Voadam
Legend
I'm fine with no dark vision/light sensitivity.
I changed my mind as I was doing out the stats and rearranged Con and Dex after first typing it out, I prefer the very good across the board physicals for a scout warrior as opposed to the one trick massive strength so the +2, -2 works better.
I was thinking of possible powers last night, and I thought of the everquest rogue where they have a trapsense class power where if they come within 5' of a trap they get a check just like elves and secret doors in D&D. I thought this might be very useful to eliminate my repeatedly saying "I search for traps" and have you reply that I don't find any. You could then just say that I pull up short noticing a trip wire across the path or whatever and we could move from there. Sort of like Indiana Jones in the first movie when he walks into the Inca temple with his guide.
The tattoo of mental resistance sounds cool too though, especially since Kur is so weak on Will saves.
Looking over UA last night the Wolf totem barbarian option and the nonraging more rangerish options sounded fun. In general I prefer always on powers as opposed to more powerful fewer per day ones so trading rage for favored enemy and ranger missile fire looks attractive from my playing style. Also the wolf totem one can tie me into the druid's animal companion easier (not a tasty treat) and mean I'm not doubling up on class abilities in the gestalt.
I was thinking of being from Tilnfal and having fought clansmen but at one point I tussled with a noble conjurer killing a dretch he summoned. Later the conjurer set me up for a murder of an important person so I got sent to Hopeless prison. Therefore favored enemies humans and Evil outsiders.
Open locks would provide a good story reason for how we escape from Hopeless prison, consider bluff dropped so that locks are picked. Kur is a warrior scout trapfinder, not a face man type rogue.
I changed my mind as I was doing out the stats and rearranged Con and Dex after first typing it out, I prefer the very good across the board physicals for a scout warrior as opposed to the one trick massive strength so the +2, -2 works better.
I was thinking of possible powers last night, and I thought of the everquest rogue where they have a trapsense class power where if they come within 5' of a trap they get a check just like elves and secret doors in D&D. I thought this might be very useful to eliminate my repeatedly saying "I search for traps" and have you reply that I don't find any. You could then just say that I pull up short noticing a trip wire across the path or whatever and we could move from there. Sort of like Indiana Jones in the first movie when he walks into the Inca temple with his guide.
The tattoo of mental resistance sounds cool too though, especially since Kur is so weak on Will saves.
Looking over UA last night the Wolf totem barbarian option and the nonraging more rangerish options sounded fun. In general I prefer always on powers as opposed to more powerful fewer per day ones so trading rage for favored enemy and ranger missile fire looks attractive from my playing style. Also the wolf totem one can tie me into the druid's animal companion easier (not a tasty treat) and mean I'm not doubling up on class abilities in the gestalt.
I was thinking of being from Tilnfal and having fought clansmen but at one point I tussled with a noble conjurer killing a dretch he summoned. Later the conjurer set me up for a murder of an important person so I got sent to Hopeless prison. Therefore favored enemies humans and Evil outsiders.
Open locks would provide a good story reason for how we escape from Hopeless prison, consider bluff dropped so that locks are picked. Kur is a warrior scout trapfinder, not a face man type rogue.