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Thanks for all the replies, all. Really, what I need is some good feat/class feature combinations updated to Pathfinder, and you guys are certainly delivering.

Honestly I hadn't even looked at the spiked chain since I last laughed at the 3.5 broken combo, so I didn't realize how nerfed the spiked chain had been until you guys pointed it out. Having a scorpion whip as a backup for combat maneuvers seems like a reasonable suggestion (thanks for the reminder on Quickdraw), although it's kind of a shame the VK won't do the job as an all-in-one solution. With it not being a double weapon either, the two-handed property made me reconsider the cleave series (which seems geared more for 2-H in Pathfinder), but without a good top-end damage, it seems less than optimal again. The Whirlwind feat seems good enough to fill in the CV4+ flavor.

As for Whip + Whirlwind + Lunge + Greater trip... If I'm reading right, you seem to be implying that you can use all four in a single combat action, thus tripping everyone within 15 ft. I am dubious that this works, but don't have my sourcebook with me at this very moment. If this is true, can someone confirm? If you weren't implying that at all, then my apologies.

I started making the actual character last night and decided to go with the more traditional Belmont feel and use the Fighter as a base class and go for feat progression and sub-weapon versatility. The Monk/Inquisitor was very compelling, but I think asks a bit much from the GM on the outset, is difficult to set up starting at level 1, and isn't as immediately recognizable as classic Belmont. With the Fighter, it's almost impossible to miss. Thanks for the creative solution, though. I will likely pursue it as a thought experiment and maybe try it in a future campaign.

Also as for the Ghost Rider idea, I doubt I could do such a character homage justice, but is a hilariously fantastic idea nonetheless. :D

If anyone else has input on how we can get this to work, feel free!


So my house game is having a blast with a game where nigh-on everything is randomly rolled from the adventure to the loot to the weather. To make things even more fun, our last adventure was against a vampire whose treasure trove included a (randomly rolled) Ghost Touch, Flaming, Mithril Spiked Chain +1. That's right, we randomly rolled the g%+ d%#n Vampire Killer. Seeing as my character died in that fight, I'm seriously thinking about picking that thing up with a new character inspired by the Belmont clan.

I'm undecided about which way to go, though. My gut reaction was to roll a Ranger and pick Undead as favored enemy (helps roleplay-wise with the ability to make Knowledge Religion untrained vs. undead), and taking TWF type feats. However this would make me the third ranger in the group, and I'm hesitant to do that.

I've also considered fighter for the massive feat support since I'm fully planning on taking advantage of both the trip and disarm mechanics of the spiked chain, and also being versatile with Weapon Training for thrown, axe, and other classic Belmont activities. It's more mundane of an option, but mechanically sound.

I'm also intrigued by the option of the Inquisitor as it's pretty themeatically appropriate, and also has divine healing spells, something that our group tends to lack when people can't show up or switch their characters.

Anyone have any thoughts as to a good way to go?