| de10mile |
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I have this idea for a cavalier that uses a lance with a bear trap affixed to the end instead of a normal lance tip.
Below I have left the stat block (minus weapons). My question is this, GMs how would you handle this?
My inclination would be to make the character take exotic weapon proficiency to use the weapon with no penalty. The weapon does 2d6+3 dmg per a normal bear trap + the str modifier of the wielder. The only place I am fuzzy is how attacks would be handled. I believe that attacking a target with a bear trap would actually be 2 separate attacks. The first attack (against touch AC) would use the characters attack bonuses to see the trap successfully contacts the target. If the touch attack succeeds the trap is activate, the second attack would use the bear traps modifiers (+10) against flat footed (we already know the target was contacted by the trap).
This further becomes interesting because of the affect of bear traps. If I release the lance after a successful attack does the target take some sort of penalty until the trap can be removed (eg 1/2 move speed per a normal bear trap, or perhaps a penalty to attack or AC?). Additionally, what if I decide to keep hold of the lance? Can I now make a CM to drag or bullrush the trapped target?
In any case I know this can be a mechanical headache, I am curious to see how other GMs would handle it, or if you all would even allow it.
Cavalier trapper
Human cavalier (emissary) 1 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36)
N Medium humanoid (human)
Init +1; Senses Perception +0
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +0
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Offense
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Speed 30 ft.
Melee lance +3 (1d8+3/×3) or
longsword +3 (1d8+2/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks challenge 1/day (+1 damage, free bull rush or trip when make full attack vs. target)
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Statistics
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Str 15, Dex 12, Con 14, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +3; CMD 14
Feats Catch Off-guard, Combat Expertise, Mounted Combat
Skills Bluff +1 (+2 to conceal information about your sworn charge), Disable Device +0, Handle Animal +5, Intimidate +5, Ride +0, Sense Motive +4, Swim +1
Languages Common, Goblin
SQ mount (horse named Animal Companion), order of the seal[UC]
Other Gear hide armor, heavy wooden shield, lance, longsword, 128 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Seal's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used. Free bull rush/trip if full-att vs. challenged foe.
Animal Companion
Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +1
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Defense
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AC 17, touch 10, flat-footed 16 (+3 armor, +1 Dex, +4 natural, -1 size)
hp 4 (2d8+4)
Fort +5, Ref +4, Will +1
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Offense
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Speed 50 ft.
Melee bite +3 (1d4+3), 2 hooves -2 (1d6+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Power Attack
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +0 (+8 to jump)
SQ combat riding
Other Gear hide shirt
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Unnamed Hero CR 1/3
XP 135
Human warrior 1
CN Medium humanoid (human)
Init +1; Senses Perception -1
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Defense
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AC 14, touch 11, flat-footed 13 (+2 armor, +1 Dex, +1 shield)
hp 11 (1d10+5)
Fort +3, Ref +1, Will -1
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Offense
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Speed 30 ft.
Melee morningstar +3 (1d8+1)
Ranged sling +2 (1d4+1)
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Statistics
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Str 13, Dex 12, Con 13, Int 10, Wis 9, Cha 8
Base Atk +1; CMB +2; CMD 13
Feats Toughness, Weapon Focus (morningstar)
Skills Climb +4, Intimidate +3, Swim +4
Languages Common
Other Gear leather armor, light wooden shield, morningstar, sling, 29 gp
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Special Abilities
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Cavalier is mounted on his trusty warhorse when he spots bandits orcs trying to abscond with some sheep from a local farm
The bandits are 40 feet away and adjacent to each other
The cavalier gets highest init roll and charges one bandit with his lance contraption, the horse attacks the other with power attack bite
lance charge: 1d20 + 6 ⇒ (20) + 6 = 26 Target=AC 11 (Touch)
bear trap: 1d20 + 10 ⇒ (18) + 10 = 28 Target=AC 13 (FF)
bear trap dmg: 2d6 + 5 ⇒ (3, 6) + 5 = 14 2d6+3 per bear trap +2 per str mod
horse bite: 1d20 + 4 ⇒ (2) + 4 = 6 Target ac 14
horse confirm: 1d20 + 4 ⇒ (12) + 4 = 16
bite dmg: 2d6 + 12 ⇒ (2, 4) + 12 = 18
Both bandits are on the ground bleeding out