Any way to get a reverse bull rush without using a harpoon?


Pathfinder First Edition General Discussion


I'm building a WoW-style Death Knight for a quickie evil mini-campaign after our group finishes Curse of the Crimson Throne. I've managed to reproduce pretty much everything about them with one single critical exception:

No Death's Grasp. No way to pull an enemy from a distance away to adjacent to the character.

The character is a gestalt Warblade//Dread Necromancer, so most teleportation type spells are unavailable. Can anyone provide any help?

The character, for the record, because I know someone's going to ask...:

Spoiler:
Name
Male Undead (Suli-Jann) Warblade 20 // Dread Necromancer 20
Alignment: LE

Str: 30 (+10)
Dex: 13 (+1)
Con: -
Int: 21 (+5)
Wis: 14 (+2)
Cha: 34 (+12)

Class and Racial abilities:
Undead Traits (Darkvision 60'; immune to mind-affecting effects, death effects, diseases, paralysis, poison, sleep effects, stunning, nonlethal damage, ability drain, energy drain, fatigue, exhaustion, physical ability damage, effects that require Fortitude saves that do not target undead or objects, death from massive damage; does not eat, breathe, or sleep)
Lich Traits (DR 15/magic and bludgeoning; immune to cold, and electricity; +8 Stealth, Perception, and Sense Motive)
Lich Touch (melee touch attack for 1d8+10 negative energy damage, 1d8+10 cold damage, and Fortitude DC 32 or be permanently paralyzed; full-round action to heal self for 1d8+10)
Fear Aura (Will DC 32 or be frightened if <5 HD or shaken otherwise, 60' radius)
Low-Light Vision
Elemental Assault (1/day as a swift action deal +1d6 cold damage with all melee attacks for 20 rounds)
Acid, Cold, Electricity, and Fire Resistance 5
Battle Clarity (Int to Reflex saves)
Weapon Aptitude (qualify as level 18 Fighter for feats, can change weapon-dependant feats)
Improved Uncanny Dodge
Battle Ardor (Int to confirm critical hits)
Battle Cunning (Int to damage vs flat-footed or flanked opponents)
Battle Skill (Int to CMB and CMD)
Battle Mastery (Int to attack and damage rolls on AOOs)
Stance Mastery (can have two stances active at once)
Charnel Touch (1d8+5; Scabrous Touch 3/day, Enervating Touch 20 levels/day)
Channel Negative Energy (15/day, 20d6, DC 32)
Negative Energy Burst (4/day, 20d4, DC 32)
Familiar (Ghostly Visage)
Undead Mastery (Created undead gain +4 str, +4 dex, +4 hp/HD, +4 turn resistance, +2 attack rolls and saving throws, +1d6 cold damage on melee attacks; add Cha bonus to HD-per-level for animate dead and control undead)

Hit Dice: 20d12 + 260
Hit Points: 343
AC: 42 (+13 Armor, +2 Shield, +10 Natural, +5 Deflection, +1 Dexterity, +1 Insight) [Touch 17, Flat-footed 41]
Init: +6 (+1 Dex, +4 Improved Intitiative, +1 Insight)
Speed: 30ft

Saves:
Fortitude +29 [+12 base, +12 Cha, +2 Feat, +1 Insight, +5 Resistance, -3 Flaw]
Reflex +20 [+6 base, +1 Dex, +5 Int, +2 Feat, +1 Insight, +5 Resistance]
Will +19 [+12 base, +2 Wis, +2 Feat, +1 Insight, +5 Resistance, -3 Flaw]

BAB: +20
CMB: +34
CMD: 45
Melee Atk: +5 unholy vicious souldrinking greatsword +33/+28/+23/+18 (2d6+42 plus 2d6 plus 2d6 vs good plus 1d6 to self / 17-20 / x2 plus 1 negative level plus souldrinking)
Melee Touch Atk: +30
Ranged Touch Atk: +22

Skills:
Intimidate +36 (20 ranks, +12 Cha, +3 Class Skill, +1 Insight)
Knowledge: Arcana +29 (20 ranks, +5 Int, +3 Class Skill, +1 Insight)
Knowledge: Religion +29 (20 ranks, +5 Int, +3 Class Skill, +1 Insight)
Martial Lore +29 (20 ranks, +5 Int, +3 Class Skill, +1 Insight)
Perception +34 (20 ranks, +2 Wis, +3 Class Skill, +1 Insight, +8 Racial)
Ride +26 (20 ranks, +1 Dex, +3 Class Skill, +1 Insight, +5 Comp., -4 ACP)
Sense Motive +33 (20 ranks, +2 Wis, +1 Insight, +10 Racial)
Spellcraft +29 (20 ranks, +5 Int, +3 Class Skill, +1 Insight)
Stealth +29 (20 ranks, +1 Dex, +3 Class Skill, +1 Insight, +8 Racial, -4 ACP)

Flaws:
Meager Fortitude
Weak Will

Feats:
Spell Focus: Necromancy (Flaw Bonus)
Necromantic Presence (Flaw Bonus)
Corpsecrafter (1st Level)
Necromantic Might (3rd Level)
Deadly Chill (5th Level)
Improved Initiative (Warblade Bonus)
Weapon Focus: Greatsword (7th Level)
Battle Caster (9th Level)
Iron Will (Warblade Bonus)
Undead Leadership (11th Level)
Power Attack (13th Level)
Great Fortitude (Warblade Bonus)
Weapon Specialization: Greatsword (15th Level)
Melee Weapon Mastery: Slashing (17th Level)
Lightning Reflexes (Warblade Bonus)
Craft Wondrous Item (Dread Necromancer Bonus)
Improved Critical: Greatsword (19th Level)
Mounted Combat (battle bridle)

Languages:
Common, Dwarven, Draconic, Infernal, Thassilonian, Undercommon

Spells: 9/9/9/9/8/8/8/8/6 per day
1st: bane, bestow wound, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I, undetectable alignment
2nd: blindness/deafness, command undead, darkness, death knell, false life, gentle repose, ghoul touch, inflict moderate wounds, scare, spectral hand, summon swarm, summon undead II, mark of judgement
3rd: crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, summon undead III, vampiric touch
4th: animate dead, bestow curse, contagion, dispel magic, enervation, black tentacles, fear, giant vermin, inflict critical wounds, phantasmal killer, poison, summon undead IV, delay death
5th: blight, cloudkill, fire in the blood, greater dispel magic, insect plague, lesser planar binding, magic jar, mass inflict light wounds, nightmare, oath of blood, slay living, summon undead V, undeath to death, unhallow, waves of fatigue
6th: acid fog, circle of death, create undead, eyebite, geas/quest, harm, mass inflict moderate wounds, planar binding, waves of exhaustion, fleshshiver
7th: control undead, destruction, finger of death, greater harm, mass inflict serious wounds, song of discord, vile death, avasculate
8th: create greater undead, horrid wilting, mass inflict critical wounds, symbol of death, avascular mass
9th: energy drain, imprison soul, mass harm, plague of undead, wail of the banshee

Maneuvers Known:
Diamond Mind: Moment of Perfect Mind, Diamond Nightmare Blade, Rapid Counter, Time Stands Still
Iron Heart: Wall of Blades, Iron Heart Surge, Iron Heart Endurance, Manticore Parry, Strike of Perfect Clarity
Stone Dragon: Adamantine Bones, Mountain Tombstone Strike
Tiger Claw: Feral Death Blow, Fountain of Blood

Stances Known:
Diamond Mind: Pearl of Black Doubt
Iron Heart: Punishing Stance, Supreme Blade Parry
Tiger Claw: Blood in the Water

Maneuvers Readied:
Mountain Tombstone Strike, Iron Heart Surge, Iron Heart Endurance, Strike of Perfect Clarity, Time Stands Still, Fountain of Blood, Manticore Parry

Equipment:
+5 unholy vicious souldrinking greatsword
+5 magic-eating mithral full plate
belt of giant strength +6
headband of mental prowess +6 (Cha and Int)
boots of striding and springing
toxic gloves
helm of telepathy
ring of protection +5
ring of force shield
minor cloak of displacement
amulet of natural armor +5
vest of resistance +5
tome of leadership and influence +4
manual of gainful excersize +4
pale green prism ioun stone
dusty rose prism ioun stone

Money:
880,000
-
200,000
110,000
36,000
90,000
5,500
6,000
27,000
50,000
8,500
24,000
50,000
25,000
110,000
110,000
30,000
5,000
=
13,000


Zurai wrote:

I'm building a WoW-style Death Knight for a quickie evil mini-campaign after our group finishes Curse of the Crimson Throne. I've managed to reproduce pretty much everything about them with one single critical exception:

No Death's Grasp. No way to pull an enemy from a distance away to adjacent to the character.

The character is a gestalt Warblade//Dread Necromancer, so most teleportation type spells are unavailable. Can anyone provide any help?

The character, for the record, because I know someone's going to ask...:

** spoiler omitted **...

Ring of telekinesis. Force pull :) also fun for dwarven defenders to bullrush people towards you.


Hmmm. That might work. It's not gonna move em very far (especially since we're attacking a dwarven kingdom and dwarves have that annoying extra CMD against bull rushes), but I just need the ability to do it at all, really.

Now I gotta work out where to find 62k more gold.

Thanks.


you could always give him a Bactrachian (sp?) Helm from this years RPG Superstar contest round 1


cwslyclgh wrote:
you could always give him a Bactrachian (sp?) Helm from this years RPG Superstar contest round 1

Perfect! Why didn't I think of that?


Grapple with a reach weapon (the whip comes to mind, closely followed by the net). And/or take Lunge.

Taken from the Grapple subsection in the Combat chapter: "If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space"

Althought... I just re-read the Grapple part, and you get -4 if you don't have two free hands... but nowhere is it said that you have to grapple with your hands. Now I'm confused.


Just thought about something: if a party member is held somewhere unpleasant (Black Tentacles come to mind), the Lunge/Grapple combo is interesting to get him out of harm's way.


Are you the DM? If so, why don't you just create a Magic Item, or even better, a spell? Maybe base it on the Diabolic Grasp warlock encounter power in 4th Ed? That power is pretty much like Death's Grasp, on all accounts, be it look, feel, effect and even name...

If you're a player, just talk to your DM about it. Judging from the power level of your character already, I believe he might allow it. I know I would.

Here's a general descriptiom from Forgotten Realms Wiki. Change it to necormancy instead (cold or negative energy damage), and get it via advanced learning.

You could base yourself on one of the "Hands" spells for mechanics, and mix it up with Diabolic Grasp. Will or Con save, (for total or partial resist to both damage and forced movement effects) since it would be necromancy. If you add the restriction that the spell can only pull the target towards you, it becomes even harder to pull out the cheese card, which in my opinion is the only valid veto to player creativity (well, maybe flavor too).

Spell
Diabolic grasp

School Evocation
Level Warlock 1
Diabolic grasp is a moderately complex spell known to warlocks, particularly those of the infernal pact. When cast, diabolic grasp allows a warlock to lift a creature of an ogre's size or smaller within fifty feet of him or her with a summoned talon from the Hells and move them telekinetically a distance of at least five feet. More likely, the creature will be tossed ten feet, or possibly farther if the caster is an infernal warlock of considerable intelligence. The spell is both physically and mentally straining on its caster, its power dependent in part upon the durability of the warlock, and once cast it cannot be recast without a rest of at least a few minutes on the warlock's part.

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