I wrote this to display the versatility of the E8 Pathfinder rules and how they cross over into "superhero" territory after L6 or so.
This is a fairly complete version a certain regenerating furball who seems to show up in every other comic book and TV series =.
He uses the low magic rules, a general house rule grating +2 skills per level and a few other bits. His magic augments value are not listed but the rules come from Dragon and Oathbound. For simplicity treat them as magic items at twice the cost.
The term "advances" refers to the extra feats gained at 10k XP after maximum level (in this case 8) is achieved.
This is fan content and a great many terms are property of Wizards of the Coast. Shift was calculated at 4 rounds per day + Con Mod with an extra 2 rounds per shifter feat. Shifters were granted Low Light Vision to balance them vs other races in Pathfinder
Quickhatch
Name – Lojan of the Great North
Race – Razorclaw Shifter
Class – Level 8 Barbarian w/ 16 Advances
S 16
I 14
W 14
D 16
C 22
CH 14
Race Abilities
Low Light Vision
+2 Con
Shift 30 rounds per day!
Feats
1 Animal Magnetism (grants +4 to reaction from opposite sex)
3 Shifter Ferocity
5 Healing Factor
7 Extra Trait (Wild Hunt)
A1 Razorclaw Elite
A2 Iron Will
A3 Reactive Shifting
A4 Combat Reflexes
A5 Shifter Multi Attack
A6 Improved Unarmed Strike
A7 Alertness
A8 Endurance
A9 Extra Rage Power
A10 Great Rend
A11 Die Hard
A12 Shifter Savagery
A13 Shifter Magnetism
A14 Shifter Instincts
A15 Improved Initiative
A16 Weapon Focus Claws
Barbarian Abilities
Fast Movement
Rage 24 rounds per day
Trap Sense +2
Damage Reduction DR1
Rage Powers
Fearless Rage
Internal Fortitude
Renewed Vigor (2d8+6 as standard action)
Guarded Life
Smasher
Magic Augments
Admantium Claws (treat natural weapons as +2 Keen Admantium)
Admantium Bones ( 75% fortification)
Masterwork Bastard Sword
Fitted Ranger Armor
Clothes
Dagger
Personal Effects
Superior Repeating Crossbow
Case
Bolts
Traits
Coherent Rage (use Stealth as normal when raging)
Resilience (+1 Trait bonus to Fortitude)
Skills (72 w/ house rule)
Perception 13
Acrobatics 12
Climb 11
Swim 11
Intimidate 13
Stealth 10
KS: Nobility 5
Survival 8
Knowledge Nature 7
Bluff 5
Ride 8
Handle Animal 8
Sense Lies 7
HP 108
AC 20
MV 40
The Main Problem with the Rings of Power series
-
So, the final episode was a mixed bag like the rest of the series.
- The “Wizard” storyline ended pretty much as I expected (disappointing,
lazy, ...
16 hours ago
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