xekratos's page

5 posts. No reviews. No lists. No wishlists.


RSS


Okay I'll go back and fix that. thanks for catching those mess-ups. I based this kinda off of the green knight as a basis for what a Mountless Cavalier would switch things out for. And Originally great weapon parry and riposte were a single ability. Maybe I should go back to that and just stagger the riposte a few levels?

And yes I need to make sure people know they can't accept the staggered condition if they're already staggered.

Maybe instead I could say if you do a charge attack and stagger yourself it counts as a mounted charge attack? Mounted charges are quite powerful I understand so maybe I need to give you the ability to do it without physically charging later?

The whole point was to still have that double/triple damage but with an on foot character in which it just takes it's toll on them. Thank you for the suggestions.


Have you ever wanted to hit someone REALLY hard? Have you ever wanted to expend your energies into a single devastating attack? Have you ever wanted to cut someone in half with a VERY big weapon? If you've answered yes to any of these questions then the Conqueror is for you. I love the Cavalier but I don't like mounted combat. I'd love a footknight like cavalier but I also love greatweapons and BIG hits so this is what I came up with. This is the first time I've ever made a homebrew pathfinder archetype. All C&C is appreciated and I'd love to help get this balanced so I can play it one day.

Conquerors are knights that have dedicated their lives to learning the ways of Devastation. They fight with strength, vigor, and sheer focus using greatweapons to place destructive strikes whilst still being able to defend themselves with impunity.

Two Handed Expert
Whilst the Conqueror is wielding a Two Handed melee weapon, add a +1 shield bonus to your AC. Increase this bonus by +1 every 7 levels to a maximum of +3 at level 15.

This replaces tactician.

Conqueror's Strength
The Conqueror gains Power Attack and Furious Focus as bonus feats.
This replaces mount.

Danger Seeking
A green knight must select the order of the Claymore. Furthermore, Any two handed melee weapon counts as a greatsword for the purposes of Order of the Claymore abilities.
This alters order.

Devastating Strike
At 3rd level, a Conqueror can deliver focused strikes that can fell the most stalwart of foes. when a Conqueror makes a single attack (with the attack action or a charge) with a two-handed melee weapon, she adds double her Strength bonus on damage rolls. If used as part of a charge attack, it counts as a mounted charge attack. She may also gain the staggered condition to have the attack count as a mounted charge.

This replaces cavalier’s charge.

Great Weapon Parry
At 4th level, The Conqueror can use a two handed melee weapon to attempt a parry. while wielding a Two handed melee weapon, the conqueror can attempt to parry an opponents strike. You may use an immediate action and expend an attack of opportunity to make a combat maneuver against the attacking creature. If successful, the attack misses you.

This replaces Expert Trainer

Great Weapon Riposte
At 5th level, if you successfully parry an attack you may make yourself staggered for one round use your immediate action to make a single two handed melee attack against the creature who attacked you as long as they are within reach. This attack counts as a mounted charge attack.
This replaces banner.

Rip and Tear
At 9th level, whenever a Conqueror hits a creature with a mounted charge attack she may become staggered for one round to ignore all damage reduction the creature possesses until the end of her turn.
Also at 9th level the Conqueror gains Spirited Charge as a bonus feat.

This replaces greater tactician.

Greater Devastating Strike
At 11th level, the Conqueror's Devastating strike always counts as a Mounted Charge and when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%).

This replaces mighty charge and greater banner.

Guts
A Conqueror's prowess with Two Handed Weapons gives her mastery with overpowering opponents. When hitting an opponent with a Devastating Strike, she may gain the staggered condition for a round to make an additional Devastating Strike. Further, while staggered the Conqueror may make a charge attack as if it were a standard action or take a 5 foot step and a standard action.

This replaces master tactician.

World Eater
At 20th level, a Conqueror deals death with every stroke of her weapon. When making you hit a mounted charge attack, a Conqueror can become staggered for 2 rounds to attempt to instantly kill her opponent. The opponent must make a fortitude save equal to the damage dealt by the attack +10 or die. Whether or not the target succeeds, it cannot be targeted by this ability again for 24 hours.

This replaces supreme charge.


Thank you all for your input. My quest for making Armor as DR work has furthered thanks to all your criticism. I will continue trying to homebrew armor as Dr for pathfinder and hope that someday will make it work. People have suggested GURP's armor as DR system and I will be sure to check it out to see why it works and maybe can hash up some conjoined GURPs Pathfinder armor system.


Kelemvor187 wrote:


BUT: Armor there is a lot higher than it is in Pathfinder or D&D. This is due to the fact, that damage dealt scales upwards faster than hit chances. So you are not scaling AC vs. to hit, but DR vs. damage dealt.

This fact would need to be applied to Pathfinder as well.

A +2 full plate armor made from Adamantium should have an armor rating of 20 or 25..not 12 like in the AC system, to provide ample protection vs. a hit from a very strong barbarian, causing 20 or more damage per hit.

Now this makes a lot of sense. I've always thought that the whole +15 to hit at level 15 was really stupid because it negates armor entirely. Having a +15 to hit plus your strength which lets say is +8. you have a +23 to hit. I'm finding 30 AC to be about average for these creatures at 15 cr. So you have to roll an 8 or higher giving a 30% miss chance with the first attack.

Now what about armor as DR.
It has a touch AC of 10. So it's Defense is 10. It has damage reduction 20/Natural Armor and 10/good. You are now dealing -30 damage against this creature unless using a good weapon, or a weapon that gets through natural armor. but you 95% hit the thing on all attacks because of it's low Defense. But if you have a +4 Vicious gory greatsword, doing 4d6+18 + 1d2 bleed. you are doing about 30 damage on average which is fully negated by the natural armor plus damage reduction.

What I think, is that if you use Armor as DR you need to rework creatures a little bit to give them slightly less Armor and slightly more defense by way of dodge, deflection, etc. which will make the fight have more chance to miss, and still do sufficient damage against creatures that are meant to be armored tanks so you feel like you're doing something.

What my friends and I came up with was only adding half of your str score to attacks (We may even make it don't add strength) which makes hitting quite a bit harder against a creature with higher defense, but because they trade high defense for lower armor they take more damage on hit.


So I was taking a shower and thinking about Pathfinder (You know the usual.) with a more realistic perspective and it got me thinking about Slashing, Piercing, and Bludgeoning damage. These damages could be used in different ways with the armor as DR system. Because this is a system I enjoy using in Pathfinder, I quickly thought of multiple ways to make the 3 physical damages effective against armor in the Armor as DR system. I could not really think of one for Slashing damage but I thought of ones for bludgeoning and piercing.

Bludgeoning: Ignores armor based DR equal to half of the maximum dice damage the weapon does -1.

So in essence, 1d8 bludgeoning = ignores 3 armor, or 1d6 ignores 2, etc.
(On a crit it would double the base number so it would be 2d8 ignores 6.)

Piercing: Ignores armor based damage reduction on a critical hit, or a sneak attack.

Pretty simple, Rogue uses dagger to stab into an exposed area thus the plates don't stop the blade.

I was thinking about making slashing be stronger based on the damage you do because getting your arm broken is not nearly as bad as getting it severed, and maybe it could cause bleed damage or cause wounds that weaken the creature or something but I couldn't think of anything really good.

Thoughts? Ideas? Is it a good idea? Is it a bad idea? Is it unbalanced? I'm looking for some good suggestions because I feel this can work pretty well and make you really think about weapons before picking, for example, Earth-Breaker vs Greataxe.