|Revolving Door Alternate|
I've been re-reading all my Diskworld books by Terry Pratchett. I'm gonna really miss that guys work.
Anyway it has me really wanting to make Nac Mac Feegle -ish character for some future game (or if one of my current PC's die).
- So usually GM's want you to use one of the fairly standard races. So Gnomes seem the most Feele-ish of the usual small races. Though maybe the Fetchlings being originally from the 'boring' plane of shadow could work even better.
- I'm kinda leaning toward brawler as a class. Though they all have some magic, so maybe bloodrager would be a better choice.
- The always have a claymore, but usually use a headbutt or a good kicking with heavy boots instead. So maybe a boulder helm? Is there a boot weapon? Or just gauntlets and describe it as kicking? Or should I go for unarmed combat?
- If I wanted to go as a gonnagle some sort of bard. Is there a bard archetype with offensive singing/music/poems?
- Armored kilt sounds perfect.
Anything else you can think of or suggest?
There's an advanced armor training option which adds a headbutt to your attack routine. Fighters, a few archetypes from other classes including steelblood bloodrager and VMC (variant multiclass) fighter all get access to AAT. Fighters get it earliest.
Since they never seem to use the claymore a monk might be an option. Headbutt or kick as desired.
They're weirdly strong for their size. It'd take significant refluffing but you might consider a wayang, or a dwarf.
OTOH the prankster archetype for gnome bards is perfect for a gonnagle. Fey prankster, court bard and demagogue are non-race specific archetypes which might have some relevance.
|Revolving Door Alternate|
Don't think I like the bard options for a Feegle. For a gonnagle I might just do the brawler archetype that has inspire courage.
Not sure I like it, but here is a first pass.
Male wayang brawler 5/sorcerer* (Pathfinder RPG Advanced Class Guide 23, Pathfinder RPG Bestiary 4 274, Pathfinder RPG Ultimate Magic 70)
CG Small humanoid (wayang)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +8
AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 dodge, +1 size)
hp 49 (5d10+15)
Fort +6, Ref +7, Will -1; +2 vs. shadow spells
Speed 20 ft.
Melee unarmed strike +9 (1d6+2) or
. . unarmed strike flurry of blows +7/+7 (1d6+2)
Special Attacks brawler's flurry, brawler's strike (magic), close weapon mastery, knockout 1/day (DC 15), maneuver training (dirty trick +1), martial flexibility 5/day
Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—ghost sound (DC 12), pass without trace, ventriloquism (DC 13)
Str 15, Dex 16, Con 14, Int 14, Wis 6, Cha 14
Base Atk +5; CMB +6 (+9 dirty trick); CMD 20 (23 vs. dirty trick)
Feats Dirty Fighting, Improved Dirty Trick[APG], Improved Unarmed Strike, Shadowy Dash[ARG], Weapon Focus (unarmed strike)
Traits dangerously curious, dirty fighter, martial manuscript
Skills Acrobatics +11 (+7 to jump), Climb +6, Diplomacy +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Escape Artist +14, Handle Animal +6, Intimidate +10, Knowledge (dungeoneering) +6, Knowledge (local) +6, Linguistics +4, Perception +8, Profession (shepherd) +3, Ride +7, Sense Motive +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Sleight of Hand +8, Stealth +22, Swim +6, Use Magic Device +7; Racial Modifiers +2 Perception, +2 Stealth
Languages Aklo, Common, Goblin, Shadowtongue, Shae, Wayang
SQ bloodline (umbral[UM]), brawler's cunning, cloak of shadows, hero points, light and dark, martial training, pride, shadow magic
Other Gear +1 shadow slick elysian bronze armored kilt
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (magic) (Ex) Unarmed strikes overcome DR as various things.
Cloak of Shadows +2 (5/day) At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (mi
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Darkvision (60 feet) You can see in the dark (black and white only).
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 15) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Shadow Magic (Ex) Wayangs add 1 to the DC of any saving throws to resist spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs. shadow spells.
Shadowy Dash Move full speed in areas of dim light or darkness with no Stealth penalty
Umbral Your nature is to gather the darkness into yourself.