Lassiviren

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Goblin Squad Member. Organized Play Member. 38 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Goblin Squad Member

Alchemists..... alchemists please?

I think Gunslingers make more sense if you use variants from advanced races guide. Make weapons simpler, maybe even specially trained cross bow use based on timeline. If you use the experimental version you can get gunslingers/arrowslingers with the ability to incorporate minor alchemic abilities.

Inquisitor would also be an interesting class to play around with, although some spells might not convert well. Like confession and zone of truth.

Goblin Squad Member

Tetrix wrote:
Harrison wrote:
I only really wish for two things: to see Psionics in PFO and that Half-Orcs are available to play at launch (if the crowdforging thread is any indication, people aren't really interested in seeing half-orcs or half-elves).
Well I can only half agree with you on this one.

I hope that is limited to assassinations without justification. Having someone killed who robbed you sounds right and proper.

On an unrelated note, I do hope they examine assassins being evil. I think there is confusion between assassinating, and championing for someone. You can have good assassins, they kill for noble purpose. That should make them chaotic, not evil.

Goblin Squad Member

Personally I would like to see you have an account, and all your characters run through that one account. Do NOT allow multiple logins from one person. There is no reason to allow automated ganks, 1 man sieges, etc. Frankly, it is sort of questionable to even be able to have one of your characters effect another. Why does one of your characters suddenly know the other one? Why would you give the other character anything for free? If you are not doing this for strangers, it is biased and completely out of character that you would do it for yourself.

RP is to play a role, if your actions defy the logical actions of your character you are no longer in role.

My 2 cents

Goblin Squad Member

They are aware of the problem of "contracts with friends" and as they addressed one side of the coin:

Pathfinder Online Blog wrote:


There have been attempts at bounty systems in many MMOs in the past, and they tend to have the same problem: If I put a reward on your character's head, you can arrange for one of your friends to kill your character, and you then split the reward with your friend. You're not deterred from doing whatever it was that caused me to place the bounty, and I've ended up giving you and your friend even more of my scarce resources.

I assume there will be protection against 1gp infinite contracts. Ideally I would like to see a minimum cost to it, but I also like the freedom of price.

1gp is not worth my time, but if I am an "honorable assassin" and this person makes a habit of random killing. I might well accept it just to make a point. If you cover costs I am more likely, but you take contracts to profit not to break even.

I enjoy the idea of the darker side, I will not be rampantly killing people. However, mercenary work, assassinations, escorts, guarding, and such are all within reason.

Goblin Squad Member

I want to be known as an honourable assassin. I do not take contracts because someone called you dumb, I take them because they have wronged you. Slay someone for fun who is far less skilled than you, the contract may end up being free.

Additionally I would like to look into launching a settlement for mercenaries and rogues. Rogues being those who do not have a home, sort of like a pirate town might be. Idea of a mercenary nation so anyone has a place to call home is what I want to see.

Goblin Squad Member

Ransom not random.

I see this as being possible, but you could always contact the thief directly and offer to buy it back. Would save you some steps, after all contracts that can suddenly end after being accepted are bad for business.

You hire me to retrieve something from someone through any means necessary, but pay them my fee because they gave it back. I would be cross with you.

Goblin Squad Member

I cannot remember what reputation does, but as a rule if you can excel at a form of gambling it is a bad idea.

Make it something like "Ego" or "Renown" etc. Allow it to be used for specific things, or maybe improve some aspect of things. The bars know who you are, you get fond greetings and free drinks, that sort of thing.

I would like to see things like being able to perform at a bar and earn some coin maybe. If they have openings.

Good ideas though! I like the idea of noncom PvP.

There are a lot of such things in other games. Mini games is how they usually come up, like guild wars snowball fight, barrel toss, etc.

EDIT: Oh! Things like Harrow! Allow some rankings from it or allow gambling like the game suggests!

Goblin Squad Member

I cannot help but feel some people have missed the point.

There are 4 main categories players fall into: Combat, Social, Crafting, and Explorers. You add vistas and points of interest to appeal to explorers who want to see the world. You have recipes so crafters get to have some added fun, and those systems work. Crafting and exploring award experience, as do even getting resources, so you have people progressing doing what they really like to.

I like Guild Wars, my first real MMO, and it does not feel like a grind to me. Why? I can level in World v World, or I can craft for it, or I can do some of my story. I can be level 20 on a character, but if I say "hey I want to get some real PvP going" I can enter the PvP arena and it makes me 80th level. The level moving (up or down based on area and event) makes it so even going back to old areas can be a challenge.

World v World is what I would like to think of as the ground work for Goblin Works siege warfare very partially. I imagine siege weapons will be built elsewhere, or more slowly, and that people will be in formation style setups but it has otherwise impressed me. Small groups have taken huge amounts of influence taking small supply camps and ambushing reinforcements trying to assist points.

Things will only likely go up from here and this encourages me. The fact I do not have to pay monthly is also a great thing, although a monthly cost does not bother me if it is worth it. There is a lot of good from GW2 and I am hoping we take note of that and put it to use.

Goblin Squad Member

That gave me a thought.

Will we have a minor customization/tweak menu? Like when we make a character will we have access to some archetypes, because I do like the sound of some of the archetypes.


I agree with the change that now all attacks are made with 1 hand. The arguments so far have boiled down to either:

1) It says "any choice of attacks" so why can I not hit with my left hand for every hit?

or

2) Why should flurry of blows let you use a magic weapon for every attack without having to do both.

My personal opinion is that the "change" makes sense. If you consider it does go 13/13/8/8/3/3. In every other class the bonus goes down if you use the same limb (swing etc). So the intent looks like it was left/right/left/right/left/right. Why they would assume we would pick up on that I do not know.

This change strikes me as a proper balance change in terms of damage output and weapon usage.

P.S. Monk with a gun archetype please?

Goblin Squad Member

I am very interested in the Assassination rules as well. I would love to play out an assassin as that means you have an ever evolving challenge... other players. If, however, being an Assassin means I suddenly cannot go anywhere or purchase from anyone this is bad.

Why is it evil for me to kill someone who has wronged another for instance? I think that not all contracts are evil (an assassin could easily take bounty contracts as well) and I definitely do not think all of them warrant criminal status. Especially outside the borders of a settlement.

I would love to see assassins have contracts with thieves guilds to make use of the ambush features for hideouts. If the target tries to quick travel through you can engage them suddenly. Maybe you can pay some thieves to hold them down!

Over all, I am almost at the point of exploding and asking what else i can do to help!


Is that in addition to taking a level of gunslinger or spellslinger? I assume spellslinger so you can move into Mystic Theurge, but just checking.

Domains I am waiting on too... tell you what I will kick my GM because I have little info on the patron thus far. Sorry! Appreciate the help and patience though!


Catfolk, Alignment we are waiting for GM to clarify on the patron.

Sorry for the delayed replay


The RP of the character is as follows.

I am a twin of another player, we both have to have guns though to what extent we use it is questionable. We will have a custom Patron, waiting for info on the favored weapon/alignment/domains. Cannot choose another patron if I go inquisitor, so I do not have all the info yet on that.

Magus loses spells from the archetype and has to prepick his spells. The prepicking kills it. I am honestly now sure how powerful any spellcaster with arcane gun ends up being down the road but my sister is going pure spell slinger.

Although might be worth weighing the pros and cons of spellslinger first level versus inquisitor. Though to my knowledge inquisitor in later levels relies on manyshot/rapidshot with bows to be effectual, but that is a question on inquisitor.

If I am lucky my patrons favored weapon is a pistol, so that would be an easy blend though it would just be an inquisitor with a pistol. Can you do decent damage at say level 10/11 with a gun or would you need to go bow by that point?


Ok the options I am mainly looking at are not what I had expected!

As I said I dislike being limited to spells I have to pick ahead of time, our GM is heavy on being random as to what you will need. But any class with sporadic casting has cut back abilities. So here is what I am now looking at.

- Inquisitor (with first level spellslinger) can do the gunslinger thing but I am assuming its damage output will always be based on spells its main use of a gun is only when using that judgement, and its mainly to screw with spellcasters (although the archetypes with it could be fun, like the spellbreaker).

- Theurge, if I am not mistaken I could take inquisitor and spellslinger then move into Theurge. Though I have not looked at how many levels this would take to arrive at. Inquisitor gets 2nd level spells at 4th, then spellslinger takes 3rd level, so 8th level you could go theurge I think.

Here is my concerns though.

1) Spellslinger and Inquisitor have different base stat for spells, is that a problem?

2) If you bane a weapon you are using as an arcane gun, will it gain the bane damage to the spell? Curious how that works out according to rules.

3) For school of the gun you have 4 opposed schools. Is the inquisitors spells effected by that or no because he doesnt have to prepare/different class?


So I am trying to find my options for spellcasters with a gun, but I do not want it to just be holding a gun. I would like to see some actual use for it, I did some looking around and wanted to get some thoughts from the masses!

- Holy Gun Paladin
This one just looks horrible, I have not found a good reason to use
it.

- SpellSlinger
I have considered this one but my sister in the campaign is going
Spellslinger, so I do not want to take it. I also dislike having to
pick your spells ahead of time, I like being versatile.

- Something about a rogue with a gun and magic talents?
I do not know how this worked it was mentioned in passing.

- Inquisitor?
Can an inquisitor use a gun to effect? I assume you cannot cast
through it but you get judgements and bane. But when you get high
levels will this build still be usable or will it fade trying to use
a gun? I am not sure how well guns work for damage in higher levels
outside gunslinger.

- Idea I read about 1 level Spellslinger then choice caster class?
Someone mentioned it on forums that Spellslinger automatically grants
the use of spells through the gun as well as the main perks with a
gun. It does not require you continue in spellslinger, so you could
go into another class with casting. Would THIS work out okay at all
levels?

Also if anyone (for extra credit) can come up with a small list of versatile spells I would be appreciative. Examples of versatile spells.... grease! Lots of fun uses, stop a horde of enemies, basically disarm someone, etc! Mage hand and maybe rope trick seem like they might be neat too.

Goblin Squad Member

My idea was if people were worried about logging out "safely" it takes you home, and you have a way back. I was trying not to get involved in the log out in your settlement for X thing. What happens if people get alts? Can you mass alts to get guards? I like the idea of players contributing but dislike gamable systems.

Goblin Squad Member

For the non mouse spammers:

- Prior thing about having mouse handle view and numbers for attacks.

- Tab to change a target if you dont want to have to click

- Alternatively require a mouse down for view changing (this way you can still click things if it comes up) and keep the tab to change targets.

Goblin Squad Member

What an oddly heated topic.

The mouse can do alot, if you want it to control camera, sure. You can either set that as its default purpose (use other buttons to use skills) or set it so you have to hold a mouse button to move view (say right mouse button to pan, left can click).

I am fonder of the real time, although if slow motion is not super slow (like 25% slow and 180% slower are not the same in this) that could work too, to get the best results. We do have to maintain the possibility that some abilities could take more than a round to fully work, while other actions could be faster.

The ability to hit in real time enforces the immersion because you have to react or be taken in the surprise round. This also allows a player to attack with stealth without triggering an aura when someone hits you automatically.

Split second dodging is a no please. I play FPS fairly often and I am used to high speed gameplay but we do not need instant reaction times. Do I think if you see an archer pulling back that you should be able to move from side to side? Yes. (This made me realize if the aura of slow was 3 times the distance of the longest reach weapon... what would a bow do to large areas? har har).

That said I expect skills to have a recovery. I do not just slash at you twice and continue to do so constantly, its taxing and I have to recover from the momentum of the swing on top of any other factors. I could be making points in pieces but I am hoping people follow what I said all the same. I am NOT opposed to queued up actions to make things a little easier, or even moving while acting.

In regard to the ideal speed of game play, this strikes me as something that should be configurable if possible. The FPSers will want to be able to chase people or change targets quickly while slashing at them, while others may just prefer their characters auto-follow/chase and continue the attacks. Its a matter of how involved and deep people want to be really.

Goblin Squad Member

As always my gold sovereigns!

A good item to add would be a homestone to return you to a place you had it made for and perhaps some other item you get that allows you to pull yourself to another location (with a delay of say 30 seconds during which you can take no action). This way you could homestone to log out but use the other item to take yourself back to harvesting or exploring or what not. If it can take 30 REAL minutes of walking to get to your harvesting location that might irk a few people, although it could make taxi's greatly useful.

On the other side of the siege coin, if a siege will TRULY take a long time people might burn out. If I am under attack for 6 hours straight there is a good chance I will get tired of having to sit there. Is it good RP to sit there and to take that long? Maybe. Do people like to sit in one place for a long period when there is no pause button? No.

Potentially it would be interesting to allow messages to be delivered to allied nations requesting assistance. Now this is not hard, someone says oh no we are under attack and grabs a horse and travels as fast as possible to the nearest ally and requests help. Then again if we have enchanted items, someone just goes to a security crystal and asks for help.

The potential for huge conflicts as people call their allies is almost awe inspiring as people get involved. If sieging takes awhile you can fully expect someone will call mercenaries to step in. Perhaps even bounty hunters for acts against the settlement. After all, there is nothing like assassinating people trying to move a siege engine right?

Goblin Squad Member

If possible I would like to see charters be able to assign themselves a more thorough type. For instance I think it could make both sides happy (not multiguilding but also multiguilding) by allowing a character to be in multiple types.

Type Ideas:
+ Guilds: Official organization of like minded individuals. Traditional guilds. Limit 1. Loyalty based on brotherhood.

+ Trade Associations: Groups dedicated to their craft and the growth and progression there of. Limit debatable. The forgers guild would strike me as a trade association. Loyalty based on improved relations in trade.

+ Co-operative: This one is optional really. This is a group who has concluded they do not want to be a full fledged guild but plan to raise a settlement. This seems more likely for people who want a common home but who are not necessarily loyal to each other. Say if the outlaws form a town.

Feel free to add new types, adjust, critique, yada yada. Tried to make everyone happy and it makes sense in my mind. The tricky part is where things cross lines. Is the Assassins guild a guild or a trade association for death.

Goblin Squad Member

My cliff notes of stuff:

- Tourneys should be encouraged as both being productive and entertaining. Perhaps even allow some of the NPC organizations to hold games routinely to encourage progression in the PvP groups. This could add to a prestige factor in guilds.

- I would love to see an interesting take on PvE vs PvE although not sure how this would work out without making people get twitchy.

- I can see... well not instanced PvP. But if they have Orders I could see an Order War breaking out, and I would encourage this for fitting deities. War on a pacifist? No. This could be something along the lines of Admin GMing a deity to start up something unique.

- Another reason I think the tourney style system would be very useful is it would allow admin to watch on "professional competitors" to gauge relative strengths. This would be a good way to ensure balance, if there is no varities there is a good chance theres a reason for that.

Goblin Squad Member

I am working on one, don't worry more are coming! Just have not had a chance yet. Fear not Vic!

Goblin Squad Member

There are several safeguards to PvP extremes.

- Bounties, which could very well mean that you could even take the killers stuff if you are allowed to come along.
- If we have some "good guys" you could probably speak of your plight and they could bring down their wrath and ask where it happened for instance.
- NPC settlements (and later player ones) will/could send out guards to protect you, which also makes the attackers unwelcome.
- Most PvP will likely be limited to fast travelling (triggering ambushes) and lawless areas.

We are putting alot of faith into the combination of defenses, bounties, and those who will take up the cause of justice.

Goblin Squad Member

I think the guards should be a purchasable item by a group. Perhaps we can just call them "hired help" as normal levels. "Mercenaries" for more specialized combatants who could serve as guards. Cost to hire would be based on level of the denizen. As we know NPC's will be present we can have them get into the RP, where you try to hire and simply stipulate what quality you are looking for. Perhaps you can put out applications during the construction process as it would take time to find recruits.

There is no reason we cannot have NPC's make as much sense as the rest of the process! This is Paizo and GW we are talking about!

In regards to super denizens...

Their special power or god-like strength could be attributed to what they are protecting. For instance a protector of a temple could be imbued with a piece of their gods very essence, gifting them with increased potential. To me most super mobs will have a story for their strength whether it is divine, harnessing old magic, or even just being min maxed with some special perks. Another option is giving skills the players do not have access to YET, which also serves as a kind of spoiler in what could be coming.

Goblin Squad Member

I am sure if needed they could easily start taking pre-subscriptions, maybe some transactions, etc. We will know if they want to get funding rolling further, as they have plenty of avenues.

Like Limited Edition uniforms for pre-buyer funders!

Goblin Squad Member

A side addition might be ok, but inbuilt would probably be more resources than it is worth. No reason to reinvent the wheel, use separate software and let the game designers work on the game.

I have no issue with it, but frankly I do not want to bog the server checking for who can hear you, how far, and if they are ignoring you or not. At most, maybe a specific area that would allow open communication, or allowing a party to use voice.

Goblin Squad Member

Yes there is.

Quote:


Those attackers will still be flagged as criminals, and they may also suffer alignment shifts as a result of their actions

If you look at the blog and search for alignment it mentions it a few places, like setting a cities which limits who can join.


Found another solution.... ring of mind shielding. I can be an evil character but no one will be able to tell the alignment. Can pick any divine I want for both now!

Thanks to all those who looked into the issue!


A few feats with a bow (many shot, rapid shot, deadly aim) and it looks like you get 2 shots (3 arrows) with +4 damage to each one.. on a class that already gets bane. So unless I am mistake you do up to 3d(arrow), 6d6 bane, and +12? Holy.....


wraithstrike wrote:

1. Technically yes. You need a move action to arm it, and a standard action to attack.

2. Rapid Reload allows you to reload light and hand crossbows as a free action. Rapid shot allows you to take an extra shot. BAB matters only if you have rapid reload with a crossbow. It applies to bows automatically. Manyshot does not work with crossbows. This feat is one of the main reason bows are the best ranged weapon.
3. Manyshot means that your first attack roll fires two arrows with a bow.
4. Bane applies to every projectile
5. The repeating crossbow is preloaded with several bolts at once so you would not need the rapid reload feat, but it only holds 5 shots IIRC, and then you have to reload the it. Loading a new case of bolts is a full round action.

Thanks! Sounds like I am better off with a bow if I want to make use of manyshot then. Your help is greatly appreciated.


Wondering how these all work out, call me ignorant but I am trying to follow this....

1) A crossbow can fire once per round even as a full round action normally?

2) What increases the number of shots? BAB? Manyshot? Rapid Shot?

3) If manyshot requires enough BAB to attack twice does that mean you get a third attack and that rapid shot would add a fourth attack?

4) How would bane work with all this? Does this mean you could fire 4 shots a round with all the feats and be dealing 8dX (bane) + 4dY (bolts)?

5) How do bows compare into this equation? And do certain types of bows or crossbows break the rules? Like I believe repeating crossbow wont have to reload so maybe they can fire more times a round?


The question: What deity should I follow given the two things below.

The campaign: The elves and humans have broken into war, so being either race can get you in trouble often. Party is good/neutral, no evil.... yet. Have a cleric of Sarenrae in the party though.

The RP: The GM has asked me to considering being an elf because he thinks I can make magic out of it. My concept however is an inquisitor that is faking their deity. So when I ask for a deity I am asking for two, the Deity he follows, and the deity he should fake.

As an inquisitor no one will think twice if I am skewed in the tenets I seem to hold close. Ideally the deity I am following should be about subtlety, knowledge, or deception. Thought about things like Baphomet, Lamashtu, and Haagenti... problem is they all seem pretty much entirely monster deities. I can play with background to make things fit but its wracking my brain trying to think of two similarish divine I can make work.

Random notes

Race: Elfen
Alignment: I am CN, Deity is CE. Fake is any possible for a CN.
Deity Weapon: Not important will likely use crossbows.
Deity Symbol: We can be creative so don't worry about that

Thanks for reading and considering even if you do not have a good answer!


magnuskn wrote:

A ranged Inquisitor begins to have an immense damage output beginning at level five. He needs one round of preparation, which should be fine, since the melee fighters need to move into position, too.

As for spells, depending on party make-up, I would focus on some buffs for yourself and the party, a few healing spells, status removers ( Restoration, Remove Curse ) and self-defense spells. The offensive spells are few in-between and have the problem that the class suffers from MAD.

Main offensive spells that did their own damage were either from domains or things like inflict <insert> wounds. I was also gauging domains but I have to consider both weapon (greatsword for instance is a nice bane weapon), but I believe there is ways for me to fire multiple times with a bow or crossbow.

What is MAD?


Thanks for all the answers!

I am looking over the domains right now, so many options to play with. I am still debating the deity based on their values, weapon, and domains. For instance I am currently a dwarf so I can use stonesinger but the earth domain seems really lack luster. And being human might be fun since all the elven would hate me (like I said, elven revolt campaign).

My character sort of died because my intentionals didnt match my thought process... and I kind of killed someone as a case of putting them out of their mercy. Anyway, the cleric is not a big fan of healing and I was also a rogue, so I will fill in both roles, and I do not think it will be all that hard.

I also looked some things over and found the "guided" weapon ability. Add your wisdom to your attack and damage rolls instead of strength, VERY handy. Wisdom is incredibly useful, kind of fills in everything.


This is my first inquisitor and I want to have fun with it but I wanted to check on some things first. I figured there is no more helpful place to turn to than the loyal fans of the game!

1) Inquisitors have medium armor proficiency and shield proficiency. Do they have the arcane failure chance from them or does arcane mean sorcerer/wizard?

2) Is it better to have a melee or ranged weapon for an inquisitor? I have not even selected the deity as I am still working on the race although I have a few options.

3) Any thoughts on an animal domain inquisitor with a companion? Kind of odd, makes sense, depends on god? Any thoughts?

4) I was thinking half-orc (but that might not appeal well to others), dwarf (and have some fun with possibly looking at a large ridable companion), or human (for all around). Our campaign is an elven revolt, trying to avoid elvish and the above sound most interesting.

5) What is your experience with Inquisitor? Should I be looking at them as close range brutes, long range damage dealers, healers, or spellcasters? Or are they just a rather fun looking combination?

6) Anything else noteworthy here you feel like throwing in!


Ok, I am working on writing up my Eidolon and it says the Eidolon can get up to 4 natural attacks in a turn. This has given me some questions...

1) Can there only be 1 primary attack and rest have to be secondary or can you do say bite, claw, claw, tail slap?

2) The teamwork feat Precise Strike says
"Benefit: Whenever you and an ally who also has this feat are f lanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with
other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit."

Does that mean if you get 4 attacks (even though they do 1d6 or 1d4 damage each usually) you get the chance to do up to 4d6 more damage assuming they all hit?

3) What can an Eidolon wear? I read somewhere on here they cant have armor, but they can have bracers of armor right?

PS, not that it matters but the GM is letting me use the Permanent version of the Summoner, (Aka the Eidolon is not banished when I go unconscious, sleep, or even die but I give up my spell like ability to summon). So thats why I am trying to really make him able to fend for himself but am using teamwork feats so we can lend eachother aid.

Thanks!


OK I am rather new to Pathfinder, and even D&D for that matter and I have never been in a class that could summon anything. So I had a couple questions for anyone who is up to answering something that probably seems pretty basic.

Summoning is its own action, but do you need to use an action to order the summon from them on or is speaking "free" and the monster is considered to be taking its own actions?

How many monsters can you have present at any given time? Can I keep using summon monster repeatedly or can I only have as many out as 1 spell use allows at a time?

Think those are all right now, but I cant seem to find things in a rule book anywhere.

Thanks!