zza ni |
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gentalman- i present to you, the pathfinder version of 3.5 spiked chain:
Kama, Double-Chained with the state listed under 2 hadned exotic weapons here
it slaces,it dices.. na but it has "monk,double,reach,trip" abilities AND it can be used as ether close or reach weapons ;)
i built a warpriest around this baby and boy oh boy it was FUN!!!
side note about trip and drag from the link blackbloodtroll provided:
"There is a special exception to the above rules. If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “drag” and “reposition” weapon properties to existing weapons)."
this just mean you add the +2 of the trip abilities for drag manuvers. it doesnt' say you hae to have the trip abilities to use the drag manuver.(basicly you probebly can try the manuver with any weapon, but a trip weapon get a bonus on this manuver).
artguy |
gentalman- i present to you, the pathfinder version of 3.5 spiked chain:
Kama, Double-Chained with the state listed under 2 hadned exotic weapons hereit slaces,it dices.. na but it has "monk,double,reach,trip" abilities AND it can be used as ether close or reach weapons ;)
i built a warpriest around this baby and boy oh boy it was FUN!!!
side note about trip and drag from the link blackbloodtroll provided:
"There is a special exception to the above rules. If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “drag” and “reposition” weapon properties to existing weapons)."this just mean you add the +2 of the trip abilities for drag manuvers. it doesnt' say you hae to have the trip abilities to use the drag manuver.(basicly you probebly can try the manuver with any weapon, but a trip weapon get a bonus on this manuver).
mind sharing the build with us
zza ni |
zza ni wrote:mind sharing the build with usgentalman- i present to you, the pathfinder version of 3.5 spiked chain:
Kama, Double-Chained with the state listed under 2 hadned exotic weapons hereit slaces,it dices.. na but it has "monk,double,reach,trip" abilities AND it can be used as ether close or reach weapons ;)
i built a warpriest around this baby and boy oh boy it was FUN!!!
side note about trip and drag from the link blackbloodtroll provided:
"There is a special exception to the above rules. If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “drag” and “reposition” weapon properties to existing weapons)."this just mean you add the +2 of the trip abilities for drag manuvers. it doesnt' say you hae to have the trip abilities to use the drag manuver.(basicly you probebly can try the manuver with any weapon, but a trip weapon get a bonus on this manuver).
ill put in the main things:
above all the improved sacred weapon ability of the warpriest. the higher you get the more damage the weapon deals.also my gm let me pick my faith's weapon so it didn't cost me a feat.1: Forgepriest for easier magic item crafting my weapons AND better sacred weapon ability. not to mantion getting craft wonderius items and getting all my magic item made for half price. i took both at 3rd level (one from class one from feats increase)
2:traits:
-fait's favor trait + devine favor spell for better attack and damage(and attack also improve manuvers). also with the above craft wonderius items made "Jingasa of the Fortunate Soldier " (head slot) & "Headband of Fortune’s Favor " (headband slot)for greater bonus with devine favor AND make it last longer. also with faith's favor that is +2 to ac and saves.
- Reckless for acrobatics as fev skill and +1. good for moving without provoking
3: this one is a nice one ,altho it took a wihle to get the cash, once i did i actuly got used a lot(hance the higher level in this list)
since the weapon is a double weapon and i can pick with which end to attack i had one end enchanted with advancing ability and the other with repositioning . this proved to give me a verity of choices on what and where to put myself and my targets.(remmber the link from above. 'trip' weapon ability give +2 to trip,drag and repositioning meneuvers.i usually tripped some1 then got +4 on melee attacks on him so i would then reposision him to a place where hed be flanked)
4: feats ,not in order, combat reflexs, stand still,Combat Expertise, improved trip, greater trip, pin down, 2wf, weapon focus (free from class)and weapon specilazation.(was human so got all them by level 11 including the items creation feats at level 3 for both normal and forgeprist feats)
-edit see if you can have your gm treat this weapon as light for weapon fiense and slasihng grace, since one of the main uses is as 2 kamas, if he'll let you you can build this as a dex no str build and save tons on atribute points, i was lucky and this specific toon got to roll his atributes and i had a lot of high points to spare into both dex and str.
edit (forgot this one)5: since i only got 1 blesing i stayed with the luck theme and took luck. it's a nice one to have since you can use the lesser blessing on yourslef way before battle and it has no duration. so you can bless it at breakfest and use it anytime you need to,and then betwin fights to keep the fights action efficiant. and the greater blessing is an immidiate action again to use just in case.
do mind this build was NOT a 'get over here' build but a multi aoo 'stay right where you are' build.
powell01 |
I have something similar. Weapon used is usurious-gama from memory, has most of the same properties. 2 levels manoeuvre monk. That gets you drag/reposition and trip. Plus a free combat manoeuvre on a full attack. Then go lore warden fighter and reel in the fish/enemy and full attack. Works great when enlarged.
zza ni |
i was thinking about using the meneuver master. but i actuly had built this on also support caster and needed all the caster levels i had. this is not a tank this is the guy behind who buff and trip and drag mobs into flaking+prone posisions.
this is a FUN build not a killem'all build. hes there to give the party great boosts not steal-kill (flanking and prone are +6 to attack,beofre stuff like bless and luck blessing even go in there)
remmebr you can use reposition on allies as well. and it is an automatic sucess if the one you use a meneuver on doesn't oppose you. with reach weapon this is a toon who (and as you said even more when enlarged) can control the battlefield around him for both foes and frineds.
Kchaka |
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Barbed Arrow/Bolt: When a barbed arrow is attached to a length of silk rope and fired from a bow, the arrow's range increment is reduced to 30 feet, but it gains the grapple special weapon quality. Barbed bolts exist for crossbows. Source: Ranged Tatics Toolbox.
Weapon Quality - Grapple: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action. Source: Ultimate Combat.
In the case of a barbed arrow, the reach should be how long the length of rope is, and it can have any lenth, as long as the character who fired the arrow was standing beside the giant roll of coiled rope.
Grapple - Move:You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
Snag Net: A snag net works like a typical net exotic weapon, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a trip combat maneuver check against that opponent; if you succeed, you may trip the opponent or deal 1 point of piercing damage to the opponent.
The concentration DC to cast while entangled in a snag net is 17 + the spell's level.
The Escape Artist DC to escape a snag net is 22.
Lasso:A lasso allows you to entangle a foe like you would using a net. An entangled creature can slip free with a DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10. It requires a DC 23 Strength check to break it. The concentration DC to cast a spell while entangled with a lasso is 10 + the spell level being cast.
Special: On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.
Telekinesis Spell: Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).
Range long (400 ft. + 40 ft./level)
Kchaka |
If you were able to grapple someone at a distance, by the rules they are pulled to an adjacent square.
If something allows you to grapple someone at a distance, this is clearly not how the basic grapple rules were designed, so this something should probably tell you how to proceed, like the Grapple weapon quality says you are still grappled even if the creature is not adjacent to you.
It's not covered by RAW, but it should be possible to Drag someone you are grappling, even at a distance. Just makes sense.
Good if you can use Greater Drag