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  1. - Top - End - #211
    Pixie in the Playground
     
    SamuraiGuy

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    Default Re: All the Path of War Guides in One Place!

    Coolio. Thanks much!

  2. - Top - End - #212
    Ettin in the Playground
     
    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    Updated warder guide with full maneuver list, fiendbound marauder and ordained defender archetypes.

  3. - Top - End - #213
    Bugbear in the Playground
     
    Planetar

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    Default Re: All the Path of War Guides in One Place!

    I wouldn't rate Knowledge (Local) so low. Its one of the default knowledge-gathering skills, along with Diplomacy; and that's not even counting it's expanded use in the Spymaster's Handbook, where it is used to identify class features from non-spellcasting classes, combat feats, and non-metamagic or teamwork feats.

  4. - Top - End - #214
    Ettin in the Playground
     
    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Ninjaxenomorph View Post
    I wouldn't rate Knowledge (Local) so low. Its one of the default knowledge-gathering skills, along with Diplomacy; and that's not even counting it's expanded use in the Spymaster's Handbook, where it is used to identify class features from non-spellcasting classes, combat feats, and non-metamagic or teamwork feats.
    Comparing the two, knowledge local doesn't really do anything that can't be covered by diplomacy, and diplomacy has the benefit of being a discipline skill that is actually used by its discipline.

  5. - Top - End - #215
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    DwarfClericGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Elricaltovilla View Post
    Updated warder guide with full maneuver list, fiendbound marauder and ordained defender archetypes.
    So, the wardermguide doesnt seem to be taking the old dogs amd new tricks chapter into account. Is this intentional, or an overeight?
    Baruk Khazâd! Khazâd ai-mênu!

    My Homebrew:
    Spoiler
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    The Clanhold Warden - Dwarf Racial Archetype for Dreamscarred Press' Warder
    Glorious Thunder - The God's own wrath as a Paladin's ranged option.

  6. - Top - End - #216
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    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Sayt View Post
    So, the wardermguide doesnt seem to be taking the old dogs amd new tricks chapter into account. Is this intentional, or an overeight?
    I work long hours many days a week. I update what I can, when I can.

  7. - Top - End - #217
    Bugbear in the Playground
     
    DwarfClericGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Elricaltovilla View Post
    I work long hours many days a week. I update what I can, when I can.
    No problem, the guides are great, I was just wondering if it was put for another time or missed :)
    Baruk Khazâd! Khazâd ai-mênu!

    My Homebrew:
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    The Clanhold Warden - Dwarf Racial Archetype for Dreamscarred Press' Warder
    Glorious Thunder - The God's own wrath as a Paladin's ranged option.

  8. - Top - End - #218
    Bugbear in the Playground
     
    Planetar

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Elricaltovilla View Post
    Comparing the two, knowledge local doesn't really do anything that can't be covered by diplomacy, and diplomacy has the benefit of being a discipline skill that is actually used by its discipline.
    When you have that discipline and haven't dumped Charisma into the ground. I was specifically referring to it on the Stalker page; someone with Golden Lion would definitely want to hedge in on that. But for your normal stalker, you can assume he doesn't usually have Golden Lion, even if he didn't dump charisma. And Local is a class skill by default. I would say it deserves better than a red.
    Last edited by Ninjaxenomorph; 2017-02-26 at 02:01 AM.

  9. - Top - End - #219
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    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    Added the guides to Knight Disciple and Landsknecht to the first post. Thanks again Fenryr and Swaoeaeieu!

  10. - Top - End - #220
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    PirateGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Elricaltovilla View Post
    Added the guides to Knight Disciple and Landsknecht to the first post. Thanks again Fenryr and Swaoeaeieu!
    i should be updating mine sometime in the future, it is a little bare as it is. But you know how it goes with finding time :s
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

  11. - Top - End - #221
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    RangerGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Elricaltovilla View Post
    Added the guides to Knight Disciple and Landsknecht to the first post. Thanks again Fenryr and Swaoeaeieu!
    If anyone finds a mistake or somethin' please let me know! Post here or send me a PM.

    Will update a few things later.
    Last edited by Fenryr; 2017-03-04 at 10:29 AM.
    But the strong man is stronger when alone.

  12. - Top - End - #222
    Ettin in the Playground
     
    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    I am putting puts request for builds for PoW classes. If you have fun and interesting setups, feel free to share them and I'll add them to the appropriate guides this weekend.

  13. - Top - End - #223
    Bugbear in the Playground
     
    PirateGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Elricaltovilla View Post
    I am putting puts request for builds for PoW classes. If you have fun and interesting setups, feel free to share them and I'll add them to the appropriate guides this weekend.
    i took a look through some builds i have used in games, how detailed do you want them?


    EDIT: one build for a level 8 warlord.
    My first build for a PoW game, this was during the time PoW:E was stil in beta, so some of it is outdated.
    She only made it to level 8 in the campaign. But inspired by the jumping charges from the final fantasy dragoons, the fighting style used in RWBY and a healty splash of just wanting to do cool anime nonsense, Yari was born. A Warlord that wields a polearm and a shield and was very fun to play, if not the most effective. She charges into battle with Piercing Thunder, bounces around with Scarlet Throne and wields her weapons like with precision as a dex based fighter. the build is as follows:

    Spoiler: Yari. The dragoon.
    Show


    Human Warlord 8

    Stats: Dex-Cha-Con-Int-Wis-Str

    Gambits:
    Acrobatic, Brave, Unbreakable, Victory

    Traits: unorthodox method (golden lion for iron tortoise traded) and armor expert (you want a low ACP to finesse).

    Feats:
    Open minded, Weapon finesse, Deadly agility, Piranha stroke, Polearm dancer, precise strike, Martial charge, Pikeman's training, Primal fury style.

    Open minded for more skillpoints to keep those discipline skills maxed. weapon finesse and polearm dancer, combined with pikeman to use a spear and shield pretty effectively without the Piercing thunder stance. Martial charge and primal fury style to boost charge attacks. Deadly agility and piranha strike are essential for her Dex focussed style.

    Maneuvers where mostly Piercing Thunder, Scarlet Throne, a little Primal Fury and some Iron Tortoise. Giving her a devastating charge, mobility, good counters and some ranged (throwing shields maneuvers are so much fun!)

    Gear: Glaive-guisarme. reach, decent damage and discipline weapon for PT.
    Spiked mitrhal heavy shield. Spiked is to bump the damage when throwing or bashing. mithral to reduce ACP.
    Mitrhal chain shirt. Best combination of AC, ACP and max DEX

    Last edited by Swaoeaeieu; 2017-03-21 at 10:33 AM.
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

  14. - Top - End - #224
    Pixie in the Playground
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    Default Re: All the Path of War Guides in One Place!

    Here's a build question for you guys: I want to make a strength-based martial character in the style of the anti-Paladin. Full plate, two-handed weapon, maneuvers focused on damage and perhaps curses or mobility as opposed to team support. I want to wade into melee and crush my enemies. I'm struggling to find the right build that fits without throwing away a ton of feats.

    The Harbinger fits perfectly but I'm spending two feats on armor, or one if I go with the Omen Rider (even though mounted combat doesn't interest me at all and Ill Tidings is tough to give up.)
    The Zweihander Sentinel Warder has the right proficiency but is too defensive.
    A Warlord would fit but I'm spending a feat on heavy armor. Vanguard Commander Warlord gets the heavy armor but then spends too many resources on shield skills.
    The Brutal Slayer Stalker has the right disciplines and strength focus but again, I'm investing two feats in armor and I'm not sure if the armor hinders any base Stalker abilities.
    The Zealot has the right proficiency but the team-focused collective and Aid Other abilities feel at odds with the concept of a selfish, offensive-focused character.

    Is there an obvious archetype or option I am missing? If not, what do you think is the best way to go?

    Also, are there any class-based limitations on the Unorthodox Method trait? Could I take, say, Elemental Flux as a Harbinger or am I missing a rule that prevents it? Obviously I might lack the appropriate Animus or Power Points to augment maneuvers in a non-class discipline.

    Thanks!

  15. - Top - End - #225
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    Vhaidara's Avatar

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by JonathanPDX View Post
    Here's a build question for you guys: I want to make a strength-based martial character in the style of the anti-Paladin. Full plate, two-handed weapon, maneuvers focused on damage and perhaps curses or mobility as opposed to team support. I want to wade into melee and crush my enemies. I'm struggling to find the right build that fits without throwing away a ton of feats.

    The Harbinger fits perfectly but I'm spending two feats on armor, or one if I go with the Omen Rider (even though mounted combat doesn't interest me at all and Ill Tidings is tough to give up.)
    The Zweihander Sentinel Warder has the right proficiency but is too defensive.
    A Warlord would fit but I'm spending a feat on heavy armor. Vanguard Commander Warlord gets the heavy armor but then spends too many resources on shield skills.
    The Brutal Slayer Stalker has the right disciplines and strength focus but again, I'm investing two feats in armor and I'm not sure if the armor hinders any base Stalker abilities.
    The Zealot has the right proficiency but the team-focused collective and Aid Other abilities feel at odds with the concept of a selfish, offensive-focused character.
    Well, there are a few options
    Zweihander Sentinel Warder is actually able to be a very aggressive class. Full BAB and a focus on two handed weapons with maneuver access is a really powerful combination.
    Zealot can be done if you take an odd look at it. Namely, think of the zealot as berating his allies to stop ****ing up instead of supporting them. If they can't take the hits, he'll do it for them, and punch back harder, because he's STRONGER than them.
    I do recommend against a heavy armor brutal slayer, one of their biggest upsides is using Str in place of Dex for AC, which is at odds with heavy armor
    You could also go with a 2/3 initiatior, like Myrmidon Fighter, and trait/tradition into Seraph/Razor
    Another 2/3 option would be to take an Aegis, go for the Juggernaut Astral Suit, and use your customizations for Seraph/Razor.

    Also, are there any class-based limitations on the Unorthodox Method trait? Could I take, say, Elemental Flux as a Harbinger or am I missing a rule that prevents it? Obviously I might lack the appropriate Animus or Power Points to augment maneuvers in a non-class discipline.
    Nope, there are no class based limits to discipline access
    I follow a general rule: better to ask and be told no than not to ask at all.

    Shadeblight by KennyPyro

  16. - Top - End - #226
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    RangerGuy

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    Default Re: All the Path of War Guides in One Place!

    Builds.

    Spoiler: Level 9 Tiefling Asura-Spawn Soul Hunter Stalker. Role is self-sufficient striker.
    Show


    Moult
    NE Medium Outsider (native)
    Tiefling Asura-Spawn, Soul Hunter Stalker 9, Lords of the Wheel Tradition
    Init +3 (+4/+2)

    --
    DEFENSE
    --


    AC 27, touch 18, flat-footed 20 (+4/+4); 7 armor, 5 Dex, 2 natural armor, 2 dodge, 1 deflection; 4 or 4 depending on stance
    HP 8d8+17; Fort 6, Ref 10 (+4), Will 12; spend a Ki point as Immediate to get +4

    --
    OFFENSE
    --


    30 ft speed
    Melee +12, Quarterstaff MW (d6+5); Ranged +12, +1 Composite Longbow (d8+1)

    --
    STATISTICS
    --


    15 Point Buy

    Str 11, Dex 20, Con 12, Int 10, Wis 18, Cha 10 including point increase of 4th and 8th; including wondrous items
    Base Atk +6/+1; CMB +7; CMD 24 (+4/+4)

    --
    FEATS AND TRAITS
    --


    1 Sin Eater, 3 Discipline Expertise, 5 Quick Draw, 7 Dark Authority, 9 Mixed Combat
    Weapon Finesse/Deadly Agility with Quarterstaff and Bite (Stalker Art)
    Point-blank Shot/Precise Shot Longbow and Dagger(Stalkert Art)
    Lurker in Darkness (Tradition)

    Friendless (Tiefling) and Unorthodox Method (Tempest Gale)

    --
    SPECIAL ABILITIES
    --


    Stalker Arts: Sniper’s Tools, Killer’s Implements, Combat Precognition, Evasion (Favored Class 4/4 times), Advanced Study (Favored Class 4/4 times)

    Ki Pool: 10
    Soulburning +3d6


    --
    EQUIPMENT
    --


    Gear: +1 Elven Chain, Quarterstaff MW Darkwood, +1 Composite longbow MW Darkwood, Handy Haversack Bag, 20 arrows, 5 Daggers; Belt of incredible dexterity +4, Headband of inspired wisdom +2, Vest of Resistance, Ring of Protection +1, Amulet of Natural Armor +1, - 5

    36.5/38 lb Light load

    Inside Handy Haversack Bag: 80 arrows, bedroll, 4 Trail Rations, 2 Waterskin, Healer's Satchel

    561 gp remaining

    --
    SKILL BONUS
    --


    Acrobatics +14
    Autohypnosis +13
    Bluff +8
    Climb +2
    Craft +4
    Escape Artist +15
    Heal +15 (+17 with Healing Kit)
    Perception +15
    Sense Motive +13
    Sleight of Hands +15
    Spellcraft +10
    Stealth +17 (+23 with Stance)

    --
    MANEUVERS
    --


    Maneuvers Known 14
    Maneuvers Readied 7
    Stances Known 4

    Disciplines: Riven Hourglass (Martial Tradition), Tempest Gale (Trait), Steel Serpent, Thrashing Dragon, Cursed Razor, Veiled Moon

    Maneuvers: Clockwatcher, Disarming Shot, Minute Hand, Slipstream Strike, Temporal Burn, Cursed Fate, Resonance Strike, Time Skitter, Battering Gale, Sting of the Asp, Temporal Body Adjustment, Iron Wind, Ethereal Reminiscence, Warp Worm, Time-thief's Talons (Advanced Study), Piercing Gale (Advanced Study)

    Stances: Leaping Spirit Dance, Body of the Night Stance, Riven Hourglass Stance, Stance of the Ether Gate Stance

    --
    RACE
    --


    Tiefling Standard Racial Traits: Scaled Skin, Skilled, Maw or Claw, Darkvision, Prehensile Tail.



    Spoiler: Level 6 Elven Paladin Knight Disciple. Role is tank/support.
    Show


    Limdis Randiriel

    LG Medium Elf (humanoid)
    Elf, Paladin Knight Disciple 6, The Scales of Mourning Tradition
    Init +3(+4)

    --
    DEFENSE
    --


    AC 23, touch 13, flat-footed 21 (+2); 6 armor, 3 shield, 3 Dex, 1 deflection; +2 depending on stance; +2 vs undeads
    HP 6d10+12
    Fort 10, Ref 9 (+2), Will 9 (+6 vs fear, +2 vs Mind affecting); +2 vs undead abilities

    --
    OFFENSE
    --


    20 ft.
    Melee +10, +1 Shortsword (d6+2)
    Ranged +10, Composite Longbow MW (d8)


    --
    STATISTICS
    --


    15 Point Buy

    Str 12, Dex 16, Con 13, Int 10, Wis 10, Cha 16 including point increase from 4th and wondrous items

    --
    FEATS
    --


    1 Weapon Finesse, 3 Martial Power, 5 Blood of Heroes

    --
    TRAITS
    --


    Combat Training
    Sound of Mind

    --
    SPECIAL ABILITIES
    --


    Aura of Good
    Mark of Censure: DR 3/-, 2/day
    Crusader's Training: Know Thine Enemy, Righteous Sanctuary
    Guardian's Shield: 12 HP, 6/day, 3 rounds
    Divine Grace
    Aura of Courage
    Divine Health
    Merciful Shield: Shaken, Diseased
    Empowered Healing


    --
    EQUIPMENT
    --


    Breastplate MW 30 lb - 350 gp
    +1 Heavy Mithral Shield MW - 7 lb - 2020 gp
    MW Short Sword -2 lb - 310 gp
    Backpack MW - 4 lb - 50 gp
    Headband of alluring charisma +2 - 4,000 gp
    Amulet of Natural Armor +1 - 2,000 gp
    2 scrolls Restoration, Lesser - 50 gp
    +1 Corset of Resistance - 1,000 gp
    Ioun torch - 75 gp
    Bedroll (0.5) - 5 lb

    48/50 lb Light load

    644 gp remaining

    --
    SKILL RANKS: 24
    --


    Diplomacy 6
    Knowledge (nobility) 1
    Knowledge (religion) 1
    Knowledge (nature) 1
    Knowledge (planes) 1
    Perception 6
    Sense motive 3
    Spellcraft 3
    Stealth 2


    --
    SKILL BONUS
    --


    Diplomacy 12
    Knowledge (nobility) 4
    Knowledge (religion) 6 (+3 to identify chaotic and/or evil creatures)
    Knowledge (nature) 4 (+3 to identify chaotic and/or evil creatures)
    Knowledge (planes) 6 (+3 to identify chaotic and/or evil creatures)
    Perception 11
    Sense motive 6
    Spellcraft 6
    Stealth 6

    --
    MANEUVERS
    --


    Irton Tortoise, Unquiet Grave, and Silver Crane.

    Maneuvers Known 6
    Maneuvers Readied 4
    Stances Known 2


    Thirsting Axe Strike, Enduring Shell, Enduring Crane Strike, Enraging Strike, Throwing Shell, Rattling Skeleton Parry, Oaken Shield
    Silver Crane Waltz, Eyes of the Crane

    --
    RACE
    --


    Keen Senses
    Fey Thoughts
    Low-Light Vision
    Memories Beyond Death

    Last edited by Fenryr; 2017-03-27 at 01:23 PM.

  17. - Top - End - #227
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    Castilonium's Avatar

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by JonathanPDX View Post
    Here's a build question for you guys: I want to make a strength-based martial character in the style of the anti-Paladin. Full plate, two-handed weapon, maneuvers focused on damage and perhaps curses or mobility as opposed to team support. I want to wade into melee and crush my enemies. I'm struggling to find the right build that fits without throwing away a ton of feats.

    The Harbinger fits perfectly but I'm spending two feats on armor, or one if I go with the Omen Rider (even though mounted combat doesn't interest me at all and Ill Tidings is tough to give up.)
    The Zweihander Sentinel Warder has the right proficiency but is too defensive.
    A Warlord would fit but I'm spending a feat on heavy armor. Vanguard Commander Warlord gets the heavy armor but then spends too many resources on shield skills.
    The Brutal Slayer Stalker has the right disciplines and strength focus but again, I'm investing two feats in armor and I'm not sure if the armor hinders any base Stalker abilities.
    The Zealot has the right proficiency but the team-focused collective and Aid Other abilities feel at odds with the concept of a selfish, offensive-focused character.

    Is there an obvious archetype or option I am missing? If not, what do you think is the best way to go?

    Also, are there any class-based limitations on the Unorthodox Method trait? Could I take, say, Elemental Flux as a Harbinger or am I missing a rule that prevents it? Obviously I might lack the appropriate Animus or Power Points to augment maneuvers in a non-class discipline.

    Thanks!
    Another vote for Zealot. Just think of your team-supporting abilities as incidental rather than active. You're not willfully buffing your allies' attacks with Zeal, granting them maneuvers with Echoes of Steel, or soaking their damage with Martyrdom. You're just such an inspirational, terrifying badass that your allies can't help but be impressed and bolstered whenever you're around, and feel compelled to copy your maneuvers. Stick with Black Seraph, Cursed Razor, and Primal Fury. Use Aid Another on yourself to buff your own attacks. Pick the Destruction mission to plow through DR and turn your attacks into lines and cones. You can use your best strike and boost every round because you can refresh your maneuvers with a move action, something no other class can do.

    Regular Zealot is fine, or you could pick the Void Prophet archetype. It lets you force enemies into your collective and automatically debuff them. It's much more offensive and less supportive than regular Zealots, but you can't refresh your maneuvers as easily.

  18. - Top - End - #228
    Ettin in the Playground
     
    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    My recommendation is Ordained Defender Zweihander Sentinel Warder. Ordained Defender is WIS based, but it also gets access to inquisitions or blessings which can tune up your evil flavor. Free access (via swap) into Black Seraph if you're evil aligned, and then you have a trait or tradition available to pick up Cursed Razor. You could also spend your trait/tradition (whichever didn't go to CR) on Eternal Guardian, which has more curse effects as well as a nasty punishment theme.

    With all the AoOs you can throw around, you won't just be brutalizing enemies on your turn, you'll be making the feel the pain and terror of your wrath even on your turn. You'll have high damage potential, great debuffs and plenty of utility and punishment options thanks to your maneuvers and class features.

  19. - Top - End - #229
    Bugbear in the Playground
     
    Planetar

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    Default Re: All the Path of War Guides in One Place!

    We have someone playing that combination in our game (though he picked up Mithral Current because he wanted Iajutsu and the heavy armor), and he's doing pretty well.

    I have a question: I want to play a class that can utilize Sleeping Goddess, but I don't want to play a Zealot; I'd rather play something wisdom-based. I've narrowed down my choices to either Pathwalker->Awakened Blade (and just suck up the redundant powers and embrace the craziness of the combined recovery method of getting back maneuvers and psionic focus), or make a Mystic and pick up the Awakened Animus feat. Downside of that is that I don't know if that can actually make it work and have enough to meaningfully augment the SG maneuvers, and I'd be pretty shoehorned into a Dex build.

  20. - Top - End - #230
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    ElfMonkGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Ninjaxenomorph View Post
    We have someone playing that combination in our game (though he picked up Mithral Current because he wanted Iajutsu and the heavy armor), and he's doing pretty well.

    I have a question: I want to play a class that can utilize Sleeping Goddess, but I don't want to play a Zealot; I'd rather play something wisdom-based. I've narrowed down my choices to either Pathwalker->Awakened Blade (and just suck up the redundant powers and embrace the craziness of the combined recovery method of getting back maneuvers and psionic focus), or make a Mystic and pick up the Awakened Animus feat. Downside of that is that I don't know if that can actually make it work and have enough to meaningfully augment the SG maneuvers, and I'd be pretty shoehorned into a Dex build.
    A War Soul Soulknife works preeettttyyyy damned well for this. Only 6th level progression, but there are a few new PRCs for Soulknife that can advance that to 9th! Primarch is a personal favorite. And you can be 100% wisdom based due to their blade skills.

  21. - Top - End - #231
    Ettin in the Playground
     
    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Galacktic View Post
    A War Soul Soulknife works preeettttyyyy damned well for this. Only 6th level progression, but there are a few new PRCs for Soulknife that can advance that to 9th! Primarch is a personal favorite. And you can be 100% wisdom based due to their blade skills.
    Yeah, war soul was the first thing that leapt to my mind too. They're very solid on their own but become amazing with just a little support.

  22. - Top - End - #232
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    NinjaGuy

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    Default Re: All the Path of War Guides in One Place!

    Excellent job on this. Thank you for putting this together.

    Do you think you can add in a color code for each of the maneuver trees overall? IE which maneuver lines you think are the strongest overall, not just the individual viability of the maneuvers.

  23. - Top - End - #233
    Bugbear in the Playground
     
    Planetar

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Galacktic View Post
    A War Soul Soulknife works preeettttyyyy damned well for this. Only 6th level progression, but there are a few new PRCs for Soulknife that can advance that to 9th! Primarch is a personal favorite. And you can be 100% wisdom based due to their blade skills.
    I haven't really looked at the Soulknife, to be honest, though I was considering it among the options to go into Awakened Blade, and since Sleeping Goddess actually has some boosts that combo with them, though ultimately decided against it because I'm a sucker for gishes. I'll see what I can do to pick up the Augmented series.

    But, in the meantime, does anyone think a Mystic could use PP (from SG itself and FCB from a psionic race, I've been leaning towards Elan myself) and animus to effectively use Sleeping Goddess?

  24. - Top - End - #234
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    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Xaragos View Post
    Excellent job on this. Thank you for putting this together.

    Do you think you can add in a color code for each of the maneuver trees overall? IE which maneuver lines you think are the strongest overall, not just the individual viability of the maneuvers.
    You're welcome. I'm not going to color code the disciplines as a whole. Doing so with anything approaching accuracy would be nearly impossible given the variety of maneuvers available, the wide differences between Discipline themes and focuses, and the variety of roles, builds and interests that each discipline can fulfill or can be fulfilled by any PoW class or Archetype.

    It also goes against the spirit of PoW and PoW:E and our philosophy of minimizing bad options. In any set there will be better or worse choices, but in terms of playability PoW and PoW:E strive to bring as many good options forward as possible, and I think that they largely succeed in that endeavor. Rating disciplines as a whole would, aside from being inherently innacurate, discourage people from selecting huge swathes of viable, flavorful and fun options for what would ultimately be arbitrary reasons.

  25. - Top - End - #235
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    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    Added builds that were submitted as well as some of my own (still working on those, more to come). If you've got builds you want to share, feel free to submit them here. Please consider the amount of space your build writeup takes up however, as I don't want the builds to get too long.

  26. - Top - End - #236
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    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    I've got a challenge for you all. I have a build stub I'm working on in the mystic guide called "The Wizard," I would love your assistance finding spells that can be imitated through the use of Mystic or Animus Adept class features (excluding scroll/wand usage, that's too easy) and maneuvers. I'll post what I have so far below:

    Spoiler: The Wizard
    Show

    The Wizard
    Disclaimer: This build is flavor focused. That doesn’t mean it’s lacking power by any stretch of the word, but it has a very unusual goal: To spoof playing as the party wizard without taking a single level of a spellcasting class. Fortunately, the Mystic has a plethora of class features that can mimic spells, the ability to craft as good as a wizard and with the help of Animus Adept, even more glyphs that are on par with spells. There is a lot of flexibility in the build and quite a bit of tinkering to be done if you have access to some extra material from other Dreamscarred Press products.

    Mystic 5/Animus Adept 5/Mystic 10
    Race: Human
    Ability Scores: WIS>DEX>CON>INT>STR>CHA
    Feats:
    BF1- Weapon Finesse
    1- Animus Healing
    BF2- Deadly Agility
    3- Scribe Scroll
    5- Craft Wand
    7- Craft Wondrous Item
    9- Extra Granted Maneuver
    11- Discipline Focus (Elemental Flux) OR Ability Focus (Martial Glyphs)
    BF12- Advanced Study
    13-
    15-
    17-
    BF17-
    19-

    Maneuvers: For this build you’ll want access to the following disciplines: Cursed Razor, Elemental Flux, Riven Hourglass and Veiled Moon. Trait or Tradition into Cursed Razor as that’s the only one you don’t have native access to. If you really want to, you can try to pick up Black Seraph or Silver Crane as well, but you’ll have a hard time finding room for their maneuvers.

    The difficult part of maneuver selection for The Wizard is that the build is open to interpretation. Whatever maneuvers you can combine with stances or boosts or other effects to spoof casting spells are things you should consider strongly. You will still mostly be a blaster (just claim you’re an evocation specialist), but you have a massive number of buffing options available through your Glyphs, Martial Glyphs, and Maneuvers, with quite a few debuffs and other things to throw around. Some suggestions for spells that you can mimic are:

    Scorching Ray (With various metamagics attached)
    Chilling Touch
    Haste
    Inflict Wounds
    Fireball
    Stoneskin
    Protection From Evil
    Shield
    Mage Armor


  27. - Top - End - #237
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    MindFlayer

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    Default Re: All the Path of War Guides in One Place!

    Thanks for the guides. I'm going to try to do one for Piercing Thunder. I think you misread and misrated Void Seraph Strike, though. It is really random but the 50% miss chance applies to the target's attacks not to attacks made against the target.

    While being devoured by these shadowy birds, the target suffers a 50% miss chance on any attacks he makes due to his senses being obscured by the flapping wings and horrible pain he is enduring.

  28. - Top - End - #238
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    PirateGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Elricaltovilla View Post
    I've got a challenge for you all. I have a build stub I'm working on in the mystic guide called "The Wizard," I would love your assistance finding spells that can be imitated through the use of Mystic or Animus Adept class features (excluding scroll/wand usage, that's too easy) and maneuvers. I'll post what I have so far below:

    Spoiler: The Wizard
    Show

    The Wizard
    Disclaimer: This build is flavor focused. That doesn’t mean it’s lacking power by any stretch of the word, but it has a very unusual goal: To spoof playing as the party wizard without taking a single level of a spellcasting class. Fortunately, the Mystic has a plethora of class features that can mimic spells, the ability to craft as good as a wizard and with the help of Animus Adept, even more glyphs that are on par with spells. There is a lot of flexibility in the build and quite a bit of tinkering to be done if you have access to some extra material from other Dreamscarred Press products.

    Mystic 5/Animus Adept 5/Mystic 10
    Race: Human
    Ability Scores: WIS>DEX>CON>INT>STR>CHA
    Feats:
    BF1- Weapon Finesse
    1- Animus Healing
    BF2- Deadly Agility
    3- Scribe Scroll
    5- Craft Wand
    7- Craft Wondrous Item
    9- Extra Granted Maneuver
    11- Discipline Focus (Elemental Flux) OR Ability Focus (Martial Glyphs)
    BF12- Advanced Study
    13-
    15-
    17-
    BF17-
    19-

    Maneuvers: For this build you’ll want access to the following disciplines: Cursed Razor, Elemental Flux, Riven Hourglass and Veiled Moon. Trait or Tradition into Cursed Razor as that’s the only one you don’t have native access to. If you really want to, you can try to pick up Black Seraph or Silver Crane as well, but you’ll have a hard time finding room for their maneuvers.

    The difficult part of maneuver selection for The Wizard is that the build is open to interpretation. Whatever maneuvers you can combine with stances or boosts or other effects to spoof casting spells are things you should consider strongly. You will still mostly be a blaster (just claim you’re an evocation specialist), but you have a massive number of buffing options available through your Glyphs, Martial Glyphs, and Maneuvers, with quite a few debuffs and other things to throw around. Some suggestions for spells that you can mimic are:

    Scorching Ray (With various metamagics attached)
    Chilling Touch
    Haste
    Inflict Wounds
    Fireball
    Stoneskin
    Protection From Evil
    Shield
    Mage Armor

    speaking of Mystic builds, i used a (IMO) pretty cool, low gear build for a gunsmoke mystic that reached 11 or 12 gunshots in one round. I can write it up later today after work if you need one of those for the builds section.
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

  29. - Top - End - #239
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    OrcBarbarianGuy

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    Default Re: All the Path of War Guides in One Place!

    Quote Originally Posted by Swaoeaeieu View Post
    speaking of Mystic builds, i used a (IMO) pretty cool, low gear build for a gunsmoke mystic that reached 11 or 12 gunshots in one round. I can write it up later today after work if you need one of those for the builds section.
    I would be happy to put it in my guide.

  30. - Top - End - #240
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    upho's Avatar

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    Default Re: All the Path of War Guides in One Place!

    Here's Eddie "Pincerhand", a truly nasty (in every sense of the word) grappling and demoralization focused Fiendbound Marauder and Ordained Defender based example build for the warder guide! He's a bit of a cross-over kitchen thing, being served on a generous foundation of hearty Tetori monk and topped with a splash of raging hot Primal Disciple barbarian. But I still think Eddie very much fits in a warder cook book class guide and I hope people will enjoy the mixed crunch and flavor as much as I do.

    Since this write-up is very long and detailed, including quite a bit of fluff as well as explanations of the crunchy bits (I had fun making this), I suggest you simply link to this post. I can of course also provide a short blurb to go with that, and/or a highly condensed summary if you like.

    I'd be grateful for any comments/suggestions/critique/praise!


    No, you don't wanna push this any further, kid. Believe me.

    Spoiler: Eddie Pincerhand - Build Goals and Notes
    Show
    Eddie is intended to showcase some of the rather unique melee control and debuff potential the Fiendbound Marauder warder archetype has, and especially some of the grapple and demoralization related feats and multiclass options which IMO have both fluff and crunch that go particularly well with the archetype. He is also intended to be an example of a warder based build fully playable as a PC in a real game. This means I've aimed to give him quite a few tools useful in a majority of adventuring situations (both in and outside of combat) and a good deal of survivability, using options which I believe also support an interesting, coherent and unique flavor.

    In addition, Eddie is intended to be a plug-'n'-play NPC, with a personal history which should make him easy to use exactly as written in a Golarion game, as a villain or a potential ally of the PCs.

    It should be noted that Eddie is here described as a neutral evil worshiper of Zon-Kuthon, partially because I wanted to give an example of how I believe these two more controversial character elements can be expressed without being disruptive in an otherwise non-evil party and campaign, and partially simply because I think they go so damn well with the original fluff of the other options and makes for an interesting backstory in the Golarion setting. Regardless, no options are tied to the Golarion setting, and by simply replacing the [evil] Shadow Raptor Swarm, the build can instead have a neutral alignment.

    CAUTION! If played according to RAW, Eddie's demoralization and grapple combos can be too strong for some games, and/or behave in a "binary" fashion potentially difficult for a GM to adapt the opposition to. I've therefore included a few simple house rule suggestions (see Combined Mechanics spoiler) for making them less so yet still well worth the considerable investments.


    Spoiler: Eddie Pincerhand - 13th Level Summary
    Show
    The following details Eddie while he is raging, in the Black Seraph Style and Stance of the Thunderbrand stances, and affected by Time Skitter, enlarge person and long arm (cast from his wands by party member).

    Oni-Spawn Tiefling Monk (Tetori) 4/Warder (Fiendbound Marauder, Ordained Defender) 7/Barbarian (Primal Disciple) 2
    NE Huge male humanoid outsider (akashic*, native, orc)
    *Strictly RAW, this should be the human subtype, but since Eddie is a tiefling of alqarn descent, his Pass for Human ART has been slightly altered.

    Initiative +1; Senses darkvision 60 ft., Perception +24 (+26 vs chaotic or evil outsiders)
    Auras Aegis 10 ft. (allies gain +1 morale to AC and Will), Black Seraph Annihilation 30 ft. (foes lose immunity to fear, those immune to mind-affecting gain +5 resistance vs fear)


    DEFENSE
    AC 29, touch 12, flat-footed 24; +3 profane vs scared* (12 armor, 1 natural, 4 shield, 1 deflection, 5 dodge, -2 size, -2 rage)
    HP 167 (8+9d12+3d8 hit dice, 78 Con, 7 favored class)
    Fort +21, Ref +10, Will +19; +2 vs enchantment; +3 profane vs scared*
    Defensive Abilities evasion; Resist cold 15, electricity 5, fire 5; uncanny dodge
    Weakness damned (unaffected by breath of life and raise dead, non-evil caster must make DC 25 CL check to bring Eddie back from death)
    *scared = shaken, frightened, panicked or cowering enemy


    OFFENSE (all values including Power Attack)
    Speed 40 ft.
    Melee pain's grip or fear's grip +22/+22/+17/+12 (4d6+23 plus demoralize, grab and the dark mark),
    or unarmed strike +21/+21/+16/+11 (4d6+22 plus demoralize and the dark mark)
    Space 15 ft., Reach 25 ft., 40 ft. with fiend's grips (40 ft., 55 ft. while using defensive focus)
    Special Attacks Cornugon Smash (demoralize vs foe damaged by melee, Intimidate +36), grab (CMB +40, hit effects as fiend's grip)

    Special Abilities
    Adaptive Tactics Eddie may replace up to 4 readied maneuvers as full-round action
    Attacks of Opportunity Eddie can make 6 AoOs/round, and may replace normal attack with a standard action combat maneuver
    Counter-Grapple Eddie can make an AoO against a foe without the Greater Grapple feat which attempts to grapple him
    Demoralization foes in 30 ft. of Eddie lose immunity to fear, multiple demoralize successes increase fear condition instead of duration
    Fiend's Grip as a free action, Eddie may manifest his fiend's grips, and these are treated as ghost touch weapons
    Graceful Grappler Eddie takes no penalties when grappling or pinning a foe, and can still make AoOs
    Ki Pool 7 ki points/day, Eddie can spend 1 point as swift action for +20 ft. speed or +4 dodge to AC for 1 round
    Rage during 14 rounds/day, Eddie gains +6 morale to Str and Con, and he is not fatigued when the rage ends
    Raging Grappler initiating a grapple has effects as if Eddie hit with a fiend's grip, and Eddie may knock a grappled foe prone when maintaining
    Spell-Like Ability alter self 1/day, 13 minutes, CL 13
    The Dark Mark up to 8/day when damaging a foe, Eddie may curse and mark the foe for 4 rounds (-4 to attack other than Eddie, +13% ASF)
    Vicious Stomp Eddie may make an unarmed strike as an AoO against an enemy falling prone adjacent to him

    Warder Stances and Readied Maneuvers IL 12, Wisdom
    Stances Black Seraph's GlareBS1, Primal Warrior StancePF3, Stance of the ThunderbrandPT5 active
    Boosts Time SkitterRH3 active, 4 rounds remaining
    Counters Intruder’s EndEG3, Shadow PinCR5, Vengeful RiposteBS4
    Strikes Cornered Frenzy StrikePF5
    Recovery full-round: recovers 4 maneuvers, defensive focus for +15' reach, CMD 54 vs Acrobatics checks to avoid AoO
    Known Fear the ReaperEG2, Make them HumbleFE4, Shadow Raptor SwarmBS6, Witchfinder's BrandCR4

    Barbarian Stances and Readied Maneuvers IL 7, Wisdom
    Stances Iron Pikeman’s AttitudePT1
    Boosts Leaping DragonTD1, Minute HandRH1
    Strikes Panthera on the HuntPF1
    Recovery full-round: recovers 5 maneuvers and regains 1 round of rage
    Known Encouraging RoarGL1


    STATISTICS
    Str 33, Dex 10, Con 22, Int 12, Wis 20, Cha 5
    Bab +12; CMB +29 (using fiend's grip +38, grapple +44) as Gargantuan; CMD 43 (46 vs grapple) as Gargantuan

    Feats Black Seraph AnnihilationI, Black Seraph Style, Black Seraph's Malevolence, Combat ReflexesB, Cornugon SmashI, Equipment Trick (rope)I, Fiendskin, Haft StrikeB, Improved GrappleB, Improved Unarmed StrikeB, Intimidating Prowess, Mighty FrameF, Power Attack, Seize the OpportunityB, Soulless Gaze, Stunning FistB, Stunning PinB, Vicious StompI, Weapon Focus (spiked gauntlet)I
    BBonus feat granted by class feature or martial tradition. IFeat granted by magic item (training weapon or ioun stone). FFeat from Bloodforge.

    Trained Skills Bluff +18H, Disguise +10 (+20 using alter self), Intimidate +36, Knowledge (martial) +5, Knowledge (planes) +11R, Knowledge (religion) +5R, Perception +24R, Sense Motive +19
    HHeresy Inquisition up to 4/day, Eddie may roll a Bluff, Diplomacy, or Stealth check twice and take best result
    RReverents of the Lance allegiance benefit +2 to Knowledge and Perception checks related to outsiders with chaotic or evil subtype

    Languages Abyssal, Common, Infernal
    Alternate Racial Traits alqarn heritage (Large size), Pass for Alqarn*; SQ powerful build, strong neutral and evil aura
    Traits Mixed Blood (orc), Practiced Initiator (warder), Unorthodox Method (Riven Hourglass); Drawback Foul Brand (hand)
    Martial Tradition Reverents of the Lance (Piercing Thunder)
    *This is a slightly tweaked Pass for Human ART because Eddie is of alqarn, not human, descent. No build options are dependent on this tweak.

    Gear pain's grip (+1 training (Equipment Trick (rope), Vicious Stomp) Gargantuan gauntlet), fear's grip (+1 training (Black Seraph Annihilation, Cornugon Smash) Gargantuan gauntlet), angered1 furious amulet of mighty fists, dwarven boulder helmet, barbazu beard, +3 spiked hellknight plate of +1 natural armor and protection2, +3 buckler, belt (+4 Str, +2 Con)2, "piercings of the midnight inquisition" (headband slot; +4 Wisdom; +2 Intimidate, Perception, Sense Motive, saves)2, bracelet of charms3 with 5 charms of anger3, cracked dusty rose prism, cracked opalescent white pyramid (spiked gauntlet) in wayfinder, cracked pale green prism (2), wand of enlarge person and long arm, lots of rope, approx. 500 gp (remainder of 140,000 gp standard WBL)
    1 Item from Bloodforge.
    2 Uses variant item rules from Steelforge (no stacking costs of "generic" bonuses to (any) slotted item).
    3 Item from Steelforge.


    Spoiler: Values in Detail
    Show

    ABILITY SCORES
    20-point buy
    Str 33 16 base, 2 race, 3 level, 4 enhancement (belt), 6 morale (4 rage, 2 angered weapon), 2 size enlarge person
    Dex 10 12 base, -2 size enlarge person
    Con 22 14 base, 2 enhancement (belt), 6 morale (4 rage, 2 angered weapon)
    Int 12 12 base
    Wis 20 14 base, 2 race, 4 enhancement (piercings)
    Cha 5 7 base, -2 race


    DEFENSE VALUES
    AC 29, touch 12, flat-footed 24 (10 + 12 armor (+3 plate), 1 natural enhancement (+1 plate of natural armor), 4 shield (+3 buckler), 1 deflection (+1 plate of protection), 5 dodge (haste (Time Skitter), Stance of the Thunderbrand), -2 size (Large race, enlarge person), -2 rage)
    Fort +21 (6 Con, 3 barbarian, 4 monk, 5 warder, 2 resistance (piercings), 1 competence (pale green prism))
    Ref +10 (4 monk, 2 warder, 2 resistance (piercings), 1 competence (pale green prism), 1 dodge haste (Time Skitter))
    Will +19 (5 Wis, 4 monk, 5 warder, 2 resistance (piercings), 1 competence (pale green prism), 2 rage)

    CMD
    Base CMD 43 (10 + 12 bab, 13 Str, 1 deflection (+1 armor of protection), 5 dodge (haste (Time Skitter), Stance of the Thunderbrand), 4 size (Large race, Mighty Frame, enlarge person), -2 rage)
    Grapple 46 (43 base CMD, 1 graceful grappler (monk levels as bab), 2 Improved Grapple)


    OFFENSE VALUES
    Reach 25 ft. / 40 ft. with fiend's grips (15 Huge size (Large race, enlarge person), 5 Stance of the Thunderbrand, 5 long arm / 15 Huge reach weapon)

    Attack and Damage
    Fiend's Grips Attack Bonus +22 (12 bab, 11 Str, 1 Mixed Blood, 1 Weapon Focus, 3 enhancement (+1 furious weapon), 1 competence (pale green prism), 1 haste (Time Skitter), -2 size (Large race, enlarge person), -2 rage, -4 Power Attack)
    Unarmed Strike Attack Bonus +20 (22 as fiend's grips above except: -1 no Weapon Focus, -1 enhancement (only furious weapon))
    Damage Bonus +23 (unarmed strike +22) (11 Str, 1 Mixed Blood, 3 enhancement (+1 furious weapon), 8 Power Attack (-1 enhancement (only furious weapon))
    Damage Die 4d6 (1d8 Medium size fiend's grip/4th level monk -> 2d6 Large size (race size) -> 3d6 Huge size (Mighty Frame) -> 4d6 Gargantuan size (enlarge person))

    CMB
    Base CMB +29 (12 bab, 1 maneuver training (monk levels as bab), 11 Str, 1 Mixed Blood, 1 competence (pale green prism), 1 haste (Time Skitter), 4 size (Large race, Mighty Frame, enlarge person), -2 rage)
    Using Fiend's Grips +38 (29 base CMB, 5 Wis (canny pugilist), 1 Weapon Focus, 3 enhancement (+1 furious weapon))
    Grapple +44 (38 as fiend's grips, 4 grab, 2 Improved Grapple)


    MISCELLANEOUS VALUES
    Initiative +1 (1 competence (cracked dusty rose prism))

    Trained Skills
    Total Skill Ranks 65 (13 levels x (4 class, 1 Int))
    Bluff +18 (10 ranks, 3 class skill, 5 Wis (Heresy Inquisition))
    Disguise +10 (+20 using alter self) (10 ranks, 3 class skill, -3 Cha, 2 race, -2 Foul Brand (10 alter self bonus))
    Intimidate +36 (11 ranks, 3 class skill, 5 Wis (Heresy Inquisition), 11 Str (Intimidating Prowess), 2 race, 2 Soulless Gaze, 2 competence (piercings))
    Knowledge (martial) +5 (1 ranks, 3 class skill, 1 Int)
    Knowledge (planes) +11 (+13 concerning chaotic or evil outsiders) (10 ranks, 1 Int (2 Reverents of the Lance allegiance benefit))
    Knowledge (religion) +5 (+7 concerning chaotic or evil outsiders) (1 ranks, 3 class skill, 1 Int (2 Reverents of the Lance allegiance benefit))
    Perception +24 (+26 vs chaotic or evil outsiders) (13 ranks, 3 class skill, 5 Wis, 2 competence (piercings) (2 Reverents of the Lance allegiance benefit))
    Sense Motive +19 (9 ranks, 3 class skill, 5 Wis, 2 competence (piercings))


    Spoiler: Level Progression
    Show
    Level Class Features Feats retrained@ level intoR
    1 Monk 1 Graceful grappler (level as bab for grapple), stunning fist, unarmed strike Improved GrappleB, Improved Unarmed StrikeB, Intimidating Prowess, Stunning FistB
    2 Monk 2 Evasion Stunning PinB
    3 Monk 3 Fast movement, maneuver training, still mind Mighty Frame
    4 Monk 4 Counter-grapple, graceful grappler (no grapple penalties), ki pool (magic) Weapon Focus (spiked gauntlet)I
    5 Warder 1 Aura, defensive focus, fiend’s grip Combat ReflexesB, Seize the Opportunity11
    6 Warder 2 The dark mark Haft StrikeB
    7 Warder 3 Divine gift (heresy inquisition) Black Seraph Style, Equipment Trick (rope)I
    8 Warder 4 Canny Pugilist -
    9 Warder 5 Improved fiend’s grip (free action, ghost touch) Cornugon SmashI, Power Attack
    10 Barbarian 1 Rage -
    11 Barbarian 2 Ancestral style, rage power (raging grappler), uncanny dodge Black Seraph AnnihilationI, Black Seraph's MalevolenceR, Fiendskin (cold), Seize the OpportunityB
    12 Warder 6 Aegis +1 (10 ft.) -
    13 Warder 7 Adaptive tactics Soulless Gaze, Vicious StompI


    FLUFF
    Spoiler: Description
    Show
    Eddie "Pincerhand" is a former Silent Enforcer and elite soldier of Nidal and Zon-Kuthon, now an adventurer and demon hunter in a self-imposed exile after the catastrophic failure of his first military mission.

    Though he initially only accepted to join the small group of odd individuals that saved his life out of necessity, Eddie has come to value and even respect the undeniably useful talents, dedication and loyalty each of them have shown during their many adventures together. And despite the annoying personalities and laughably naive beliefs his rag-tag flock of eccentric outcasts frequently displays, they are now nevertheless his flock, an idea which has him lash out with lethal force against anyone or anything that would so much as think of trying to steal a member of his flock from him, and has him protecting them with the near suicidal zeal and fury of a tigress protecting her cubs.

    The traumatic experiences of Eddie's failed military mission against demonic forces, along with his subsequent travels outside of Nidal, have of course changed both his view of the world and his personal religious beliefs. And most importantly, he is convinced his lingering questions and doubts about his faith have actually been answered by the Midnight Lord himself, his strangely alien deep rasping whispers as loud as thunder in Eddie's ears when he finally dared pray again for the first time since leaving Nidal. But what surprised Eddie the most was not hearing the Dark Prince speak to him, but that the deafening words made so much sense, that they contained such simple yet elegant and suitably razor sharp logic.

    Regardless of the objective truth of the matter - if such a thing even exists - Eddie was forever changed by what he believes to have been a most personal and private conversation with his nihilistic god. And ever since that conversation, he has not seen any reason to actively seek to provoke, judge or hurt those who have not attempted to hurt him, while he also no longer sees any reason for not giving himself completely to the pure sadistic ecstasy he feels while "sharing the pleasures of pain" with his true enemies. It is as if the voice of the fanatic fiend in him has found a way to speak in unison with the voice of the more compassionate humanoid as well as that of the pragmatic skeptic in him, two voices now finally allowed to be heard again after having been suppressed during decades of intense religious indoctrination.

    Despite his newly found inner balance and redefined relationship with Zon-Kuthon, most people still find Eddie an ugly creature with a humorless and decidedly gloomy view of the world and its inhabitants. But the truth is Eddie often tries to maintain this illusion of lacking social skills, making it easier for him to hide the fact that he is actually a highly observant listener and an accomplished liar, trained by some of Golarion's greatest masters of interrogation and subtle deception. In sharp contrast to his dour outlook and seeming disinterest in people, Eddie suddenly comes to life when expecting violence, his eyes gaining a fiendish red glow and his wide mouth a cruel smile of sadistic glee, the tip of his tongue playing across his lips in excitement. And even hardened war veterans who have been the unfortunate witnesses of Eddies behavior in combat are often profoundly shaken by the experience, wishing they could forget the deeply disturbing memories of already incapacitated enemies screaming in pain and horror while being slowly mutilated by Eddie's enormous serrated pincers, not to mention the expression of pure bliss on his bloodstained face.

    Though Eddie is even larger than normal rhinofolk, his relatively slim and long-limbed proportions, pale skin and normally hunched posture would almost make him appear old and frail next to his stockier relatives, when in truth his wiry compact muscles gives him enormous strength. And in the eyes of humans and most other civilized races, Eddie is a towering barrel-chested giant, standing 9 feet tall and weighing approximately 550 pounds if measured in his bare skin and with his back uncharacteristically straight. (While equipped and enlarged, as shown above, Eddie is 18 feet tall and weighs approximately 4,750 pounds.)

    Spoiler: Background
    Show
    Eddie was born almost 80 years ago near the Brazen Peaks in the Mwangi Expanse, but was stolen from his small tribe of alqarn by slavers, sold in Katapesh, brought across the Inner Sea and then sold yet again while still a young child. In what would prove to be one of the rare lucky events in Eddie's life, he ended up as the property of a surprisingly kind and caring middle-aged Chelish merchant noblewoman. In her service, Eddie spent the following four decades in relative freedom, growing up content and mostly happy, sheltered and blissfully ignorant of much of the prejudice, fear and hatred the civilized world has in store for those born different. But Eddie was in for a rude awakening when his elderly mistress unexpectedly died during a return journey from Korvosa, apparently while she had been peacefully asleep in her cabin as her ship slowly crept south across Conqueror's Bay. The superstitious ship crew almost immediately started eyeing the shy and oddly looking Eddie with suspicion, and not more than a day after the death of his beloved mistress, the cold hearted captain set course for the closest harbor and then abandoned the shocked Eddie crying on the docks of Nisroch.

    Afraid, cold and hungry without so much as a copper to buy food Eddie paced the oddly clean and eerily silent streets of the city, unsuccessfully pleading for help from the few and clearly disapproving citizens he met. Within hours, he was spotted by a pair of patrolling Silent Enforcers who immediately saw him guilty of loitering and begging. But before they had managed to beat Eddie to death, his whimpering pleading and the fine quality of his clothes led them to conclude that he was a slave recently and illegally abandoned by his owner, and seemingly still a child despite his size, and so they decided to bring their strange find before the Silent One to be considered as a recruit. That same night, Eddie was forced into the sinister training and indoctrination program of the Silent Shroud, his voice burned from his throat and the chained skull of Zon-Kuthon burned into the back of his hand soon thereafter.

    Some thirty years later, Eddie was fully grown and transformed into a loyal servant of Zon-Kuthon and the Shrouded One, and his imposing size and brutally effective signature wrestling fighting style had made him feared on the streets of Nisroch as well as the cause of much obvious envy from fellow Silent Enforcers. And one day, word of Eddie's exotic appearance and martial prowess also happened to reach the ears of one of Nidal's generals visiting the city. Intrigued, the general decided to find out how much truth there was to the rumors about this odd Silent Enforcer, and arranged for a couple of seasoned soldiers in his retinue to fight Eddie, promising his mysterious leader a hefty compensation should Eddie be killed. After seeing Eddie swiftly incapacitating the two fully armed soldiers with his bare hands and then starting to calmly torture his helpless foes by breaking fingers and crushing toes, the general seemed pleased and ordered an agent of the Umbral Court to test Eddie for special training in Ridwan, claiming such skills would better serve Nidal's interests if properly cultivated and directed by the military.

    Not more than a year later, Eddie had already caught up with the senior students at Schola Cruciamenia*, Ridwan's most elite military academy, his fiendish heritage giving him an uncanny knack for quickly mastering the mercilessly cruel and frightening martial disciplines and techniques favored by ordained champions of the Midnight Lord. During this year, Eddie was also for the first time in his life not only allowed but encouraged to explore and develop the supernatural powers hiding in his rare mixed blood. Through hard and persistent work he was finally able to will his body into the shape of any humanoid for several minutes, and to stretch his arms and transform his gauntleted hands into terrifying barbed pincer-like weapons. His unique talents and dedication were eventually also recognized and rewarded by his tutors, first by allowing him to receive the blessings of a Zon-Kuthon high priest to restore his voice, and then by declaring him ready for the final lethal exams years before any of the equally junior students would be considered.

    But despite his many successes, Eddie never made any friends and remained shy and awkward in social situations where he was expected to be himself. And perhaps more importantly, even after being subjected to decades of constant and calculated political and religious indoctrination by his masters and tutors, Eddie was still harboring doubts about the superiority of Nidal and its forces, as well as that of certain aspects of Zon-Kuthon's teachings.

    *This name was made up by me 'cause I couldn't find any names of Nidalese martial art/military schools in Paizo material. It's Latin and roughly translates into "school/elite troop of soldiers/sect (of) pain/torment/torture". Seemed fitting...


    Spoiler: Eddie Pincerhand - Combined Mechanics
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    The following describes Eddie's two most noteworthy mechanical combos (aside from the more obvious ones providing size increases and purely numerical bonuses). These combos are typically available in every fight, and are of course accompanied by synergizing maneuvers which further increase Eddie's capabilities as a control and debuff focused defender.

    Painfull Pacifying Pincerhand
    Seize the Opportunity is a fantastically powerful feat, and Eddie uses it with grapple related options it to immediately reposition and tie up enemies hit by his a melee attacks.
    1. Fiend's Grip Most of the melee attacks Eddie makes have the grab ability, allowing him to start a grapple as a free action if he hits, and he may grapple incorporeal creatures thanks to the ghost touch quality of his fiend's grips.
    2. Graceful Grappler When grappled, Eddie doesn't suffer the penalties to attack or AC, and can still make AoOs.
    3. Grapple RAW "If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails)."
    4. Stance of the Thunderbrand The automatic movement of an opponent Eddie grapples (as per point #3) allows him to make an AoO.
    5. Seize the Opportunity Eddie can attempt to maintain a grapple when the grappled opponent provokes an AoO, and he may thus immediately both start and maintain a grapple when he hits a non-adjacent opponent with any kind of melee attack made with either of his fiend's grips.
    6. Raging Grappler Eddie deals damage and triggers other hit effects (demoralization etc) also when he initiates a grapple, meaning a single melee attack hit will often have the same effects as that of two hits. In addition, whenever Eddie maintains a grapple (such as per point #5), he may give his opponent and/or himself the prone condition. Notably, this is not a trip attempt, and thus bypasses all those pesky immunities or bonuses opponents often have against that combat maneuver (flight, weird physiology, no/several legs etc).
    7. Vicious Stomp When an opponent falls prone adjacent to Eddie (such as per point #6), he can make an unarmed strike AoO against that opponent. Since Eddie can also manifest and stop manifesting his fiend's grips as free actions, he can usually make this unarmed strike with his normal gauntleted hand, gaining the associated bonuses (typically as per unarmed strike detailed in the Offense section in the build summary).
    8. Equipment Trick (rope) Eddie only takes a –5 penalty to his grapple check when attempting to tie up an opponent he grapples.

    Soulless Seraph Smash
    Seems practicing scary faces in front of a mirror, cultivating relationships with certain individuals in the "underworld", and just being a cold-hearted sadist in general definitely has its merits... (Now doesn't that send a wonderfully cynical moral message? It's practically giving all the self-righteous goody-two-shoes hero schmucks a big fat EVILTM finger!)
    1. Cornugon Smash Eddie can make a demoralization attempt as a free action against an enemy he damages with a melee attack while using Power Attack. It's worth noting that a grapple check is a melee attack affected by Power Attack.
    2. Soulless Gaze When Eddie successful demoralizes a target already suffering the effects of his previous demoralization, the fear condition worsens (up to panicked from three successful attempts), instead of increasing the shaken condition by another round.
    3. Black Seraph Style Eddie gains scaling profane bonuses to AC and saves against the attacks and effects made by enemies suffering from a fear condition.
    4. Black Seraph Annihilation All enemies within 30 ft. of Eddie lose their immunity to fear, although those immune to mind-affecting gain a +5 resistance bonus to saves against fear. So yeah, undead, constructs, aberrations...
    5. Heresy Inquisition Eddie has a pathetic Cha score, so luckily this allows him to add his Wis instead of his Cha to Intimidate (and Bluff) checks.
    6. Intimidating Prowess Lets Eddie add his Str mod to Intimidate checks, in addition to his Wis mod. And since Eddie is pretty darn strong and wise, he'll easily succeed on those checks against virtually every enemy he's likely to face.

    Combined Result
    Together with the Eddie's other options, the two above combos result in the following whenever Eddie hits a non-adjacent foe with a melee attack using his fiend's grip and Power Attack, regardless of whether that melee attack was a made as part of a full attack, charge, martial maneuver, AoO, etc. (Action/event with increased indent is dependent on the last action/event with less indent being successful, including average damage (but not crit damage) and typical results of other effects.)
    1. Damage the target takes 37 points of damage (and Eddie may mark and curse the target).
    2. Demoralization granted by Cornugon Smash - Eddie may make a demoralize attempt (Intimidate +36 vs DC = 10 + target's HD + target's Wis mod): the target is shaken for at least 1 round, and Eddie gains +3 profane to AC and saves vs target's attacks/effects.
    3. Grab granted by fiend's grips - Eddie makes grapple check to initiate a grapple as a free action (CMB +40): Eddie and the target are grappling, but Eddie takes no penalties from the condition and can still make AoOs.
    4. Damage granted by Raging Grappler - the target takes another 37 points of damage (and Eddie may mark and curse the target).
    5. Demoralization granted by Cornugon Smash - Eddie may make an additional demoralize attempt (as per #2): the target is frightened for at least 1 round.
    6. Grapple Move the grappled enemy is moved to a free space adjacent to Eddie.
    7. AoO granted by Stance of the Thunderbrand - the target's movement provokes an AoO from Eddie
    8. Tie Up granted by Seize the Opportunity and Equipment Trick (rope) - Eddie may make a grapple check to maintain the grapple and immediately tie up the target instead of making a normal AoO (CMB +40: -5 to Tie Up grappled, +5 to maintain grapple): the target is tied up and must make a DC 64 grapple or Escape Artist check to free itself, and Eddie is no longer grappling the target (once the triggered actions/events #9 - 14 have been resolved).
    9. Damage granted by fiend's grips - the target takes another 37 points of damage (and Eddie may mark and curse the target).
    10. Demoralization granted by Cornugon Smash - Eddie may make an additional demoralize attempt (as per #2): the target is panicked for at least 1 round.
    11. Prone granted by Raging Grappler - Eddie knocks the target prone.
    12. AoO granted by Vicious Stomp - the adjacent target falling prone provokes an unarmed strike AoO from Eddie
    13. Damage granted by unarmed strike - the target takes another 36 points of damage (and Eddie may mark and curse the target).
    14. Demoralization granted by Cornugon Smash - Eddie may make an additional demoralize attempt (as per #2): the target is panicked for at least +1 additional round.

    Net result (assuming all the above succeeds): the target takes 147 points of damage and is prone, tied up and panicked for at the very least 2 rounds (usually more than 6 rounds), and Eddie gains a +3 profane to AC and saves vs the target's attacks/effects while the target remains affected by a fear condition.

    Eddie can normally perform the above combo on up to three enemies within his 40 ft. fiend's grip reach on his turn, or on up to two enemies triggering AoOs outside his own turn. If he activates his Intruder’s End counter, this increases to up to five and three enemies, respectively. Note also that the second AoO granted by Vicious Stomp (points #12 - 14 above) isn't needed in order for the target to end up both tied up and panicked - excluding this AoO will simply reduce the average damage dealt to 111 points and the number of additional rounds the target remains panicked caused by the final demoralization attempt. So if facing several enemies, Eddie simply cuts the combo short to save up on AoOs and thus be able to perform it against additional enemies each round (up to four enemies with a full attack during his turn, plus an additional three enemies outside his turn, if using Intruder’s End).

    Last edited by upho; 2017-03-30 at 11:35 PM.

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