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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.


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.