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43 posts. Alias of Michael Whiteside 261.




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Hi All,

I’m working on a character for my next campaign based on Lord Flashart from Blackadder. If don’t know Blackadder go find the series and watch it STAT. =p

To create this iconic character, I settled on a Cavalier from the Order of the Cockatrice (OotC) with the Dune Drifter (DD) archetype. The OotC was a no brainer and the DD archetype seems like a good fit. Jump in shoot some stuff and yell, WOOF (with pelvic thrust)

In all, I’m happy with the concept. However, I want to make sure I’m not missing something cool or nerfing myself too much in my quest for a bit of fun. Can you guys see any glaring gaps in the stat allocation or feats?

Quick note, I went down the path of using snap shot and improved snap shot to maximize steal glory. I’m concerned that those feats are a bit weak.

Lord Flashart
Human Male
Gunslinger 1 / Dune Drifter Cavalier 12
Order of the Cockatrice

Stats:

20 Point Buy
Starting: Str 14, Dex 14, Con 13, Int 10, Wis 10, Chr 17(15+2)
Level bonuses @ 13th Dex +2, Chr +1

Traits:

Traits
Fast talker (compliments the fabulist grit feat)
Larger than life (compliments order of the cockatrice braggart)

skills:

Skills to focus on
Perform oratory, bluff, intimidate, perception (always)

Levels and Abilities:

Level 1 (Dune Drifter 1)
(1st level feat) fabulist
(Human bonus feat) Point Blank Shot
(Class features) Amateur gunslinger (Chr), gunsmithing, challenge 1/day, quick clear, mount

Level 2 (Gun Slinger 1)
(Class features) 1st level deeds, grit, extra grit (replaces amateur gunslinger)

Level 3 (Dune Drifter 2)
(3rd level feat) Precise shot
(Class features) Order ability braggart

Level 4 (Dune Drifter 3)
(Class features) Expert trainer, rapid reload (Daring Deeds)

Level 5 (Dune Drifter 4)
(5th level feat) Weapon focus (pistol)
(Class features) Challenge 2/day

Level 6 (Dune Drifter 5)
(Class features) Worn banner (cod piece, WOOF!)

Level 7 (Dune Drifter 6)
(7th level feat) Deadly aim
(Bonus feat) Quick draw

Level 8 (Dune Drifter 7)
(Class features) Challenge 3/day

Level 9 (Dune Drifter 8)
(9th level feat) Rapid shot
(Class features) Order ability steal glory

Level 10 (Dune Drifter 9)
(Class features) Gunslinger initiative (notorious deeds), deadshot (notorious deeds)

Level 11 (Dune Drifter 10)
(11th level feat) Snap shot (for use with steal glory)
(Class features) Challenge 4

Level 12 (Dune Drifter 11)
(Class features) Old Reliable

Level 13 (Dune Drifter 12)
(13th level feat) Improved snap shot
(Bonus feat) combat reflexes (more chances to steal glory)
(Class feature) Severed spell

Quote:

Cast a sending? If word gets out I'm missing, five hundred girls will kill themselves. And I wouldn't want them on my conscience, not when they ought to be on my *face*! Hello? Cancel the state funeral, tell the king to stop blubbing, Flash is not dead! I simply ran out of juice! And before five hundred girls all go 'oh, what's the point in living any more?' I'm talking about magic! Woof! Send someone along to pick me up. General Melchett's mage will do, she hangs round with a big knob so she'll be used to a fellow like me. Woof!


Pinning Knockout

Benefit: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light or one-handed weapon, double your damage result. Any creature that is immune to critical hits is immune to the effects of this feat.

So assume I'm playing a Drow unarmed warrior and I've got some poor sap pinned between my weight lifter sized thighs (strong like bull). Once pinned I decide to use Pinning Knockout, see below:

Successful grapple
- unarmed damage d3+7
- armor spikes d6
- mythic uncanny grapple (crush) d6
- Anaconda's coil (constrict) d6

Do I double just the unarmed damage and add the rest as normal?


Assuming I had all the feats is this order of events possible?

• Unarmed trip (assume improved trip and improved unarmed)
• Attack of Opportunity (AoO) from greater trip
• Ki Throw to move the target to another square
• Vicious stomp (AoO) as they go prone
• Binding throw to start a grapple (swift action)

Does that work?

If I started the combat near the target (move action still available) could I use greater grapple as well? It seems to me that rapid grapple is out because my swift action would have been used on Binding Throw.

It’s a crazy series of events but the feat cost is HIGH.


I'm looking to make a new character to replace one that recently died to a particularly nasty boss (home brew side quest). Our group needs a melee damage dealer with some battle field control (we already have a tank, ranged, healer, and caster). Since we are in Varisia I decided to try a dex based Monk/Brother of the Seal.

So my questions are...

1) can you take weapon finesse in unarmed? I'm pretty sure this one is yes.

2)(assuming #1 is yes) Do I need agile maneuvers to replace str with dex for Awesome Blow (brother of the seal) or Trip combat maneuvers while unarmed?

Weapon Finesse:
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Awesome Blow:
Benefit: As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.


Hi All,

I’m looking for some advice on a trip/grapple Lore Warden build. In our last campaign my group we had a real problem with the bad guys getting past our front line and causing our casters and healers real problems.

I’m looking to make a fighter than can quickly move in and shut down any of these behind-our-formation shenanigans. As an added bonus it would be great to support the front lines with much needed damage and harass support.

Take a look and help me find the gaps…..

Concept
A demure, and bookish, looking female warrior that packs an unexpected punch (pun?) with a mix of trips and grapples. The goal is to put larger foes on their butts (and/or in a choke hold) through a mix of speed and technique.

Weapons
Cestus for close range
Hooked lance for reach

Build:
Human Lore Warden 15
Female Human Fighter (Lore Warden) 15
NG Medium Humanoid (human)
--------------------
Statistics
--------------------
Str 15, Dex 22, Con 14, Int 13, Wis 12, Cha 14
Base Atk +15;
CMB +29(31 for grapples and trips)
CMD 41 (43 for grapples and trips)

Feats
(1)Improved unarmed
(1)Improved trip
(1)Weapon finesse
(2)Improved grapple
(3)Agile maneuvers
(4)Ki throw
(5)Combat reflexes
(6)Vicious stomp
(7)Greater trip
(8)Greater grapple
(9)Binding throw
(10)Rapid grappler
(11)Pinning knockout
(12)Hamutula strike
(13)Power attack
(14)Improved bulls rush
(15)Improved ki throw