Ten-Gu, The Warrior


Advice


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.

No Rage:
Ten-Gu, The Warrior
Tengu barbarian (invulnerable rager, urban barbarian) 1
CG Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 15 (1d12+3)
Fort +4, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +5 (1d3 + 4), 2 claws +5 (1d3 + 4)
Special Attacks rage (9 rounds/day)
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.

Rage:
Ten-Gu
Tengu barbarian (invulnerable rager, urban barbarian) 1
CG Medium humanoid (tengu)
Init +6; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 12 (+2 armor, +6 Dex)
hp 15 (1d12+3)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +7 (1d3 + 6), 2 claws +7 (1d3 + 6)
Special Attacks rage (9 rounds/day)
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.


If you are using Deadly Agility, this should probably go on the 3pp Advice forum.


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


The problem is not the level you pick it, it's that the feat is third party and you are asking in the official advice sub forum, next time ask in the 3pp advice one.


Secret Wizard I am asking for advice on the entire build.


Still the wrong place.

Also there's no point to use weapon finesse with this build. All you do is miss out on damage, feats and HP.


What do you mean? Please explain.


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.


Ah the idea behind the build was to use his natural attacks.


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).

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Ten-Gu, The Warrior All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice