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 Post subject: Character Workshop: Lansing Linebacker
 Post Posted: Mon Aug 30, 2010 11:33 am 
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Sith Apprentice

Joined: Tue Jun 22, 2010 2:23 am
Posts: 230
Some people deal with problems by slinging spells. Some people deal with problems by poking them to death. This guy runs them over. And the guy behind them.

The Lansing Linebacker

We finally made a character that wasn't human! Either we're branching out or running out of ideas. And we're definitely not running out of ideas. Azmyth can explain more about the inspiration for this character, as I wasn't at that table. So I'll leave that to him. Straight to the nuts and bolts.

Combat Maneuvers mean fighter or monk. Dwarves and fighters go together like butter and toast. (So do dwarves and monks but that's a discussion for a later day.) A dwarven fighter gets 8 feats between level 1 and level 7 and has the BAB to back it up. Dwarves also get some pretty sweet racials.

Dwarven Racials:

+2 CON, +2 WIS, -2 CHA: The dwarf is built like a cube. Depending on your int score you might be a Rubix Cube.

Slow and Steady: So we're wearing heavy armor Research? Yeah, we're wearing the heaviest, nastiest, most encumbering set of I am a juggernaught get out of my way armor you can get: FULL PLATE baby. Dwarves move 20 feet. Period. Could lift a boulder and move 20 ft. Apparently Atlas was short.

Darkvision: I see you down there in the tunnel, 60 ft away. Darkvision is no longer obscured by the presence of light. Paizo loves abusing the darkness spell. Now you do too.

Greed: Free skill check bonuses? Sign me up! +2 to appraise Checks

Defensive Training: Giants can't hit me! +4 Dodge Bonus vs the Giant Subtype

Hatred: The only thing dwarves hate more than an orc or goblin corpse is an orc or goblin that isn't a corpse. +1 on attack rolls against 'em.

Hardy: +2 on saves vs Spells, Poison, and Spell like abilities. Which is what... half the saves you make in a game?

Stability: Can't get pushed around. But we're doing the pushing here so we're replacing this with the APG Trait:
Relentless: +2 on CMB checks for overrun and bull rush while I'm set on the ground. Seems decent!

Stonecunning: You get to laugh at the rogue as he looks for a switch for a door that obviously opens when you pull the torch next to it.

Weapon Familiarity: Paizo, give me a better 2 handed hammer option and put dwarf in its name.

Languages: Undercommon, DO YOU SPEAK IT?


Traits:


Oregent Timing: Once per day, you get a +3 on a set play. One of these days I want to start an encounter with the words "BLUE THIRTY TWO, BLUE THIRTY TWO, SET, HIIIIIKE"



Feats:

Power Attack - Fighter 1 - Because most good swings start with a power attack.
Improved Overrun - Character 1 - I charge him and knock him down.
Charge Through - Fighter 2 - I charge the guy behind you. <Sounds Train Whistle>
Improved Bull Rush - Character 3 - Why are you still in my way? MOVE
Combat Expertise - Fighter 4 - Ok, I'm in full plate and a tower shield, now I just want to see some waterworks when you realize you're more likely to crit threat then hit me.
Improved Reposistion - Character 5 - You, laddie, need to move here so my friend the rogue gets his flank on.
Greater Overrun - Fighter 6 - BLITZ
Greater Bull Rush - Character 7 - Because if you can't pick up the ball, pick up the guy carrying the ball.


Fighter Class Features:

Bravery (+2)
Armor Training 1 and 2
Weapon Training (Hammer)

Personally? I think these aren't worth the time, so I'm summoning the APG's Phalanx Fighter!

Stand Firm: Bravery becomes a +X to CMD avoiding forced movement. I'm the rock AND the hard place.

Phalanx Fighting: Did you know there are hammer polearms? The Lucerne Hammer is pretty nice. One handed reach weapons from behind a tower shield is REALLY nice. Replaces armor training 1, because I don't need to move faster in armor. Slow and steady!

Ready Pike: Charge me, I dare you. I brace as an immediate action. Enjoy skewering yourself.

Deft Shield: I have a portable wall, and I make it feel dainty.


Skills:

Remember that removing a tower shield is a move action in quasi-physics D&D land.

Acrobatics: You run, jump, whatever. Why? Because ranks in acrobatics are good for your survival. If you really need to make that jump, take off the shield.

Climb: Believe me, you want to dig yourself out of these holes that armor check penalty has put you in.

Ride: Dwarves can ride animals too, and hey, why not.

Swim: Remember that swim no longer doubles ACP. (That's why the misc is +19, to account for DNDsheets running on beta rules.) Take the shield off and a dwarf at level 7 can actually swim quite well in full plate. Bring a potion of water breathing anyway.


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 Post subject: Re: Character Workshop: Lansing Linebacker
 Post Posted: Mon Sep 13, 2010 6:44 pm 
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Youngling

Joined: Wed Jul 07, 2010 5:37 pm
Posts: 19
Very nice. I'm building this for my next Society character. One alternative might be to add the Andoran trait "Captain's Blade", which will allow you to have Acrobatics as a class skill and give you a bonus similar to "Grounded". Not Society-legal, because it's two Andoran traits, but there you go.

Also, consider the Dwarf Fighter Favored Class Alternative from the APG that allows you to take +1 to your CMD vs. Bull Rush and Trip in lieu of a +1 to HP or skill points.

There's a certain whiff of cheese to this addition, but consider the weapon "Dwarven Dorn-Derger". It's a dwarven weapon, so it becomes martial instead of exotic, and can be used either as a reach weapon or a non-reach weapon (Dwarves of Golarion).


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