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Malvoisin's Slumbering Tsar Saga Discussion [PFRPG]
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<blockquote data-quote="Fangor the Fierce" data-source="post: 5956127" data-attributes="member: 17100"><p>I am trying to put the finishing touches on Krool. I have a few questionable options, which I will put up to each of you to help me with. </p><p></p><p>1 - Racial Alternative trait - <strong>Sacred Tattoo</strong>: Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the <strong>orc ferocity</strong> racial trait. Is this worth removing the orc ferocity, since I am looking to take Guarded Life and Greater Guarded Life rage powers?</p><p></p><p>2 - Guarded Life - From what I can tell, it changes lethal damage to non lethal. You still get damaged though. Anyone used this? </p><p></p><p>3 - DR 3/- With the Invulnerable archetype, I like the DR increase, but I am wondering just how effective DR3/- is in this type of game. If spells, spell like abilities, etc all ignore DR, what is it good for?</p><p></p><p>4 - Furious Focus. Ignore the first Power Attack penalty each round. Nice for the number crunch, but seriously, +18 to hit vs +16 to hit while raged, Not sure it's worth a feat to get the +2, since his STR while raged is granting +8 to hit, BAB+7, weapon +3, and power attack -2. So, is the penalty really worth a feat to remove? On second thought, I think I just answered that, by taking the Furious magical ability on the weapon.</p><p></p><p>5 - From what I see on the other characters, I don't think this guy needs to focus on Intimidate powers/skills. Since I am thinking perhaps they have all adventured together before, (possibly), then they would have leveled together at times, and worked to complement each other. That being said, I am thinking of dumping the skill points from Intimidate into something else. </p><p></p><p>6 - Combat Manuevers and tactics - I am looking at the characters in the group and wonder what their combat type/actions would most likely be geared towards. Two shield bearers with the Teamwork feat look to be the shield wall. I am looking at hitting as hard as possible, one hit wonder at times for 4d6+21 dmg on single hit each round. I was debating on some flavor powers, like Ground Breaker, which I simply hit the ground and cause all adjacent squares to be difficult terrain, reflex save or those in the squares fall prone. Would this work with what your characters are looking to do, or would it break some conceptual ideas? Simply put, how do you all see this group battling as a 'team'? I want to be able to aid that concept, instead of hinder it.</p><p></p><p>7 - Sorry for the novel!</p></blockquote><p></p>
[QUOTE="Fangor the Fierce, post: 5956127, member: 17100"] I am trying to put the finishing touches on Krool. I have a few questionable options, which I will put up to each of you to help me with. 1 - Racial Alternative trait - [B]Sacred Tattoo[/B]: Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the [B]orc ferocity[/B] racial trait. Is this worth removing the orc ferocity, since I am looking to take Guarded Life and Greater Guarded Life rage powers? 2 - Guarded Life - From what I can tell, it changes lethal damage to non lethal. You still get damaged though. Anyone used this? 3 - DR 3/- With the Invulnerable archetype, I like the DR increase, but I am wondering just how effective DR3/- is in this type of game. If spells, spell like abilities, etc all ignore DR, what is it good for? 4 - Furious Focus. Ignore the first Power Attack penalty each round. Nice for the number crunch, but seriously, +18 to hit vs +16 to hit while raged, Not sure it's worth a feat to get the +2, since his STR while raged is granting +8 to hit, BAB+7, weapon +3, and power attack -2. So, is the penalty really worth a feat to remove? On second thought, I think I just answered that, by taking the Furious magical ability on the weapon. 5 - From what I see on the other characters, I don't think this guy needs to focus on Intimidate powers/skills. Since I am thinking perhaps they have all adventured together before, (possibly), then they would have leveled together at times, and worked to complement each other. That being said, I am thinking of dumping the skill points from Intimidate into something else. 6 - Combat Manuevers and tactics - I am looking at the characters in the group and wonder what their combat type/actions would most likely be geared towards. Two shield bearers with the Teamwork feat look to be the shield wall. I am looking at hitting as hard as possible, one hit wonder at times for 4d6+21 dmg on single hit each round. I was debating on some flavor powers, like Ground Breaker, which I simply hit the ground and cause all adjacent squares to be difficult terrain, reflex save or those in the squares fall prone. Would this work with what your characters are looking to do, or would it break some conceptual ideas? Simply put, how do you all see this group battling as a 'team'? I want to be able to aid that concept, instead of hinder it. 7 - Sorry for the novel! [/QUOTE]
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