NacMacFeagle!


Advice


Git ouwtta mi way ya big boogle or aye giv ya such a kickin!

Ok, so I've been reading some of the Diskworld books again. I'm thinking about making a Feagle. Obviously you can't ever exactly duplicate the invention of one mental universe in another. But I thought I'd see how close I can come the spirit of the Feagles and still be an effective playable build.

Most GM's won't let you play a tiny fey race. So I will b e making it with one of the more normal small races. Which one?
I think it is pretty obvious they rage.
They have some limited magic, so I'm thinking bloodrager. Fey bloodline? Does an archetype fit?
Need to get a slam or unarmed strike in their for when they 'nut' someone (serious headbutt).
Hmm... Is claymore of a falchion or greatsword. Iirc, the claymore isn't curved, so I think that makes it more of a greatsword.

What else?


Gnomes are fey-ish, as are the Feegles. They also get bonuses to constitution and charisma, both thematic. The strength penalty is sad, but both of the small (core) races have that. They also get spell-like abilities, although their overall flavor is more illusion-y than headbutt-y.

An unarmed strike could be just that- the Brutal Pugilist barbarian comes to mind for some grappling and headbutting goodness. There are plenty of rage powers there, too, and some even simulate magical abilities.

Greatsword works just fine as a claymore.


I'm thinking the occasional dirty trick maneuver might be more what they do than a simple slam or unarmed strike. As a bloodrager go with the primalist archetype in order to get the strength surge and savage dirty trick rage powers.


Gnome bloodrager with the bloody knuckle rowdy archetype stacked with the primalist archetype. I’m not a fan of the fey bloodline I think destined might work.


I'm usually not a fan of the Fey bloodlines either. But all 3 of the powers seem pretty Feagle-ish. I did decide to go with the falchion instead of the greatsword for the higher chance of the confusing critical.

If I decide not to use one of them, can always use primalist to replace it with some rage powers.

Yes, the dirty tricks sound very Feagle-ish. But Improved Dirty Trick has to have int 13 and combat expertise which I didn't really want. But can always take the risk of AoO for some Dirty Tricks anyway.

But then I thought of the boulder helmet. Seems very good for this.

Rob-Anybody Feagle:

Male gnome bloodrager 9 (Pathfinder RPG Advanced Class Guide 15)
CN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +12
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Defense
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AC 19, touch 14, flat-footed 16 (+5 armor, +2 Dex, +1 dodge, +1 size)
hp 94 (9d10+36)
Fort +13, Ref +8, Will +4; +2 vs. illusions, +2 bonus vs. spells cast by self or an ally, +2 vs. death
Defensive Abilities blood sanctuary, blurring movement, defensive training, improved uncanny dodge; DR 1/—
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 furious elysian bronze dwarven boulder helmet +14/+9 (1d3+4) or
. . +1 thundering elysian bronze falchion +14/+9 (1d6+5/18-20)
Special Attacks blood casting, bloodrage (24 rounds/day), confusing critical, leaping charger
Spell-Like Abilities (CL 9th; concentration +12)
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Bloodrager Spells Known (CL 9th; concentration +12)
. . 2nd (2/day)—animal aspect[UC], death from below[ARG], false life, hideous laughter (DC 15), mirror image
. . 1st (3/day)—blade lash[ACG], coin shot, entangle (DC 14), face of the devourer, feather fall, jump
. . Bloodline Fey
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Statistics
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Str 17, Dex 14, Con 18, Int 12, Wis 7, Cha 16
Base Atk +9; CMB +11; CMD 24
Feats Death Or Glory[UC], Dodge, Eschew Materials, Exotic Weapon Proficiency (dwarven boulder helmet), Fey Foundling[ISWG], Power Attack, Step Up, Vital Strike
Traits child of the streets, the outsider, vagabond child (urban)
Skills Acrobatics +11 (+7 to jump), Appraise +2, Climb +6, Diplomacy +3 (+1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Escape Artist +12, Handle Animal +13, Intimidate +9, Knowledge (arcana) +7, Linguistics +2, Perception +12, Ride +3, Sense Motive -2 (-4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Sleight of Hand +12, Spellcraft +5, Stealth +21, Survival +3, Swim +4; Racial Modifiers +2 Perception
Languages Chemical Communication, Common, Elven, Gnome, Sylvan
SQ fast movement, gnome magic, pride
Other Gear +1 shadow elysian bronze chain shirt, +1 furious elysian bronze dwarven boulder helmet[ARG], +1 thundering elysian bronze falchion, belt of physical might +2 (Str, Con), cloak of resistance +3, 2,305 gp
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (24 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Blurring Movement (Su) When raging, if move 10 ft gain blur for 1 rd.
Confusing Critical (DC 19) (Su) When raging, critical hit confuses foe for 1 rd (Will neg).
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Death or Glory +4 Gain +4 on attack, damage, and critical rolls vs. Large or larger opponents
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fey Foundling Magical healing works better on you
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Improved Uncanny Dodge (Lv >= 13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Leaping Charger (Su) When raging, ignore difficult terrain when charging.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Vital Strike Standard action: x2 weapon damage dice.


Dirty fighting negates the need for Int 13 and combat expertise. And death or glory isn't as good as the herolab description suggests, there's the line 'After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses.' I wouldn't pick it, and without death or glory vital strike on a small character isn't worth it - your damage die is just a d6 here.


avr wrote:
Dirty fighting negates the need for Int 13 and combat expertise. ...

Not exactly. Improved Dirty Fighting negates the need for int 13 and combat expertise in other feats that normally require those and brawlers get it for free. Other classes still have to meet the prereq's for Improved Dirty Fighting.

avr wrote:

...

And death or glory isn't as good as the herolab description suggests, there's the line 'After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses.' I wouldn't pick it, and without death or glory vital strike on a small character isn't worth it - your damage die is just a d6 here.

Yeah, I wasn't really sure about that combo myself. But the suicidal-do-or-die combo seems pretty Feagle-ish to me. Haven't made up my mind about it though.

If I eliminate those, what would you suggest in their place?


Gnomes can also take the alternate racial trait

"Dirty Trickster
Source Inner Sea Races pg. 211
All gnomes love pranks, but some specialize in those improvised during battle. These gnomes gain a +2 racial bonus on dirty trickAPG combat maneuvers. They need not meet the Intelligence requirement to select Combat Expertise, Improved Dirty TrickAPG, and any feat with Improved Dirty Trick as a prerequisite. This racial trait replaces defensive training, hatred, and keen senses.

Link


I would suggest taking the dirty fighting feat, which is not restricted by class, and improved dirty trick. Dirty fighting will count as Int 13 and combat expertise for prereqs - see the 'special' entry on that link.

Dirty fighting also allows dabblimg in other combat maneuvers without needing more feats if you can set up flanking.

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