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Night of the Werewolf (Inactive)

Game Master Kinetic_cards


851 to 900 of 1,528 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Reference, Sandru has AC 21 w/shield, -2 raging +2 Protection Circle.


DM

Cool, thank you.


Female Aasimar Urban Druid 9

Yeah, La Siréene has 19 AC (10 +4 Olivia's Pendant, +2 Protection Circle, +2 Shield, +1 Dex)


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Besides +2 to AC, does Protective Circle provide any other benefits?


DM

@Quinn - This spell wards from attacks by evil creatures (which is the +2 AC), from mental control (extra save at +2 morale bonus), and from (bodily contact by) summoned creatures.


Female Aasimar Urban Druid 9

The Circle also gives a +2 Resistance Bonus to saves versus evil.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Not to nerf, but shouldn't the DR 10 apply to the non-lethal damage? I know the effect is magical, but the damage is physical?


Female Aasimar Urban Druid 9
Sandru wrote:

Not to nerf, but shouldn't the DR 10 apply to the non-lethal damage? I know the effect is magical, but the damage is physical?

I don't know anything about Gargoyles, actually, but now this rules question came up I checked them out in the beastiary. I agree with Sandru, their DR should resist the Orb's damage. After all, the Orb is Spell Resistance:No, so it’s obviously intended to be physical damage.

Oh well, whether they take damage or not does not affect whether they are engulfed, and they have to hold their breath while in the spell. Too bad, that wasn't intentional - I'll miss their dialogue.


Female Aasimar Urban Druid 9

I am a little confused, because as far as I know, all those arrows should have hit. Quinn has improved precise shot, so the Aqueous Orb imposes no penalties on his aim - instead, because of the Gargoyle's being entangled, their AC would be 14 as far as Quinn's concerned.


DM

Thanks, you are right.


DM

Now that I realize I wasn't applying improved precise shot correctly, I think I didn't credit Quinn some damage he did on his first attack (second arrow should have hit for additional 18 damage.) Sorry Quinn! We'll edit the battle so that Quinn killed Gargoyle #4 with his second attack, arrow #1, and then apply arrows #2 and #3 (24 damage) to Gargoyle #6.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Thanks. TY LaSireene. I'm gonna hire you as my lawyer. lol


DM

Congrats 2,000 posts!


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Woohoo!


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

NICE


Female Aasimar Urban Druid 9
Kwanjan Quinn wrote:
Thanks. TY LaSireene. I'm gonna hire you as my lawyer. lol

Uh. Maybe you shouldn't. Because now I have taken the time to read your feat choices for level 7 and 9, as well as reread the Zen Monk and I've spotted an incongruity I'm going to voice.

*You've picked Disrupting Shot. I do not see anything in the Zen Monk that allows it to pick Fighter-only feats with regular feat slots, so you should not be able to pick it, as far as I am aware. Please, enlighten me.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

I see the discrepancy. Disruptive Shot and Clustered Shot (future choice for level 9) are both under the Point-Blank Shot feat tree, but Disruptive Shot has a 6th level fighter requirement. Must of over looked that one. Disruptive Shot is truly a fighter only feat.

Now, I have tried using this feat against Paige but it did not work because she was invisible. My intention was to use it against her and the sorcerers but I never got a change. So in essence the storyline was not effected at all. Disruptive Shot has not successfully hit a target.

@Network, your call - replace it or keep it.

@LaSireene - it is the other way around. You have enlightened me. ;-)


DM

You can choose a different one.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Bullseye Shot

Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.

Benefit: You can spend a move action to steady your shot. When you do, you gain a +4 bonus on the next ranged attack roll you make before the end of your turn.

I'm going to interpret this as +4 to the 1st Flurry of Arrow. Is this correct?


DM

I'm not sure it would benefit flurry of arrows, because that requires a full-attack action that would mean no move.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Deadly Aim (Combat)?

You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

You could get -2/+4


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20
Network wrote:
I'm not sure it would benefit flurry of arrows, because that requires a full-attack action that would mean no move.

Some times Quinn has been still in his position, not taking a 5 foot step. So I think he can use Bullseye Shot.

This is uncharted territory for me. I get all confused about move action and full-attack action.

@Hassan - That was my first choice over Disrupting Shot but I wanted to add a little dimension to his abilties. If Bullseye does not pan out then I'm gonna go with my 1st option, Deadly Aim.

I was looking at Many Shot but that will not work with Flurry of Arrows. FoA actually is better as the monk level increase.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I think the issue with Bullseye, is it requires you to expend a move action (a real one, not a 5-ft Step)... and Flurry is what requires a Full Round Action (so your move and standard actions are spoken for).

It's basically spending the time to aim, where Flurry is about getting off as many shots as possible.


Female Aasimar Urban Druid 9

Yeah, Hassan is right - Unless you are capable of two move actions + 1 standard action in a single round, it can't be used with the Full Attack Action or Flurry of Arrows. Since monks only get their full BAB with full attacks, it’s not very good for a Monk, with the possible exception of using it with Pinpoint Targeting, but that's 10th level and therefore irrelevant.

At this point, Deadly shot is basically the only archery focused feat worth its salt Quinn meets the prerequisites for.


DM

@Ianez - Just a head's up, I don't know if you saw, but Caromarc asked you a question about language.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Thanks for the explanation. So many choices.
Like I said before Deadly Aim was my 1st choice. I didn't want to take another feat that would make me into a damage junkie. Wanted to expand a little on the character itself. So, I guess damage junkie I am.

Picking Deadly Aim then.


***INACTIVE*** Human Archaeologist Bard/9; Init: +4*; Perc: +19; HP 27/63, F: +7/R: +10*/W: +7
Network wrote:
@Ianez - Just a head's up, I don't know if you saw, but Caromarc asked you a question about language.

Thanks for the reminder. It took me a minute of reading past posts to get the context back.


Female Aasimar Urban Druid 9
Kwanjan Quinn wrote:

Thanks for the explanation. So many choices.

Like I said before Deadly Aim was my 1st choice. I didn't want to take another feat that would make me into a damage junkie. Wanted to expand a little on the character itself. So, I guess damage junkie I am.

Picking Deadly Aim then.

It’s what archers do - pure damage. If you are in melee, you affect the battle by just being there; Threatened areas, flanking, and by just being an obvious target and a potential threat - The Archer just does hit point damage, albeit often quite efficiently, since archers have a lot going for them; Not caring about threatened areas, able to make full attacks with ease, and less likely to be interrupted.

I am generalizing, of course - there are plenty of class variants, feats and similar that attempt to give additional attack options to archers beyond "deal damage".

*edit*
Cat's out of the box. Well... quite a lot of the cat, at any rate.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

It's going to be a while before I will need to decide which feat to take. Character level 9 I have decided to take Clustering Shot; nice to have against damage reduction. Monk level 7-9 are just class feats so that is a given. At monk level 10, character level 11, Quinn will get a bonus feat and character level feat. I have a bit to go before my next real decision.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

This campaign is scheduled to Level 9.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Oh! Then nothing to worry about. ;-)


DM

I think 2 ticks off ongoing spell effects (magic circle and aqueous orb) for the healing up and the movement forward?


Male Human Wizard 9 (Teleport) Perception +8

Magic circle has a 70 minute duration.
Mutagen has a 20 minute duration.
Elemental has a 10 round duration.


DM

That should all be fine through the duration of this encounter then.


Female Aasimar Urban Druid 9

With the 2 rounds of battle, and 2 rounds of healing, that's 4 rounds ticked of the Aqueous Orb. With 50 feet of movement to Endbringer, the Aqeous Orb should have its 7th round ticked of at the start of La Siréene's turn, then. (Should have used the extended version...)

Can we make Knowledge checks regarding Endbringer? What skill?


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Is Endbringer the final encounter?


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

For some of us... Muhahaha!


DM

@ La Siréene - ok. I'd say Knowledge (religion) because technically, at least here, he's a ghost (or "disembodied spirit").

@Quinn - Yes, for this part of the campaign, this is your boss encounter. You will level up after this.

@Sandru - LOL >:)

Also, noted re initiative for you both.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Oh Goodie. I thought this was the actual end of the campaign, with a name like Endbringer, one would think that this is really the end.


***INACTIVE*** Human Archaeologist Bard/9; Init: +4*; Perc: +19; HP 27/63, F: +7/R: +10*/W: +7
Network wrote:


@Quinn - Yes, for this part of the campaign, this is your boss encounter. You will level up after this.

That's assuming we survive, of course (he said cheerfully).


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

We will survive! I have a special half-orc shield. lol


DM

=)


***INACTIVE*** Human Archaeologist Bard/9; Init: +4*; Perc: +19; HP 27/63, F: +7/R: +10*/W: +7
Kwanjan Quinn wrote:
We will survive! I have a special half-orc shield. lol

"What do you mean 'we,' snaga?"


Female Aasimar Urban Druid 9
Kwanjan Quinn wrote:
Oh Goodie. I thought this was the actual end of the campaign, with a name like Endbringer, one would think that this is really the end.

He really WAS the end!

...Of Maria, La Siréene, a bunch of unamed alternate personality and, definitely not least, Original, the original personality of the body Nameless's last body occupied.

Hareton basically ressurected Nameless's entire backstory.

@Network - Shouldn't La Siréene and Sandru be tiebroken, as well?


DM

No, because you tied, but then it's who has the higher initiative modifier, which is La Siréene (+5).


Female Aasimar Urban Druid 9
Network wrote:
No, because you tied, but then it's who has the higher initiative modifier, which is La Siréene (+5).

Huh. I did not know that. Yay! I learned one more thing today! :)


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

@Quinn - how about you show that half-orc some monk-key love and use you point blank master, fast movement and mobility to flank. So he gets +2d6? +3d6 next level.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

@Sandru - You'll get your monk-ee love in a bit.

Are there any bonuses or AoO for attacking a grappler?
I think Sandru, Caromarc and Ianez get an AoO on the gargoyle that grappled Pheobe. The AoO is nullified if the gargolye has Improved Grapple feat.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I was wondering about AoO, but let it go as plot device. Improved Grapple only nullifies the target's AoO.

Grappled condition gives -4 Dex, I think. Effectively -2 AC, if they get Dex bonus to AC.


Female Aasimar Urban Druid 9

No AoO's while Flatfooted, and Sandru, Caromarc and Ianez haven't acted yet.

@Hassan - Sorry for being obnoxious, but could you please edit your HP? I keep wanting to heal you, before I remember that you are at full health...

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