Monster Mashup - Table 7 (Inactive)

Game Master CaveToad

Party XP Total: 3310 (level 3) / needed 6000 (for 4th)

Battle Map
Regional Map
Night Camp Fight
Ruined Tower Underground
Battle of the Barge

Meals Remaining: 15.83
Meals per day used: 6.75
(1 large, 4 medium, 1 small, 1 tiny)
Day 3 food deducted


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CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Hey there o/ :)


Greetings


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

Hallo!


Little bit of a holding area here so far. I may do some table juggling yet, or might just move ahead with forming this table here. A couple of applicants might roll in soonish so we may have a chance to start things. Depending when, your storyline will be similar, but slightly different from the other groups.


All good.


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

Sounds good to me Cave. Quick question, do you want a separate alias' for Snow and Aurora or would it be fine to keep Aurora and Snow's posts together?


Probably easier to keep the two together, but I don't have a strong opinion on it.


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

I think I will keep them together for the most part but I'll use a alias for Aurora if she ever ends up doing something like making a solo trip to deliver something to another group(probably after I have increased her intelligence)

Does anyone know a faster way to increase a companion's intelligence without the use of the basic ability boosts for leveling?(and of course discounting awakening since that prevents them from being a companion)


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Happy to be here. Ready to get started.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Once we get the team set, have you guys thought about coordinating on any teamwork feats?


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

I am very interested in coordinating teamwork feats since even if my character herself does not gain immediate benefit from them any teamwork feat I take is automatically added to her companion.


Quercus and Zalrissa will be joining this table too.


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

Wonderful! We have quite the interesting group it seems.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

It sounds like it will be fun. My character is a grappler, basically :)


I still need to go over everyone's characters and process them through my checklist. Chat amongst yourselves until I can get things rolling.

For those that have followed any of the story, you will start with a group of NPCs that arrived and went their own way for a bit, but some of you broke off on your own.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

So... What are you guys? I mean, in terms of party role. What do you all fit?


Female Female>MerFolk | AC14/18s TO12 FF 13/14s | HP21/21/SHP24/24 | F +4/5s R +4 W +8 | CMB +0/3s CMD 13/14s | Init+2 | Perc +5 | Hp 3/5 | Chaoic Aura Sorceress (Harrow) [2] Cleric (luck) [2] Summoner (Synthesist) [2]

Lady Zarrisa Ollron, a Noble Merfolk

Hello and greetings fellow players and dear GM, Reporting as requested.
Merfolk, She warships Luck, [Chance/Probability] The lady of luck and in all its form. CN
Your fates are in the cards, she can read them for you if you like.

Image 1: Sea [true] form

Image2 :Land [Synthesist - scorpion] form


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

I'm setting Snow up as a sort of Buff/Damage oriented character by design. She is a Lizardfolk Bolt Ace/Hunter/Warder.
Hunter spells will mostly be focused on buffing or survival in some fashon and it provides teamwork feats for us to work with(and Aurora my companion will be the one doing most of the teamwork initiation as she's the more likely one to enter direct melee).

Warder provides some solid defensive bonus'(increases to AC and will for those within 10 feet of her! And with a Flying mount as fast as Aurora it should be quite easy to keep myself near those who need it) and from its manuvers I'll probably be bouncing between Golden Lion and Solar Wind, Lion for boosts to use on the family, and Solar Wind for the shooting of our enemies.

Gunslinger is just straight up ability for Snow to shoot effectively.

Snow does not really have any religious focus(if Goodwin worshiped anyone that is probably who she would have focused any religious faith onto)

Edit: oh that synesthist form is awesome Zerrisa


Female Female>MerFolk | AC14/18s TO12 FF 13/14s | HP21/21/SHP24/24 | F +4/5s R +4 W +8 | CMB +0/3s CMD 13/14s | Init+2 | Perc +5 | Hp 3/5 | Chaoic Aura Sorceress (Harrow) [2] Cleric (luck) [2] Summoner (Synthesist) [2]

thanks, I really like that look.

Zarrisa, her skills are attacks, shes not that good at attacking but has mulit attack, her AC is low but with shield etc got to 18, she can buff and de buff luck. Skill are ok, but best of all she can channel Pos eng to heal.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Vamik Sheeves, a shifty Ratfolk

Vamik is a master of sneaking. True to his ratlike nature, he prefers to stay in the shadows, striking suddenly inflicting massive damage. By level 3 he will be sporting 6 natural attacks, each doing sneak damage if all goes well. This is the main mode of damage, but if ranged is the order of the day, he boasts a full compliment of bombs as well. That being said, he is not one to run headlong into battle if a well placed illusion or distraction will do the trick.

There are only two skills that are not class skills, And with 15 skill points per level, he doesn't mind filling gaps in our skill set. His main mode of operation will be to sneak or flank when able. Eventually he hopes to be invisible most of the time. His constitution is pumped, and his AC can range from 25-35 depending on buffs, so he expects to be tanking quite a bit.


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

Hi everyone. I will be very defensive, hard to hit and immune to many effects. I will draw Attacks of Opportunity and attack back. I will take levels in paladin, sorcerer and oracle in the near future whenever we can dip or twin mind.

I can provide some light healing or buffs at the start in emergencies. In the long haul I will have better healing when I can channel and lay on hands.


Female Female>MerFolk | AC14/18s TO12 FF 13/14s | HP21/21/SHP24/24 | F +4/5s R +4 W +8 | CMB +0/3s CMD 13/14s | Init+2 | Perc +5 | Hp 3/5 | Chaoic Aura Sorceress (Harrow) [2] Cleric (luck) [2] Summoner (Synthesist) [2]

Soo what next?


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

I believe we await a post from Cave to indicate where our group diverged from the others. Anybody feel like having our characters know one another a bit better than just 'known as one of goodwins other adopters' perhaps as closer friends/pseudo siblings or as a rival? Would make for a good reason as to why we are grouped as we are.

Snow is a bit of a follower as of now so she's rather likely to tag along with a friend without putting up much resistance unless she sees something glaringly wrong with the course of action.


Once I get through all your characters and establish a storyline things will get going. For now it is a bit of sit and wait but I wanted to get you to this table at least to discuss.


Female Female>MerFolk | AC14/18s TO12 FF 13/14s | HP21/21/SHP24/24 | F +4/5s R +4 W +8 | CMB +0/3s CMD 13/14s | Init+2 | Perc +5 | Hp 3/5 | Chaoic Aura Sorceress (Harrow) [2] Cleric (luck) [2] Summoner (Synthesist) [2]

I think Zarr, would know Snow, both linked to water


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Vamik was somewhat of a terrible person in his past life, but he has since been taught the more subtle ways of magic and goodness. Goodwin instructed him in the art of illusions and focused his insatiable curiosity into more productive avenues. If anyone else was inclined toward magical experimentation in the demiplane, it's a good bet we would have had at least a professional courtesy, if not a real friendship.

Contrary to the slobbering beast shown in my avatar picture, Vamik has become rather respectable in appearance and speech. His time with Goodwin did him good, as with us all. Here is a more accurate depiction of the character you will be dealing with: The Vamik of today.


Female Female>MerFolk | AC14/18s TO12 FF 13/14s | HP21/21/SHP24/24 | F +4/5s R +4 W +8 | CMB +0/3s CMD 13/14s | Init+2 | Perc +5 | Hp 3/5 | Chaoic Aura Sorceress (Harrow) [2] Cleric (luck) [2] Summoner (Synthesist) [2]

Meant to say, Zarr reads the harrow cards, a deck is her one item, she cares little for good and evil. The cards fall as fate says, all lives are mapped out in them. It was her fate to be taken and shown a new life, the cards showed her to be with this group and there being in a group was in the cards. She will know all of the group to some level.
She is not cruel or kind, no more then the turning of a card.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Vamik will want a harrowing at the earliest opportunity. And then he will want to try to prove the harrowing wrong.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

I almost feel like we could do some of this as Role Play in the Gameplay tab.

Goggh, I think Vamik would have made it a point to get to know you in the demiplane. You seem like a pleasant fellow. Maybe there was a sort of group therapy they would have attended together to get over their more violent tendencies. Or maybe just sparring with each other at the training grounds.

Quercus, Vamik definitely would have been interested in your arcane knowledge, and he may have asked to perform simple experiments on you to test the regeneration properties of plants vs animals.


Yes you can roleplay in the gameplay tab.

The basic idea is that you were with the Tolhemia group for the first night, but left after the morning battle or maybe before it, I have not decided. Clear that group had a fight as well but you didn't level or anything so I may hand wave that or decide something else so don't work too much off of that yet.


Female Female>MerFolk | AC14/18s TO12 FF 13/14s | HP21/21/SHP24/24 | F +4/5s R +4 W +8 | CMB +0/3s CMD 13/14s | Init+2 | Perc +5 | Hp 3/5 | Chaoic Aura Sorceress (Harrow) [2] Cleric (luck) [2] Summoner (Synthesist) [2]

Im going to post our starting point in game play, if thats ok


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

@Vamik: I agree, I think it'd be a cool idea if Goggh and Vamik had already some friendship based on their similarities. Plus I think it's hilarious an ogre and a ratfolk :)


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

@Vamik: Sure, I have lots of bark and leaves and branches to lend.


Lets hold off on too much story construction until I decide what occurred exactly and when.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

I am happy to be the party crafter unless someone else had their heart set on the role. I know many of us have arcane inclinations, so maybe we could look into joint crafting if it seems like we need it. For the time being, I can craft potions and alchemical items. I plan on getting at least craft wondrous item. Maybe craft wand and craft staff later.

I also noticed on your character sheets, that we have a lot of the same spells learned. To avoid overlap, and to promote spell sharing, I plan on taking the following spells at second level:

Blood Money
Illusion of Calm

I am also happy to share my spellbooks with any of you. I know the following wizard spells:

Chill Touch, Expeditious Retreat, Feather fall, Mage Armor, Obscuring Mist, Reduce Person, Shield, Silent Image, Vanish


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

I was planning on picking up Purify Food and Drink and Abundant Ammunition next level

and my current spells known are
Create Water, Detect Magic, Light, Guidance, Ant Haul, Aspect of the Falcon, Summon Natures Ally 1.

I had vague plans for possibly picking up Craft Magic Arms and Armor at 5ish which seems to work nicely with you having most/all of the other Crafting feats.


Today I will try to get through the checklist for each character and make sure everything works well, it also helps if the character crunches are organized and have the math for all bonuses spelled out, otherwise I had to take extra time to figure everything out. It makes it easier for me when I cross reference things and can see things at a glance. I also keep copies of the characters to let me reference things on my end easier rather than having to constantly click links. This is why if you make changes, pleas let me know. Up until second level I have been allowing tweaks. Not to things like memorized spells etc, as that is too metagamey, but adjusting a feat you didn't like etc. However don't go changing feat out every 5 minutes to suit the situation at hand. Any shenanigans and I will bring down the ban-hammer haha.


Female Lizardfolk Hunter / Bolt Ace / Hawkguard 1

Oh I just realized I have not added Auroras stats to her alias, I will do that either on my break or when I get home(Shes got a +2 to str and con over standard doc stats, fly by attack, a rank in perception, and a +1 to all attacks which should sum up the differences between her and the base Doc stats)


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

I just cleaned up my character profile a bit, so it should be easier to read now.

I would also like to use Spontaneous Alchemy from the Pathfinder Alchemy Manual. There are loads of cool alchemical items, and the power component system for alchemical reagents is too cool.

It's a bit more expensive, but takes way less time. And I really enjoy tracking components. Spreadsheets make a game better in my opinion. So at the earliest opportunity I will be hunting down alchemical reagents and tools to begin crafting all manner of potions, objects, and baubles, in true pack rat form.


Female Female>MerFolk | AC14/18s TO12 FF 13/14s | HP21/21/SHP24/24 | F +4/5s R +4 W +8 | CMB +0/3s CMD 13/14s | Init+2 | Perc +5 | Hp 3/5 | Chaoic Aura Sorceress (Harrow) [2] Cleric (luck) [2] Summoner (Synthesist) [2]

I used this template its very good.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

I was just double checking my character and I don't think I'm actually eligible for the Natural Armor RP bonuses (I took it three times). Racial Natural Armor is the prerequisite, which ratfolk do not have, unless you count Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.

If that counts I'll keep the nat armor, if not, I'll instead take:
Scent (4 RP)
Resistant (2 RP)


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

I may try some crafting if I can squeeze it in somewhere.

My wishlist seems to get long by the day.

I have updated my spell list, I was missing a few somehow.


Vamik Sheeves wrote:

I was just double checking my character and I don't think I'm actually eligible for the Natural Armor RP bonuses (I took it three times). Racial Natural Armor is the prerequisite, which ratfolk do not have, unless you count Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.

If that counts I'll keep the nat armor, if not, I'll instead take:
Scent (4 RP)
Resistant (2 RP)

It does not count, so you would not be able to take improved NA.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Ok, character sheet changed. I like that template Zarrisa. I may have to convert over.


Vamik, I noted you mentioned getting vestigial arms, and having extra attacks. The arms don't grant you any extra attacks, you can use the arms to attack, but you can't gain additional ones from them, meaning one of your regular arms has to do nothing. Just wanted to make sure if that is what you were planning that you had a chance to replan in case there was a rules misunderstanding. Either that or I am misunderstanding what your plans are :)


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Using vestigial arms in combat can get rather complicated. I'll try to briefly explain why it should be legal to attack with all of them if certain requirements are met. Admittedly it's a tad cheesy, so if you don't buy the argument or just don't want to allow 6 attacks per round at level 3 I understand and will adjust.

Vamik will be gaining attacks from the Shapclaw feat, RP bite, and Feral Mutagen discovery. He will be using the vestigial arms as platforms from which to launch the attacks, but they will not grant him extra attacks. (Normally, this build only starts to get good at level 5, but with all the feats you are giving out...)

The argument goes like this:
The idea is that most attacks can be substituted for each other during a full attack. Let's say Vamik starts with no claws. He could make an unarmed strike, or two unarmed strikes if using two weapon fighting (provoking aoo's). Then he takes the sharpclaw feat which grants him two claw attacks. These are considered extra attacks. So he could now attack with both claws and still use unarmed strikes. He doesn't have his hands free any more, but he could kick. There would be steep penalties from two weapon fighting and what not. But at max he could make 3 attacks, or 4 if using two weapon fighting. (The best answer from the staff on this matter can be found here). I'll assume he just makes 3 attacks to keep two weapon fighting out of the equation. He then takes the RP bite ability, giving him a bite attack. Now he could make two claws, one bite, and one unarmed attack. So far so good? Next, he takes the feral mutagen discovery. This grants him an additional two claws and one bite attack. That's 7 attacks! That means he should be able to make two bite attacks, four claw attacks, and one unarmed strike. But he can't because he only has one mouth, and two arms. He can only do one natural attack per limb according to the natural attack rules. That's where the vestigial arms come in. The text of vestigial arms says they don't grant extra attacks.

Vestigial arm wrote:
The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine

Even without the vestigial arms, he could make 7 attacks: Bite, claw, claw, roundhouse, kick, kick, knee to the face (4 unarmed strikes).

What about the FAQ that says

Quote:

For example, if you're low-level alchemist who uses two-weapon fighting, you can normally make two attacks per round (one with each weapon). If you take the tentacle discovery, on your turn you can make

* two weapon attacks but no tentacle attack,
* a weapon attack with your left hand plus a secondary tentacle attack, or
* a weapon attack with your right hand plus a secondary tentacle attack.
At no time can you make a left hand weapon attack, a right hand weapon attack, and a tentacle attack on the same turn because the tentacle discovery says it "does not give the alchemist any extra attacks or actions per round." This language is calling out that the tentacle is not a standard natural weapon and doesn't follow the standard rules for using natural weapons (which would normally allow you to make the natural weapon attack in addition to your other attacks).

Likewise, if you instead took the vestigial arm discovery and put a weapon in that arm's hand, on your turn you can make
* a weapon attack with your left hand and one with your right hand,
* a weapon attack with your right hand and one with your vestigial arm, or
* a weapon attack with your left hand and one with your vestigial arm,
At no time can you make a left hand weapon attack, a right hand weapon attack, and a vestigial hand weapon attack on the same turn because the vestigial arm discovery says it "does not give the alchemist any extra attacks or actions per round."
The exact same restrictions would apply if your race had claws or you had some other ability to add claws to your limbs: the text of both discoveries says they do not give you any extra attacks per round, whether used as natural weapons, wielding manufactured weapons, or adding natural weapons to a limb that didn't originally have natural weapons.

That line leads many astray. That particular line is referencing the case in the above paragraph. The case where the alchemist has only two attacks to begin with. And in that case you could never make more than two attacks. People take the phrase "at no time" and try to apply it globally, but if you read the faq you can see the intent is to explain that vestigial arm does not give you extra attacks, but can be used to perform the attacks you already have.

Back to Vamik. Lets drop the unarmed strike, because I won't be using it anyway, and focus on just the natural attacks. Two bites, and four claws. And now that he has four arms he can actually make all four claw attacks and be within the the vestigial arm discovery rules (it did not grant him extra attacks) and natural weapon rules (only use one limb per attack). For added fun, I throw on parasitic twin at the end as a platform for my second bite attack. And while the text doesn't specifically say it can be used in that way, it follows the same logic as the arms.

Now there are limitations I realize. Normally I only get the regular bite, claw, claw. It's only after imbibing my feral mutagen that the parasitic twin wakes up and begins fighting. And all these attack ar of course only available on a full attack. I also realize that having a gross parasitic twin could greatly diminish my credibility with the locals. This won't affect bombs at all either. They are a standard action, and don't benefit from extra arms or natural attacks.

So to sum up, once Vamik has feral mutagen, vestigial arm, vestigial arm, and parasitic twin, he can use the arms to hold things and substitute attacks, but never get more than three natural attacks per round unless he is under mutagen effects. Then he gets six natural attacks per round using full attack.

Well, I tried to keep it short, sorry. And again, whatever you decide, I will abide.


That was a long painful thread to read. I believe i get the gist of it and the loophole created by naturally clawed races and feral mutagen. I figure I can allow it, but I am not as convinced that your parasitic twin gets a bite attack. No where does it allude to that. In fact it says the twin is helpless which is weird considering it now has your arms. I would say no to the extra bite.

Vamik wrote:


Even without the vestigial arms, he could make 7 attacks: Bite, claw, claw, roundhouse, kick, kick, knee to the face (4 unarmed strikes).

Not sure where you get all those extra unarmed strikes. You get one primary and one offhand unarmed strike if you are using them. Anything else added is a secondary natural attack.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

That sounds fair to me. So 3 attacks normally (bite, claw, claw). 5 attacks when mutagened up (bite, claw x4).

The 7 attacks were to illustrate the point that attacks are interchangeable, per the convoluted thread I linked. (1 from bite, 2 from claws, three from feral mutagen, and one regular attack = 7 attacks. The only way you could normally use them all is by doing unarmed strikes which don't have to be any particular body part. But as you say, lots of penalties using that method. Instead I get more claws and teeth, and can the clause about not getting more attacks than you normally would with vestigial arm.

Thanks for being cool about it. Hooray for cheese! But don't worry, I don't plan to take tentacle or white haired witch or anything like that. I'm a respectable fellow.


Just an update, I am working through character reviews. It is time consuming and I also still need to keep the action going on the other tables, so be patient.

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