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<blockquote data-quote="Cheiromancer" data-source="post: 1274856" data-attributes="member: 141"><p>The Serpent Academy (halfling martial arts)</p><p></p><p>The sample character in these builds has Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 10 (before racial mods); thus the sample character will have Str 12 and Dex 18 after racial ability modifiers. These builds all use armor (chain shirt or mithral chain shirt). As a halfling the character gains +1 size bonus to AC, +1 size bonus to attack rolls, +1 racial bonus to attacks with thrown weapons and slings.</p><p></p><p>The first level is always rogue: mostly for the rich skill points, but armor proficiency is also important.</p><p></p><p>The two beginner styles are the garter snake and the Cottonmouth. The cobra is an intermediate style, and the Spitting Cobra is the most advanced, incorporating the other three styles.</p><p></p><p>The Garter Snake</p><p></p><p>1. Rogue 1: sneak attack +1d6, EWP: Spiked Chain</p><p>2. Rogue 2: evasion</p><p>3. Fighter 1: Combat Reflexes*, Weapon Finesse</p><p>4. Fighter 2: Power Attack* (+1 str)</p><p>5+ Rogue</p><p></p><p>The garter snake style is regarded as a “dead-end” style, and so has the least prestige. Mostly taught to outsiders.</p><p></p><p>The Cottonmouth</p><p></p><p>1. Rogue 1: sneak attack +1d6, Point Blank Shot</p><p>2. Ranger 1: favored enemy, Track*</p><p>3. Ranger 2: Rapid Shot*, Precise Shot</p><p>4+ Rogue</p><p></p><p>The easiest of the styles, it is taught to those who are too weak (initial strength 11 or lower) or too undisciplined (non-lawful) for the cobra style.</p><p></p><p>The Cobra</p><p></p><p>1. Rogue 1: sneak attack +1d6, EWP: Spiked Chain</p><p>2. Monk 1: unarmed attack, Improved Grapple*</p><p>3. Monk 2: Combat Reflexes*, evasion, Weapon Finesse</p><p>4. Fighter 1: Power Attack* (+1 str)</p><p>5+ Rogue (or Spitting Cobra)</p><p></p><p>The Spitting Cobra (Standard Build)</p><p></p><p>1. Rogue 1: sneak attack +1d6, EWP: Spiked Chain</p><p>2. Monk 1: unarmed attack, Improved Grapple*</p><p>3. Monk 2: Combat Reflexes*, evasion, Weapon Finesse</p><p>4. Fighter 1: Power Attack* (+1 str)</p><p>5. Ranger 1: favored enemy, Track*</p><p>6. Fighter 2: Point Blank Shot*, Precise Shot</p><p>7. Ranger 2: Rapid Shot*</p><p>8. Ranger 3: Endurance* (+1 str)</p><p>9. Fighter 3: Far shot</p><p>10+ Rogue </p><p></p><p>Or Spitting Cobra (probationary build)</p><p></p><p>1. Rogue 1: sneak attack +1d6, Point Blank Shot</p><p>2. Ranger 1: favored enemy, Track*</p><p>3. Ranger 2: Rapid Shot*, Precise Shot</p><p>4. Monk 1: unarmed attack, Improved Grapple* (+1 str)</p><p>5. Monk 2: Combat Reflexes*, evasion</p><p>6. Fighter 1: Weapon Finesse*, EWP: Spiked Chain</p><p>7. Rogue 2</p><p>8. Fighter 2: Power Attack* (+1 str)</p><p>etc.</p><p></p><p>Essentially a Spitting Cobra is a Cobra who learns the Cottonmouth style, or vice versa. Besides the greater discipline (Lawful requirement), the Cobra style demands more strength (for power attack) than the Cottonmouth style; it is more difficult for halflings, and so is more prestigious. The “probationary build” allows halflings who are non-lawful or who have a strength of only 11 to eventually graduate to the Spitting Cobra style (they have until 4th level to become lawful, and until 8th level to gain a strength score of 13 or higher). Cobras (of either kind) can grapple effectively and use unarmed attacks. Spitting Cobras are cobras who pass a special examination, usually at 6th or 7th level. A candidate for this title demonstrates the ability to spit shurikens at close range.</p><p></p><p>The Spitting Cobra is the most complex build: it goes 2/3/3 with monk/ranger/fighter to avoid multiclassing xp penalties while maximizing bonus feats. There are 7 bonus feats (Improved Grapple, Combat Reflexes, Track, Rapid Shot, Endurance, Power Attack and Point Blank Shot) with this build, comprising two main “modules,” and two lesser modules. One module is the Spiked Chain module- weapon finesse, EWP: Spiked Chain, Combat Reflexes, Power Attack. Another is the Ranged Attack module: Point Blank Shot, Precise Shot, Rapid Shot, Far Shot, EWP: Shuriken. The lesser modules are the unarmed combat module: unarmed attack, Improved Grapple; and the Ranger module: Track (and ranks in Survival), Endurance, favored enemy +2. </p><p></p><p>Comments:</p><p></p><p>In the Cottonmouth and Spitting Cobra build, the second level monk feat may be replaced by deflect arrows, but since spiked chain is a two-handed weapon this may not be practical. The +4 bonus to grapple checks provided by the improved grapple feat balances the -4 size penalty.</p><p></p><p>With a monk level the character also becomes proficient in shurikens. Range 10 ft, damage 1d2 + str. Shurikens count as ammo, so can be drawn as free actions. They can also be enchanted as ammo. The racial, size and dex bonuses apply to shurikens, and sneak attack, point blank shot and strength bonuses apply to damage. </p><p></p><p>At third level the Cobra and Garter Snake builds acquire a reach weapon to which weapon finesse applies. Combat Reflexes gives 4 extra AoOs. Attacking and taking a 5 foot step should be routine. At fourth level he gains Power Attack. The spiked chain is a two handed weapon, so each -1 to attacks adds +2 to damage. Power Attack can also apply to unarmed attacks.</p><p></p><p>Level 5 in the Spitting Cobra build: Survival can be maxed out immediately to synergize with the Track feat. Favored enemy gives +2 to attacks, damage and skills against a chosen foe. The Cottonmouth Build can’t focus the skill points quite as efficiently.</p><p></p><p>Level 6 and 7: The Spitting Cobra becomes much more capable at ranged attacks (and only at this time becomes known as a "Spitting Cobra").</p><p></p><p>After level 7 the Spitting Cobra could proceed into the assassin class; or he could reassume the path of the rogue. In this build he takes another level of Ranger and Fighter so as to ensure a BAB of +16 at 20th level; thus at level 8 he gains the ability to sleep in medium armor and +1 to Will saves, and level nine provides another +1 to Will and Reflex saves. The damage bonus from strength goes from +1 to +3 (one and a half of +1 to one and a half of +2). Far shot doubles the range of shurikens (from 10 to 20 feet), and increases the range of other ranged attacks by 50%.</p><p></p><p>At level 10 the Spitting Cobra's saves are 0/3/0 + 3/3/3 + 3/1/1 + 3/3/1 = 9/10/5. At level 20 his saves are 13/15/13. Note that halflings also get a +1 bonus to all saves, and another +2 against fear.</p><p></p><p>Quickdraw is a good feat to acquire at some point (allows daggers). At Rogue 10 acquire Crippling Strike. Or go assassin at some point.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1274856, member: 141"] The Serpent Academy (halfling martial arts) The sample character in these builds has Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 10 (before racial mods); thus the sample character will have Str 12 and Dex 18 after racial ability modifiers. These builds all use armor (chain shirt or mithral chain shirt). As a halfling the character gains +1 size bonus to AC, +1 size bonus to attack rolls, +1 racial bonus to attacks with thrown weapons and slings. The first level is always rogue: mostly for the rich skill points, but armor proficiency is also important. The two beginner styles are the garter snake and the Cottonmouth. The cobra is an intermediate style, and the Spitting Cobra is the most advanced, incorporating the other three styles. The Garter Snake 1. Rogue 1: sneak attack +1d6, EWP: Spiked Chain 2. Rogue 2: evasion 3. Fighter 1: Combat Reflexes*, Weapon Finesse 4. Fighter 2: Power Attack* (+1 str) 5+ Rogue The garter snake style is regarded as a “dead-end” style, and so has the least prestige. Mostly taught to outsiders. The Cottonmouth 1. Rogue 1: sneak attack +1d6, Point Blank Shot 2. Ranger 1: favored enemy, Track* 3. Ranger 2: Rapid Shot*, Precise Shot 4+ Rogue The easiest of the styles, it is taught to those who are too weak (initial strength 11 or lower) or too undisciplined (non-lawful) for the cobra style. The Cobra 1. Rogue 1: sneak attack +1d6, EWP: Spiked Chain 2. Monk 1: unarmed attack, Improved Grapple* 3. Monk 2: Combat Reflexes*, evasion, Weapon Finesse 4. Fighter 1: Power Attack* (+1 str) 5+ Rogue (or Spitting Cobra) The Spitting Cobra (Standard Build) 1. Rogue 1: sneak attack +1d6, EWP: Spiked Chain 2. Monk 1: unarmed attack, Improved Grapple* 3. Monk 2: Combat Reflexes*, evasion, Weapon Finesse 4. Fighter 1: Power Attack* (+1 str) 5. Ranger 1: favored enemy, Track* 6. Fighter 2: Point Blank Shot*, Precise Shot 7. Ranger 2: Rapid Shot* 8. Ranger 3: Endurance* (+1 str) 9. Fighter 3: Far shot 10+ Rogue Or Spitting Cobra (probationary build) 1. Rogue 1: sneak attack +1d6, Point Blank Shot 2. Ranger 1: favored enemy, Track* 3. Ranger 2: Rapid Shot*, Precise Shot 4. Monk 1: unarmed attack, Improved Grapple* (+1 str) 5. Monk 2: Combat Reflexes*, evasion 6. Fighter 1: Weapon Finesse*, EWP: Spiked Chain 7. Rogue 2 8. Fighter 2: Power Attack* (+1 str) etc. Essentially a Spitting Cobra is a Cobra who learns the Cottonmouth style, or vice versa. Besides the greater discipline (Lawful requirement), the Cobra style demands more strength (for power attack) than the Cottonmouth style; it is more difficult for halflings, and so is more prestigious. The “probationary build” allows halflings who are non-lawful or who have a strength of only 11 to eventually graduate to the Spitting Cobra style (they have until 4th level to become lawful, and until 8th level to gain a strength score of 13 or higher). Cobras (of either kind) can grapple effectively and use unarmed attacks. Spitting Cobras are cobras who pass a special examination, usually at 6th or 7th level. A candidate for this title demonstrates the ability to spit shurikens at close range. The Spitting Cobra is the most complex build: it goes 2/3/3 with monk/ranger/fighter to avoid multiclassing xp penalties while maximizing bonus feats. There are 7 bonus feats (Improved Grapple, Combat Reflexes, Track, Rapid Shot, Endurance, Power Attack and Point Blank Shot) with this build, comprising two main “modules,” and two lesser modules. One module is the Spiked Chain module- weapon finesse, EWP: Spiked Chain, Combat Reflexes, Power Attack. Another is the Ranged Attack module: Point Blank Shot, Precise Shot, Rapid Shot, Far Shot, EWP: Shuriken. The lesser modules are the unarmed combat module: unarmed attack, Improved Grapple; and the Ranger module: Track (and ranks in Survival), Endurance, favored enemy +2. Comments: In the Cottonmouth and Spitting Cobra build, the second level monk feat may be replaced by deflect arrows, but since spiked chain is a two-handed weapon this may not be practical. The +4 bonus to grapple checks provided by the improved grapple feat balances the -4 size penalty. With a monk level the character also becomes proficient in shurikens. Range 10 ft, damage 1d2 + str. Shurikens count as ammo, so can be drawn as free actions. They can also be enchanted as ammo. The racial, size and dex bonuses apply to shurikens, and sneak attack, point blank shot and strength bonuses apply to damage. At third level the Cobra and Garter Snake builds acquire a reach weapon to which weapon finesse applies. Combat Reflexes gives 4 extra AoOs. Attacking and taking a 5 foot step should be routine. At fourth level he gains Power Attack. The spiked chain is a two handed weapon, so each -1 to attacks adds +2 to damage. Power Attack can also apply to unarmed attacks. Level 5 in the Spitting Cobra build: Survival can be maxed out immediately to synergize with the Track feat. Favored enemy gives +2 to attacks, damage and skills against a chosen foe. The Cottonmouth Build can’t focus the skill points quite as efficiently. Level 6 and 7: The Spitting Cobra becomes much more capable at ranged attacks (and only at this time becomes known as a "Spitting Cobra"). After level 7 the Spitting Cobra could proceed into the assassin class; or he could reassume the path of the rogue. In this build he takes another level of Ranger and Fighter so as to ensure a BAB of +16 at 20th level; thus at level 8 he gains the ability to sleep in medium armor and +1 to Will saves, and level nine provides another +1 to Will and Reflex saves. The damage bonus from strength goes from +1 to +3 (one and a half of +1 to one and a half of +2). Far shot doubles the range of shurikens (from 10 to 20 feet), and increases the range of other ranged attacks by 50%. At level 10 the Spitting Cobra's saves are 0/3/0 + 3/3/3 + 3/1/1 + 3/3/1 = 9/10/5. At level 20 his saves are 13/15/13. Note that halflings also get a +1 bonus to all saves, and another +2 against fear. Quickdraw is a good feat to acquire at some point (allows daggers). At Rogue 10 acquire Crippling Strike. Or go assassin at some point. [/QUOTE]
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