Limitless Range + Body Bludgeon = Throw to orbit insta-kill?


Rules Questions

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I would however rule that the pinned character cannot be used as a thrown weapon:

Body bludgeon wrote:
... The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. ...

If you are throwing them away, you are certainly not maintaining the grapple, so I'd rule the combination wouldn't work.


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Cap. Darling wrote:
I think the idea of throwing someone in to orbit is very much in the spirit of mythic heroes. And considering who you are supposed to figth it is far from a sure kill. Love the idea of the party teleporting to the Moon to recover the remains of one of there number and then find him just sligthly battered and in the process of "negotiating peace" with the locals.

I am the character currently under scrutiny due to this combo. This is kind of the spirit of my character. He was just a good wrestler essentially. When all his companions started getting strange magical abilities (mythic spells, wild shape, teleportation, etc.) he just got really strong, so strong in fact that he can hurl a half giant into the sun. That bein said its an incredibly cheesy combo. Should the gm ask it I can nerf or retrain.


Zaister wrote:

I would however rule that the pinned character cannot be used as a thrown weapon:

Body bludgeon wrote:
... The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. ...
If you are throwing them away, you are certainly not maintaining the grapple, so I'd rule the combination wouldn't work.

Well it's part of the same action. It's not much different than using them as a melee weapon. You aren't actively pinning them while you use them as a weapon. Alternatively if you can't throw them as part of your maintain then you can just do it as a separate attack. They are still treated as an improvised weapon when you aren't attacking.

Silver Crusade

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Maybe something like this?

Unnamed Hero
Nagaji brawler 20/Champion 10 (Pathfinder RPG Advanced Class Guide 23, Pathfinder RPG Advanced Race Guide 196)
Large humanoid (reptilian)
Init +18; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 31, touch 19, flat-footed 21 (+9 armor, +6 Dex, +4 dodge, +3 natural, -1 size)
hp 344 (20d10+220)
Fort +19, Ref +18, Will +11; +2 vs. mind-affecting effects and poison
Defensive Abilities hard to kill, mythic saving throws, unstoppable
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 armor spikes +41/+36/+31/+26 (3d8+21) or
+5 armor spikes flurry of blows +39/+39/+34/+34/+29/+29/+24 (3d8+21) or
unarmed strike +42/+37/+32/+27 (6d8+29) or
unarmed strike flurry of blows +40/+40/+35/+35/+30/+30/+25 (6d8+29)
Space 10 ft.; Reach 10 ft.
Special Attacks brawler's flurry, brawler's strike (adamantine, chaos, cold iron, magic, silver), close weapon mastery, improved awesome blow, knockout 3/day (DC 41), maneuver training (grapple +5, grapple +4, reposition +3, drag +2, disarm +1), martial flexibility 13/day, mythic power (23/day, surge +1d12)
--------------------
Statistics
--------------------
Str 52, Dex 22, Con 25, Int 19, Wis 21, Cha 23
Base Atk +20; CMB +42 (+43 disarm, +44 drag, +65 grapple, +45 reposition); CMD 62 (63 vs. disarm, 64 vs. drag, 79 vs. grapple, 65 vs. reposition)
Feats Chokehold[UC], Deadly Grappler, Grabbing Drag[ACG], Grabbing Master[ACG], Grabbing Style[ACG], Greater Grapple, Greater Weapon Focus (grapple), Greater Weapon Specialization (grapple), Hamatula Grasp, Hamatula Strike, Improved Grapple[M], Improved Unarmed Strike[M], Mythic Paragon[M], Pinning Knockout[UC], Pinning Rend[UC], Rapid Grappler[UC], Sleeper Hold, Titan Strike[M], Weapon Focus (grapple)[M], Weapon Specialization (grapple)
Skills Acrobatics +29, Diplomacy +26, Escape Artist +29, Perception +7; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ amazing initiative, brawler's cunning, force of will, immortal, legendary champion, legendary hero, martial training, recuperation, resistant, serpent's sense
Other Gear +5 armor spikes brawling lamellar (leather) armor, belt of physical perfection +6, headband of mental superiority +6, 150 gp
--------------------
Tracked Resources
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Amazing Initiative (1/round) (Ex) - 0/1
Knockout (3/day, DC 41) (Ex) - 0/3
Martial Flexibility (immediate action, 13/day) (Ex) - 0/13
Mythic Power (23/day, Surge +1d12) - 0/23
--------------------
Special Abilities
--------------------
Aerial Assault (+120 ft) (Su) When charge use 1 power, add to jump distance & +1d6 wep dam/10 ft of height, or grapple and pull foe down.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Blowback (120 ft.) (Ex) As standard action, use 1 power to make an attack that knocks foe back & deals dam if hit solid object.
Brawler's Flurry +18/+18/+13/+13/+8/+8/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things.
Chokehold May pin grappled opponent one size category larger than you
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Critical Master (Mythic) (Ex) Automatically confirm critical hits and do maximum damage.
Deadly Grappler Armor spikes, light, one-handed, natural weapons, or unarmed strikes count as one size larger when grappled.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+12 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Grabbing Drag In grabbing style, may use move grapple to move at full speed.
Grabbing Master When using grabbing style, when grabbing 2 opp can move or dmg both opp.
Grabbing Style No -4 to 1-handed grapple checks, do not lose Dex to AC while pinning.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Hamatula Grasp When attacking an impaled opponent (see Hamatula Strike) with the weapon that impales them, you only suffer a -2 penalty to your grapple check. If the check succeeds, you deal an extra 1d6 damage.
Hamatula Strike(+46 grapple) Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you ma
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Improved Awesome Blow (Ex) As a Attack action, CMB check to deal close wep/unarmed strike dam & knock prone 10 ft away.
Improved Grapple [Mythic] Gain an AoO vs any foe who attempts to grapple you, unless they have this feat as well.
Improved Unarmed Strike [Mythic] As a swift action, use 1 power to ignore up to 15 hardness with unarmed strikes.
Knockout (3/day, DC 41) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Martial Flexibility (immediate action, 13/day) (Ex) As a Immediate action, gain a combat feat for 1 min. More gained for greater actions.
Master Grappler (Ex) You do extra damage with Uncanny Grapple.
Mythic Power (23/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Pinning Knockout Against a pinned opponent, you may double nonlethal damage with grapple check
Pinning Rend Against pinned opponent, you may deal bleed damage with Grapple check
Rapid Grappler Spend a swift action to make a combat maneuver check to grapple while using Greater Grapple
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Sleeper Hold After grapple foe for several rds, knock them out for d4 rds (Fort neg). Cumulative -1 penalty each rd.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Titan Strike [Mythic] +1 for each size cat foe is larger than you to DC of stunning fist and various maneuvers.
Titan's Rage (12 rounds) (Su) Spend 1 power to increase by one size category.
Uncanny Grapple (Ex) You can throw, crush, or swing a creature you are grappling.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Weapon Focus [Mythic, Grapple] As a swift action, use 1 power to add half tier to attack with selected weapon.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


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Zaister wrote:
B. A. Robards-Debardot wrote:
Limitless range has you multiply this range by 5 ft. So your new range in the case of the dagger would be 50 ft^2. I don't know how to implement a range that is an area.
That was the first thing I noticed too, when reading that ability just now. Weird.

You have to think in portals. How else do you think he gets to the moon instantly ^_^


Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you, within reason. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn't multiplied by 5, but the weapon doesn't have a maximum range increment.

^one potential fix

It takes a LOT less energy to throw someone, say, into a mountain two miles away. Orders of magnitude less, with the same effects, better-preserved physics, and honestly a funnier resolution if you wind up using them to make a smoking crater in the side of something.


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James Risner wrote:
lemeres wrote:
Throw 400, and you can be guaranteed to critically hit it.
I don't think the confirmation rolls allow the "auto hit on natural 20" rolls.

You are right.

We should leave that to other mythical abilities. Does a galaxy count as a nonmythic creature for the purposes of critical master?

Grand Lodge

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James Risner wrote:
lemeres wrote:
Throw 400, and you can be guaranteed to critically hit it.
I don't think the confirmation rolls allow the "auto hit on natural 20" rolls.

Why not? The confirmation roll is just an ordinary attack roll. Nowhere in its language does it override the standard "Nat 20 = autohit" rule.


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If I ever get into a WotR campaign, I am so doing this.


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lemeres wrote:

You are right.

We should leave that to other mythical abilities. Does a galaxy count as a nonmythic creature for the purposes of critical master?

I would think that is counts as an Object. Though I might treat it as a swarm creature given that it isn't a single solid object. Also, I might give it a % miss chance since it is so diffuse that the odds of hitting anything, even if you are on target, are astronomically small. The is just so much empty space.

Liberty's Edge

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DM_Blake wrote:

Even better, since time is not a factor (the time it takes for an arrow to hit its target is less than a round no matter how far away that target is), now you can fling the victim toward, oh, say, the Andromeda galaxy and he will instantly hit it (range increments may apply, but really, who cares if you hit or miss - either way, that dude just traveled about 2.5 million light years in a six-second melee round).

Einstein, eat your heart out...

The Hero, inspired by the Teleportation wizard, had his mind set on starting his own Travel Agency - Economy class.

Just a few feet from the destination the 'traveler' would cast feather fall and arrive safely on the ground after their 6 seconds journey across the galaxy.
Peanuts were not included.

*95% of the custumers would recommend the Travel Agency to a friend!*
*Only 5% dissatisfied customers, who wouldn't/couldn't recommend their destination to a friend.*

Paizo Rules wrote:

"Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect."

http://paizo.com/pathfinderRPG/prd/spells/featherFall.html


If you're going to start a mythic travel agency, Seven-League Leap (on a high jumping monk) is probably more useful.


This thread has gotten quite a few amusing posts since last time I checked it!

The Exchange Owner - D20 Hobbies

Cuup wrote:
This is my new favorite thread.

As joke threads go, it is pretty good.


TorresGlitch wrote:
DM_Blake wrote:

Even better, since time is not a factor (the time it takes for an arrow to hit its target is less than a round no matter how far away that target is), now you can fling the victim toward, oh, say, the Andromeda galaxy and he will instantly hit it (range increments may apply, but really, who cares if you hit or miss - either way, that dude just traveled about 2.5 million light years in a six-second melee round).

Einstein, eat your heart out...

The Hero, inspired by the Teleportation wizard, had his mind set on starting his own Travel Agency - Economy class.

Just a few feet from the destination the 'traveler' would cast feather fall and arrive safely on the ground after their 6 seconds journey across the galaxy.
Peanuts were not included.

*95% of the custumers would recommend the Travel Agency to a friend!*
*Only 5% dissatisfied customers, who wouldn't/couldn't recommend their destination to a friend.*

Paizo Rules wrote:

"Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect."

http://paizo.com/pathfinderRPG/prd/spells/featherFall.html

For that explosive entrance, try our new mythic feather fall: mythic feather fall - destroying everywhere you want to be!

Quote:
Augmented (4th): If you expend two uses of mythic power, the spell absorbs the targets' velocity and transforms it into a concussive blast. Targets fall at the normal rate (not slowed) but land safely. When a target lands, it creates a 10-foot-radius burst of force that deals 1d6 points of damage per caster level (maximum 5d6, Reflex half, DC equal to the DC of feather fall).

(Sadly, it's not based on distance traveled. Alas!


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Hydromancer wrote:
Phoenix Hunter wrote:
Normally, most weapons have a maximum range of around 5x their increment. Limitless range removes that completely.
EDIT NOTE: wrote:
EDIT AGAIN: Re-read limitless range. Ignore the rest of my edit note. Just re-read body bludgeon, they are a 2 handed improvised weapon. There's gotta be some way to more efficiently capitalize on throwing people.

Grant your very angry new thrown weapon "Zephyr's Gift":

Quote:
Zephyr's Gift (minor): At 1st level, you can touch any one ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn't provoke an attack of opportunity.

And hurl them at the moon.

The AC of a square is five. Taking no penalties to range means if my attack roll is greater than five he's going to the moon.

Or the sun.

One of them.

Use Mythic Eagle Eyes to remove all distance-based perception penalties to gain line of sight to it too.

Quote:

You eyesight rivals that of the most far-seeing raptors.

Prerequisite(s): Eagle Eyes.

Benefit: You ignore up to –10 in penalties due to distance on visual Perception checks, instead of the normal –5. As a swift action, you can expend one use of mythic power to ignore all penalties due to distance on visual Perception checks for 1 round.

Heimdall: From my post I can see everything.

Thor: Can you see where I wish to go?
Heimdall: Everything!
Thor: Then send me there.
Heimdall: *Picks up Thor and hurls him into space*

;D

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