Castlevania Character: Help needed


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I posted on an existing thread that my group is planning on playing carrion crown and that a couple members of the group, myself included, want to play castlevania styled characters- castlevania 3 in particular. (it's the one that the most players have tried) One person is playing a daggermaster rogue (His favorite character was Grant Danasty) another player voiced the desire to play a necromancy/undead controller and decided on an oracle of bones and when told about the dhampir race, immediately called dibs. (covering the alucard slot). Another player isn't too familiar with castlevania and is playing a 2h style ranger that hunts undead. The last player (other than myself) hasn't decided yet.

That means I get to play the Belmont! (I'm the biggest castlevania fan in the group by far).

While I am excited by this, there are a few problems- first what class should I use? Ranger is taken, and I like using skills and magic to much to go fighter (I'm playing a fighter in another campaign anyways) so while fighter is an option, I'd really like to consider alternatives. I'm thinking that bard (archaeologist archetype), inquisitor, and magus (bladebound/ kensai-whip focused) are options.

Second, the whip is problematic. It's not really avoidable because a Belmont without a whip isn't much of a Belmont at all. But the whip is still really frustrating. First off, the whole exotic weapon thing- this can be bypassed by being a bard or a kensai magus, and alleviated by fighters, but it really hurts inquisitors. This is made worse by the fact that the whip (scorpion whip is allowable, that solves that problem) isn't really great for offense, at all, and I would like to be able to hold up my end at least. I don't need to be dpr king I just don't want to embarrass myself. Third off, the whip's strength- ranged combat maneuvers, are limiting as CMB is based off BaB- which again hurts most of my options.

So it seems that you can make a character who kick arse with a whip with a fighter, but not be much of a monster hunter. Or I could go with an archaeologist or an inquisitor- both make great hunters (knowledge checks, skills, general tricky flavor) but using a whip would be a serious handicap. A kensai magus gets decent skills and can become a pretty good whip user, but it has a lot of abilities that don't fit a belmont.

So...help? Any advice for taking the whip user and making a vampire killer? Do I need to...dare I say it multiclass? Any build advice is welcome- I know I'm not the first to want to try this concept, and I'd love to see what other people have done.

P.S. I was thinking human for race, but half elf can work well too. Also, we use a really generous rolling method for attributes, so don't worry too much about MAD.

Thanks


The Vampire Killer is always described as a whip, but it kindof LOOKS like a spiked chain. Thats another option you could consider?


KrispyXIV wrote:
The Vampire Killer is always described as a whip, but it kindof LOOKS like a spiked chain. Thats another option you could consider?

I'd choose the nine section whip (ultimate combat) before the spiked chain, but yes, I've considered it- it's just that in the art, it's ALWAYS a whip, in game-sure, it becomes a very long flail (remember spiked chain no longer have reach, also: it's a two handed weapon, not exactly perfect) but that art is pretty consistent.

So here's my question then: If I took ewp:nine section whip 9rather than scorpion whip), what could I build?


MinstrelintheGallery wrote:
So here's my question then: If I took ewp:nine section whip 9rather than scorpion whip), what could I build?

Something completely awesome?

I would almost recomend Unarmed Fighter; it gets you proficiency with the nine-section whip, a free style feat (I'd go with Crane, so you can take advantage of Blocking on the whip at only a -2 to your fighting defensively; take three ranks in acrobatics for jumping ability and then extra AC fighting defensively), the ability to fight unarmed (sweet slide kicks and such), and bonus feats at 2 and 4.

I'd bail on that after 5 (and weapon training for gloves of dueling) and look at something with a holy theme (cleric or inquisitor) or if you want to stay martial, go martial artist. More bonus feats, flurry with your whip, jump bonuses etc. will all make you a badass Belmont guy.


KrispyXIV wrote:
MinstrelintheGallery wrote:
So here's my question then: If I took ewp:nine section whip 9rather than scorpion whip), what could I build?

Something completely awesome?

I would almost recomend Unarmed Fighter; it gets you proficiency with the nine-section whip, a free style feat (I'd go with Crane, so you can take advantage of Blocking on the whip at only a -2 to your fighting defensively; take three ranks in acrobatics for jumping ability and then extra AC fighting defensively), the ability to fight unarmed (sweet slide kicks and such), and bonus feats at 2 and 4.

I'd bail on that after 5 (and weapon training for gloves of dueling) and look at something with a holy theme (cleric or inquisitor) or if you want to stay martial, go martial artist. More bonus feats, flurry with your whip, jump bonuses etc. will all make you a badass Belmont guy.

I think monks are proficient with nine section whips as well- so I could skip fight altogether and go straight martial artist? Or maybe Martial Artist/inquisitor?


MinstrelintheGallery wrote:
I think monks are proficient with nine section whips as well- so I could skip fight altogether and go straight martial artist? Or maybe Martial Artist/inquisitor?

Unless you've seen errata I have not, monks do not gain proficiency in any of the new monk weapons outside of core that dont explicitly say they do (like the temple blade).

Unarmed fighter EXPLICITLY says they gain all monk weapons for proficiency, including exotic ones.

I'd check with yoru GM though.


KrispyXIV wrote:
MinstrelintheGallery wrote:
I think monks are proficient with nine section whips as well- so I could skip fight altogether and go straight martial artist? Or maybe Martial Artist/inquisitor?

Unless you've seen errata I have not, monks do not gain proficiency in any of the new monk weapons outside of core that dont explicitly say they do (like the temple blade).

Unarmed fighter EXPLICITLY says they gain all monk weapons for proficiency, including exotic ones.

I'd check with yoru GM though.

Good point. I'd prefer going straight inquisitor, all things being equal though.

Sovereign Court

MinstrelintheGallery wrote:


So here's my question then: If I took ewp:nine section whip 9rather than scorpion whip), what could I build?

The nine section whip is not a whip per say, it does NOT have reach, nor disarm, and you can't steal stuff with it like normal whip.

So yeah, I would not chose it over the scorpion whip but that's my opinion...

The bard archeologist of Ultimate Combat could make a good Castlevania character, since he can manage himself in combat, and have some spells (instead of the classic castlevania abilities) plus he is proficient with whips.

Liberty's Edge

Let's see... Vampire Killer was always described as a whip, as Krispy said before, but don't forget Castlevania III let you power it up to a chain whip and a long chain whip- I don't see why you can't use a spiked chain as an equivalent Vampire Killer (eventually giving it +# Holy Undeadbane).

Don't forget that as the group's resident Trevor Belmont expy, you have the subweapons- throwing daggers, throwing axes (or battleaxes combined with Throw Anything), flasks of holy water, a +1 Returning boomerang shaped like a crucifix, and an antique pocketwatch (for flavor purposes because the pocketwatch sucked.) Maybe some +1 Studded Leather armor, too.

I'd say go fighter, actually.


Snorb wrote:

Let's see... Vampire Killer was always described as a whip, as Krispy said before, but don't forget Castlevania III let you power it up to a chain whip and a long chain whip- I don't see why you can't use a spiked chain as an equivalent Vampire Killer (eventually giving it +# Holy Undeadbane).

Don't forget that as the group's resident Trevor Belmont expy, you have the subweapons- throwing daggers, throwing axes (or battleaxes combined with Throw Anything), flasks of holy water, a +1 Returning boomerang shaped like a crucifix, and an antique pocketwatch (for flavor purposes because the pocketwatch sucked.) Maybe some +1 Studded Leather armor, too.

I'd say go fighter, actually.

Just use a Scorpion Whip with the Whip Master feats. A one level dip in fighter for the bonus feat to take the proficiency wouldn't be bad. And honestly, if I were DMing, I'd let you take Heirloom Weapon trait and choose scorpion whip. You're not breaking anything power wise going with a whip, and this flavor is too good to pass up.


With the new whip feats, it's nasty what a whip can do.
Seriously? I would go 2-weapon fighting scorpion whip, feat intensive? Yes. Awesome? Yes. Crazy good? HELL YES.


Castlevania meets Pathfinder . . . Epic


Xum wrote:

With the new whip feats, it's nasty what a whip can do.

Seriously? I would go 2-weapon fighting scorpion whip, feat intensive? Yes. Awesome? Yes. Crazy good? HELL YES.

Two weapon fighting with a whip?

That's the most feat intensive build I've ever heard of.

WAIT! make the off hand weapon a throwing weapon. There, now it's worse.


Snorb wrote:

Let's see... Vampire Killer was always described as a whip, as Krispy said before, but don't forget Castlevania III let you power it up to a chain whip and a long chain whip- I don't see why you can't use a spiked chain as an equivalent Vampire Killer (eventually giving it +# Holy Undeadbane).

Don't forget that as the group's resident Trevor Belmont expy, you have the subweapons- throwing daggers, throwing axes (or battleaxes combined with Throw Anything), flasks of holy water, a +1 Returning boomerang shaped like a crucifix, and an antique pocketwatch (for flavor purposes because the pocketwatch sucked.) Maybe some +1 Studded Leather armor, too.

I'd say go fighter, actually.

That's one way to do it (by the way, use a starknife for the cross boomerang) as a fighter.

I was just hoping to do a more skill-focused character...(looks at inquisitor and sighs).


MinstrelintheGallery wrote:
Xum wrote:

With the new whip feats, it's nasty what a whip can do.

Seriously? I would go 2-weapon fighting scorpion whip, feat intensive? Yes. Awesome? Yes. Crazy good? HELL YES.

Two weapon fighting with a whip?

That's the most feat intensive build I've ever heard of.

WAIT! make the off hand weapon a throwing weapon. There, now it's worse.

It is feat intensive. But also wickedly powerful. I doubt anyone would be able to get withing 5 feet of you, and they would be tripped, disarmed, grappled and DEAD before they got there.

Seriously, the new whip feats are VERY powerful, multiply it by 2 and there u have a WHIRLWIND OF DOOM!


Xum wrote:
MinstrelintheGallery wrote:
Xum wrote:

With the new whip feats, it's nasty what a whip can do.

Seriously? I would go 2-weapon fighting scorpion whip, feat intensive? Yes. Awesome? Yes. Crazy good? HELL YES.

Two weapon fighting with a whip?

That's the most feat intensive build I've ever heard of.

WAIT! make the off hand weapon a throwing weapon. There, now it's worse.

It is feat intensive. But also wickedly powerful. I doubt anyone would be able to get withing 5 feet of you, and they would be tripped, disarmed, grappled and DEAD before they got there.

Seriously, the new whip feats are VERY powerful, multiply it by 2 and there u have a WHIRLWIND OF DOOM!

What's the total feat list for this to work?


MinstrelintheGallery wrote:
Xum wrote:
MinstrelintheGallery wrote:
Xum wrote:

With the new whip feats, it's nasty what a whip can do.

Seriously? I would go 2-weapon fighting scorpion whip, feat intensive? Yes. Awesome? Yes. Crazy good? HELL YES.

Two weapon fighting with a whip?

That's the most feat intensive build I've ever heard of.

WAIT! make the off hand weapon a throwing weapon. There, now it's worse.

It is feat intensive. But also wickedly powerful. I doubt anyone would be able to get withing 5 feet of you, and they would be tripped, disarmed, grappled and DEAD before they got there.

Seriously, the new whip feats are VERY powerful, multiply it by 2 and there u have a WHIRLWIND OF DOOM!

What's the total feat list for this to work?

Well, 3 for 2-weapon fighting. 3 for UC whip feats. Weapon focus and there are ... 2 more feats in Core for whip alone, I guess.

So... 9 or something. Bear in mind that it IS expensive. But dude, you can grab a guy 15 feet away with one whip, and keep hitting him with the other one, tell me that's not awesome?


While the desired theme/stylization is Castlevania 3, you may want to look into the artwork and lore of Castlevania: Lord of Shadows.

In this one, the class would more likely be inquisitor given some of the techniques and tactics used (plus just a smidge of magic due to the Order), and the Combat Cross is something of a multifunction metal stake/dagger/spiked chain flail with weighted tip with a grappling hook upgrade.

Which of course prompts the idea of making the item a legacy artifact that starts of basic and grows with the user a la ancestral weapons of earlier versions - the Combat Cross starts without spiked links, but gets upgraded. The extending stake, the grappling hook tip, all are utility improvements that would be useful in a similar style of game without necessarily being game-breakers.


Consider using an urumi instead of a whip -- it's a ten-foot-reach sword, a flexible ribbon of steel. (You could always reskin the fluff text.)

Also, I think of Alucard as a dhampyr magus. :)


Evil Midnight Lurker wrote:

Consider using an urumi instead of a whip -- it's a ten-foot-reach sword, a flexible ribbon of steel. (You could always reskin the fluff text.)

Also, I think of Alucard as a dhampyr magus. :)

Agreed on Alumagus, the Necromancer is almost the Dark Sypha from SoTN.

Shadow Lodge

One easy route to getting that Exotic Prof would be to make a Half-elf and go for Ancestral Arms. Though, a human could just burn a bonus feat anyway. So... nevermind.

:)


mcbobbo wrote:

One easy route to getting that Exotic Prof would be to make a Half-elf and go for Ancestral Arms. Though, a human could just burn a bonus feat anyway. So... nevermind.

:)

might be worth it for the favored class thing for multiclassing though.

Dark Archive

mcbobbo wrote:

One easy route to getting that Exotic Prof would be to make a Half-elf and go for Ancestral Arms. Though, a human could just burn a bonus feat anyway. So... nevermind.

:)

kinda. Remember EWP has a prereq of BAB 1. Unless your a full bab class you cant take EWP at 1st as a human


Name Violation wrote:
mcbobbo wrote:

One easy route to getting that Exotic Prof would be to make a Half-elf and go for Ancestral Arms. Though, a human could just burn a bonus feat anyway. So... nevermind.

:)

kinda. Remember EWP has a prereq of BAB 1. Unless your a full bab class you cant take EWP at 1st as a human

I didn't know that


I'd say Half-Elf Inquisitor with the Vampire Hunter archetype, and then multiclass with Archaeologist Bard or Detective Rogue. The whip can be an Ancestral Arm or your god's favorite weapon. Vengeance would be a good inquisition choice.


Bardess wrote:
I'd say Half-Elf Inquisitor with the Vampire Hunter archetype, and then multiclass with Archaeologist Bard or Detective Rogue. The whip can be an Ancestral Arm or your god's favorite weapon. Vengeance would be a good inquisition choice.

Vampire hunter archetype?


MinstrelintheGallery wrote:
Bardess wrote:
I'd say Half-Elf Inquisitor with the Vampire Hunter archetype, and then multiclass with Archaeologist Bard or Detective Rogue. The whip can be an Ancestral Arm or your god's favorite weapon. Vengeance would be a good inquisition choice.
Vampire hunter archetype?

It's an archetype from Inner Sea Magic for the Inquisitor.

You gain bonuses on crafting silver weapons/items that make your weapon count as alchemical silver, a few modifications to your Judgements (double bonus vs. disease and energy drain instead of curses and poisons, count your weapons as alchemical silver when using the smiting judgement), you can keep your undead bane property on your weapon even if you aren't holding it and an ability to do extra damage against creatures vulnerable to sunlight (it also makes your weapon glow).

You give up the ability to detect alignment and to choose any creature but undead for your Bane/Greater Bane abilities.


ThatEvilGuy wrote:
MinstrelintheGallery wrote:
Bardess wrote:
I'd say Half-Elf Inquisitor with the Vampire Hunter archetype, and then multiclass with Archaeologist Bard or Detective Rogue. The whip can be an Ancestral Arm or your god's favorite weapon. Vengeance would be a good inquisition choice.
Vampire hunter archetype?

It's an archetype from Inner Sea Magic for the Inquisitor.

You gain bonuses on crafting silver weapons/items that make your weapon count as alchemical silver, a few modifications to your Judgements (double bonus vs. disease and energy drain instead of curses and poisons, count your weapons as alchemical silver when using the smiting judgement), you can keep your undead bane property on your weapon even if you aren't holding it and an ability to do extra damage against creatures vulnerable to sunlight (it also makes your weapon glow).

You give up the ability to detect alignment and to choose any creature but undead for your Bane/Greater Bane abilities.

The change to bane is painful, the other stuff is nice.


I also attempted to make a Belmont-style character. I mean, how could you not after seeing the new whip feats? Honestly, I'd say that your two best options, with the penalties and drawbacks would be:

A) Your Bladebound Kensai magus build. Granted, perfect strike is going to be a sub-par ability to you, since the whip is not really fantastic for damage or critting. However having the magic abilities can increase your versatility, and your patience will eventually be rewarded with Iaijutsu and Superior Reflexes, giving you unparalleled ability to fling out multiple AoO's. Couple this with tripping feats and you can be a very flexible damage dealer and combat controller. In my humble opinion, you'd probably do better avoiding the kensai though and just using the bladebound archetype (or heck, go all Simon's Quest with a whip and shield Bladebound Skirnir). Kensai is much more engineered towards using high threat range decent damage weapons, such as the katana (surprise surprise), scimitar or rapier. If you go magus, don't forget about the Maneuver Mastery arcana; really nice for pulling off those trips or disarms.

B) I ended up making a Witch Hunter Inquisitor and it worked out really well for me. The character is pretty nasty at being able to take down undead but will be able to very effectively shut-down any magic user that gets within whip reach, especially with the Spellkiller Inquisition. Teamwork feats such as Precise Strike and Tandem Trip can also be very useful to this build, especially if you intent to work together with your Grant guy a lot. While this build can't quite shovel giant heaps of damage onto your foes like the magus can, You maintain a touch more combat versatility, divine spellcasting, and most importantly a more Belmont-esque feel.

Hope this helps.


Rhumdeas wrote:

I also attempted to make a Belmont-style character. I mean, how could you not after seeing the new whip feats? Honestly, I'd say that your two best options, with the penalties and drawbacks would be:

A) Your Bladebound Kensai magus build. Granted, perfect strike is going to be a sub-par ability to you, since the whip is not really fantastic for damage or critting. However having the magic abilities can increase your versatility, and your patience will eventually be rewarded with Iaijutsu and Superior Reflexes, giving you unparalleled ability to fling out multiple AoO's. Couple this with tripping feats and you can be a very flexible damage dealer and combat controller. In my humble opinion, you'd probably do better avoiding the kensai though and just using the bladebound archetype (or heck, go all Simon's Quest with a whip and shield Bladebound Skirnir). Kensai is much more engineered towards using high threat range decent damage weapons, such as the katana (surprise surprise), scimitar or rapier. If you go magus, don't forget about the Maneuver Mastery arcana; really nice for pulling off those trips or disarms.

B) I ended up making a Witch Hunter Inquisitor and it worked out really well for me. The character is pretty nasty at being able to take down undead but will be able to very effectively shut-down any magic user that gets within whip reach, especially with the Spellkiller Inquisition. Teamwork feats such as Precise Strike and Tandem Trip can also be very useful to this build, especially if you intent to work together with your Grant guy a lot. While this build can't quite shovel giant heaps of damage onto your foes like the magus can, You maintain a touch more combat versatility, divine spellcasting, and most importantly a more Belmont-esque feel.

Hope this helps.

This helps a bit- The main reason for kensai is the free Exotic weapon Proficiency (that and plenty of Belmonts go armorless), and i thought the vampire killer was a pretty good blackblade weapon. The Magus arcanas Maneuver Mastery, Ghost Blade, DevotedBlade and Bane Blade all worked to. That coupled with the magus not using off hand weapons created my consideration.

As for the witch hunter, I'm not a huge fan of the archetype, at least for this build. I feel that both monster lore and track fit better for a belmont than spell sage and spell scent- bonuses for hunting monsters, rather than fighting witches.

I did download the inner sea magic book, and I kind of like the vampire hunter archetype- even if the downgrade to bane hurts it. The judgement tweaks could be a godsend though.

This whole thing is frustrating me- I'm going to have to try and build a character- at levels 1, 5 and 10; just to see if the math is any good. If that doesn't work out I'm going to build a gun toting inquisitor instead.


here's the pertinent statistics for a level one inquisitor

spoiler:

Race: Human Class: Inquisitor of Pharasma Alignment: NG
Strength 17+2=19 +4
Dexterity 13
Constitution 14
Intelligence 14
Wisdom 15
Charisma 11

HP 10
Important Equipment

MW Scorpion Whip, light shield, Scale mail

AC 17
Touch 11
Flatfoot16

Fortitude +4
Reflex +1
Willpower +4

BaB 0
CMB 4
CMD 15

Feats:
Weapon Focus: Whip
Power Attack

Traits:
Heirloom Weapon
Subject of Study Undead

Scorpion Whip
+6 (1d4+4 x2) (1d4+5 vs undead)

Power Attack Scorpion Whip
+5 (1d4+6 x2) (1d4+7 vs undead)

(plus bonuses from judgement of course)

thoughts?


Could you get your dm to make a new fighter weapon group called Belmont family weapons? That would solve your problems right there.


I haven't played Castlevania since side-scrolling days, but I think arcane duelist bard would work well. Good skills, good knowledges, whip proficiency. Multi-class with fighter for more feats, and because you don't want to feel too much like a spell caster.

Liberty's Edge

Hmm for the Belmont...I'd definately stay Inquisitor.

Whip dilema: I support the ancestral weapon trait idea.

...or you could Go Eldrict Heritage, use the Knowledge Focus in Religion...you'd need it in this campaign. Then Eldritch Heritage Arcane Bloodline: Arcane Bond (Whip).

Obviously take Prehensile Whip as a trait.

The endresult is +1 whip that you are treated as having the ability to craft more power into. It saves you money, and you have Bane to make it even meaner.

Also bear in mind, the Inquisitor Spell list is very Belmont themed.

I'm going to suggest you take the war domain. The level 8 ability will really help with the feat starved nature of the character.

Essentially, you're going to be a switchhitter. The good thing with the inquisitor and the war domain it allows you to do that fairly well.

I recommend: Point Blank Shot, Two Weapon Fighting, Improved Unarmed Strike, and all the whip feats you can. Combat reflexes and quickdraw won't hurt either.

Spell selection-wise. Keep with the buffs.

I'd model your gameplay style after Lords of Shadow for an approach to using your limited abilities. Though in Curse of Darkness they display Trevor as even more as a kick@$$ Belmont.

Hope my 2 cents helped.

Dark Archive

MinstrelintheGallery wrote:

here's the pertinent statistics for a level one inquisitor

** spoiler omitted **

thoughts?

cant have power attack or WF whip. BOTH have a bab 1 pre req


Magus Archetype that might help with required feats Spire Defender detailed below (innersea magic), a 1 level dip in the ranger class might help with the armor proficiency, gives some nice skills, all martial weapons and favored enemy(undead), along with track (and wild empathy). Trapper archetype will give you disable device as a class skill and trapfinding at no cost for a level dip. Spire Defender can be combined with Black Blade (whip), but not with any other archetype I think.

Spire Defender (Magus Archetype)

Spire defenders are magi who train themselves to accompany
sages and archaeologists who venture from the Mordant
Spire, acting as aids and bodyguards. Because they often
operate in difficult terrain—narrow trenches in dig sites,
f looded dungeons, and tight corridors in ancient ruins—
spire defenders place mobility and agility at a premium. As
a result, they eschew armor entirely. Most spire defenders
are elves—it’s exceptionally rare for a non-elf to be granted
access to the training required to take this archetype (nonelves
need GM approval to take this archetype). A spire
defender has the following class features.

Weapon Proficiency: A spire defender is proficient with
all light and one-handed simple and martial weapons, as
well as one exotic light or one-handed melee weapon that
has the disarm or trip special feature. This replaces the
magus’s normal weapon proficiencies.

Bonus Feats (Ex): At 1st level, the spire defender gains
Combat Expertise and Dodge as bonus feats, even if he
doesn’t meet the prerequisites. The spire defender is
not proficient in any kind of armor or shield. The spire
defender does not have the magus’ ability to ignore arcane
spell failure from armor; however, if the spire defender
becomes prof icient in light armor, he automatically
gains the magus’s ability to ignore the arcane spell
failure chance of light armor. If he becomes prof icient in
medium armor, at 7th level he ignores medium armor’s
chance of arcane spell failure. If he becomes prof icient
in heavy armor, at 13th level he ignores heavy armor’s
chance of arcane spell failure. This replaces the magus’s
normal armor proficiencies.

Arcane Augmentation (Su): At 4th level, a magus can
expend 1 point from his arcane pool as a swift action to
grant himself a +5 competence bonus for 1 minute to one
of the following skills: Acrobatics, Climb, Escape Artist,
Perception, Stealth, and Swim. For every three levels
beyond 4th, the magus gains another +1 enhancement
bonus, to a maximum of +10 at 19th level. This ability
replaces the spell recall ability.

-------------------------------------------------------------

* For sake of easy reference the vampire hunter inquisitor :

Vampire Hunter (Inquisitor Archetype)

Undead are a scourge upon the living. The vampire hunter
believes that the worst of the undead are the ones with
unnatural appetites for f lesh and blood—things that
should persist without feeding, but consume anyway.
Vampires and ghouls are especially dangerous because
they turn their victims into more of their kind, and just
one reckless night-feeder can turn an entire city into a den
of undead.
Vampire hunters use their skills and magic to track
and slay the hungry dead, walking a fine line between the
purity of good magic and the tempting evil of turning
dark necromancy against the unliving. Rare even in grim
Ustalav, and slain on sight in Nidal and Geb, vampire
hunters lead lonely existences under the constant threat of
becoming that which they live to destroy. A vampire hunter
has the following class features.

Judgment: The following vampire hunter judgments
work differently than those of a standard inquisitor.

- Purity: At 10th level, the judgment bonus is doubled
against diseases and energy drain saving throws, but not
curses or poisons.
- Smiting: At 6th level, the vampire hunter’s weapons
count as silver instead of an alignment type.

Silversmith: At 2nd level, a vampire hunter learns
the secrets of crafting silver into dangerous weapons.
She adds a bonus equal to her class level on any Craft or
Spellcraft check made to create a silver item that bypasses
DR/silver, such as alchemical silver, silversheen, or silver
weapon blanch (see the Advanced Player’s Guide). This
ability replaces detect alignment.

Bane (Su): A vampire hunter can only imbue her
weapons with the undead-bane ability, but it persists
even when she isn’t holding the weapon.

Sun Strike (Su): At 5th level, a vampire hunter can infuse
a single weapon she wields with the purifying light of the
sun as a swift action for a number of rounds per day equal
to her inquisitor level. These rounds do not need to be
consecutive. While a weapon is infused with the sun,
it deals +1d6 points of damage to any creature that is
susceptible or vulnerable to sunlight, including many
types of undead (particularly spectres, vampires, and
wraiths). This additional damage also applies to oozes
and fungus-based monsters. A weapon infused with sun
strike sheds illumination as if it were a sunrod.


Name Violation wrote:
MinstrelintheGallery wrote:

here's the pertinent statistics for a level one inquisitor

** spoiler omitted **

thoughts?

cant have power attack or WF whip. BOTH have a bab 1 pre req

What?! Curses, you're right- this is frustrating to say the least.

Gravefiller613 wrote:
...or you could Go Eldrict Heritage, use the Knowledge Focus in Religion...you'd need it in this campaign. Then Eldritch Heritage Arcane Bloodline: Arcane Bond (Whip).

nice- I'll just need to rearrange some attributes.

Remco Sommeling wrote:
Spire Defender (Magus Archetype)etc...

This is a pretty cool archetype, but the Mordant Spire is pretty far from Ustalav, and I was planning on making my character a lifelong native...

I might HAVE to take the vampire hunter archetype as it's the only way I can make a whip silver for an inquisitor that I can think of...if only it didn't muck up Bane...


Half-elf and Ancestral Arms and you can have the whip.
Also, take the Souls subdomain as your inquisition and you can kick many an undead butt.


Bardess wrote:

Half-elf and Ancestral Arms and you can have the whip.

Also, take the Souls subdomain as your inquisition and you can kick many an undead butt.

I was in fact thinking of using the souls domain, as it saves me the cost of a ghost touch weapon.

I'm thinking that the heirloom weapon trait is the way to go for whip proficiency.

Liberty's Edge

MinstrelintheGallery wrote:
Bardess wrote:

Half-elf and Ancestral Arms and you can have the whip.

Also, take the Souls subdomain as your inquisition and you can kick many an undead butt.

I was in fact thinking of using the souls domain, as it saves me the cost of a ghost touch weapon.

I'm thinking that the heirloom weapon trait is the way to go for whip proficiency.

I would not go vampire hunter inquisitor. It messes up bane too much. Bane will make your whip insane. Especially if you go the whirlwind attack route.


Gravefiller613 wrote:
MinstrelintheGallery wrote:
Bardess wrote:

Half-elf and Ancestral Arms and you can have the whip.

Also, take the Souls subdomain as your inquisition and you can kick many an undead butt.

I was in fact thinking of using the souls domain, as it saves me the cost of a ghost touch weapon.

I'm thinking that the heirloom weapon trait is the way to go for whip proficiency.

I would not go vampire hunter inquisitor. It messes up bane too much. Bane will make your whip insane. Especially if you go the whirlwind attack route.

Yeah, I think your right, the regular inquisitor is better overall, I just have to see if scorpion whips can be made silver...


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Did you see this thread? Seems tailored for you. Very good archetype.


Bardess wrote:
Did you see this thread? Seems tailored for you. Very good archetype.

That's actually pretty good, it might be better than the vampire hunter archetype, but my group has a pretty firm no homebrew rule.

very cool though.


did the exact same thing in carrion crown this summer, playing a Belmont. Half elf using the scorpion whip so i could hurt things. did first level ranger, everything after inquisitor, so i could get weapon focus whip at level one, then power attack and cleave by lv 5, stopped right before i got great cleave, would have been great. +3 dmg to undead from favored enemy and the trait subject of study made the whips low damage not much of an issue vs undead. had a number of daggers and throwing axes to use in melee with the off hand, not two weapon fighting, just not using the whip in melee. good times. though i did wuss out on the concept by using a shield for a few levels.


That Guy wrote:
did the exact same thing in carrion crown this summer, playing a Belmont. Half elf using the scorpion whip so i could hurt things. did first level ranger, everything after inquisitor, so i could get weapon focus whip at level one, then power attack and cleave by lv 5, stopped right before i got great cleave, would have been great. +3 dmg to undead from favored enemy and the trait subject of study made the whips low damage not much of an issue vs undead. had a number of daggers and throwing axes to use in melee with the off hand, not two weapon fighting, just not using the whip in melee. good times. though i did wuss out on the concept by using a shield for a few levels.

I'm going half elf, but I'm going to try to go full inquisitor, as we have another ranger in the party.

I'm going shield as well- no reason to waste a hand.


You could take a pair of levels in Grenadier Alchemist (P. S. Field Guide) and have your alchemical silver weapon homemade.

Dark Archive

if you go with a class that gives martial weapon prof you could be a half orc, and take:
Beastmaster: Some Half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A Half-orc with this trait treats whip and net as martial weapons and gains a +2 bonus on Handle Animal checks. This racial trait replaces the orc ferocity racial trait.

and

Chain Fighter: Some Half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This trait replaces the weapon familiarity racial trait.

and

Cavewight: Some Half-orcs live far from the surface, seeking solace in winding cave complexes. Half-orcs with this racial trait gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating racial trait.

And with dark vision, you've got an excellent castlevania type character

Dark Archive

hmmm. Grenadier alchemists get martial weapon prof...

and according to the wiki, the original whip was called the "alchemical whip"

its compatible with vivisectionist (if you want Sneak attack instead of bombs), which means you could have a half orc whip weilding, character at 1st level.

ask your DM if you can take bless water as a 1st level infusion


MinstrelintheGallery wrote:


I'm going half elf, but I'm going to try to go full inquisitor, as we have another ranger in the party.

I'm going shield as well- no reason to waste a hand.

You will need that hand for spells, but might I suggest forgetting about the scorpion whip. Use your patron deity to get whip proficiency and take whip focus at first level at 3rd level you take whip master and your whip deals normal damage without costing a feat. If you are worried about damage at level 1 carry a spare weapon. I suggest a club or mace which is great for bashing skeletons since i suspect many of them will be hanging around. If you choose human, you can take that bonus feat to take combat reflexes which will probably be a great bonus all around. I don't see why you have to be full belmont at level 1, you can wait a few encounters for that whip to really shine.


Name Violation wrote:

hmmm. Grenadier alchemists get martial weapon prof...

and according to the wiki, the original whip was called the "alchemical whip"

Juste Belmont got the whip from an alchemist, he didn't make it himself. :)

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