Xenia concentrates on the devil, making the bearded monstrosity react, if briefly, to the attempted attacks by Lamm's lackeys. As she does so, so speaks a few easy words to a simple spell. A moment later she calls out.
The powers of Cheliax do not condone those who would corrupt or threaten their ambassadors.
She then looks to the bearded devil and calls to it in Chelaxian:
Destroy.
The devil then looks down at Ladzlo and Davor, snarls, then throws back its head and roars as it swings at the pair of criminals. Unfortunately (or fortunately if you are Ladzlo or Davor), the blow is just high, barely going above their heads.
Mechanics:
Swift - maintain Silent Image, make it look like it is about to behead the two lieutenants
Double Action - Cast Ghost Sound <-- demon roar (figure this is similar to a lion roar)
Single Action - Intimidate (Demoralize) -- 1d20 + 7 ⇒ (15) + 7 = 22 <-- any modifiers for creativity?
--> Technically this should only effect one person, DM call on who and how many.
The image is essentially swinging like it is attacking, but just missing. It will also react as though struck, until they pair disbelieves it.
Sadly, neither of the lieutenants is fooled by Xenia's illusion this time round.
The fight between the Lambs and some of their adult allies against the remainder of Lamm's goons continues, with hoarse shouting and feeble cries of pain. Hookshanks draws his whip (laced with nails and shards of glass) and flays about him, almost heedless of friend or foe; Tybalt dances between bodies, stabbing seemingly at random; the small combatants (Timmor and Anders among them) cannot be seen.
Sia draws a dagger from her belt and stabs feebly at Lamm.
She misses him completely, but at least she doesn't drop her weapon this time. Beneath the sheen of sweat on her brow her skin is taking on a greenish tinge.
Ladzlo and Davor ignore the illusory beast Xenia has created - Ladzlo moves in behind Juliet, attacking her, while Davor focuses his wrath on Otto. "I hatesh shkellies, I doesh."
Tyenar lashes out at them as they move, missing Ladzlo but striking a glancing blow at Davor, who seems almost not to notice.
I don't have stats for Otto so I don't know which of those hit. Let me know how much damage he's taken.
Ladzlo leers at Juliet as he stabs at her repeatedly: "You an' me, girlie, we're finally getting to it, hey? Had this date coming, din't we?" Juliet manages to parry one of the attacks, and her riposte hits him squarely in the gut; he grunts in pain, but stays focused.
Ouch. Your parry/riposte was against the first attack, which missed anyway.
His knives caress her in several critical spots and he smiles at his handiwork. "Shoulda stuck with me back then, I wouldn't be stickin' ya now..."
ROUND 3
Lamm is suddenly a blur of movement: one moment he's in the middle of things, and the next he's back on his throne. He moved impossibly fast - magic is clearly involved, somehow.
Mechanics:
Action 1: step away
Action 2: step away
Swift action: move to throne (QRS)
Action 3: activate mechanism
He bares his teeth at you all, in a combination of a taunt and a snarl: "You wanna come at the King of Spiders, you gotta take him in his nest..."
With that, he kicks at a hidden switch: the throne drops with a muffled thud into the room below, taking him with it.
Short on time. Xenia will move to where she can cast to get either Ladzlo or Davor in the cone of Color Spray and then cast. If she can get both, even better. - DC15 Will. Also, the DC for her Silent Image is also DC15 (she has Spell Focus(Illusion).
No problem, I'll bot you based on that. Note that we're using limited magic, so you don't have DC 15 on your spells - the DC is as follows: lvl 1 spell plus assumed Int/Cha/Wis of 11 (which gives no bonus) plus spell focus = 12, which both of them got.
Tiptoeing round the edge of the mêlée, Xenia is able by careful positioning to cast a spell that enmeshes both Davor and Ladzlo while avoiding her companions (it inevitably means that there is consequently nobody between her and the lieutenants, but life involves a little risk now and then).
The half-orc looks bemused "Hey, looka the pretty lightsh!" - and then immediately concerned "Hey! Whersha lightsh!" He gropes about, blindly.
Ladzlo is however far too focused on his bloody carving up of Juliet to be affected.
Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None
Lorick pauses just for a moment in his almost uncontrollable rage to lock eyes with the shivering Sia. He drops his sack at her feet It's got two cures and antitoxin in there. Stay alive and wait for me. Wait for me and rushes into the darkness.
Mechanics:
Oh god. What has Lorick done.
Free action. Drop sack, it's got a CLW, a CMW, a antiplague, and a anti toxin and some other misc stuff.
One Action. Move onto the hole.
I think it's a free action to fall down.
Other two Actions depend on what the heck is down there. Is there light? What does Lorick see?
White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8
Otto is crushed with little ceremony and Evelyn curses under her breath. She curses a second time as Juliet is stabbed repeatedly, and a third when Lamm disappears and Lorick goes after him. Forced to act quickly, she ducks her light frame through the crowd and to the opposite of Ladzlo. With a quick thrust, she jams her longsword into the mans back.
She shouts past him to Juliet "This situation is out of control. Lorick and Lamm are gone, we need to regroup."
Mechanics:
Evelyn: 1 act to move to flanking with Ladzlo, 2 acts to attack twice.
N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom
The pain comes quick, three times, Ladzlo ducking Juliet's blade and letting loose a viscous series of stabs with his daggers. Grunting, Juliet pulls Spite back as her vision clouds, momentarily going black. If I'm dying tonight, that pervy a+#&%@!'s going with me.
"Much nicer experience than shacking up with you, I'm sure."
Stepping back, Juliet flourishes her blade in three quick swipes and then bracers herself to parry the counterattack, spitting a mouthful of blood on her nemisis as she does so.
"I've got some in-and-out for ya, Greasy. Enjoy it, its your last!"
Eyes still on Ladzlo, Juliet yells. "Well get this horser off me then, kid!"
Mechanics/OOC:
3 actions, three attacks. And a demoralize and panache on riposte and parry for good measure. rapier attack #1:1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18Spending two stamina to make this a 20. damage:1d6 + 6 ⇒ (1) + 6 = 7
Lamm - 59, Shaken for Rounds 2 and 3
Sia - 14
Lorick - 5 non-lethal
Davor - 4, blinded and stunned for Round 3, stunned for Round 4
Otto - dust
Juliet - 27
Ladzlo - 41, demoralised, DEAD
Ladzlo coughs up blood as Evelyn's longsword pierces his back, entering a lung. His eyes widen in shock as Juliet skewers him; his daggers fall from suddenly nerveless fingers.
Dropping to his knees, he pats helplessly at his wounds with stupefied hands before reaching out imploringly to Juliet; he gurgles, a bloody spray of foam on his lips.
...
"O girlie, you've - you've done for me..."
...
"...you've done me good..."
...
The arms fall limply back to his side and Grease-Fingered Ladzlo slumps forward in a heap, never to move again.
Tyenar gets more and more panicked as he misses every attack against Lamm. Even Ladzlo's demise, that filled the Sylph with a bit of relief, only serves to further show Tyenar how he has no actual combat experience whatsoever.
Still throwing glances at the bloodied corpse of Ladlzo, Tyenar flails wildly at Davor.
Knowing the illusions are not of any use at this point, Xenia ceases concentrating on them, and instead moves over to the bag that Lorick dropped, picks it up, and draws one of the potions, which she hands to Juliet, before offering the bag to Sai to allow her to consume the other.
Need both of you strong to kill that sleaze.
Mechanics:
Action 1: Move to bag
Action 2: Pick up Bag
Action 3: Retrieve potion and offer it to Juliet
Lamm - 59, Shaken for Rounds 2 and 3
Sia - 19
Lorick - 5 non-lethal
Davor - 4, blinded and stunned for Round 3, stunned for Round 4
Otto - dust
Juliet - 27
Ladzlo - 41, demoralised, DEAD
Oh girl, it's like the dice WANT me to kill you off...
Amazingly, even with Davor blinded and stunned, Tyenar manages to miss the half-orc with each attack.
The Lambs and their allies may be on the side of righteousness, but Lamm's thugs are brutal - and they enjoy their work. Hookshanks throttles one of his young charges with his whip, his face set in a cruel smile as he does so; Tybalt is beset by three goons - he takes them down, but they take most of the left side of the elf's face with them.
Sprawling to the floor, Sia's shaking hands tip the contents of the bag onto the floor: it's as Lorick promised, there are cures in there. She desperately grabs the vial of antitoxin and pours it down her throat, but it doesn't seem to have any effect. She cries, softly. "I can't - I can't feel my legs..." She wraps her arms round herself and shivers, despite the sheen of sweat on her forehead. "so cold..."
Davor paws helplessly at his eyes, trying to restore his sight.
OOC:
Round 4 will be up later today. Feel free to talk amongst yourselves.
N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom
Juliet smiles as Ladzlo slumps, the Kid coming into view behind him, Evenlyn's longsword thick with blood. "Ah, nice job, Evelyn! Now let's-"
Whirling to look for Lamm, Juliet's words die in her mouth, Lamm gone, apparently into the ground. Sia, writhing on the floor, pale and sweating brings a quick stab of pity. Nothing I can do, looks like. And the Jaw-
Lorick.
Gone too, probably down the spider's hole, alone with Lamm and his pet, whatever that thing is. Juliet's hand squeezes the potion just placed in her hand; the glass cracks in her grip.
The opening of the throne to whatever lies beneath is a 10 foot by 10 foot hole; it's also around a 10 foot drop to the deck beneath.
Lorick lands, on his feet no less. It takes a moment for this lower deck to come into perspective: the light is odd. There's no light source within the deck, but the Eel's End is an old ship and poorly maintained, at that - the planks that form the walls have warped, and the outside light can stream in.
The striped effect it creates is slightly disorienting.
Important Note:
Unless you have low-light vision, everything down here is subject to Concealment rules: 20% miss chance, no sneak attack, etc. Darkvision doesn't help - it's not actually dark, just dimly lit.
Low-light vision doesn't get enough love, in my view.
More disorienting still is the sight of Lamm: bastard's landed in some sort of hammock, and is sitting up, grinning at you. The hammock is... cobweb. Lots and lots and lots of cobweb.
Then the smell in the air hits your senses: shiver, raw and unprocessed. A quick look around confirms that there are webs all round this lower deck: a factory of dream spiders, spinning the gold that keeps Lamm afloat.
Lamm chuckles at you, and cracks his neck, side to side. "You caught me a fair few good ones, up there - nice going. Care for a rematch? Just you, and me, and my pets?"
Round 4
HP 34/34
Non Lethal Damage 5
Ki 0/2
Stamina 1/6
Rage 3/6 <-- Will decrement this when the round of rage ends
Active Condition Rage
+2 attack roll
+2 damage roll
+2 will
6/6 temp HP
-2 AC
This is lethal damage - Lamm's not playing any more
Lamm's fist and knee lash out, catching Lorick in the temple and gut, respectively. Then, quick as lightning, he steps away, grinning, and puts himself behind the clawed monstrosity that is his pet. "I'll let Chitters take it from here, I think."
White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8
The potion would have to hold Juliet over for now. Wand in one hand, longsword in the other, Evelyn rushes towards the pit and looks over the edge. Her mind races as her enhanced senses pick up the various beings below. She also realizes, in the back of her mind, that in her earlier hunt for the necromancer she had become so consumed that she failed to restock the flash vial - something that would come in handy right now. She curses quickly but puts that aside.
With great difficulty, she starts her normal incantation of summoning, though this time instead of a skeleton appearing, a dog-sized beetle creature springs into existence. Evelyn directs the creature, whose back opens up to reveal small wings. The beetle lazily floats into the pit, stopping to hover just above Lorick. In the dark of the ship's underbelly, the beetle glows faintly, shedding light in a small radius.
Still desperate in the situation, Evelyn continues to rack her brain for something else she could do. Mustering all her confidence she shouts down into the pit, mimicking the earlier chittering. Her speech is rudimentary, but effective.
Aklo:
"I want to bargain. Do not attack this man and I will give you much, much food now. Fresh food. I am your friend."
Mechanics:
Evelyn: 1 act to move over to the pit, 2 acts to summon fire beetle, free to talk (Diplomacy to influence attitude), swift to use Sudden Insight
Diplomacy in Aklo:1d20 + 11 ⇒ (13) + 11 = 24Also, Silver Tongued has the following effect that may come into play: "In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled."
Kn Planes to identify:1d20 + 9 ⇒ (9) + 9 = 18
Fire Beetle: Hovers over Lorick. The Fire Beetle illuminates a 10 ft radius around itself
I think that a Diplomacy check takes one whole minute, unfortunately. :/
Wide-eyed, Tyenar manages to miss completely a blind man as the realization of his own inexperience dawns on him. As his breath grows shorter, the Sylph starts shaking as the winds around him grow stronger.
Then, in a flash of clarity, Tyenar starts making for the dais.
Focus!Focus!
Searching in his backpack, Tyenar pulls out a silk rope and ties it around Lamm's throne, and then throws it into the pit to help him climb back up.
Mechanics:
Action 1: Move to dais
Action 2: retrieve rope.
Action 3: Tie rope and throw it down.
N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom
OOC:
Even if the mechanics don't work, it might be a conversation the creatures want to have. Worth a shot, Evelyn!
Juliet tilts the potion back and drops the empty vial as her wounds staunch. She prepares to launch herself into the pit after Lorick, when a thought - no, a revelation, really - hits her, stopping her in her tracks.
This fight was, simply put, bigger than Juliet D'Artangen.
Lamm was done. He'd murdered someone; the proof was hanging on the wall. The guard was outside. They'll take the King of Spiders, and no weeds would sprout in his wake.
Because Juliet was going to kill every single last bastard still loyal to Gaedran Lamm.
No distribution network, no muscle, no pushers, no blackmailers. Amprei would be free. The children would be free. Evelyn and Tyenar too, and maybe Lorick and Sia, if the gods were good.
Murdering every evil man and woman in this room would be the first noble thing Juliet had ever done.
Casting a glance over her shoulder - "Jaw, your woman needs you!" - Juliet levels Spite at Lamm's blinded henchman and charges.
"I'd say I'm the last thing you'll ever see, but..."
Lamm - 66,
Sia - 19
Lorick - 21 lethal, 5 non-lethal
Davor - 11, stunned for Round 4, Shaken for Round 4 and Round 5
Otto - dust
Juliet - 27
Ladzlo - 41, demoralised, DEAD
OOC:
I'm more interested in the roleplay than the mechanics of Diplomacy anyway, so I'm going to go with it.
Evelyn's speech leads to a cacophanous, grating chittering sound rising up from the floor below, which might be the thing's equivalent of laughter.
Aklo:
"I see food right now, and more food soon anyway. No deal!"
Evelyn:
Knowledge (dungeoneering) is what you need
Davor has in fact recovered his sight, but is still groggy from whatever spell Xenia hit him with; Juliet's lunge skewers his arm and he howls in pain and fear.
Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None
Lorick doesn't care for the spiders or the chittering abominations. He steps forward, and then steps forward again, focused solely on the object of his rage, intent on crushing the life out of the man who had made his life intolerable for so many years.
Or. He almost does. Juliet's voice manages to penetrate his consciousness. He looks up and sees a rope swinging slowly against the light.
Only fool always keep asking how he remembers Miyoto griping at him once when he had stubbornly insisted on training throughout the night in Miyoto's little room Wise man first focused on why. What use is lashing out with foot if no reason to? Go home, find reason to fight, then come back.
Lorick had left, puzzling over the words and frustrated at the old man's cryptic response to just wanting to know how to kick harder. He had ended up at Sia's hovel.
Miyoto had tried to drill into Lorick the importance of why. Why was killing Lamm important? Because it would free Sia and Miyoto from his control.
Sia he whispers and reaches up, pulling himself into the light before the spiders can attack, hoping against hope that it would not darken for him permanently.
**
Outside the pit he reaches into the sack held by Xenia and retrieves the anti-toxin and pours into the un-resisting dying throat of the women he loved. Blinking back tears he looks up. Burn the pit and everything in it he chokes out. What Lamm had done to Sia... it wouldn't be right for him to do it to anyone else. It was not a reason to continue living that he would want, but it might be the only reason he would have left.
Mechanics:
Free Action: Grab
Act One: Climb out
Act Two: Retrieve anti toxin
Act Three: Pour into Sia
Status:
HP 15/34
Non Lethal Damage 5
Ki 0/2
Stamina 1/6
Rage 2/6 <-- Will decrement this when the round of rage ends
Active Condition Rage
+2 attack roll
+2 damage roll
+2 will
0/6 temp HP
-2 AC
Sia splutters as Lorick administers the antitoxin, but she gets most of it down. Not that it seems to do much good. She clings to him, her hands like ice and her veins turning exactly the wrong shade of black. Tears leak out from beneath her closed eyelids. "'m sorry, Lor... heard your code but couldn't... move quick enough..."
With a great effort of will, she forces her eyes open and looks straight at the monk. Her gaze quickly unfocuses, and her voice is dreamy, unreal: "You reckon it's true, what they say, 'bout judgement? Cos I... I done some bad things, Lor." She closes her eyes again.
The fight between the Lambs and Lamm's thugs continues; in despair at their losses, one of the younger Lambs in the rafters grabs hold of a lantern, hurling it without thought into the fray below before anyone can stop him. He narrowly misses Hookshanks, who twists away from it desperately; the glass shatters on the wooden deck.
*WHOOMPH*
The Eels' End has been sitting on this dock for decades; it stays afloat only because it is moored to the pier, and lashed to the other ships. The outer timbers may be damp, but the interior is dry. Tinder dry.
In seconds, the rear of the room is ablaze, crackling as the fire devours it greedily. Lambs and thugs alike scatter: the younger Lambs in the rafters cry out in terror as the smoke drifts up to them, scrambling across the beams and towards the door...
At the same time, from the hole in the dais where the throne once stood, new horrors emerge: two vast spiders the size of carthorses, and a two-legged thing of nightmares, its arms ending in wicked claws and its entire head looking like that of a spider's.
Mechanics:
E action 1: web rope, ready moves
E action 2: move after spiders
E action 3: move up
Evelyn's summoned beetle is little more than a momentary delay.
Knowledge (dungeoneering) DC 13:
The two-legged monstrosity is an ettercap, a fierce predator which can control spiders empathically.
Knowledge (dungeoneering) DC 18:
The two-legged monstrosity is an ettercap, a fierce predator which can control spiders empathically. Their bite is poisonous and they are skilled trapmakers.
Knowledge (dungeoneering) DC 23:
The two-legged monstrosity is an ettercap, a fierce predator which can control spiders empathically. Their bite is poisonous and they are skilled trapmakers. They can also throw webs.
From a position of safety behind the two giant spiders, the thing chitters at you.
Aklo:
"Mm, much food, come my pretties! Kill, eat!"
Realising that Juliet is intent on killing him, Davor shakes his head, clearing the last of the fog from Xenia's spell...
Of more immediate threat is Lamm, emerging from the pit below like some mad demon king in a grisly pantomime - the sort where all the audience ends up disembowelled and eaten.
He looks around, taking in the sight of Ladzlo lying dead on the floor, the rear of the chamber ablaze, and Davor bleeding from a dozen wounds, his normally-docile Lambs and allies fighting with his goons. He gives a hiss of low menace, his voice barely more than a whisper: "My world. What have you done to my world?!!!"
Party is up. Juliet and Tyenar are in melee with Davor, nobody else is currently in combat.
N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom
Juliet scowls as the boat goes up in flames. Of course, it was her intent to do the same thing as soon as the kids were safe, just not so... soon.
But there were more immediate concerns. With a flick of her wrist, Juliet sends Spite's tip across Davor's nose, and then again into the thug's throat.
OOC:
If she finishes Davor, she'll instead use any remaining actions to pull/drink her own potion of CMW
To Lamm, she calls out, almost breezily, "Ending it, King of Nothing. Told you, the crown wants you snipped. Hear that, dummies? The crown wants Lamm's head on a stake! Leave now and yours won't be next to it!"
N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom
OOC:
Forgot about the parry & riposte. Two of my P&Os never happened b/c Ladzlo died and Lamm attacked someone else, so I've still got 4 panache. P&O will be for the first attack coming Juliet's way
White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8
Evelyn shy's away from Lamm and the emerging horrors and moves back towards her companions. Dodging smoke, fire, and distracted companions, she stops by Lorick. She'd been keeping mental notes of the battle so far, and she new that he had suffered wounds of the kind that she could heal. The other, the one's she couldn't fix, would have to wait.
Using the last charge of the wand she bestows a curative blessing on him, before resting a hand on his shoulder. She can't think of much else to say, so she drags her eyes away from the sorrowful display of pure humanity and instead keeps watch, ready to fend off approaching dangers with her brandished sword.
This time, the tip of the blade deftly, almost delicately, opens up the half-orc's carotid artery: thick, dark, blood spray-jets from the (clearly mortal) wound.
Davor gives a grunt of surprise as much as pain, left hand pressing to his neck, trying futilely to stop the flow. He glares venomously firstly at Xenia, whose magic has so expertly kept him out of this fight, before half-focusing on his killer.
He takes a stride towards Tyenar, which would be menacing if it weren't so wobbly. "Shtupid fairiesh - I hateshs faerish..."
He falls from a standing position, much like a tree; the thud as he hits the wooden deck is audible even over the hubbub within the Eel's End.
"I Hatesh 'em sho mush..."
"I...hateshshsh..."
"...evershing..."
His hate-filled gaze is still locked on Tyenar, but there's no spark of life behind his eyes: Davor One-Tusk is dead.
Xenia looks with horror as the monstrosities begin to pour out of the hole in the deck. She had figured there might be a shark or some type of sea creature from the noise and the rumors, but this was insane, true insanity.
Sucking her breath and overcoming the urge to flee, she once more raises her hand, hoping against hope that one of these creatures might be affected by her magic.
Mechanics:
A1 - Move to get into a good casting position
A2/3 - Cast Color Spray
--> Trying to get as many bad guys as possible. The man-spider first, then any other spiders and/or Lamm.
The spiders are huge, meaning that Xenia has to maneuver carefully to catch everyone in her spell effect; the blast of colours washes over the two spiders and the spider-headed monstrosity, and even Lamm is caught in its effect.
A high-pitched screech just on the edge of hearing tells her that it has worked: the two-legged thing with a spider's head staggers and nearly falls, while one of the spiders rocks back, hissing and chittering to itself. The other spider is unaffected, as is Lamm; leaving Xenia to reflect on the fact that she's put herself within 15 feet of the enemy, with no allies in between.
Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None
Lorick cradles Sia's head for a moment longer We did the best we could, girl of mine... hold on to that.. whatever else.. then he settles her gently back down and stands up.
The healing from Evelyn helps a bit ease the pains he's wracked with, the physical ones at least. But he is really tired, with a last burst of a rage quickly withering under sorrow, he moves in and lands one hard punch into the screaming crime lord's face.
HP 24/34
Non Lethal Damage 5
Ki 0/2
Stamina 1/6
Rage 1/6 <-- That's it for Rage
Active Condition Rage
+2 attack roll
+2 damage roll
+2 will
0/6 temp HP
-2 AC
The fight at the back of the room degenerates even further in the heat and smoke of the flames; scurrying along the rafters, coughing and choking, the Lambs do their best to escape - but on the floor, it's murder.
Sia's eyes are closing again even as Lorick settles her back to the floor. In her comatose state, her breathing is so shallow that it would be almost impossible to say definitively when it actually stops.
Lorick's fist breaks Lamm's nose with a sickening *crunch* and knocks out his front teeth into the bargain; the crimelord shakes his head, trying to clear it, before giving a bloody grin. "Spirited, ain't ya? Gonna enjoy breaking you..."
Xenia's spell has incapacitated - temporarily - the monstrosity and one of the spiders, but its mate scuttles over to the sorceress, its glistening mandibles bared.
Xenia feels the sting of poison coursing through her, sapping her strength.
Xenia:
You're Weakened: you suffer a –2 penalty on Strength-based attack rolls, damage rolls, skill checks, and ability checks. Your carrying capacity is divided by 3 and you are considered to be carrying at least a medium load.
Lamm - 58
Sia - 34, DEAD
Lorick - 27 lethal
Davor - 40, Shaken for Round 5 and Round 6, DEAD
Otto - dust
Juliet - 16
Ladzlo - 41, demoralised, DEAD
Chittersnap - blinded, stunned for Round 5 then stunned for Round 6
Giant Spider 1 - blinded, stunned for Round 5, Round 6, Round 7 then stunned for Round 8
Giant Spider 2 - no effects
Xenia - 8, Weakened
There is a crash at the back of the room: the fire has burned through some of the supporting joists, bringing down the upper deck and just as swiftly burning it away: the sky is exposed, and the fresh oxygen gives the flames fresh impetus, driving the fire across the room, creeping towards the dais.
The light of the flames bathes Lamm's blood-streaked face, lighting up his eyes a with hellish intensity. The crimelord breathes in deep, savouring the moment, his earlier doubt now a mere memory. "You've made things interestin' - I suppose I gotta give you that. Be almost a shame to end this; it's been..."
He pauses, searching for the word.
"...emotional."
With that, he unleashes a flurry of kicks, punches and low blows against Lorick.
N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom
OOC:
Not sure how many moves to get to Lamm, I'm going to roll two attacks, give you an acrobatics check, and try to flank with L if possible. If Juliet can't get to Lamm, she'll attack the monster. Also, been forgetting my concealment, sorry about that.
Juliet's head swivels back and forth, from the floor of the ship to Lamm. Children or boss? Hobbled by indecision, she winces as Lamm lays into Lorick. Sliding past the spiders and across from the Jaw, Juliet hefts Spite and sends it towards Lamm's heart. Or so she thinks; the light playing tricks, Juliet catches nothing but the crime lord's loose shirt.
Lamm - 70, DEAD
Sia - 34, DEAD
Lorick - 23
Davor - 40, Shaken for Round 5 and Round 6, DEAD
Otto - dust
Juliet - 16
Ladzlo - 41, demoralised, DEAD
Chittersnap - blinded, stunned for Round 5 then stunned for Round 6
Giant Spider 1 - blinded, stunned for Round 5, Round 6, Round 7 then stunned for Round 8
Giant Spider 2 - blinded, stunned for Round 6 and Round 7, then stunned for Round 8
Xenia - 8, Weakened
Will save:1d20 + 1 ⇒ (8) + 1 = 9 Blinded:1d4 ⇒ 2
Xenia's spell cripples the spider - with a keening shriek, it rolls over, all eight legs thrashing at the air.
Taking advantage of the distraction, Juliet nimbly dodges around to the side of Lamm, driving Spite through his rib cage, deep into his black heart.
The crimelord twists round to face her, his sneer turning into a look of puzzlement - and then into panic. His mouth opens as if he's about to say something - a plea, a curse, Gods know what - but all that comes out is a long, lingering sigh.
Sliding limply off Juliet's blade, Gaedren Lamm slumps to the floor, inches from the dais where he ruled for so long. The fingers of one hand claw frantically into the wood, scrabbling for purchase; then, with a final spasm, he is still.
N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom
Juliet stands stunned as Gaedren slides off of Spite's blade, one word on her mind.
Freedom.
But not quite. Shaking her head, she screams out into the ship. "Oi! F%!!ers! Lamm's going down with the ship, deader than the King and twice as hated. Bugger off, and I won't hunt you down! Touch another Lamb, and I kill you too!"
OOC/Mechanics:
Trying to scare the rest of the rabble off. Of course, Juliet is going to hunt them all down, one by one, so...
Lamm - 70, DEAD
Sia - 34, DEAD
Lorick - 23
Davor - 40, Shaken for Round 5 and Round 6, DEAD
Otto - dust
Juliet - 16
Ladzlo - 41, demoralised, DEAD
Chittersnap - 9, blinded, stunned for Round 5 then stunned for Round 6
Giant Spider 1 - blinded, stunned for Round 5, Round 6, Round 7 then stunned for Round 8
Giant Spider 2 - blinded, stunned for Round 6 and Round 7, then stunned for Round 8
Xenia - 8, Weakened
Fresh off killing Davor, the light-footed sylph moves to engage the spider-headed monstrosity.
Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None
The air seems to go out of Lorick. He feels his soul shriveling away inside him. It isn't the fall of Lamm that does it. It's something else, something far worse. Sia's breath has been a part of him for as long as he can remember and, even as shallow as it had become, he feels it when it stops. Feels it in the very core of his being.
For a moment he stands stock still, arms hanging by his side, as if he was the one stabbed in the heart rather than the dying crime boss that was sputtering his last in front of him. All the rage he had felt fades away. He realizes that it hadn't been Lamm he had hated. Not really. What he'd hated was his own inability to protect the ones he loved from Lamm.
The realization of his fear, that he would be unable to free Sia and Miyoto from Lamm's hold saps his strength and a great weight settles on him as Sia dies. He feels Lamm's final spiteful laugh stab at him from beyond the grave; a poisoned dagger like the one that had ended Sia's life and shattered his. It's almost too great to bear. Almost.
He hears Xenia's gasp as one of Lamm's spiders bites her. He hears Juliet shout at Lamm's thugs to stop attacking and hurting the little Lamms. He hears the chittering scream of Lamm's spider monster as Tyenar stabs it. The monster that had done more to tarnish Sia's soul than anything else when Lamm had forced her to take part in his twisted displays of power and dominance. Which had caused her conscience anguish at her dying breath. He turns. The ugly echoes of Lamm's life resounded around him
You breathe or not breathe. Doesn't mean you live He remembers Miyoto saying once Ripples you make on world is what shows you live. As long as ripples continue you live.
Lamm may not be breathing anymore but the evidence of his life were all around Lorick. The same wasn't true for Sia. As much as she still lived it was only through him.
Eveylyn's healing washes over the monk and he takes a long shuddering breath. His work wasn't done. Not quite yet. Lamm had to die a true death. Sia had to live. And so, Lorick raises his fists again.
Mechanics:
One: Move into flank chitternsap if needed, otherwise all three attacks
Hoping I don't have to move as the last attack actually landed!
Deprived of the rage that had sustained him Lorick's attacks are weary but clinical, passionless. At least one of them lands.
Status:
HP 28/34
Non Lethal Damage 5
Ki 0/2
Stamina 1/6
Rage 0/6
Fatigued 10/10 <-- Will decrement when round ends
Active Condition Fatigued
STR -2
DEX -2
AC13
That was my action for the turn and I have to wait for next turn to act, no?
Dazed, the Sylph slowly realizes what he is doing as he pulls the rapier out of the creature. The last ten seconds were the most confused the Sylph had been in his whole life: one moment he was flailing wildly against the blind half-orc, is eyes shut in fear, and the moment after that Davor was falling to the ground, blood flowing from his neck.
It's only when he hears Juliet shout that Tyenar snaps back to reality: in a moment, he finds himself face to face with a spidery monstrosity. Panicking, he looks around him, eyes wide at the hell that was breaking loose around him, and Lamm dying half a meter away from him.
What is going on? What do I have to do?
Tyenar squints his eyes to concentrate on the present, but all that it accomplishes is showing the sylph Davor last hateful glare in his mind.
Focus! Focus!
"We have to find proof of Lamm's deals with the ambassador!" Tyenar shouts after a deep breath "I'll search the dais, and then jump down the hole to search for something.". He looks at Lorick, and then at Sia's and Lamm's dead bodies "If you want to go before I'm done, do it, but bring Lamm's body with you...and that woman's." If I don't find anything, Lamm's body is the only way we have to find information...And maybe we could still raise that woman.
Lamm - 70, DEAD
Sia - 34, DEAD
Lorick - 23
Davor - 40, Shaken for Round 5 and Round 6, DEAD
Otto - dust
Juliet - 16
Ladzlo - 41, demoralised, DEAD
Chittersnap - 15, blinded, stunned for Round 5 then stunned for Round 6
Giant Spider 1 - blinded, stunned for Round 5, Round 6, Round 7 then stunned for Round 8
Giant Spider 2 - blinded, stunned for Round 6 and Round 7, then stunned for Round 8
Xenia - 8, Weakened, Impaired
There is no more combat at the end of the room: there is only panicked flight by those still able to run, walk, hobble or crawl. The Lambs scramble up the rafters, then scuttle rapidly along, dropping down by the door, fleeing to freedom, carrying (or dragging) their wounded - but on the floor, it is Lamm's thugs who have won the day.
Evelyn:
It seems that Hookshanks has not given up his little ploy of pretending to be one of Lamm's Lambs - you spot him limping for the door, but his short gnomish legs mean he can't keep up with the others.
They are given precious little time to enjoy their victory - even as Juliet turns and screams at them, venting her rage, there is a groan of distressed timber and the floor beneath them literally gives way with a resounding crash. Screaming men and burning wood fall to the deck below, where Lamm's shiver factory has been located. The webs catch light almost instantly, and those spiders not immediately incinerated are roused to an invertebrate fury, swarming over their wounded, and trapped, prey.
Sparks - and the sound of screaming - rise upwards, along with the crackle of flame. The stern of the ship has become a furnace, an inferno; and beneath you, the fire spreads, unchecked.
Neither the spidery monstrosity nor the two actual spiders pose any threat for the time being, but the poison continues its course through Xenia's system.
Mechanics:
Fort save, Xenia:1d20 + 2 ⇒ (7) + 2 = 9
Xenia:
You're now "Impaired" - you take an additional –2 penalty on the affected Strength-based rolls (for -4 total), and are always considered to be carrying at least a heavy load.
N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom
Gods, Juliet thinks, staring slack-jawed as the ship becomes an inferno - and a grave for most of Lamm's thugs. A quick tinge of panic crosses the duelist's mind - Tybalt! - but Juliet pushes it aside; now was not the time for panic. Plus, her brother was like one of those wicked winged roaches that haunted Korvosa's dark; he could survive anything, anywhere.
Turning her attention to the monster, Juliet stepped forward, two quick cuts from her rapier aimed at the thing's chest. That thing, homeless and hungry in the shadows and alleyways of Korvosa? That couldn't be allowed to happen.
OOC/Mechanics:
assuming action 1 is a move into place, flanking if possible. As usual, she'll use OP&R on any first attack coming her way, and charmed life on any save she's got to make.
Moving to the throne, Tyenar starts looking around the dais for papers, anything that could be used as a clue, glancing in the meantime at the blazing inferno below deck.
Exhausted, and looking more than a little hale, Xenia shakily moves toward the throne to help Tyenar.
I . . . I could use some healing I think. She says as her steps wobble momentarily.
She tries to assist Tyenar, but the poison from the spider is too much and makes her unable to concentrate on much of anything other than standing up.
I would like to try it out at some point, but you're right. It would take a lot of work for you. So I think it comes down to figuring out how much you want to put into it.
your idea of making some swift actions into free actions would be a necessary house rule, in my opinion.
That's the problem - I'll end up having to go through every.single.one of the swift actions (tiefling's prehensile tail? Slayer's level 7 study target? Swift poisoning? Spending a ki point? Bardic performance?) to decide what to do with them. Azih and I can't even work out how the RAW should be interpreted on flurry of blows, so trying to work out the actual intent for everything else is going to be a complete 'mare!
Hmm. In that case, I think there's two options.
1) Every previous swift action is now a free action. It would save you time and we'd still get to try the system out, but I'm sure will have unintended consequences.
2) Do away with the action economy test. This would also save you time, and we all know the system.
I'd rather not use the revised action economy. It's seems like more work for less so far.
I'm up in the air on what to play now though. There's the alchemist or the witch. Both could have Brew Potion at first level easily, but looking at DMIC without another person to help it's going to be even more expensive to make potions that way. 75% to brew instead of the usual 50%...
DMU: I was listening to the Know Direction podcast that recorded the Paizocon session on Unchained rules and the designers basically said that a lot of stuff in the revised action economy is left to the DM to handle as they didn't go through and fit all the years of old rules about swift actions, full attack actions etc. onto the three act per round revised system. They really left a lot to RAI here. Any class dependant on swift actions is going to be harder to handle than the flurry :p
It's up to you. I think it might be a fun thing to try and maybe drop if it's not working out?
About the flurry:
The thing about the section of the book on page 103 is that it's talking about the old standard/chained flurry of blows rule that was mimicking TWF in a kinda convoluted way. The new unchained flurry of blows isn't handled. This is simply an extra attack at highest bonus at level 1 and another extra attack at highest bonus at level 11 when doing a full attack action. The unchained flurry rule is very clear that these are meant to stack with any extra haste attack as well as the extra attack from spending ki.
One possibilities I can see to fit the unchained flurry is the one I proposed with the second attack losing the penalty at level 1 and the third attack losing the penalty at level 11. That's the examples I put in there with haste and ki spend examples included.
Personally, my vote it to drop the Revised Action Economy. However, as I am planning on creating an Unchained Monk, I see the problem. Really, there are two problems. Either you force swift action people to use "1 action", which effectively puts them behind the non-swift using classes, or you turn it into a free action, which results in the swift using classes getting a big bonus over the non-swifts.
My thought would be to leave swift actions as swift actions. Use the 3-action system as it is, but also leave the swift actions as they are, 1 per round. This would not penalize those classes that use swift actions. If someone wishes to use a more than 1 swift action, then the second (third? fourth?) would take up actual action slots. For instance, this would enable a higher level bard to start a performance (swift), use Arcane Armor Training (swift in an action slot), and then cast a spell (2 actions) all in 1 round.
Thus, you would get 1 swift/immediate (if you use it as an Immediate, you lose it as a swift). And you also get your normal AoO (with extras from Combat Reflexes). Then, during your turn, you get the three actual actions.
While this seems to work, personally, I think that Paizo needs to take this one back to the drawing board. It seems that they are trying to cram an established system into a new ruleset. It will probably work, with a bit of a learning curve, but is going to invariably keep having new hiccups as we level and get new class abilities.
Thus, my vote is to ditch the Revised Action Economy, although I would like to see it work if we can figure out all the unanswered variables.
DMU: I was listening to the Know Direction podcast that recorded the Paizocon session on Unchained rules and the designers basically said that a lot of stuff in the revised action economy is left to the DM to handle as they didn't go through and fit all the years of old rules about swift actions, full attack actions etc. onto the three act per round revised system. They really left a lot to RAI here. Any class dependant on swift actions is going to be harder to handle than the flurry :p
It's up to you. I think it might be a fun thing to try and maybe drop if it's not working out?
About the flurry:
The thing about the section of the book on page 103 is that it's talking about the old standard/chained flurry of blows rule that was mimicking TWF in a kinda convoluted way. The new unchained flurry of blows isn't handled. This is simply an extra attack at highest bonus at level 1 and another extra attack at highest bonus at level 11 when doing a full attack action. The unchained flurry rule is very clear that these are meant to stack with any extra haste attack as well as the extra attack from spending ki.
One possibilities I can see to fit the unchained flurry is the one I proposed with the second attack losing the penalty at level 1 and the third attack losing the penalty at level 11. That's the examples I put in there with haste and ki spend examples included.
But then the monk loses all the extra attacks from bab.
Another option is making flurry a two action attack that gives you 1 or 2 extra attacks based on level. The third action could be used as an extra attack at -5 or a ki point spent first to gain an extra attack at full bab.
But then the monk loses all the extra attacks from bab.
Unless I'm very wrong EVERYBODY loses the extra attacks from BAB in the revised action system and gains three actions which they can use to attack three times if they want.
I actually want to keep the revised action economy. Of course, it seems the general consensus is strikingly against that.
I really don't see how people are getting that certain classes are being punished or not punished. I mean, even if you use a swift action you can still attack twice, attack and move, or cast a spell, etc.
I like the new system because it is less limiting to low level characters (for example, it makes my necromancer-knight concept work really well) and prevents higher level characters from totally breaking the action economy. Plus, "standing around and full-attacking" isn't the default strategy of full BAB martials anymore. There are actually other, viable strategies one can take.
Perhaps a compromise is to drop the Revised Action Economy rules and use the "Removing Iterative Attacks" rules?
Also, I saw that someone said earlier that they believed Arcane Strike to no longer be viable. I kind of wanted to get a little more discussion on that, as that is a feat that was fairly important to my build and I don't see how it's bad (especially with the new stamina rules).
I think that what might be missing, and has been sort of referenced in several posts above, is that they seem to be missing a "Full Attack" option. It could be a 2 action complex action, sort of like spell casting. This would allow the high BAB characters, and Monks with their Flurry, to use their abilities, but would not result in the strange confusion of what happens when a fighter gets a third, or fourth, iterative attack.
But there are no iterative attacks under the new system, that's the thing. I'll admit, the unchained monks flurry has apparently presented a good deal of confusion.
What would adding a full-attack action back into the mix do, though? In virtually every scenario (except for post-level 15 for full-BAB classes) just using three simple actions yields the same result.
Is there some concern, maybe, about how actions with the "during a full-attack" qualifier function?
And let me be honest right now, this is one of my favorite new rules in Unchained. I believe it streamlines the combat system, is more flexible, and isn't as overtly breakable.
DMU: I was listening to the Know Direction podcast that recorded the Paizocon session on Unchained rules and the designers basically said that a lot of stuff in the revised action economy is left to the DM to handle as they didn't go through and fit all the years of old rules about swift actions, full attack actions etc. onto the three act per round revised system.
And doesn't it just show? I have to say, I'm not interested in stopping every fight to make a ruling on a new swift action that's just come up - I'm in this to have fun too, y'all!
Tirion Jörðhár wrote:
My thought would be to leave swift actions as swift actions. Use the 3-action system as it is, but also leave the swift actions as they are, 1 per round. This would not penalize those classes that use swift actions. If someone wishes to use a more than 1 swift action, then the second (third? fourth?) would take up actual action slots. For instance, this would enable a higher level bard to start a performance (swift), use Arcane Armor Training (swift in an action slot), and then cast a spell (2 actions) all in 1 round.
Thus, you would get 1 swift/immediate (if you use it as an Immediate, you lose it as a swift). And you also get your normal AoO (with extras from Combat Reflexes). Then, during your turn, you get the three actual actions.
THIS. Seriously, this. This is how it's going to work. Paizo, give this guy/gal a job, stat!
Azih wrote:
Unless I'm very wrong EVERYBODY loses the extra attacks from BAB in the revised action system and gains three actions which they can use to attack three times if they want.
You're not wrong. Or if you are, I need to check in for advanced reading comprehension, 'cause that's the way I understand it too.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
DM Unchained wrote:
Tirion Jörðhár wrote:
My thought would be to leave swift actions as swift actions. Use the 3-action system as it is, but also leave the swift actions as they are, 1 per round. This would not penalize those classes that use swift actions. If someone wishes to use a more than 1 swift action, then the second (third? fourth?) would take up actual action slots. For instance, this would enable a higher level bard to start a performance (swift), use Arcane Armor Training (swift in an action slot), and then cast a spell (2 actions) all in 1 round.
Thus, you would get 1 swift/immediate (if you use it as an Immediate, you lose it as a swift). And you also get your normal AoO (with extras from Combat Reflexes). Then, during your turn, you get the three actual actions.
THIS. Seriously, this. This is how it's going to work. Paizo, give this guy/gal a job, stat!
I like the new system because it is less limiting to low level characters (for example, it makes my necromancer-knight concept work really well) and prevents higher level characters from totally breaking the action economy. Plus, "standing around and full-attacking" isn't the default strategy of full BAB martials anymore. There are actually other, viable strategies one can take.
Agreed. There's a lot that the new action economy system does better than the old system, I think. Zahir's example above (start song, cast spell) is a neat example of this.
Tiroin wrote:
I think that what might be missing, and has been sort of referenced in several posts above, is that they seem to be missing a "Full Attack" option. It could be a 2 action complex action, sort of like spell casting. This would allow the high BAB characters, and Monks with their Flurry, to use their abilities, but would not result in the strange confusion of what happens when a fighter gets a third, or fourth, iterative attack.
Adding a full attack option that is two actions, but keeping everything else the same? Works for me!
We using Tirion's proposal, then? I wouldn't mind that.
@Evelyn: I've talked about my main gripes with the system here. Essentially, swift action users get nerfed because the opportunity costs rises considerably with the revised action economy: taking Arcane Strike as an example, why use Arcane Strike as a plus to damage when you can just attack again? Stamina does fixes that (I didn't know that AS stamina trick did that!), but usually you'll be using AS only when you can stay still and attack twice.
Speaking of which, 5ft. steps cost 1 act: battle are actually more static than before, as you'd have to forgo an attack to set a flank. Again, you're encouraged to stay still.
Though, I really, really like the base idea, too: with a lot of time, the system can be honed*, but I like Trion's bandaid for now.
*
*:
Personally, I would up the number of acts per round and make actions have a more varied cost: maybe giving classes different act progressions, or give classes acts that can only be used for certain actions (spell acts for casters, attack acts for martials, buff acts for various gish goodness etc.)
That would be both glorious, and take a huge amount of time to write. :P
But then the monk loses all the extra attacks from bab.
Unless I'm very wrong EVERYBODY loses the extra attacks from BAB in the revised action system and gains three actions which they can use to attack three times if they want.
You're abolutely right. But that isn't a bug -- it's a feature. The revised action economy is freeing martials from the tyranny of making full attacks. :)
The way iterative attacks work in 3.x/Pathfinder is literally my least favorite part of the system. (Followed very closely by how TWF works.)
But don't mind me -- I'm still not sure if I'm going to be making a character yet. Should know tonight.
Is shoehorning the full attack action into the revised action system missing one of the major reasons to go to the revised action system in the first place then?
I'm not too broken-up over the loss of 5' steps personally, as I think things are more mobile over all. I also think that there is a lot more value put into Acrobatics because of it, especially the skill unlock that comes at 5 ranks.
1) You get 3 "actions" per round, as per the Unchained stuff.
2) You get one "swift/immediate" action, it must be used for a swift or immediate action. If used as an immediate (or swift) action, then you can use your normal action slots for other swift actions.
3) A "full-attack" is a complex action which requires 2-actions.
--> This gives a small bonus to those martials with high BAB/monks. When haste is cast, it gives an extra "action", which means that a full-attack could be done, and you would still have 2 "actions" remaining.
--> What this would accomplish is that a martial (or anyone) with 3 or more attacks would be able to make all those attacks in a 2-action complex action. For those who have not yet obtained 3 or more attacks (looking at you rogue(thugs) and bard(arcane duelists)), you could still make 3 attacks using the -5 per additional attack action of the Unchained system.
--> If you make a "full-attack", you can still make one additional attack with your third action, with an additional -5 on your attack roll from the largest penalty you suffered on your regular attacks. (We are talking -20 at 16 BAB.)
4) If you have used your swift action, you can still make an immediate action as part of a reaction in place of one of the reaction actions. If you used a swift action, then also using an immediate action would effectively reduce the number of reactions/AoO you could make by 1. You are limited to a single immediate action per round.
5) If you use all three of your actions on non-moves, you can still make a 5-foot step as a swift action. If you used all your actions and your swift action, too bad, you ran out of time to move.
I am sure that there is something else, but I think this sets forth what I think works, and seems to have the intention of the Unchained rules, without causing disruption to either high BAB classes or Swift dependent classes.
Wait, restoring AoOs? O.o
And you don't need to add anything for monsters: the "Full Attack" is still there, as the 3 act actions to attack with all of your NA, like the normal system.
Sounds fine by me. Although it does still leave the Flurry of Blows "action" hanging. Should we consider a FoB to be a 3-action "Full Attack", like for monsters, or a 2-action Complex Action? Or, do you make each attack and get a free full-BAB attack on the first attack (and second at 11th level)?
I plan on submitting an Unchained Monk, and am good either way. The issue is that FoB seems overpowered if you just get a free bull-BAB attack with a standard 1-action attack.
I have to take off, and will need to consider this more to determine if I have any other ideas.
Anyone else have any thoughts?
Unchained wrote:
The flurry of blows class feature works in a similar way. At 1st level, you can make an additional attack with a –2 penalty on your first attack simple action during a turn. At 8th level, you can make an additional attack on both your first and second attack simple actions during your turn. At 15th level, you can make an additional attack on each of your attack simple actions during your turn. You must, of course, take all the penalties associated with those attacks.
This seems to really simplify things, but enable the monk to get the high BAB attacks, and still save his moves and other stuff to replace the later low BAB attacks. Works for me, but does seem a little unbalanced.
What about leaving Unchained Flurry as a single attack action, but limiting it to once per round? It helps from it getting out of hand, but still retains its functionality (considerinf that now you can use it to FLYING KICK).
Personally I'd make the call that it just reverts to the Flurry of Blows described in the side-box on pg 103. Simple, and that seems to be the intention of the revised action economy, at least in my view.
Ki pool would still serve a purpose under this logic as, instead of spending the ki to get the extra attack, you can spend the point to ignore the penalty from using multiple attack actions. Not optimal, but it does something at least.
Well, the spells I would normally choose (Glitterdust and Haste being a great examples) are certainly nerfed, but that doesn't mean that I'm going to nerf my CHA though. I figure others have the combat thing handled, and Shaeda will wade in herself with 3 acts per round, but a Bard needs Charisma for other things. I need to look into this overclocking stuff and esoteric components.
On the plus side, the Lore Skill can be quite uber since it qualifies for the Bardic Knowledge benefits. I read Lore as telling me that Lore (Korvosa) is a bit broad, but I can maybe do it by districts. Maybe add them as we experience them.
I wouldn't say that the bard (or magus) version of haste is nerfed. for them it is a 3rd level spell that is learned at level 7, so it last 7 rounds when cast. Generally enough to last a combat.
Even the wizard version, with a 5 round duration, would last through most battles.
Glitterdust will last 4 rounds, a bit short, but useful.
Zahir ibn Mahmoud ibn Jothan wrote:
Bardic Knowledge is one I don't want to give up. That rules out a LOT of the Archetypes. Versatile Performance is also tough to give up.
I'm thinking Sound Striker, bring a bit of the Weirding Way to Korvosa.
I love the archivist bard but it exchange inspire courage with Naturalist, an attack and AC bonus instead of attack and damage bonus and only with a succesful Knowledge check, so it lose something of the bard buffing abilities.
I don't know, getting away from the screwy TWF Flurry of the standard monk is one of the highlights of the unchained monk. I'd rather have the extra flurry attacks (one from level 1 and two starting from level 11) stuck in with the first attack action (where hasted attacks would go) OR have it remove the penalties from the second attack (from level 1) and then the third attack (from level 11).
I think I'll go ahead and drop out. I haven't read enough about the revised system to know if I like it or not, and would rather stop now than get a spot in the game and end up stopping later.
Aren't 'reactions' supposed to be the way you get AOO?
Yes - I'm getting rid of "reaction" and putting immediate actions with swift action, and so AoO needs to come back in. It works, so why fix it?
Tyenar "Whisper" Checkeredpage wrote:
And you don't need to add anything for monsters: the "Full Attack" is still there, as the 3 act actions to attack with all of your NA, like the normal system.
That was the point I'm making: full attack (for PCs) is GONE, because I don't need to bring it back: monsters still have it (or an equivalent).
Tirion Jörðhár wrote:
Sounds fine by me. Although it does still leave the Flurry of Blows "action" hanging.
True - I will re-read what everyone has said about FoB and make a decision tomorrow. Please therefore can we consider that discussion CLOSED. I'm grateful for everyone's input (no, really - I wouldn't have come up with the swift action fix on my own), but I think everyone has now had a chance to express a view, so rehashing it further is pointless.
So, what next? Back to actual character generation? :)
Promise me that when all is said and done, you'll post whatever "decisions" are made regarding the implementation and changing of rules in the Campaign page!!
I actually want to keep the revised action economy. Of course, it seems the general consensus is strikingly against that.
I really don't see how people are getting that certain classes are being punished or not punished. I mean, even if you use a swift action you can still attack twice, attack and move, or cast a spell, etc.
I like the new system because it is less limiting to low level characters (for example, it makes my necromancer-knight concept work really well) and prevents higher level characters from totally breaking the action economy. Plus, "standing around and full-attacking" isn't the default strategy of full BAB martials anymore. There are actually other, viable strategies one can take.
Perhaps a compromise is to drop the Revised Action Economy rules and use the "Removing Iterative Attacks" rules?
Also, I saw that someone said earlier that they believed Arcane Strike to no longer be viable. I kind of wanted to get a little more discussion on that, as that is a feat that was fairly important to my build and I don't see how it's bad (especially with the new stamina rules).
There are classes for which it is very punishing. It completely remove the pseudo-haste benefit of spellstrike. With it costing 2 actions and the inability to move between casting and attacking it nerfes it even more.
It completely remove the usefulness of using spell combat + spellstrike.
That for me is the most striking example as it has turned a option on the way in which you deliver your touch spells with no action cost into a spellcasting action with attack. In practice it ha completely overwritten the spellstrike ability making it something totally different.
As it is one of the core mechanics of the magus it had remade the class into something different.
There are other classes for which that is true but that is a class with which I am familiar.
In the forum there are posts about the damage done with shocking grasp if you sacrifice a feat and one or 2 traits for that, but they are mostly tall tales. Unless a group normally play with the 15 minutes adventuring day you don't have the Arcane pool points to do that so often. When you get the resources to do it repeatedly the pure martial classes consistently deliver more DPS than the magus with shocking grasp, so I fail to see why it needed to be nerfed.
I suspect that the inquisitor will suffer from the same problem. Any class that benefited from using swift actions is penalized with this system when compared with classes that use standard actions, as now the cost of a swift action is the same of most standard or move actions.
I like the new system because it is less limiting to low level characters (for example, it makes my necromancer-knight concept work really well) and prevents higher level characters from totally breaking the action economy. Plus, "standing around and full-attacking" isn't the default strategy of full BAB martials anymore. There are actually other, viable strategies one can take.
Agreed. There's a lot that the new action economy system does better than the old system, I think. Zahir's example above (start song, cast spell) is a neat example of this.
Tiroin wrote:
I think that what might be missing, and has been sort of referenced in several posts above, is that they seem to be missing a "Full Attack" option. It could be a 2 action complex action, sort of like spell casting. This would allow the high BAB characters, and Monks with their Flurry, to use their abilities, but would not result in the strange confusion of what happens when a fighter gets a third, or fourth, iterative attack.
Adding a full attack option that is two actions, but keeping everything else the same? Works for me!
Under seventh level, yes, above? A wash from level 7 to 12, a negative from level 13 onward.
Promise me that when all is said and done, you'll post whatever "decisions" are made regarding the implementation and changing of rules in the Campaign page!!
Absolutely. I've been trying to do that as we go, but today's update has eluded me as yet.
EDIT - missed this completely!
Azten wrote:
I think I'll go ahead and drop out. I haven't read enough about the revised system to know if I like it or not, and would rather stop now than get a spot in the game and end up stopping later.
Good luck, everyone.
Sorry to see you go, thanks for your questions; I will be incorporating some of them into the rules.
Alright I think my crunch is done. Thanks for the consideration.
I added the Combat Stamina feat. So this character would be testing combat tricks as well. Should be fun to have ki points, a stamina pool, style strikes, and rage all rolled up in one very very martial character :). I think Lorick should have a lot of options to play with eventually.
Lorick Dreck crunch:
Male Human Monk VMC Barbarian
NG medium humanoid
Init +3 (1 dex + 2 trait)
Perception + 6 (2 wis + 1 rank + 3 class)
STR 16
DEX 12
CON 16
INT 10
WIS 14
CHA 8
DEFENSE:
AC 14 (10 + 1 dex + 1 dodge + 2 wisdom )
T 14
FF 17 (14 - 1 -1 -2 )
hp 14( 10 + 3 (con) + 1 (class bonus))
Fort 5 (2 base + 3 con)
Ref 4 (2 base + 1 dex)
Will 4 (2 wis + 2 feat)
CMD 17 (10 + 3 Str + 1 BAB + 1 Dex +2 wis)
OFFENSE:
Speed 30 ft
Melee Unarmed 4 (3 str + 1 BAB) (1d6+3/x2)
Space 5 Reach 5
BAB 1
CMB 4 (3 STR +1 BAB)
Here's fighting Chicken's submission, Juliet D'Artangen, opera singer, duelist, and burgeoning Wobblie. I ended up scrapping the caster path and went back to martial - swashbuckler VMC cavalier.
I'll be testing: VMC, stamina and combat tricks, expanded skills (expanded perform), scaling magic items, background skills, revised action economy, and automatic bonus progression.
I've included everything from Juliet's profile here for easy perusal. Thanks for the consideration!
AC 17, Touch 14, Flat footed 13, (10 +3 armor +4 dex)
Hp 12
Fort +2, Ref +6, Will +1
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Offense
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Spd 30 ft
Melee +6 rapier (1d6+4/18-20x2)
Melee/Ranged +3/+5 dagger (1d4+4/19-20x2, Range 10')
SA Panache (3/day); stamina pool (3); Opportune Riposte
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Stats
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Str 10 Dex 18 Con 14 Int 13 Wis 10 Cha 14
BAB +1, CMB +1 CMD 15 FFCMD 11
Feats:combat stamina; fencing grace; weapon finesse (from Swashbuckler's Finesse); weapon focus [Rapier] (from Inspired Blade)
Traits:drug addict (+1 fortitude saves, Campaign trait); inspired (1/day roll twice and take better result on any skill or ability check); t
Drawbacks:vain Skills: (9 - 4 Base, 1 human, 1 int, 1 favored class, 2 background): (1) Acrobatics +7; (1) Bluff +6; Climb -1; (1) Diplomacy +6; Escape Artist +3; (1) Intimidate +6; (1) Knowledge (local) +5; Linguistics +2; (1) Perception +5; (1) Perform (Act) +6; (1) Perform (Sing) +6; Ride +3; Sense Motive +1; Sleight of Hand +3; Stealth +4; (1) Swim +3
Languages Common, Varisian
SQ: Bonus Feat; Skilled; Favored Class (Swashbuckler); Inspired Finesse; Panache (5/day); Combat Stamina Pool (3); Deeds [Opportune Riposte; Derring-Do; Dodging Panache]; Cavalier Order (Order of the Flame)
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Gear
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dilettante's outfit (8#, includes bandolier weight), bandolier (2), studded leather armor (20#), swashbuckler's kit [backpack (2#), bedroll (5#), belt pouch (0.5#), iron pot (4#), mess kit (1#), torches (10, 1# ea.), trail rations (5; 1# ea.), waterskin (4#)], traveler's outfit (5#), dagger (1#), rapier named "Spite" (2#)
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Carrying Capacity
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Light load: 33# Medium Load: 33-66# Heavy Load: 67-100#
When in Korvosa, Juliette carries her armor, rapier, belt pouches, dagger, and dilettant's outfit. Everything else is at her apartment.
Juliet smiled and gave a quick bow to the assembled onlookers, paying no attention to the three noblemen, writhing in pain on the ground from multiple little scratches, thumps and stabs, courtesy of Juliet’s fencing blade.
The three separate duels and three subsequently beaten fools had taken a toll on Juliet’s disguise – her hair tumbled loose from the tight bun she had tied it in, curly auburn locks hanging from her hat; her masquerade mask hung askew, and one of her disguise’s horsehair muttonchops was gone to the gods know where.
Sure, Juliet had dressed as a young nobleman and snuck into the King’s masquerade ball. Sure, she had snogged several eligible young ladies, much to the chagrin of their suitors. Yes, she had soundly thumped three of those suitors in back-to-back-to-back duels, leaving the young men bloodied, and perhaps more importantly to those young men, shamed. Absolutely, Juliet realized that she had to get out of there quick, but she couldn't resist herself from one last insult to the assembled nobles, either.
Stepping forward, Juliet waved her fencing blade in the air, smiling as the crowd gasped and collectively stepped backwards. Pulling her blade in tight behind her, the young woman gave her best impersonation of a noble’s curtsy, and then, clearing her throat, the duelist offered the crowd an off-the-cuff verse in her lilting soprano voice.
Three suitors lie in the gutter,
Left alive by my good graces,
Bruised pride longer lasting than the
Bumps, bruises and cuts to their faces!
With another quick curtsy, Juliet was on her way. Noticing an impeccably dressed older man staring at her intently, and with little fear, Juliet tipped her head to the man and made her escape.
It didn’t take that man long to find Juliet. Two weeks later, he showed up at Juliet's fencing class, explaining that as a student of the sword in his younger days, it was easy enough to see when someone that had taken formal training. From there, it was just the matter of visiting every fencing school in the city. The old man – Albert Ricci was his name – was again impeccably dressed, and he carried himself with a surety and dignity that came with living among Korvosa’s upper classes. Albert was the owner of a prestigious opera house, and so, in a way, Juliet’s singing career began with that series of duels – an auspicious start that was a secret kept between herself and Albert.
background concepts:
1. Juliet is the bastard daughter of a consulate to Korvosa from Cheliax and a Varisan fortune-teller named Alma. You wouldn't know it from her name though - Juliet D'Artangen is a stage name. Juliet's real name is Nadezhda Dooriya. Her father's last name is Tansiel.
2. Juliet is a student of the art of dueling. She was given a rare gift from her father - his fencing blade (a rapier). Every great weapon needs a name, and Juliet has named her fencing blade Spite.
3. Juliet is an opera singer of some repute. Not by any means famous, in the last year or so Juliet has gained some notoriety as the headliner at a second-tier Opera House. She's a gifted singer and a competent actress.
4. Her mother died when the Juliet was twelve. One of her mother's last acts was to introduce Juliet to her father, Thaliel Tansiel, a wealthy consulate with exotic tastes who has sired many children, many of them bastards. Juliet's father brought the child into his home, much to the dismay of Juliet's stepmother, Aurelia Tansiel. In general, Juliet's relationship with her father runs hot and cold, while her relationship with her step-mother and most of her half-siblings runs from non-acknowledgment to hostility.
5. Juliet did not want for much in her new home. Afforded a good education with little supervision, the girl led a latchkey lifestyle, coming and going (and getting into trouble) as she pleased. Her father's money and reputation afforded her protection and the means to chase her interests - as such, Juliet is educated, somewhat self-absorbed, and a bit of a dilettante.
6. As she has been hanging out with artists, students and people from Korvosa's underground, Juliet has become a bit of a revolutionary - the sort that upper middle class folk become, at any rate. Recently, the treatment of Korvosa's Varisans has begun to gall the girl (despite her own slightly racist tendencies, and her self-loathing in regards to her own Varisan heritage), and she chafes under the opera house's strict contractual control of its performers. Recently, Juliet wrote a pamphlet that caused quite a stir within the city's community of the young, the hip, and the fringe. It was called Collectively We Stand, and the pamphlet urged the organization of Korvosa's working class, service class, tradesmen and artists, in order to better negotiate working conditions and living wages. Juliet penned the work under the pseudonym Justice.
Gaedren Lamm:
1. Juliet first met Gaedren Lamm through her brother, Tybalt (see People, below, for more on Tybalt). Before long, Juliet had begun selling drugs among her artist circle, and using them herself. First using stimulants to help her with her late nights, and depressants to help her sleep, with an occasional stimulant/stimulant cycle for days-long benders that would end in hard crashes. It was during one of these benders that Juliet wrote Collectively We Stand.
2. Tybalt, Juliet's brother, let slip that Juliet was the author of the pamphlet causing a stir in some circles of Korvosa, and that was all that Lamm needed to take advantage of the situation. Lamm gave Juliet an ultimatum - start organizing the artists of Korvosa, or else the authorities will know the real identity of Justice. Juliet doesn't know what Lamm plans to do with this organization of artists, and she worries that Lamm has something truly nefarious up his sleeve. I'd leave this up the GM, if chosen, to work out, but my thought was that Lamm would benefit from an organization of artists in a few ways - he'd have an organizational framework for drug distribution, access to a community that he doesn't have, and can demand "protection" money, offer thugs as strikers, and the like if civil disobedience breaks out. In the meantime, he's at least got Juliet under threat of prison to continue dealing drugs for him.
3. Soon after Gaedren's ultimatum, Juliet went on a bender and then got herself sober. She's taken to spending her early mornings walking Korvosa's alleys, trying to think her way out of the box Gaedren has put her in. The only decision she's come to is that Gaedren has to go. The sooner and more permanently, the better.
goals:
1. I want to be famous, whatever it takes. Both Juliet's lives – as a fencer and as a singer – have been built on the foundation of need: need to be respected and loved, or at least spoken of in awe.
2. I must get rid of Lamm to live my life, by whatever means necessary. As someone not used to being told no or constrained, the hold that Lamm has over Juliet is too much to bear.
3. I would like to see Juliet gain more compassion for the working class, the poor, and become something of an underground activist as the game goes on, similar to the 19th century French anarchists and collectivists that worked during the February Revolution in France. I would use Artistry to create political tracts and perhaps a downtime organization to distribute propaganda, agitate, and other related revolutionary activities.
4. I would also like Juliet to evolve into a less self-involved individual as the game goes on, going from CN to CG or even NG. The adoption of the religion of Milani is another possibility for growth.
people:
Juliet left her father’s Southgate house in a huff, a litany of disparaging remarks on muttered under her breath. ”Doddering, stuck-up, officious, judgmental-“
Stepping forward to kick a pile of rubbish in the street, the singer didn’t see the elf stepping off the sidewalk towards her, and they crashed into each other, a jarring collision reminiscent of a Shoanti stickball match. Scowling, sure that the elf was a “dancer” (a bag slasher), one hand went to check on her coin purse, and the other to Juliet’s fencing blade. Then the elf spoke, the word "sister" bringing a smirk to the young woman’s lips. ”Yeah, alright bub, best get yourself back to your Shiver dealer,” Juliet said, and kept walking. But the elf was persistent, and after following Juliet a few blocks, it was soon apparent that the man knew enough of her father to merit a more serious conversation.
1. Tybalt Tansiel – or Ty as Juliet would come to call him – could be her brother. And over the last year Ty has proved himself loyal and helpful – to Juliet at least. To others, Ty can come off as almost a Storval Wolf, all teeth and hunger, and Juliet's pretty sure her brother has buried a dagger in the back of some sucker at least once. As a drug dealer and addict in the employ of Lamm, Tybalt is also a constant agitation and source of worry for his sister, as he is not always in control of himself, and ultimately, Juliet can't be sure where the young elf's loyalties lie.
Strangely, despite the fact that Thaliel has never denied his lineage to Tybalt, there is the uncomfortable fact that Tybalt is a full-blooded elf - probably misguided or perhaps crazy, Ty may or may not be Thaliel's son, but regardless Juliet has seen stranger things; a book at the Korvosan Museum of Mystical and Medical Oddities that was bound in dwarven skin and had tattoos that dripped blood; a Shiver addict in a dockside flophouse that turned into a rat during a case of the sweats; and blue-feathered hippogriff that in the hands of his Sable Company rider could turn somersaults in the air, belching smoke as the creature did so, like a choking dragon. Which is to say, that Juliet doesn't sweat whether her brother is in fact her brother.
2. Thaliel Tansiel - Juliet's father, Thaliel has a warm and cool relationship with his daughter. In reality, Juliet reminds the elder Tansiel of himself when he was younger, and he appreciates her wit, resourcefulness, and even stubbornness. However, he is very careful to show Juliet much appreciation, lest he appear to showing favorites (especially to a bastard!). He did however gift his daughter with his fencing blade, a weapon he was quite fond of in his younger days, much to the chagrin of his other children.
3. Albert Ricci - the owner of the opera house that employs Juliet, he's warm where Thaliel is cold, and has taken an interest in helping Juliet's career take flight. He doesn't know of Juliet's drug dealing or of her writings as Justice, and to find out either would break the man's heart.
personality, mannerisms and quirks:
Juliet's moral code and personal motivations revolve around the following:
1. Independence: I am a free spirit – no one tells me what to do. Juliet has always been a stubborn and independent person, and little has changed in this regard over the years.
2. Freedom: The structures of the monarchy should not be used to oppress the people. This burgeoning consciousness led to Juliet's writing of Collectively We Stand. Well, Ok it was mostly the drugs, but the point stands - Juliet is beginning to grasp that life should be better for a lot of people in Korvosa, and is increasingly appalled at the lack of rights that the working class and Varisans have in Korvosa.
3. Fame: I want to be famous, whatever it takes. Both her lives – as a fencer and as a singer – have been built on the foundation of need: need to be respected and loved, or at least spoken of in awe. Likewise, no risk is too great for Juliet, if the reward is large enough.
4. Vanity: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. Hand in hand with her other flaw, Juliet more than anything else cannot see her own flaws. She doesn’t see any responsibility for her former drug addiction or the box that Lamm has her in. Instead, she blames those around her for her misfortune.
5. Debt: A gift creates obligations. Give them freely and accept them rarely. Juliet is careful with her words and deeds, being slow to offer a promise or an oath, or to accept the gifts of others. On the other hand, she is very magnanimous with her affections and money.
In general, Juliet has spent enough time around others to understand that it pays well to play well with others. Although she's independent-minded, she is also capable of teamwork, generosity and kindness, especially when it suits her to be so (which is most of the time, really in life). Attractive and charismatic, she's fully capable of charm and flattery, and comfortable in social situations.
Juliet loves tattoos, and is heavily tattooed - everywhere that a casual observer can't see them. The young woman is a self-loathing Varisian, and secretly believes many of the stereotypes about her mother's people are true. As such, she rarely admits her own Varisian heritage. She's flat-out racist against the Shoanti, considering them primitives and savages. Lastly, Juliet has an irrational, biting fear of cats, which is unfortunate, because the little buggers seem to love her.
appearance:
Juliet tends to dress in the manner of a proper Chelaxian - usually a nice shirt, leather breaches, and a respectable (not Varisian) amount of jewelry. Of lithe build, the young woman is not very strong, but she mitigates that with a slippery agility. Although she'll deny her Varisian ancestry to anyone she doesn't know (and many she does), Juliet very much looks like a typical example of her mother's people, with curly, dark hair, deep brown eyes, and olive skin. Luckily for her self-esteem, plenty of Korvosan Chelaxians (and "Chelaxians") also look Varisian, so the issue doesn't come up too much.
I think the addition of swift actions isn't bad, but I wanted to see how reactions would work. I honestly want to try out the new action economy exactly to see where it breaks down. Seeing the Magus abilities get a bit wacky is probably no surprise. Spellstrike/spellcombat specifically messed with action economy, so a change to how actions work would hit them hard.
I'm up for using as much as we can and letting the chips fall out.
So what's our timeframe for getting this barge moving?
In the words of DM Unchained:
"I suspect that assimilating the new rules and putting crunch together will take a while, and that there will be a lot of questions. I'm therefore setting two deadlines: a first of Monday 22 June for submitting a concept (name, race, class(es), background!, which bit of Unchained your build will test), together with any questions. After that date, I'll set a further deadline for completing crunch."
OK, this is the definitive (until the next one) interpretation/fix of the action economy and flurry of blows rules.
ACTION ECONOMY:
This will run as the Unchained version, with the following change:
*the first swift action in a turn is 'free'; further swift actions are permitted and will 'cost' one action each.
Note that this supercedes my previous comments on AoOs: reaction/immediate actions will run as written, replacing AoOs.
Thus, in any given turn, you receive
* 1 swift action
* 3 actions
* 1 reaction
FLURRY OF BLOWS (to my sanity):
These rules run in tandem with the revised action economy above.
Without using ki
At 1st level, a monk may attack as follows:
1st Action: attack (plus 1 flurry attack, no penalty to hit)
2nd Action: attack, -5 to hit
3rd Action: attack, -10 to hit
At 3rd level, a monk may attack as follows:
1st Action: attack (plus 1 flurry attack, no penalty to hit)
2nd Action: attack, -5 to hit
3rd Action: attack, -10 to hit
At 11th level, a monk may attack as follows:
1st Action: attack (plus 1 flurry attack, no penalty to hit)
2nd Action: attack, -5 to hit (plus 1 flurry attack, no penalty to hit)
3rd Action: attack, -10 to hit
Using ki
At 3rd level, a monk may attack as follows:
Swift Action: spend 1 ki point
1st Action: attack (plus 2 flurry attacks, no penalty to hit)
2nd Action: attack, -5 to hit
3rd Action: attack, -10 to hit
At 11th level, a monk may attack as follows:
Swift Action: spend 1 ki point
1st Action: attack (plus 2 flurry attacks, no penalty to hit)
2nd Action: attack, -5 to hit (plus 1 flurry attack, no penalty to hit)
3rd Action: attack, -10 to hit
In effect, the ki point buys you one extra attack on the first flurry - so, under these rules, you can spend a ki point (swift action), flurry to get in 3 attacks (one action) and still have two actions remaining to do other things.
Azih wrote:
I'd rather have the extra flurry attacks (one from level 1 and two starting from level 11) stuck in with the first attack action (where hasted attacks would go) OR have it remove the penalties from the second attack (from level 1) and then the third attack (from level 11)
I think getting ALL the flurry attacks in your first action goes against RAI: the flurry of blows is a full-round action in "chained" Pathfinder - and although the full-round attack as such is gone, putting the entire flurry into a single action leaves you two other actions for the turn, which strikes me as a bit overpowered.
I also can't find anything in RAW that suggests that the flurry removes the penalties from the second and third attacks: it looks like you get the flurry attacks without penalty, but that's it. I think that is still pretty generous: at 11th level you can spend 2 actions and a swift action to get 5 attacks, of which 4 (first attack, all three flurry attacks) have no penalty - and you still have one action left to move or make one more attack (albeit with a -10 penalty). I think that's pretty damn good.
Enchanter Tim wrote:
I think the addition of swift actions isn't bad, but I wanted to see how reactions would work. I honestly want to try out the new action economy exactly to see where it breaks down. Seeing the Magus abilities get a bit wacky is probably no surprise. Spellstrike/spellcombat specifically messed with action economy, so a change to how actions work would hit them hard.
I'm up for using as much as we can and letting the chips fall out.
I sympathise with that, and I have ultimately decided to keep reactions in. But I think we have seen where the system breaks down, and it's with swift actions. It's all very well for the game designers to say "oh we'll leave it to the DM to handle" - but to be honest, if I have to make a decision on which swift action becomes a free action and which one doesn't (and what effects that will have on the game) every.single.time a new one comes up for discussion, MY chips will fall out... I'm in this to have fun, too, you know :-)
I haven't updated the Campaign tab yet, but I will do. Please disregard it for the moment.