| setzer_52 |
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?
| Irulesmost |
In short (had gone on at length. Post got eaten), it depends on which Belmont you want to feel like.
Fighter is the best Simon. Uses VK well, not quite as mobile, Uses subweapons well, doesn't rely on any magical gimmicks that most other Belmonts have. Inquisitor is in general cool, can be like Juste or Richter (judgment can be like item crash), depending on your depth of focus on magic. Ranger could be most of them, but things like trackless step, nature's bond, et. al aren't really well represented in CV series, so who knows?
Finally, there's one you haven't considered, and it makes a pretty good Jonathan or SSJ Richter. That is, Monk/Inquisitor. This requires you enchant VK to have the Ki Focus weapon property, and if the GM allows it, Guided (See PRD) You'll probably want 3-4 monk levels (more is up to you, but ending 3/4 BAB builds on levels that are multiples of 5 is obnoxious), the rest Inquisitor, and pump Wis. This way, you get a few monk bonus feats that don't have to meet prereqs (pick up combat maneuvers you couldn't otherwise get?), good unarmed strike ability, the ability to flurry with the whip, Judgment use, and things like the ability to kinda walk on air (Spider/Cloud step feats) or the High Jump ability. Not to mention good AC w/o Armor, awesome will saves, Evasion, and great mobility. Feels pretty Belmont-y to me.
Also, if you dig into monk archetypes, you can probably synergize a bit better.
| Kaisoku |
Hmm.. the problem with the spiked chain is that in Pathfinder, it's been changed to a melee weapon, not a reach weapon. It's basically a modified flail with some quirks, instead of the lethal version of a whip.
Not to say that it's a horrible weapon, but a Heavy flail has all the same features except being finessable, and has better damage (1d10 19-20/x2, instead of the chain's 2d4 20/x2). And it doesn't take exotic weapon proficiency.
I'd rather they'd left it as a reach weapon, and said it doesn't allow attacking adjacent foes. Change it to be like the other reach weapons instead of making it a non-reach weapon.
You might want to hear your DM's feelings on the change to the Spiked Chain.
Also.. if your group has damage well covered, you could focus on finesse. The spiked chain allows for a decent close range weapon with finesse, and you can pick up Whip proficiency for 15' reach combat maneuvers, and have a decent Dex for throwing weapons too.
I think the Armoury booklet has the "scorpion whip" for the lethal version of the whip, although you probably won't be using it for damage anyways.
Quickdraw to switch between all these different attack methods, of course.
With Greater Trip, you can force creatures to provoke an attack of opportunity from everyone simply for being tripped. And then they provoke again for trying to stand up. With a bunch of other melees there, you've just given everyone else 2 extra attacks.
Whip + Whirlwind attack + Lunge + Greater Trip... think about that for a moment.
| The Shaman |
I'd rather they'd left it as a reach weapon, and said it doesn't allow attacking adjacent foes. Change it to be like the other reach weapons instead of making it a non-reach weapon.
Isn't that a bit like that dwarven weapon, the Dorn Dergar or whatever it was called? You could change it from reach to normal by spending an iirc move action.
InVinoVeritas
|
It's a pity you can't get a giant rumbling Harley, because I'd rather go the Ghost Rider route myself.
How about a half-orc Chain Fighter cavalier? Feat chain Combat Expertise, Improved Trip, Mounted Combat, Trample? Take Coordinated Maneuvers as your tactic, and just barrel over everything in combat?
| setzer_52 |
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!
| Kaisoku |
To be fair, he's not really looking for suggestions on making a Belmont from scratch, but the possibility of making one around the (basically VK) weapon they found, so the Heavy Flail suggestion doesn't do much for him. Anyway. Keep on keepin' on.
My comment on the Heavy Flail was not a suggestion, but rather to show how badly the Spiked Chain was neutered in Pathfinder.
I'm suggesting he talk with his DM to know his feelings on the spiked chain stats. If he's not playing a Pathfinder Society game, then the DM might agree that it's not a good change, and give the spiked chain better stats.
I still think a Dex focused character that tosses out combat maneuvers would be a nice route. Note that the Wooden Stake weapon stats are in the APG, too.
| Kaisoku |
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.
It should work all together, as far as I can tell...
- Whip has 15' reach.
- Lunge feat lets you have an additional 5' reach until the end of your turn, so 20' reach. -2 AC penalty, but hopefully people are on the ground until your next turn.
- Whirlwind lets you make "a single melee attack" against every single creature within reach (so now a 20' radius effect).
- Trip says specifically: "You can attempt to trip your opponent in place of a melee attack." Greater Trip is just nice because it lets people make extra attacks before the creature has to try standing up.
There are many ways that this isn't too ridiculous:
1. You have to spend 7 feats to get this combination. Combat Expertise, Improved Trip, Greater Trip, Dodge, Mobility, Spring Attack, and Whirlwind.
That's a lot of things you could have picked instead.
2. You don't threaten with a whip. You won't be benefiting from all these attacks of opportunity. You don't want to do this in a solo melee situation (well, tripping is nice), but rather in a situation where you have a bunch of allies running around you.
It's a penultimate ally booster. If you have allies that can deal lots of damage in their attacks, then "your damage" is basically making it so they get another attack or two per round.
20' radius effect simply makes it so you have a better chance of applying that extra attack for all your allies.
3. A wizard with magic missile and toppling spell can have a good chance at knocking over multiple people each round. Automatic damage that's only blocked by spell resistance and very, very specific spells or items.
This is just an opportunity for a melee character to "have nice things" too.