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Goblin Squad Member. Organized Play Member. 15 posts (19 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.


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master_marshmallow wrote:

Double Slice trades your secondary attack [or MAP-5(4 with agile weapons) attack] for another primary (or no MAP) with an off hand weapon.

The off hand must be agile, or it becomes -2, and you only apply resistance once after combining both attacks.

I guess I am getting hung up on double slice which apparently by every ones answers so far is a combination of the two weapon fighting and double slice feats rolled together and unless you have the double slice feat you can not really fight with two weapons. Which really sucks for rogues.

The wording on double slice where it says "This counts as two attacks when calculating your multiple attack penalty" is what is confusing me. It would imply that both attacks of the double slice are calculated at the -5 MAP.


master_marshmallow wrote:

Double Slice is a feat available exclusively to fighters and rangers. If your off hand is an agile weapon, then essentially you can trade your secondary attack for another primary with your off hand agile weapon. If your off hand attack isn't an agile weapon, then it's still a primary attack at -2.

To be fair, it is the best weapon style in the game for melee, because of the interaction with crits, and is usually worth the two feat dip into fighter for it.

This does not clear up the confusion.I find nothing in the rules about primary or secondary attack. Just multiple attack penalties depending on which action the next attack comes on. Double slice is supposed to be an improved version of two weapon fighting and even the wording on that feat is confusing.

If I am reading double slice correct it counts as one strike with damage from each weapon, and the two attacks are considered as the second attack for multiple attack penalties. So for double slice the attacks are -5 for the first weapon, and -7 for the second weapon unless the other weapon is an agile weapon. Which is fine but how is regular 2 weapon fighting handled without the feat double slice?


Ok with the inclusion of saw tooth sabre, and double slice apparently there is intent to include two weapon fighting style in the new Rule System. But what is not made clear is the mechanics that Two Weapon Fighting entails.

Since I can find no exact mechanic spelled out I am left to speculate that each weapon uses an action and that mechanically two weapon fighting is no different then attacking twice with a single handed or 2 handed weapon twice.

Is this supposition correct or is there some rule I am clearly missing?


Ok I have a warpriest with +4 Bracers of armor. Since The bracers provide an armor bonus can he apply his +3 enhancement bonus from Sacred armor to this armor bonus. If so does the limit to +8 of the bracers provide an upper limit or could a +8 armor of bracers be given a +5 enhancement bonus by a high enough warpriest?


Well the game that just wrapped up was a gestalt game and I had very good success with my War Priest/Monk (Hungry Ghost). Warpriest swift clerical spell buffs on top of flurry of blows and the benefit of a high wisdom for both classes worked really well. The only complaint was too many options for swift actions between ki abilities and warpriest fervor/blessing options. But nothing gets opponents attention then activating sacred armor/weapon (by spending a fervor) as a swift action then casting ironskin as a standard action then using abundant step as a move action to appear next to the spell casters as an opening salvo. Of course the game I was in was ridiculous with characters races. For instance I was playing a Draegloth with a Dread Mummy Template who worshiped a Lawful Evil god of Undeath that was just plain broken.

Goblin Squad Member

Size is by no means the sole attribute of success. History is re pleat with examples of small more organized, more fierce, and more dedicated forces handing larger, disorganized, and inept opponents their ass. In fact size and the overconfidence it entails is as much of a disadvantage as it is an advantage, when facing a canny opponent.

Goblin Squad Member

At this point it is mostly conjecture. The good part is the settlement has to be a wilderness hex so that alone will limit the number of hexes that can support settlements.

Goblin Squad Member

Being wrote:
I doubt anyone 'plops' down a settlement. There was one reference that talked about first building a camp, then a tower, and building out from there until you upgraded the tower, then upgrade the settlement. Sounded like a very long resource intensive operation the way I read it.

Actually yup they can just plop down a settlement.

GW DEV BLOG wrote:
Once the settlement charter has been created, a minimum of 10 characters must sign it. The settlement must begin with a fortress in a wilderness area; if any other parties have a fortress in the chosen hex, it will need to be destroyed. Once the party has successfully defended their own fortress for a specified amount of time (variable depending on factors affecting the hex), a fortress in the hex must be upgraded to a settlement building; this act formally establishes the settlement.

The only constraints are the cost of the fortress, how long you have to defended it and how much it cost to upgrade to a settlement building.

Once established it will be a devil to get rid of. If the Fortess provides an advantage in combat that historical fortress had then the defender have a 3 to 1 advantage. I am not certain if settlements come with NPC guards after re reading the griefing mechanism but it can not be easy to destroy the settlement without siege engines. I do not think the mass combat mechanisms will be ready by the end of Beta. Sapping and attacking walls with pick axes could takes game weeks to bring it down unless you have a fairly substantial group of attackers. Lets hope they do not go in for any realism in this sandbox.

Goblin Squad Member

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Jameow wrote:
Your ten person settlement will quickly be overrun by the larger kingdoms. You won't be able to build in every hex, plenty of room for dungeons. I wouldn't worry!

Settlements are not kingdom and not just populated by the PC's I expect there to be anywhere from 100 to 1000 common folk NPC's generated by PC actions. Everytime a harvesting camp is setup workers come to work it. I can deduce that when a settlement is created a like number of NPC guardsmen will be generated. Shops, processing shops, crafting shops, caravan corral. Everything the PC's build will be generating common folk

According to the dev blog kingdoms will be made from groups of settlements. Also according to the dev blog the only limit is 10 people setting up the charter and plopping down a fortress and holding it for a specified time.

Unless they make the cost of the fortess prohibitively expensive we will see settlement pop up everywhere. Given the limited starting area (and no mention in the blog about expansion mechanics yet) even if we only factor in the Land rush board of almost 100 organizationa that is a good 1/2 of the hexes on the map. And some of the organizations want to be nations with more then one settlement.

I am not worried about the size, though the feel of it would be wrong with that kind of pop density for the River Kingdom setting. I just expect the competition to be more intense then most people realize or will be prepared for.

Goblin Squad Member

Ok, I have been reading in developers blog and the play area of the Crusader Road is an area of 133 square miles an area 11 miles by 12 miles (an area that can be walked in a days time.) This area is broken down into 256 hexes each roughly about .75 miles across (3960 feet or 1320 yards) with 18 hexes being river we have 238 habitable hexes.

Now in the developers blog they mention that 10 people can sign a charter to establish a settlement in a hex.

Now the kickstarter at the time of this post has 6,749 backers and could easily go over 7,000 backers. Only 10 people are needed to create a settlement and the size of the hexes are way too small to handle much more then one settlement per hex. It is highly probable settlements will be stacked right next to each other and all the available space will be taken up by settlement very early in the beta.

It does make me wonder once in the second month of the beta all of the land space is taken up with farms, mines, settlements, and roads where they are going to squeeze the dungeons.


Thank you guys I found my own answer on the Pathfinder wiki under the monk of the 4 winds it is definitely a SU.

http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/monk.html

But this makes a ton of abilities of the monk vulnerable to anti magic and wild zones and spells that suppress magic. It means a Mages can cripple a lot of the monks abilities with a couple of choice spells.

http://paizo.com/pathfinderRPG/prd/classes/monk.html#_monk

Oh the third question came from my old time D&D experience where there were a lot of spells and items that made you immune to normal fire but reduced damage from magical fire. After a bit of research I have not come across any Pathfinder spells or Items that work that way so it is truly irrelevant.


Ok I did my best and tried looked for the answer in forum before posting but most of the questions around Elemental Fist deal with monk robes and flurry of blows. So here are my questions.

1) Is Elemental Fist a spell or spell like ability?

2) Is Elemental Fist a spiritual ki power or is it a magical effect?

3) Is it classified as "normal" when dealing with spells that treat magical and normal energy types differently.

My first inclination is it's a spiritual mani"Fist"ation and is an extraordinary power much like a Fire elemental's burning body. As such not a spell or spell like ability and not subjected to anti-magic zones, immunity to spells, or effected by dispel magic or immunity to spells. But I want to know what other people think and if my thoughts on this is reasonably inferred by the description of ability.


I too am on the Space Coast Titusville


Always a dollar short and at least a couple of days late.


I too am recently joined and too far away to play anything but a PbP. I have no clue what a wave game is