Achaekek, The Mantis God

The_Scourge's page

RPG Superstar 6 Season Dedicated Voter. Organized Play Member. 89 posts (90 including aliases). No reviews. 1 list. No wishlists. 2 Organized Play characters. 1 alias.




Hello all,
I'm planning on running AoW set in Golarion soon, and after reading a lot of threads on Three Faces of Evil, I've decided to modify things so as not to overwhelm my party of three.

To convert AoW to Golarion I've switched the Ebon Triad deities to Zon-Kuthon (Hextor), Urgathoa (Vecna), and Lamashtu (Erythnul), and set the campaign in Cheliax.

Zon-Kuthon being the god of pain and torture gave me the idea to have Jieran Wieras, The Priest of Heironeus (Now Priest of Asmodeus) be the secret identity of the Leader of the Cult of Zon-Kuthon, since his whole deal is self-flagellation and getting others to inflict pain on themselves.

Now, splitting up the lairs of the Ebon Triad is going to be mostly to keep my three players from delving too deep too fast and getting squashed. So the Citadel of Zon-Kuthon is secretly in the basement of the church of Asmodeus, the Lair of the Grimlocks (maybe Morlocks, haven't decided if I'll make that switch) will be in an abandoned mine outside the city, and the Temple of Urgathoa will still be in the deeps of Dourstone Mine.

What I'm blanking on is a way to get the players to investigate the Zon-Kuthon and Lamsahtu areas first.

I've nicked some ideas from this thread regarding Smenk not actually getting a tour of Dourstone's opperation and sending his flunky in in secret, who then turns up dead.
So far for links I have the blackmail material being delivered to Smenk via one of the Zon-Kuthon/Asmodeus cultists, and his flunky's head showing up having been hacked off with primitive stone weapons.

But I need some more concrete links, in case the PCs don't talk to Smenk, or miss the more subtle clues.
Any ideas?


Can I use Combat Style Masterto use pummeling style to attack and then switch to dragon style for the damage rolls?


Can an Urban Barbarian use Use Magic Device to cast from scrolls and wands in a Controlled Rage?

Urban Barbarian wrote:

Controlled Rage (Ex)

When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Rage wrote:
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

The bolded section in Rage is the kicker. You can use the skill, but does using the skill still require patience and concentration?


I've been looking at several combat maneuver using characters recently, A Tetori Monk, an Oracle of Battle Sunder Monkey, a Tripping Lore Master, a Dirty Trick and Steal Maneuver Master, and I got to looking at the support maneuvers have gotten since the release of core. You can do a lot more with maneuvers now than ever before, between maneuver focused archetypes and feats like Ki throw, Spinning throw, Body Shield etc. there's some mighty fun things you can do with maneuvers.

What else do people want to use their CMB for? What new maneuvers or new uses of old maneuvers can people think of?

Personally, I'd love to see some kind of maneuver for "hitching a ride" on big monsters, Shadow of the Colossus style, climbing to their weak spot and giving them what-for.

Or a use of grapple that lets you pull some more unorthodox wrestling moves, suplexing, power bombing, whatever that luchador move is called where they spin around your shoulders then throw you ten feet.

Dirty Trick and Steal need some love in the different uses department, maybe a way to kick dust in your opponents face as you move in for the kill or snatch something off an enemy's belt and immediately toss it to a companion.

What do you guys think?


One of my players brought up the idea of using the Drag combat manouver to move a comrade away from an enemy and toward the cleric. Normally, moving out of a threatened area provokes, but using the Drag combat maneuver without Greater Drag doesn't cause the moved target to provoke. Is this a legitimate tactic? Is there a way to willingly let the combat manouver happen (like with willingly failing a save against a spell) or would the Dragger still have to beat the Dragged's CMD?


1 person marked this as a favorite.

A couple friends are putting together a big 4 part Pathfinder game this summer. 4 "modules" one each at levels 4, 8, 16, and 20.

I'm no stranger to Pathfinder but I want to give myself a challange. I'm looking to see if I can make a Tetori monk work through all four modules.

I'm thinking a Pro-Wrestler style personalty for him, a kind of cross between Zangief and that red haired guy from Jackie Chan Adventures. A-la Los Tiburon, I shall grapple ALL THE THINGS.

Here's my feat progression so far broken up by each round, let me know what you think/how I can improve/why this is a dumb idea etc.

Round 1

Spoiler:
H: Snapping Turtle Style
1: [blank]
B1: Improved Grapple
B2: Stunning Pin
3:Snapping Turtle Clutch

Round 2

Spoiler:
5: Combat Reflexes
B6: Greater Grapple
7: Jawbreaker

Round 3

Spoiler:
9: Rapid Grappler
B10: Pinning Knockout
11: Bonebreaker

Round 4 and five are open as far as feats go. The one thing I'm really concerned about is the few occasions where I'll be unable to grapple. How do I keep him useful in these situations?

Theoretical Grapple numbers are looking like this:

Spoiler:
Level 4: +11 =4(level)+4(str)+2(imp. grapple)+1(amulet of MF)

Level 8: +23=8(level)+6(str)+4(grtr. grapple)+1(amulet of MF) +4(grab)

Level 12: +29=12(level)+7(str)+4(grtr. grapple)+2(amulet of MF) +4(grab)

Level 16: +36=16(level)+9(str)+4(grtr. grapple)+3(amulet of MF) +4(grab)

Level 20: +45=20(level)+12(str)+4(grtr. grapple)+5(amulet of MF) +4(grab)

An additional floating +6 can be factored in from a few spells that add to grapple cmb.

Pathfinder Core Material is allowed [Core, APG, UC, and UM] Tetori archetype is here

This has been stumping me for a while, I hope you guys and gals can see something I've overlooked.