OgreBattle wrote:Is there a quick fix for D&D3.PF to get rid of multiple attacks from "claw claw bite" and "I have a scimitar in each hand", so you just roll a d20 and that represents the monster/ranger trying to kill you with what they've got?
I figure some combination of a hit bonus, crit bonus range, and crit multiplier can represent a flurry of claws and teeth and that troll rend attack. And then some kind of whirlwind or stomp attack to tail lash everything around you.
For a Claw/Claw/Bite.;
Standard Attack: Claw, +9, 1d6+4, 20/x2.
Full Attack: Claws and Bite, +13, 1d6+4+1d6, 17/x2.
"Claws": as a full attack action, gain +4 to hit and +1d6 bonus damage.
"Bite": when using a full attack action to attack, gain +3 threat range (to 17/x2).
For a Claw/Claw/Rend/Bite.
Standard Attack: Claw, +9, 1d6+4, 20/x2.
Full Attack: Claws and Rend and Bite, +13, 1d6+4+1d6, 14/x3.
"Claws": as a full attack action, gain +4 to hit and +1d6 bonus damage.
"Rend": when using a full attack action to attack, +3 threat range and +1 extra crit multiple (to 17/x3).
"Bite": when using a full attack action to attack, gain +3 threat range (to 14/x3).
For a Bite/Claw/Claw/Etc.
Standard Attack: Bite, +9, 1d6+4, 20/x2.
Full Attack: Claws and Rend, +13, 1d6+4+2d4, 17/x3.
"Claws": as a full attack action, gain +4 to hit and +2d4 bonus damage.
"Rend": when using a full attack action to attack, gain +3 threat range and +1 extra crit muliple (to 17/x3).
{Here it represents the extra wing attacks}
Tail can probably remain the secondary attack at -5 with sweepy effects, interesting enough to roll on it's own.
Then just also give them Great Cleave and Whirlwind Attack as regular feats. Note that Cleave is always a standard attack as a follow up, and Whirlwind is a bunch of standard attacks, no bonuses to hit, damage, or critical hits apply.
Multiattack
The most fun thing is probably just have it extend the crit range further, +2 or so.
For a PC with an off-hand weapon ...
Basically, you get +4 to hit and bonus dice of damage equal to the dice of your off-hand weapon, but reduced by the normal penalties for two-weapons fighting. Totals are ...
Normal penalties: -2 to hit.
Off-Hand light: +0 to hit.
TWF Feat: +0 to hit.
TWF Feat and light: +2 to hit.
So our real two-weapon fighting rules are ...
As a full attack, you add the basic damage dice of your off-hand weapon as bonus damage dice, at -2 to hit if off-hand is not a light weapon, and losing any shield bonus to AC if your off-hand weapon provides it.
Two Weapon Fighting Feat: +2 to hit when fighting with two weapons as a full attack.
Flurry of Blows
Replace the Flurry column with ...
When using a full attack action to attack, Monks have full BAB like a Fighter, and gain bonus dice of damage equal to their standard attack dice. At 8th level and above, gain double bonus dice.
Iterative Weapon Attacks
These are always just basic attacks and don't benefit from the bonus damages and such by default rules, unless you change that so they do. Which you probably should for Two Weapon Fighting and not for Claws and Bite and Rends and so on.
Instead of getting a second attack at -5, and then -10, and then -15, which can get pretty heavy on the math, you can just give them +2 to hit for a full attack and let them hit again at the same BAB
if they hit, to the limit of their number of iterative attacks. This is mostly better but mostly needs to be better, so is fine.
Lizardman monk two weapon madness!
Sanity check time.
As a full attack, our Lizard monk has full BAB for Monk Flurry, bonus damage from flurry, bonus damage from the off-hand weapon, +2 to hit for iterative attacks, +2 to hit for the TWF feat, and crit increase from the bite.
At 8th level Lizardman Monk: +13+Str+etc, 1d10+Str+etc+2d10+1d6, 17/x2. (where the crit adds 1d10+Str+etc), and if he hits he can attack again because he's got the first iterative attack.
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That seems, compatible, reasonably easy. What does Two-Weapon Rend do? Probably taking the first attack's critical hit to 14/x3 is fine. I guess where Double Slice improves the range and Two-Weapon Rend adds the multiple, for Pathfinder-scale feats.
In Summary, natural attack sets are +4 to hit and bonus dice damage for decent ones, with 17-20/x2 crits for the extra wings or bite or whatever else is weaker, and that stacks.
Unusally strong monsters would need bigger bonus dice of damage, and they also need Feats for taking down hordes, but it's close enough for munching on PCs. A bit softer against low-AC types perhaps.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.