Build help request - Rope User


Advice

Liberty's Edge

I'm looking for some input on a new build I've thought of for Society Play. I was initially trying to build a cowboy, but am headed a new direction now. The premise is that he is a Chelaxian longshoreman that gets deputized.

Here's how I'm thinking I'll do the build:
½Orc: L/G str15 dex14 con14 int14 wis10 cha12

Alternate Racial Traits: Cavewight, Chain Fighter, Forest Walker, Sacred Tattoo

Traits: Rough and Ready, Wharf Rat‬

1 lvl Lore Warden (^Fighter: Weapon Focus: Spiked Chain)
1 lvl Tetori (^Monk: Improved Grapple)
2 lvls Musketeer (^Cavalier: Order of the Penitent)
- Tactician: Coordinated Maneuvers
8 lvls Skulking Slayer‬ (^½Orc Rogue)
- Minor Magic: Mend
- Major Magic: Animate Rope

Feats: Equipment Trick (Rope), Quick Draw, Throw Anything, Weapon Finesse, Serpent lash, Cornugon Shield

Pump Dex+2 & Str+1

I'm always interested to know if my understanding of the mechanics are working soundly.
Thanks in advance for the feedback.


I think musketeer is banned. They dropped all the non-gunslinger archtypes that had gun flavor as far as I know.

Liberty's Edge

Epimetheus wrote:
I think musketeer is banned. They dropped all the non-gunslinger archtypes that had gun flavor as far as I know.

Oh, yeah. D'oh! Okay let's have it read this way:

½Orc Lawful Good str15 dex14 con14 int14 wis10 cha12

Alternate Racial Traits: Cavewight, Chain Fighter, Forest Walker, Sacred Tattoo

Traits: Rough and Ready, Wharf Rat‬

1 lvl Lore Warden (^Fighter: Weapon Focus: Spiked Chain)
1 lvl Tetori (^Monk: Improved Grapple)
2 lvls Cavalier (Order of the Penitent)
- Tactician: Coordinated Maneuvers
8 lvls Skulking Slayer‬ (^½Orc Rogue)
- Minor Magic: Mend
- Major Magic: Animate Rope

Feats: Equipment Trick (Rope), Quick Draw, Throw Anything, Weapon Finesse, Serpent lash, Cornugon Shield

Besides, I only did that because a horse seems so useless in Society play. But as far as a lawman goes, the horse is just as iconic as the gun.


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I'm not sure if you've considered this, but I was recently thinking about a rope user going the whip mastery route as a Hobgoblin Pitboss (for whip proficiency and +1 on trip or disarm with a whip). Not sure if Hobgoblins are legal PCs for Society play, though they are in the Advanced Races (under Featured Races if I recall correctly).

I was kinda leaning toward Inquisitor myself with Domain Artifice, subdomain Construct for Animate Object. I was going to make the argument that with Animate Object being a level 6 and broader form of animation than the level 1 Animate Rope, it should qualify for making Iron Rope (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron -rope).

I also read somewhere about making a Magus who focuses on whips, which could work as well if it's legal (and assuming they have some way to access Animate Rope). Might be more legal.

However, if I'm reading yours right, you could take Craft Wonderous Item with your Major Magic: Animate Rope to be able to make Iron Rope as well.

Pairing that with a Robe of Infinite Twine (https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/won drous-items/r-z/robe-of-infinite-twine), and you have someone who can sit down and premake lots of iron rope anytime. Of course, that assumes a campaign where that is available.

Why Iron Rope? Imagine grappling an enemy with a length of rope which you then turn into iron by speaking a word of command. I'm not sure how that would work RAW. I would think if you you've been wrapped up in a half-inch rope which is suddenly half-inch iron bar, you are probably not getting free very easily - in the case of hogtying comparable to manacles, perhaps even masterwork manacles. I'm fairly new to GMing, but I'd allow it in my campaigns (and actually have an NPC instructor who may do that if the PCs get too rowdy like they did with a previous GM's instructor).

Other uses include making permanent lashings in camp, making a lantern tripod entirely out of (transformed) rope, sending a snitch to the bottom of the lake without having to wait for his cement slippers to dry, quickly secure doorhandles together, go from rappelling rope to fireman's pole in an instant... the possibilities are nearly endless!

Liberty's Edge

Hey Kadranos,

I like the way you think! You're brimming with creative ideas. Unfortunately for Society Play, there are several rules in place. A big one is that there is no crafting your own magical items. Although there are special cases, for game balance reasons, everything must be bought and therefore must already exist in the world. If you are interested in playing a character that is accepted at conventions and such, check out these resources. Unfortunately hobgoblin, and all evil races are banned from group play. (Damn all those who racially stereotype!)

I'll definitely add the Robe of Twine and Iron Rope to my "must buy" shopping list, right next to a Whip feather token. Also, I think I'll start a tome of McGuyver-like applications for rope.


Where in the Plater's Guide does it say HOW MANY feats a Inquisitor gets?

Dark Archive

Bruce Boughner aka Smaugdragon wrote:
Where in the Plater's Guide does it say HOW MANY feats a Inquisitor gets?

Advanced Player's Guide. Where it introduces the Inquisitor. In the diagram chart or whatever it is called it will say how many spells per day, saving throws, it will also say how many teamwork feet it gets.

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