Character Submission Thread


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Hello. I just finished Dal, and I rather think she's ready for review. Thanks in advance.

Dal looks pretty good with no obvious mechanical problems. A couple suggestions before approval, however.

1. If you buy 15 STR and 14 DEX, then put your racial in DEX, you end up with the same scores but you free up another point to buy stuff with. Rule of thumb: use your +2 bonus in your highest stat.
2. You seem to be building toward a mobile 2H fighter who gets plenty of AoOs for trip attacks. There are couple issues with this.
a. While I like PF, one of its weaknesses is that mobility is fairly useless. As high as you pump Acrobatics, you're not going to make your roll at higher levels. Even with the trait and the feat and the boots. Even at lower levels, tougher enemies will conceivably have a CMD of 17-18, which means you have a 20-25% chance of eating an AoO now, and it's only going to get worse.
b. With a reach weapon, you really don't need Acrobatics to avoid AoOs anyway.
c. If you'll pardon my saying so, I think you're trying to do too much. Reach/trip/smash is plenty to focus on without the headache of trying to do backflips, too.
3. You really, really, really want Power Attack as a feat. You should use it on more than 95% of your attacks. Combat Reflexes will help a lot, too. Both of these will be more useful than Weapon Focus.
4. Even going for a reach/trip build, you really don't need 16 DEX. 14 is plenty fine. Eventually, you will want 16 base DEX so that you still have a 14 when you're Enlarged, but this is easy to get with a relatively cheap magic item.
5. MWK backpack is kind of a waste of funds once you're past 14-16 STR. A potion of Enlarge will be much, much more useful. With a 15' reach, you can effectively lock down an entire battlefield.
6. Almost forgot: You should have one more language. Everyone gets Common, and then you get Irthian as a free regional language, and then you get your bonus from INT.

NOTE: If you want to tell me to just shut up and approve your character already, I won't take it personally.


EDIT: And I forgot to add that you should have a pic. If you want, I'm sure I can find a totally appropriate picture of a female warrior in a mountainous, cold-weather environment. (Link is SFW for most office environments, unless you work someplace crazy.)
 
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Reviewing Dal

Overall, there are few problems on this character. Of the errors I found, fixing them is beneficial to the character every time. All are relatively minor in nature:

(1) Your Ranseur Damage seems to have missed the time and half with 2h weapons, so 2d4+3.
(2) Your total Fly skill seems off at 0, I get 3.

Couple little notes worth adding:
(1) It's worth noting your carrying capacity has been modified by your backpack.

As already mentioned by Systole, you can save 1 stat point by purchasing STR 15/DEX 14 and adding your +2 to DEX, and you have one free language coming to you by claiming Irthian with your LPF house rule bonus language.

So, ALMOST THERE. Just a few extra benefits to add in and you're good to go.

PS: I'm not a judge, but rather just giving the secondary stamp to get the character to readiness. (A judge such as Systole provides the primary stamp.)
 
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Dal looks pretty good with no obvious mechanical problems. A couple suggestions before approval, however.

-SNIP-

Thank you for the feedback. :)

We've gotten our wires crossed, I think. I am going for a mobility build, but not in the tumble sense. Dal is the closest thing to a dragoon (the orbital strike kind, not the mounted combat kind) I've been able to make so far within the PF rules. Her objective is to jump (preferably from a greater height than just equal ground) and land on her enemy, polearm first. Right now she can only reliably jump upward about 3', but as levels go on, that will increase. One of the great things about PF is that it's more physics-lite than other d20 systems; d20 modern has fairly strict rules about distance jumped, and 3.5 has a maximum height jumped per size category, neither of which PF has.

The polearm, the ability to trip, the 2h- those are all incidental to the orbital striker. If there was a fighter variant for what I'm trying to do, I'd take that instead, or I'd take any variant for any full-BAB class that would let me do this better. I know the monk is a better choice as far as that variant that lets you add monk level to Acrobatics, and as far as gaining more land speed, but I really think a monk falling on someone would fail to do their actual unarmed and would just be crashing into them with their body weight. Also, less BAB.

(And with most things only having a reach of 5', jumping entirely over their heads negates at least one AOO.)

MW backpack is more for the flavor than anything else. It specifically mentions that there are additional straps across the chest, which I imagine as being much more secure for an orbital striker than the usual 'one/two shoulder strap(s) and good luck' setup of your typical backpack.

If you have any suggestions as to how I can do my dragoon idea better, I welcome them; just this piddly amount took me about three hours of flipping through the allowed source material. (And thanks for pointing out the languages; that's definitely incorrect and not just a flavor thing.)

PS. Thanks for the link, but Dal is actually a deep tan, and a bit thicker than your typical fantasy lady. I'll go poke about the internet and see if I can't find something, though.

Reviewing Dal

-SNIP-

Phew. Thanks for that. It's usually a good thing to have errors on the side of 'making your character less powerful', I think. Less suspicion that you're trying to have one over on people, eh? I've made the noted changes. :)
 

Thank you for the feedback. :)

We've gotten our wires crossed, I think. I am going for a mobility build, but not in the tumble sense. Dal is the closest thing to a dragoon (the orbital strike kind, not the mounted combat kind) I've been able to make so far within the PF rules. Her objective is to jump (preferably from a greater height than just equal ground) and land on her enemy, polearm first. Right now she can only reliably jump upward about 3', but as levels go on, that will increase. One of the great things about PF is that it's more physics-lite than other d20 systems; d20 modern has fairly strict rules about distance jumped, and 3.5 has a maximum height jumped per size category, neither of which PF has.

The polearm, the ability to trip, the 2h- those are all incidental to the orbital striker. If there was a fighter variant for what I'm trying to do, I'd take that instead, or I'd take any variant for any full-BAB class that would let me do this better. I know the monk is a better choice as far as that variant that lets you add monk level to Acrobatics, and as far as gaining more land speed, but I really think a monk falling on someone would fail to do their actual unarmed and would just be crashing into them with their body weight. Also, less BAB.

Hah, well you've piqued my interest. I've never heard of anyone attempting a build like this before but it might actually be workable. I shall ponder this for a bit and see if I can suggest some tweaks.

Oh, and possibly more appropriate pictures, depending on what you mean by 'thick' -- heavyset or muscular?


[sblock=Brunhildes]
0nordica1July13.jpg

[/sblock]
[sblock=Muscular barbarian type, generally with the boob window (sorry)]
BarbarianD3.jpg
[/sblock]

There is also a 'muscle mod' for Skyrim. If you do an image search for 'muscle mod skyrim,' you should get a bunch more like these, but be warned that about half are not safe for work. Or for your eyes.

[sblock=SFW Skyrim Muscle Mod]
Femal_Muscle-Mod.jpg
[/sblock]
 

Hah, well you've piqued my interest. I've never heard of anyone attempting a build like this before but it might actually be workable. I shall ponder this for a bit and see if I can suggest some tweaks.

-SNIPPED PICS-

I've never seen anyone do it either. If you come up with anything, that would be awesome. I think I'll ask the Playgrounders and see what they say.

Hey, that third one is nice. I think I'll crop out the right side and use that for Dal's picture. It'd be nice if the lady had a spear, but beggars can't be choosers. Thanks. :D
 

Okay, for second level, a one level dip in Summoner (Synthesist) Bipedal. Take Skilled(Acrobatics), Skilled(Perception) and something else for evolutions. Improved Natural Armor is a good one. With the base NA, you are +4 NA. Take Jump and Expeditious Retreat for spells. Both spells last for a minute at first level. So, if you cast one buff spell before going into combat, you would be getting an extra +16 (+8 skilled, +10 spell, -2 dex) to your acrobatics over what you currently have, pushing you to a +30 Acrobatics at 2nd level. The loss of DEX + leather armor are made up by natural armor. Later on, a wand of mage armor can boost your AC a bit.

The claws get you a free close weapon that doesn't take an action to draw if someone gets inside your reach, or has you in a grapple.

You are limited on spells per day, but neither Expeditious Retreat or Jump are stat/DC dependent, so they make good candidates for wands. It would be expensive, but a caster level 5 wand of Jump would be even more advantageous.

The synthesist BAB is +1 while fused, so you are not losing BAB, you are gaining a +2 Will save, 9 extra hit points over a fighter, and four cantrips.

Just the one level dip gets you quite a bit. The only point where it is going to hold you back is the prohibition against the fused form wearing armor.

Just a thought. :heh:
 

I think I've found something workable. The ninja has some nifty tricks that work well with a dragoon, but no polearm proficiency and needs a decent Cha, so I think the projected build will be Fighter1->Ninja2->Monk4 and then decide from there. I just switched the Con score with the Wis score and adjusted HP total, Fort save, Will save, and Wis-based skills.

EDIT: Wow, totally missed your post. I think overall the ninja works better with my concept. Thanks for the suggestion, though. :)
 

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