Thesing the Vampire

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Goblin Squad Member. Organized Play Member. 115 posts (170 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.



Scarab Sages Goblin Squad Member

Greetings everyone and moreso the Goblinworks team...

Here comes a plead from an old school MMO/RPG player....

"Make sure that loot actually can make a difference again"

This pleads comes after I have been playing the released MMO's the last few years only to see that the loot these days are sooo boring to find.

I sat down and began to think of why it felt like this and it didn't take long time to come to the conclusion.

The loot is not anything special anymore since it has been all about balancing these days. So basically it's like this to give an example: Lets say at lvl 10 you have an standard axe that does 20 damage, then you can find an axe of better quality (green item) which makes the damage to become 21 instead and then an even better version (blue item) would have the damage of 22. Then you turn to lvl 11 and find an axe for that lvl and then the damage is 22, 23 and 24 (std, green and blue).

All the above make finding a magic weapon really dull since you know exactly what to expect. This takes out the exitement of seeing a magic weapon/equipment in the lootwindow.

What I would like to see is more "back to the RPG/old school MMOs" feeling. If you are lucky AND have the skills to find and conquere a really rare and challenging encounter then you should be able to find a loot that is ALOT better then the normal loots. Also if you are able to defeat an encounter that is lets say 5 lvls above you then by all means feel free to use the loot he drops. You made an accomplishment and should be rewarded for it and your would have a huge smile on your face knowing that you can use that item and this enhancing your performance alot.

To avoid having items being twink items then the item should be bound to character on pickup but still tradable which mean that the lvl requirement of the item is removed all the time YOU carry the item, but as soon it's traded then the lvl requirement takes place again.

I mean look back to the old EQ days where one items could make a huge difference and ofc it took both effort and time to gain those (or a huge amount of luck). This is what I would like to see returned instead of the regular "Wow, I got a magic weapon, now I am really special = Not true at all" feeling.

Worth to be mentioned, it doesn't have to be all around damage which was an example but other useful extras to the items could also be a really nice addon which makes difference for example you find a sword that is slightly better then a "magical" blue sword, but this special sword also gives you the possibilty to teleport twice per day.

So to conclude - Make loot have a difference. Just because loot makes a difference doesn't take out the skill requirement from the player, even if a person with less good gear would have a larger disadvantage doesn't mean that he isn't skilled enough to be a better equipped player.

** EDIT - Just wanted to make sure that this was an example since Pathfinder Online doesn't use lvls, but I am sure you understand the basic reasoning around the issue

My few coppers!

/Aza


Greetings,

Is there any way to get the flurry of blows ability without being a monk?

Also...

Is there any way to get like 7 attacks (like twf/flurry) with unarmed strikes without being a monk?

As you can see I am interested in getting more then the regular 4 attacks that I will get with a bab of 16 and using unarmed without being a monk.

Your help here is dearly appreciated!

/Thrilled

Scarab Sages

Greetings,

I have a question for your rule monkies out there.. When reading he desciption of the Boar Style feat then it appears to me that these feats would work with natural weapons as well. My reasoning for this are in the bold text below in the description of the feat as well that natural weapons are not really armed strikes.

What do you say?

**************************************************************

Boar Style: A tribe of orcs who disdained the use of weapons originally developed this savage unarmed fighting style. They preferred to slaughter their enemies with their bare hands and teeth. Over the centuries, a variety of races have adopted the Boar Style, most notably goblinoids, ogres, and trolls . The objective of the Boar Style is to attack with as much viciousness and cruelty as possible in order to break enemy morale. Fanatical followers of the style use herbal and alchemical reagents to harden their nails and teeth, sometimes performing self-mutilating procedures that result in clawlike nails and sharpened teeth.

Feat Path: Boar Style, Boar Ferocity, Boar Shred.

**************************************************************

Boar Style (Combat, Style)
Your sharp teeth and nails rip your foes open.

Thanks in advance!

/Thrilled


Greetings,

I am a player that would love to find a campaign to join as a player. My biggest problem though is being a family man with 2 kids which limits my play times. So I would like to see if there are any GM around that are using a virtual tabletop program like Maptool,D20pro or Roll20.

My playtimes are my limitation. I am able to play a weekday (preferably a tuesday, wednesday or thursday)at 1PM-4PM CST (equals to 8PM-12PM CET).

I have most of the common communication tools like skype, TS, ventrilo, mumble etc.

So let's if I will be able to find a game going that can fit my special requests ;)

Sincerely!

/Thrilled

Goblin Squad Member

Greetings,

Being an old mmo gamer (started with the meridian59) I must say this whole project is sooo appealing to me and brings back memories of a rough and scary world, which imo everquest was.

I recall the first game moments where I ran out of the city of Felwithe to face my first monsters as a young magician. I slaughtered the bats at the outskirts of the city, not with ease but with a solid pace.

Then I wandered out a little bit more in the hunt for bats. Suddenly I saw a little orc grunt standing there at distance and I remember me thinking "Lovely, a new monster to put to the grave". Now this "easy" monster proved to be a completely different challenge and he handed me my ass in like notime. Suprised by the new challenge I ran back to my corpse to retrieve the item I had gotten, just to see that grunt guarding nearby my corpse. When he moved away a little bit I ran to the corpse and quickly looted it and instantly after I got aggro again.

Lesson learned from the first encounter I ran as fast I could and after a while I lost the aggro, just to find out that I was totally lost!! (no friendly maps at that time (which I loved since it made exploring much more fun). While trying to find my way back I made an encounter with a rare monster (I really fail to remember the name though). The fight was over really quick and again I bite the dirt and respawned with my first lost corpse as a result.

At that time I had the name of the monster written down on a piece of paper since revenge will be claimed someday. Quite a few lvls later I found that named mob again (after looking for it many man many times)and managed to secure a win over it and to my surprise it dropped gear that was far better then we common loots. I was stunned by how cool that was at the point.

This precise element has been lacking ALOT in most MMORPGs since Everquest. The last MMO's only gave an achievement upon the kill and nothing else.

I really would like to have this "feature" back in Pathfinder Online. Make sure that the rare wandering monsters are very rare but also make them have some kind of loot to remember that are of some better quality. Of course not all rare mobs should be soloable but some should and some should not.

This also makes exploring areas that you have already explored much more interesting and also the tracking skill gets a very valid use!

Just my few coppers and sorry for a long text until coming to point, but old memories hooked my there for a few minutes ;)

/Thrilled


Greetings!

I am confused...

On every monster I can see that has natural attacks then it says in for a lion:

OFFENSE
Speed 40 ft.
Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +7, 1d4+5)

I don't understand why the claws also have +7 in attack since according to the universal monster rules then the secondary attacks should have -5 to hit (unless you have multiattack) and only half str bonus to added damage.

Natural Attacks

Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls.

So basically my question....

Shouldn't the lion have Bite: +7 1d8+5 (Primary) and the claws(secondary) should be +2 and do 1d4+2. I can't see why the monsters doesn't use the universal monster rules as per core rules??

Looking forward to your answers :)

** EDIT ..... I noticed the answer.... both CLAWS and BITE are considered being PRIMARY attacks. So it is just as it should EDIT be **


Greetings!

I have a few questions regarding rend.

I have an eidolon which has claws and then takes rend claw (ex) evolution. Then if he successfully get two claw attacks it adds an extra rend attack right sofar?

Can the eidolon then choose the rend claw feat and thus aquire an extra rend attack? I assume if yes then this would require another available claw attack and two successful hits to trigger this second rend??

Also if I took rending fury and with the assumption that you can have two rend attacks then it would mean that if I hit with one claw then I can trigger the first rend (evolution) and if I hit with the second claw I could trigger the second rend (feat) since rending fury makes the rend at half the normal requirement for the rend (in my case hit with two claws becomes hit with one claw).

If I then apply Improved Rending Fury (which adds 1d6 damage to rends then this would apply to both attacks I assume?

So basically I think the most interesting question is if I can get one rend with the evolution and one rend attack with the feat? Also what happens if I have two limbs and dual wield two weapons and take the Two Weapon rend feat? Would that give me 3 rends? In my opinion the Two Weapon Rend would indeed give an extra rend since it has different conditions ie hit with both a main hand and off hand attack to get the rend, while the eidolons evololution rend claws and the feat rend claws may be exclusive and thus only have effect once which would mean taking one of the rend claws useless since you might only get one rend from the claws anyways.

Really looking forward to your replies!

Sincerely!

/Thrilled


Greetings,

I have a question for you all out there.

I am in dire need of an adventure/campaign that brings my players characters from lvl 1 to lvl 6. This adventure should be kind of standalone since I will begin the Slumbering Tsar Saga when they are lvl 6.

So please help me and toss me some advice regarding very well written and fun adventures that qualifies to my demand regarding lvling from lvl 1 to 6.

Sincerely!

/Thrilled


Greetings,

I have a question regarding how to read the text CAN.

Ie

Quote:

Snake Style (Combat, Style)

You watch your foe’s every movement and then punch through its defense.

Prerequisite: Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.

Benefit: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. [/]

As I read it then I have the option to choose if I want to use or not. The reasoning behind this is that I have seen a few occations where it has been a text say you must use this instead of can.

Have I understood this correctly?

/Thrilled


Greetings...

By taking the unarmed strike/improved unarmed strike and then TWF when using a longsword in my mainhand and using the unarmed strike as an offhand attack.

By doing so then I should be able to qualify for:

Quote:
Benefit: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.

So basically I make the attack with the offhand unarmed strike.

I can't see any reason why it shouldn't work. Only thing is that I think it might be better to go full unarmed but at least the option is there.

/T


Greetings I have a question that is more generic then the example I am using.

In my case it's a sorcerer with the draconic bloodline. Having draconic bloodline gives him this:

Quote:
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Now after 4 lvls the sorcerer want's to multiclass and won't take any more sorcerer lvls.

Now let's say he is 4 sorc/4cleric. To me it appears that his claws would do 1d6 damage instead of 1d4 (since RAW only mentions lvls and nothing about being a sorcerer lvl or like that). The limitation in this case is that you need 1 lvl sorcerer to get this ability from the beginning, beside that it's counting the normal lvls.

Have I understood this correctly?

Thanks in advance!

/Thrilled


Greetings!

Another rule question I have to discuss with you guys out there.

This time it's about the magus. He uses a weapon (let us say a scimitar) in his main hand. To be able to cast a spell as well with his full round actions then he must have one hand free.

I will paste in the description from the Magus:

Quote:


Spell Combat (Ex)

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

So by reading that I acknowledge the following:

* You need a free hand to cast the spell
* The magus choose to cast if he want to use the weapon attacks or the spell first.
* He cannot cast the spell between weapon attacks

Reading this makes me come to the conclusion that a magus could choose to take the unarmed strike/Improved unarmed strike ability and then TWF feat to gain an offhand unarmed attack which won't interfere with the magus spell combat rules as long as he makes the offhand attack together with the other attacks. Since having unarmed hands = free hand and also to be noted that unarmed strike doesn't necessary mean a hand attack but can as well be a kick, knee, head etc which also leave a hand free.

Pasting in a section from the D&D 3.5 Official Main FAQ:

Quote:


Can a monk (my own comment: or any character with the unarmed strike feat. However they will not be able to use flurry of blows) fight with two weapons? Can she combine a two-weapon attack with a flurry of blows? What are her penalties on attack rolls?

A monk can fight with two weapons just like any other
character, but she must accept the normal penalties on her
attack rolls to do so. She can use an unarmed strike as an offhand
weapon
. She can even combine two-weapon fighting with
a flurry of blows to gain an extra attack with her off hand (but
remember that she can use only unarmed strikes or special
monk weapons as part of the flurry). The penalties for twoweapon
fighting stack with the penalties for flurry of blows.

So basically a Magus can strike with his Scimitar and then make an offhand unarmed strike and then finally following it up with a spell then. This would be extremely hard to fit in since it requires quite a few extra feats which already is a problem, but it should still be doable, right?

Best Regards!

/Thrilled


1 person marked this as a favorite.

I start directly with the questions:

1.) Feat Arcane Strike - Does that work with unarmed fighting (ie monk)?

2.) Feat Hammer the Gap - Is it as good as it appears to be? Which means that if I hit a monster with my first strike (full round) and then continue to fire off my attacks on him then I do equally much extra damage as as my previous strike ie I hit a mob for 6 damage on my first strike and then my next strike hits for 7 damage and then I get an added 6 extra due to Hammer the gap (since my first hit was 6). Have I understood it correctly? If so then it pretty damn amazing!

3.) Unarmed - If I don't have access to flurry of blows as a monk due to archetype taking them away then I assume I can get some extra attacks through TWF feat lines as usual?

4.) Vital Strike - If I do a full round attack can I then choose one of those attacks to become a Vital Strike? If so can I then choose whichever attack I want of them to be the Vital Strike? Ie the last attack of my attack chain?

5.) Monstrous Physique - I assume I can wield my weapons in that form (in my case unarmed fighting) If I assume correctly what about the other forms like Beastly, Dragon and elemental form? Not really sure how that is supposed to work. I can of course see what abilities I can gain but it says nothing about how the fighting will work. Please enlighten me :)

6.) Monastic Legacy - If I have an uneven amount of non monk lvls shall I round upwards or downwards?

7.) Sohei Monk Archetype - Due to the archtype giving alot of weapons access to flurry of blows. For example it gives crossbows access to flurry of blows. Now I wonder how can you keep up with reloading a crossbow that fast? :p Since they normally take quite a bit to reload :)

8.) Monk Archetype Master of Many Styles - If I have two stances that affect the same thing I assume that both will take affect then (since it's basically what the archetype do). For example if one stance does some extra damage on the first strike and then another stance also adds damage to the first strike.

That's the questions I have for this evening ;)

Thanks in advance!

/Thrilled


Greetings!

I am fairly new to pathfinder so bare with me :)

I will give you two examples that I would love to have my questions answered for.

**************************

Example 1.)

I take one lvl of sorcerer and get all prereqs for Dragon Disciple. Then the next 10 lvls I put into dragon disciple prestige class. So I am basically lvl 11 now.

My questions now are..When I cast a spell am I considered being a lvl 11 sorcerer then?

To determine how many spells per day I get at lvl 11 as a dragon disciple I can see that the dragon disciple gains 7 "+1 level of existing spellcasting class". So that should make me look at the sorcerer table and count myself as a lvl 8 sorcerer and then I should get 6 1st , 6 2nd, 5 3rd and 3 4th lvl spells per day. Is this accurate?

Do I also gain the spells known as a 11 sorcerer?

Basically I am considered being a 11 sorcerer with all that's included (bloodline powers, bloodline spells), just that I get some flaws (less spells per day) but also some goodies ie natural armor increase, ability boosts etc?

**************************

Example 2

My character are at the following:

2 lvls cleric
2 lvls sorcerer

Then I lvl up mystic Theurge 10 lvls.

Does this mean that I can cast spells as if I was a lvl 12 cleric and a lvl 12 sorcerer?

Then what about Channel Energy..is that counted as if I was a lvl 12 cleric? To me it appears that I would only do the channel energies as if I was a lvl 2 cleric since this ->> "He does not, however, gain other benefits a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly"

Now let's make this a tad harder. Now the next 6 lvls I decide that lvl up 6 lvls in Dragon Disciple (now I am a lvl 20 character). Now let's see if I understand this correctly:

# I should be still be considered as being a lvl 12 cleric (2 cleric + 10 Mystic Theurge) when it comes to the spells and I get spells per day as if I was a lvl 12 cleric

# I should be considered as a lvl 18 sorcerer (2 sorc + 10 mystic theurge + 6 from Dragon Disciple). I would however only get spells per day as if I was a 16 sorcerer (loosing one at lvl 1 dragon disciple and loosing another at lvl 5 dd).

# Now to the rough stuff.. Normally if I was one lvl sorc and then gained 10 lvls of dragon disciple then I would have had all the draconic bloodline powers and bloodline spells that a lvl 11 sorc would get. In my example above I would only get the bloodline powers and bloodline spells as if I was a lvl 8 sorcerer (this due to during 10 of my lvls as a Mystic Theurge I can't gain other advantages then the spells known, spells per day and spell caster lvl. So this means that when I start to lvl Dragon Disciple and gaining "normal benefits of sorcerer lvls" then I am still considered as a lvl 2 sorcerer when it comes to the bloodline powers and spells.

**************************

Have I understood everything correctly? :)

Thanks in advance and sorry for a quite long post

/Thrilled