| Covent |
Raised by a traveling group of human monks, rescued from a circus as a small child, Ten-gu knows nothing of his history or his kind.
Emulating the ferocity of the eagle and focus of the owl his natural cousins, Ten-Gu wades into battle a scion of fluid destruction.
Taking a name found in an old tome showing a creature that resembles him as his battle name, Ten-gu wanders the land doing good.
Tengu barbarian (invulnerable rager, urban barbarian) 1
CG Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +7
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 15 (1d12+3)
Fort +4, Ref +4, Will +2
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Offense
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Speed 30 ft.
Melee bite +5 (1d3 + 4), 2 claws +5 (1d3 + 4)
Special Attacks rage (9 rounds/day)
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Statistics
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Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Weapon Finesse, Deadly Agility
Traits berserker of the society, indomitable faith
Skills Acrobatics +8, Knowledge (local) +4, Perception +7, Stealth +7; Racial Modifiers +2 Perception, +2 Stealth
Languages Common
SQ controlled rage, crowd control, glide
Other Gear leather armor, 140 gp
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Special Abilities
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Berserker of the Society +3 rounds of Rage a day.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Glide DC 15 Fly check to fall safely from any height.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Tengu barbarian (invulnerable rager, urban barbarian) 1
CG Medium humanoid (tengu)
Init +6; Senses low-light vision; Perception +7
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Defense
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AC 18, touch 16, flat-footed 12 (+2 armor, +6 Dex)
hp 15 (1d12+3)
Fort +4, Ref +6, Will +2
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Offense
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Speed 30 ft.
Melee bite +7 (1d3 + 6), 2 claws +7 (1d3 + 6)
Special Attacks rage (9 rounds/day)
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Statistics
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Str 10, Dex 22, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 17
Feats Weapon Finesse, Deadly Agility
Traits berserker of the society, indomitable faith
Skills Acrobatics +10, Knowledge (local) +4, Perception +7, Stealth +9; Racial Modifiers +2 Perception, +2 Stealth
Languages Common
SQ controlled rage, crowd control, glide
Other Gear leather armor, 140 gp
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Special Abilities
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Berserker of the Society +3 rounds of Rage a day.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Glide DC 15 Fly check to fall safely from any height.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rage (9 rounds/day) (Ex) +0 Str, +0 Con, +2 to Will saves, -2 to AC when enraged.
What do you'all think?
With the Tengu favored class bonus and building a superstitious barb, this just seemed fun.
| Covent |
I messed up and selected deadly agility at level one forgetting I was not human.
This means my attacks will be hitting at +5 and only doing 1d3 + 2 until level 3.
Thinking I will go with these choices of rage powers/feats. Any suggestions?
--
Rage Powers
2: Superstitious
4: Beast Totem, Lesser
6: Beast Totem
7: Elemental Blood, Lesser (Electricity)
8: Elemental Blood
9: Witch Hunter
10: Beast Totem, Greater
11: Elemental Blood, (Greater)
12: Spell Sunder
13: Strength Surge
14: Eater of Magic
16: Come and Get Me
18: Reckless Abandon
20: Guarded Stance
Feats
1: Weapon Finesse
3: Deadly Agility
5: Piranha Strike
7: Extra Rage Power
9: Extra Rage Power
11: Extra Rage Power
13: Extra Rage Power
15: ??
17: ??
19: ??
As far as I can see the superstitious bonus should scale like this. Is this correct?
Superstitious Bonus
1: N/A
2: +2 (Base) + [1/3] (Favored Class) = +2
3: +2 (Base) + [2/3] (Favored Class) = +2
4: +2 (Base) + [3/3] (Favored Class) + 1 (Advancement) = +4
5: +2 (Base) + [4/3] (Favored Class) + 1 (Advancement) = +4
6: +2 (Base) + [5/3] (Favored Class) + 1 (Advancement) = +4
7: +2 (Base) + [6/3] (Favored Class) + 1 (Advancement) = +5
8: +2 (Base) + [7/3] (Favored Class) + 2 (Advancement) = +6
9: +2 (Base) + [8/3] (Favored Class) + 2 (Advancement) = +6
10: +2 (Base) + [9/3] (Favored Class) + 2 (Advancement) = +7
11: +2 (Base) + [10/3] (Favored Class) + 2 (Advancement) = +7
12: +2 (Base) + [11/3] (Favored Class) + 3 (Advancement) = +8
13: +2 (Base) + [12/3] (Favored Class) + 3 (Advancement) = +9
14: +2 (Base) + [13/3] (Favored Class) + 3 (Advancement) = +9
15: +2 (Base) + [14/3] (Favored Class) + 3 (Advancement) = +9
16: +2 (Base) + [15/3] (Favored Class) + 4 (Advancement) = +11
17: +2 (Base) + [16/3] (Favored Class) + 4 (Advancement) = +11
18: +2 (Base) + [17/3] (Favored Class) + 4 (Advancement) = +11
19: +2 (Base) + [18/3] (Favored Class) + 4 (Advancement) = +12
20: +2 (Base) + [18/3] (Favored Class) + 5 (Advancement) = +13
| Secret Wizard |
You are taking Urban Barbarian, which loses +4 CON when getting +4 DEX, loses fast movement, loses medium armor proficiency...
You spend two feats on Weapon Finesse and Deadly Agility, which have no benefit except saving you points at character creation which could be spent better, and you are still TWO FEATS down when compared with a regular Barbarian.
Compare:
Tengu (Carrion Sense + Deft Swords)
T: Berserker of the Society, Indomitable Faith
Att: S16 D14+2 C15-2 I10 W10+2 CH8
C: Unchained Barbarian
Arch: Invulnerable Rager
Pips:
LV4. +1 CON
LV8. +1 STR
LV12. + STR
F:
LV1. Power Attack
LV3. Combat Reflexes
LV5. Iron Will
LV7. Martial Focus
LV9. Cut form the Air
LV11. Smash from the Air
R:
LV2. Superstitious
LV4. Witch Hunter
LV6. Quick Reflexes
LV8. Increased Damage Resistance
LV10. Increased Damage Resistance
LV12. Taunting Stance
At level 12th, with rage and without magic items, we are looking at:
S18 D16 C14 I10 W12 CH8
AC (with breastplate) 17 (who cares), DR 10
FORT 10 / REF 7 / WILL 10 (can reroll will saves with Clear Mind) + Superstitious
HP 12+11d12+24+36 temporary HP
Katana +15/+10/+5 (1d8+22, 18-20/2x) (Get a +4 bonus to damage and spell suppression thanks to Witch Hunter against certain targets)
5 attacks of opportunity per round, can use them to: exploit Taunting Stance; Cut from the Air ranged attacks; Smash from the Air fatter ranged attacks or rays.
Note that this build has more AC at 1st level than yours while raging because Steel Lamellar is a thing.
| Secret Wizard |
Oh, I see! All the better then, because your primary natural attack (bite) deals 1.5x Strength on damage.
If you went with Claws, it'd be redundant to get the Beast Totem, which gives you more Claws.
I'd try to take advantage of the free Improved Unarmed Strike feat probably. You could totally add Dodge and Crane Style and deal a ton of damage with Bite + Claw and keep one Claw free to use Crane Style (which fits a Crow).