it isn't the only one available. If you have an idea that would work just as good by all means suggest it!"
and so I suggested an unusual race that fit the AP and was a front line combatant that was not a rouge/ninja or magus. I missed your last post as my mobile is sub optimal for reading but now on a computer i see where you selected a char my apologies.

lemeres |

I suppose the decision between beast totem and fiend totem comes down to how long the AP lasts. I have never played an AP, so I honestly do not know.
Does it go much further than level 10? If it goes to level 15, then absolutely. If it barely makes it to level 10... extra attacks when your full attack already dominates that level range is not a bad idea.

Grimserver |

I read the post saying "If possible I would like to play an unusual race (15rp and under plz), but something that makes sense in the tropical area the AP takes place in. The only other stipulations are that it has to be a front line combatant, has to be seaworthy, and not be a rogue/ninja or magus.
To those with advice, thanks!
Edit: I just realized that the title has lizard-folk in it. While that is definitely an option, it isn't the only one available. If you have an idea that would work just as good by all means suggest it!"
and so I suggested an unusual race that fit the AP and was a front line combatant that was not a rouge/ninja or magus. I missed your last post as my mobile is sub optimal for reading but now on a computer i see where you selected a char my apologies.
No, I must apologize as I had forgotten the original intent for this thread and wrongly assumed that you were just brag-posting. Your idea is a good one and I will try it out if I ever do skulls and shackles again.

Grimserver |

I suppose the decision between beast totem and fiend totem comes down to how long the AP lasts. I have never played an AP, so I honestly do not know.
Does it go much further than level 10? If it goes to level 15, then absolutely. If it barely makes it to level 10... extra attacks when your full attack already dominates that level range is not a bad idea.
I think the ap goes to around lvl 15-17, but I may be wrong.

lemeres |

lemeres wrote:I think the ap goes to around lvl 15-17, but I may be wrong.I suppose the decision between beast totem and fiend totem comes down to how long the AP lasts. I have never played an AP, so I honestly do not know.
Does it go much further than level 10? If it goes to level 15, then absolutely. If it barely makes it to level 10... extra attacks when your full attack already dominates that level range is not a bad idea.
The the beast totem set can give you about...+4? natural armor (might not stack with draconic resistence) and pounce. Plus, it makes your claws stronger with larger damage dice and better critical. Overall, a solid choice.
Fiend totem's benefits mostly seem to cap out with the first power.So overall, the question is this- are wings while raging better than pounce? Since this all comes down to what you are willing to trade out. I would rate pounce over a 4th attack (mostly since there are other options for that), so this seems like the major crux here.

Tangaroa |

Raging Vitality (APG) is a "must have" feat for any rager. Eldritch claws (APG) might be very nice for your character as well, to help out with DR.
I really would go straight barbarian, especially since then you can minimize your charisma in you stat spread (although Charisma can be handy in this AP)
If you end up going that route, you could even do True Primitive, which is very appropriate I think. Might not ever make captain, but you'd be a mean green killing machine. Take favored terrain aquatic! You could focus on your claws and bite, and maybe a spear plus bite for fighting underwater (since claws aren't piercing). Maybe take a level in something later on to open up your weapon selections.
I would even skip the pounce, and maybe use some of their suggested true primitive feats. Superstitious sounds appropriate. I can see wanting to get pounce, but I hardly think it's the end of the world if you don't have it.
Probably not the most optimized of suggestions but very flavorful and still quite playable.

Grimserver |

Raging Vitality (APG) is a "must have" feat for any rager. Eldritch claws (APG) might be very nice for your character as well, to help out with DR.
I really would go straight barbarian, especially since then you can minimize your charisma in you stat spread (although Charisma can be handy in this AP)
If you end up going that route, you could even do True Primitive, which is very appropriate I think. Might not ever make captain, but you'd be a mean green killing machine. Take favored terrain aquatic! You could focus on your claws and bite, and maybe a spear plus bite for fighting underwater (since claws aren't piercing). Maybe take a level in something later on to open up your weapon selections.
I would even skip the pounce, and maybe use some of their suggested true primitive feats. Superstitious sounds appropriate. I can see wanting to get pounce, but I hardly think it's the end of the world if you don't have it.
Probably not the most optimized of suggestions but very flavorful and still quite playable.
I have power attack and raging vitality as my 1st and 3rd feats. I've thought about barbarian but I think I'd like to stick with bloodrager. As for pounce vs fiendish horn I dont think it is worth it giving up flight for 2 rage feats that do what I already have. I'll probably take draconic resistance, R.P. fiend totem, R.P. no escape, flight, and dragon form. Eldritch claws is a really good idea though!

Tangaroa |

Also, if you do bloodrager, arcane strike can be very nice as a damage buff, especially since bloodragers don't seem to need swift actions.
Good arcane strike related feats and items (via archives of nethys)
blooded arcane strike (no swift action, vital strike chain multiplies arcane strike) (ACG)
gloves of arcane striking (UE)
dispelling critical (UC)
riveting strike (ACG) <- this is a really nice debuff

Grimserver |

Also, if you do bloodrager, arcane strike can be very nice as a damage buff, especially since bloodragers don't seem to need swift actions.
Good arcane strike related feats and items (via archives of nethys)
blooded arcane strike (no swift action, vital strike chain multiplies arcane strike) (ACG)
gloves of arcane striking (UE)
dispelling critical (UC)
riveting strike (ACG) <- this is a really nice debuff
All of those are excellent ideas! I like the fact that with gloves of arcane striking I can deal AoE damage with my natural attacks, and with blooded arcane strike that always applies. One question I have to ask though is how does Improved Unarmed Strike stack with natural attacks. I would assume that you can do your unarmed strikes as per normal, and then get your full set of natural attacks at a -5 (-2 with multiattack), so that at lvl 20 a bloodrager with IUS, multiattack, and a bite/gore/claw/claw has a bab set like this.
+20/+15/+10/+5/+18/+18/+18/+18
I may be wrong about this though. Please feel free to correct me if that is the case.

Tangaroa |

Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack's original type.
IUS would probably have to trade bite/gores/claws/claws on a 1 to 1 basis, as it uses the same "limb"
You could do a full round natural attack:
bite/gore/claw/claw +20/+20/+20/+20
Or, if you has a weapon in one hand (or IUS) with multiattack, at 20th level
Weapon/weapon/weapon/weapon/bite/gore/claw +20/+15/+10/+5/+18/+18/+18
With a two-handed weapon:
Weapon/weapon/weapon/weapon/bite/gore +20/+15/+10/+5/+18/+18
I am sure there are folks who will argue this point ("but I can kick!"), but this interpretation is probably fairly conservative.