johnroth
2013-03-04, 11:49 AM
So my friend started a Shattered Star PF campaign over the weekend. I used the Advanced Race Guide to create a Ram-Minotaur type race and made him a Two Handed Weapon Fighter variant. I realize the strengths and weaknesses inherent in this character, and I'm looking for some opinions on what I should do. The race options I picked are as follows:
HUMANOID (0 RP)
Humanoids breathe, eat, and sleep.
Specialized (1 RP)(Keep): Pick either mental or physical ability scores. Members of this race gain a +2 bonus to two ability scores of the chosen type, and a –2 penalty to one ability score of the other type.
Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.
Mountain-Born (1 RP)(Keep): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.
Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot bonus to their base speed.Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.
Natural Attack (1 RP) (2RP Total): Prerequisites: None; Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Members of this race receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. The damage is based on the creature's size . Special: This trait can be taken multiple times. Each time, pick a different natural attack.
Powerful Charge (2 RP): Prerequisite: Natural attack trait; Benefit: Select one of the race's natural attacks. Whenever a member of this race charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus.
It's a low power, 10 RP build. I don't like to min-max, I chose these abilities based around what I thought this race would have, living in the mountains and being a Ramotaur. Because Ramotaur can often be found straight up head butting their foes, I figured they'd be pretty courageous. Rams are also pretty adept climbers, and due to living in the harsh conditions of the mountains they're pretty hardy, getting +2 to Strength and Con, but receive -2 to CHA due to their monstrous visage. They also train themselves extensively in the art of ramming targets full force, and due to this they have a much stronger charge than other races as well as being able to move faster than the average bipedal race. The two natural attacks are their horns.
So. I'm wondering what I should do in regards to armor. Are there any feats I might want to look into, since all my class armor abilities were stripped when I took the Two Handed Weapon variant? Should I wear medium armor and nullify my extra speed? I'd still be just as fast as the average fighter with the armor bonus. The two feats I picked at first level were Power Attack and Combat Reflexes. For the next few levels I plan on taking Cleave and Spring attack. Any suggestions to help reduce my squishyness and increase my combat effectiveness? Being able to do 4d4+7 damage on a charge at level one is pretty awesome.
EDIT: Never mind about Spring Attack. That has a lot of prereqs.
HUMANOID (0 RP)
Humanoids breathe, eat, and sleep.
Specialized (1 RP)(Keep): Pick either mental or physical ability scores. Members of this race gain a +2 bonus to two ability scores of the chosen type, and a –2 penalty to one ability score of the other type.
Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.
Mountain-Born (1 RP)(Keep): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.
Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot bonus to their base speed.Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.
Natural Attack (1 RP) (2RP Total): Prerequisites: None; Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Members of this race receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. The damage is based on the creature's size . Special: This trait can be taken multiple times. Each time, pick a different natural attack.
Powerful Charge (2 RP): Prerequisite: Natural attack trait; Benefit: Select one of the race's natural attacks. Whenever a member of this race charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus.
It's a low power, 10 RP build. I don't like to min-max, I chose these abilities based around what I thought this race would have, living in the mountains and being a Ramotaur. Because Ramotaur can often be found straight up head butting their foes, I figured they'd be pretty courageous. Rams are also pretty adept climbers, and due to living in the harsh conditions of the mountains they're pretty hardy, getting +2 to Strength and Con, but receive -2 to CHA due to their monstrous visage. They also train themselves extensively in the art of ramming targets full force, and due to this they have a much stronger charge than other races as well as being able to move faster than the average bipedal race. The two natural attacks are their horns.
So. I'm wondering what I should do in regards to armor. Are there any feats I might want to look into, since all my class armor abilities were stripped when I took the Two Handed Weapon variant? Should I wear medium armor and nullify my extra speed? I'd still be just as fast as the average fighter with the armor bonus. The two feats I picked at first level were Power Attack and Combat Reflexes. For the next few levels I plan on taking Cleave and Spring attack. Any suggestions to help reduce my squishyness and increase my combat effectiveness? Being able to do 4d4+7 damage on a charge at level one is pretty awesome.
EDIT: Never mind about Spring Attack. That has a lot of prereqs.