Can you guys briefly summarize what everyone can do in just a few words? I don't have time to look through everyone's character classes and races, but I would like to try and make sure I'm not building something that completely overlaps with someone else, and also maybe try to fill a niche that's currently missing. I gather we have a flaming ghost faerie (sounds kinky), a thaumaturge (caster of some kind?), a ghaele (cleric outsider), a watery mind-stealer, some kind of martial adept, one of those crazy "summoners" that DonQuixote created, and Littha said maybe a finesse melee. And maybe an Indigo Trickster (in which case I'm out
). Sound right? What am I missing that's important?
I'd really like to see that Magic User of Ziegander's in action, but I don't know if I really want to put forth the effort required to build and play a caster...
FFFFNNN.... I'm gonna remake
my were-badger character, using
Nanshork's version of the template class.
Edit2: And I'm heading into
SirP's Repo Dog PrC, because what's more badassed than a were-badger Repo Dog (with that awesome homebrewed version of Steadfast Determination)? Nothing, that's what.
Build stub:
Arctic Dwarf Nord's Blade 4/Were-badger 3/Repo Dog 1Trade EWP Urgosh for EWP Dwarven Warpike
Feats:
Troll-blooded?, Combat Reflexes?,
Exotic Armor Proficiency (Reinforced Suit, which will give him stacking DR 6/-)
Steadfast DeterminationPrerequisite: Con or Cha 15
Benefit: You may use your Constitution or Charisma modifier instead of your Wisdom modifier when making Will saves. You do not automatically fail any saving throws (Fort, Ref, or Will) on a roll of 1.
Cometary CollisionPrerequisite: Str 15, Base Attack +6
Benefit: Whenever a foe charges you or another target you can spend an immediate action and give up your next attack of opportunity to charge that foe. If you do, you end the foe's movement. The foe loses the normal benefits from charging, but can still attack you. If the target charged someone else, he can choose to instead attack you. If you cannot move at least 10ft or cannot charge due to terrain or other factors, you cannot use this feat's benefit.
Guard AllyGuard Ally
Prerequisites: Base Attack +1, Listen 1 rank, Spot 1 rank
Benefit: As an attack of opportunity, you may oppose the attack roll of any attack targeting an adjacent ally with an attack roll of your own. If your attack roll meets or exceeds the opposed attack you become the target of that attack instead.
Since his IL is 5, and he can enter any stance he qualifies for, I will typically be in Thicket of Blades. Later I'll also pick up this feat:
Defensive Stance*
Prerequisite: Base Attack +9
Benefit: If an opponent begins his turn in a square that you threaten, and during his turn he does not move, he provokes an attack of opportunity from you, provided you still threaten his square. Any sort of movement, including a 5ft step, or forced movement, allows the opponent to avoid provoking this attack of opportunity.