Combat Cross from Castlevania


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I know these threads were active months ago, but since then has anyone ever come up with a sound reflavoring AND price of what a rehashed Combat Cross would run and play as?? I want to play an effective whip wielder eventually for Carrion Crown and well Inquisitor with a whip just seems right even if it is Castlevania cloning. My GM is pretty open minded and I think I have impressed him enough with creative characters that minor reflavoring as long as a balance isn't broken, will be fine.


'Balance' is unfortunately very subject to perspective.

Your best bet would really be to talk to the GM to see how any of your ideas sound to them. I'd just stat up the character and use the whip that does lethal damage. Mechanics stay 'balanced' and you can fluff it however you like (retractable chain etc.)


Scorpion whip stats are a lethal whip, and as written you can even make it out of special materials if he is cool with the barbs/bits of metal that are described in it being the material desired...

also have to take the trait that lets you grab items with it...

The dueling weapon ability out of the PSFG instead of the UE one doubles the enhancement of the weapon as a luck bonus to combat maneuvers...

You can also flavor it as the old Whip Dagger from 3.0/3.5 (a whip with a small dagger braided into the tip) ... then you can even braid in a different type of metal for different situations with the appropriate craft skills and time. (still have to buy each kind of dagger, so the time makes up for changing the same weapon as far as balance I believe.)


Pathfinder Adventure Path Subscriber

I might go with a boomerang, club, or throwing axe as the base stats, and eventually get the "returning" and possibly the holy magic weapon abilities (you can use your bane special quality to make it undead bane temporarily, if you so require).

Another option might be to flavor a spiritual weapon spell to take the shape of a cross. You could turn it into a wand if desired.


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OH... I misunderstood the question. Use the Starknife with the Returning and Holy properties.

Dark Archive

Actually TGMax you were in the right area, whereas Dreaming Psion was off haha. I'm going for the Lords of Shadow whip weapon that functions as a stake, grappling hook, etc. essentially I want a portable whip that retracts back into itself who's base itself functions as a stake like weapon. also the whip itself needs to be Alchemical Silver so the Scorpion Whip may work so it can be silvered.


Then ask your GM if you can bring in the Whip Dagger from 3.5... it's a lethal whip can be used for all the other stuff... and if he lets you craft(weapon) to trade out the blade in the tip you can stake/silver it at your pleasure.


Pathfinder Adventure Path Subscriber
KrythePhreak wrote:
Actually TGMax you were in the right area, whereas Dreaming Psion was off haha. I'm going for the Lords of Shadow whip weapon that functions as a stake, grappling hook, etc. essentially I want a portable whip that retracts back into itself who's base itself functions as a stake like weapon. also the whip itself needs to be Alchemical Silver so the Scorpion Whip may work so it can be silvered.

Ah, my mistake, apologies. You may also consider using the harpoon (Ultimate Combat has listed as a bronze age weapon, but pirates of the inner seas IIRC has a steel version, so it could presumably be made into silver).

If you decide to go with the whip and can afford the feats (hard with a pure inquisitor), you might also consider the whip mastery feat chain (from UC).

Dark Archive

Dreaming Psion wrote:
KrythePhreak wrote:
Actually TGMax you were in the right area, whereas Dreaming Psion was off haha. I'm going for the Lords of Shadow whip weapon that functions as a stake, grappling hook, etc. essentially I want a portable whip that retracts back into itself who's base itself functions as a stake like weapon. also the whip itself needs to be Alchemical Silver so the Scorpion Whip may work so it can be silvered.

Ah, my mistake, apologies. You may also consider using the harpoon (Ultimate Combat has listed as a bronze age weapon, but pirates of the inner seas IIRC has a steel version, so it could presumably be made into silver).

If you decide to go with the whip and can afford the feats (hard with a pure inquisitor), you might also consider the whip mastery feat chain (from UC).

No apology needed, I typed that at 3AM and there was the throwing cross YEARS before the Combat Cross was even a thing. Yeah the whip mastery chain is what my end all goal is at this moment even with a straight Inquisitor.


Just as a suggestion... Dip 2 levels LoreWarden and get the +2bab 2 bonus feats and Expertise for free... it's so worth it for this style.

Dark Archive

Actually not a bad suggestion, though I feel like I should wait until after 5 before this dip happens just so I can get Bane ASAP because you're not going to do alot of damage with a whip otherwise.


With mine I was planning on picking up the Bane Baldric anyways, so I didn't worry about it. The bane baldric gives you 5 rounds of bane if you don't already have it, and then when you do gives you an extra 5 rounds.

However, Mine was for PFS so with a level 12 cap getting all my nifty feats at 7 wasn't gonna cut it, the 10k basically bought me 3 feats instead.

Liberty's Edge

Your GM may not require it, but there's a Trait that might interest you. Prehensile Whip from Adventurer's Armory allows you to use a whip as a grappling hook as a standard action. Detaching the whip is a full round action. I imagine most GM's would just hand-wave it and make it an attack roll or a DEX check but, if your's doesn't, the trait might be worth having.


honestly this item strikes me as something that would make a good rod-like weapon like the rod of lordly might and rod of dwarven might.


It doesn't necessarily need to be a whip. Why not a Flail on a longer, retractable Chain? Flail is 1d8 whereas Whip is 1d4 non-lethal. Plus, Flail is a martial weapon which all Inquisitors get.


Every time I hear about items/weapons along these lines, I think about three things:

1) the Hookshot from the old SNES Legend of Zelda: Link to the Past -- awesome item, better than the ubiquitous boomerang: stunned foes, grabbed loot drops, allowed crossing gaps/pits if there was an appropriate item to latch on to on the other side.

which became a D&D dream item until . . . .

2) Rod of Ropes from the Complete Scoundrel 3.5 splatbook -- very similar to ye olde Hookshot. Had a scout build that maxed out Use Rope just for this item . . . . ah, good old days.

and then the off-the-wall one --

3) the Kusari-gama equipment card from the M:TG Kamigawa block -- a wonderfully punishing item: you take damage, or all your blockers do.


The Lady's Spiral from the Undead Slayer's Handbook is pretty close to what you're looking for I think, though it's an expensive magical weapon.


Correction: Inquisitors do not get martial weapons. The Lady's Spiral is still a 1d4 Whip. Whips are Weak!

Scarab Sages

I'd stat it as either a Meteor Hammer (Gabriel fights and blocks with it) or Flying Blade. There just isn't a good one hand reach weapon that could correspond to it.

Flick mace could work, if we knew anything about how it was supposed to work.


bump


get a blink back belt instead of return on the star/cross, with quick draw feat can throw your cross more then once a round.

edit: this is a nerco thread!!! why did you bump to nerco so evil!

Scarab Sages

In LoS2 Gabriel's blood whip is more like the Ectoplasmatists Lash than any mundane weapon.

I still think Meteor Hammer is the closest analog to the weapon from LoS


The Beardinator wrote:
Correction: Inquisitors do not get martial weapons. The Lady's Spiral is still a 1d4 Whip. Whips are Weak!

Eh, damage is able to be tacked on through numerous ways. Unless you are doing something like vital strike where you are multiplying weapon dice, the base damage is usually not that important. Not to mention as a video game, it doesn't translate well into preexisting mechanics which aren't geared towards/designed for the particular genre/game style. He is the only hero and is supposed to win, where as PFRPG is designed for group play and reliance on other people. There isn't one person who is supposed to "win" the encounters.


I go with a mythril flail on an extendable chain. flail has a good 1d8 damage dice.

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