Adventure Path Reign of Winter

Game Master Almonihah

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I can add the scrolls to my "spellbook." Next feat, I'll be taking craft wondrous (gm willing) and then I can make consumable spell items, or preferably, x/day items of the spells. (I'm a minor magic item freak. I even have a character all about such minor items I call a charm-master.)


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

@Selena I don't suppose I could talk you out of that? I had planned on taking Ritual Hex at 7th level and using it to pick up the Shaman hex that grants craft wondrous item during downtime and a flexible more combat oriented hex outside of downtime.

Unless you're dead-set on it. I suppose we could have two characters with craft wondrous item. It just seems like a waste.


I wouldn't really see it as a waste, but I don't know yet if my planned custom item will be acceptable yet. In any case, even without crafting, the more spells I have the better. With Quick study, Selena can swap prepped spells in a round, and given the lower SL, I'm focusing on versatility.

Even if I don't craft myself, I can still provide the castings of the required spells for you to craft something, so you are not losing access to those spells for crafting purposes. Of course, being a caster yourself, I'm not against sharing, then again, we can technically copy spells from each other (If you are an arcane prepper. I don't really remember what the shaman is a hybrid of).


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

Divine caster unfortunately, hybrid of Witch & Oracle. So I'm not limited by a spellbook. However I agree with you on whatever you can get your hands on spell wise is a good idea; especially with quick study. So on the scrolls it depends on the what the rest of the party wants to do, but I agree getting you a few would be nice.

I mean it as a waste in the sense that I have a limited shaman only hex list and I'll be gaining a flexible hex I can change each day. The only hex that gives a crafting feat for me is fetish hex and that feat is craft wondrous item. Having two people that do the same job can reduce the time it takes, but we might be better served with craft wand, scribe scroll, craft magical arms and armor, forge ring, ect.

I would appreciate the help with spell-casting components on any crafting I do regardless.

Just food for thought. It's your character and all so you do you, of course, but I just wanted to make the suggestion and let you know I have that base covered at least feat wise.

The Exchange

Female Human Unchained Rogue/14|HP:76/101|AC28,F22,T18|F+10,R+19,W+9|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +29|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

The scrolls were:
Comprehend Languages
Cure Moderate Wounds
Delay Poison
Irriseni Mirror Sight
Remove Disease
Remove Sickness
Threefold Aspect
Youthful Appearance

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Damn, I hate autocorrect on my iPad...just noticed, on my last gameplay post, it changed bathhouse to boathouse...happens all the time... I type what I want and it changes it to what it thinks I want...

Dark Archive

NG Female Kitsune Sorcerer 14 (vulpine) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 99/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

Wow. Amazing work Quasit.

A cloak of resistance is on my wishlist so maybe I could take that? After that, I'm not sure what best to get. After the cloak would I still have 7400gp or would the cloak come out of that?

If I still have the 7400, maybe I should get an amulet of natural armor and then a magical bow.

Maka, was it you that suggested I think about going the arcane archer route? That sounds like a good idea. What other gear would be helpful for that role?


Male Human (Ulfen) Fighter 14, HP:133/133, AC: 31, FF: 29, Touch: 12, CMB +17 CMD 32, Fort +12, Ref +6, Will +7/12, DR3/-, Cold Resistance 2, Initiative +2, Warrior Spirit 1/4

*spots the masterwork longsword and screams internally*

We had this since the tower... I'll subtract that from my total.... and this masterwork throwing axe.

Thank you so much for all the work going through months of gameplay posts Quasit.


Maps: Travel * Hut and more

Show with the family but will update tonight. I saw your message Fin. Totally fine what you posted. More later.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Updated my inventory and gold after purchases and the gold sent to the monastery...currently have 1,030 go and a few silver and copper...


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2
GM Lareg wrote:
As such they do not currently work, but also do not count at their full value (75% value) for wealth. They can be mended following normal rules and/or sold (half of 75%).

Iirc, there are two ways to repair magic items. Either by having the crafting feat and expending half the crafting cost in materials. Or to use mending or make whole spells at a caster level equal to or greater than the caster level of the item.

War Sash repair cost:1000gp at level 7 with feat / Free at level 9 via mending.
War Sash sell price is: 1500gp
Monks Robes repair cost: 3250gp at level 7 with feat / Free at level 10 via mending.
Monks Robes sell price: 4875gp

I believe that’s the whole picture unless we can find a friendly caster of 9th or 10th level to repair them by paying for the spell casting service of mending or make whole. Which is likely a dicey proposition considering the high level casters in this city.

Did we ever determine who gets that icicle wand?


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Maps: Travel * Hut and more

Thanks Tezuzu for crunching numbers. So far everything I'm seeing in thread(s) for gear is fine. The 2,000 to 2,500 gold range is totally fine.


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Maps: Travel * Hut and more

Computer updates at work so my normal lunch hour updates will be limited to narrative while I'm on my phone. I'll aim to get clock tower map up this evening so we can move on to the next bit.


If no one else wants the icicle wand, I'll take it, but it's not a high priority for me.

Dark Archive

NG Female Kitsune Sorcerer 14 (vulpine) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 99/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

I have the Boreal bloodline and that means that the DC for cold spells goes up by 1. So I guess it makes sense for me to take the icicle wand.

So my gear request so far is the Cloak of Resistance and the Icicle Wand. It's not clear to me how much gp I have to spend but I think it's 7460g. Is that correct? If so, then I'd like to purchase the following. This list is in priority order.

shortbow +1 2180gp
amulet of natural armor 2000gp
handy haversack 2000gp
saving the balance for belt of dex


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

The real question that I wonder about on the icicle wand and is worth asking is do you think either of the two casters will use if often enough to be worth 'not selling'?

It does sell for 6125gp and that would be a cool 1k if split between 6 party members. You could get magic armor for every member of the party at that price.

It's an ok spell, but unless you're planning on spamming it every fight getting 50 uses out of a wand is kinda tough to do. I have always been of the opinion that if you don't think you'll use up a wand it's easier just to sell it. You could always split hairs and buy 10 scrolls of the spell at 325gp each and pocket a little under half the sale cost of the wand.

It is good to know who will have it if you guys don't sell it though.


Hence it being not important to me. Not sure why no one wanted to sell it but I figured they some idea or something. Of course, cold is not a good element for us to use.

The Exchange

Female Human Unchained Rogue/14|HP:76/101|AC28,F22,T18|F+10,R+19,W+9|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +29|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13
Sakitu wrote:

I have the Boreal bloodline and that means that the DC for cold spells goes up by 1. So I guess it makes sense for me to take the icicle wand.

So my gear request so far is the Cloak of Resistance and the Icicle Wand. ...
shortbow +1 2180gp
amulet of natural armor 2000gp
handy haversack 2000gp
saving the balance for belt of dex

I'm definitely cool with Sakitu taking the wand. Makes sense for her character.

I can see the argument for selling the wand. One of the reasons I felt it was a nice item to keep is (A) at 7th level it serves the user as a +1 frost dagger, and (B) a caster in a dungeon crawl will often appreciate having an option beside using their limited reserve of spells in a combat encounter, and we might not always be facing things that are immune to cold. Also (C) it's a nice 'eff you' trophy for taking down Radosek at the end of Book 1. When we fight Nazhena someday, we can wave it in her face to piss her off. Well, that's what Quasit would do with it anyway.

Before you buy the Handy Haversack, the party currently already has a Bag of Holding type II, out of which we just dumped a closetful of loot (paintings, trade bars, etc). If you're saving for a Belt of Dexterity, you may want to save that 2000g.


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

That makes sense. I like reason (C) a lot. I just thought it was weird that nobody seemed to want to grab it at first and it's worth a good chunk of change.

@Lareg: I added a token for my battle familiar. Both the stats above in the header of our posts are accurate. I leave you to decide if you want separate initiatives for both of us or just to share the same one. I will not likely post the actions on both separate aliases and just stick to my main one.


Okay, looking at spells, I don't see anything for anti object much less anti-construct except shatter which seems to only be nonmagic or crystalline creatures (scientifically includes metal and stone, but not really included in common parlance).

Rust seems to be purely ddo.

Seems like the system is missing some key spells.


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

Constructs are a pain in the butt.

On the side, Tez may occasionally refer to himself as a necromancer. The only reason is the most common school of magic his usual prepared list of spells is technically necromancy. (Chill touch, Touch of blindness, False life, Touch of Fatigue)

I have no intention of animating any dead in this game, however. Just to be clear. He’s a bad touch birdy, not some sort of undead raising deviant.


Maps: Travel * Hut and more

I'll run familiars with caster initiative unless there is a big reason a player wants them run separately (this can be needed from time to time). Familiar token is fine. Until the familiar is moving away from caster it would be helpful to keep the token off map. For larger areas this isn't such a big deal, but current map is a bit cramped - especially with a large party.


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

Sure thing. I threw him up there since as a mauler he transforms from tiny to medium sized creature and can stay in that form indefinitely.

If you’re fine with us sharing a space just for practical purposes I am comfy with that. Just didn’t want to turn him into a medium creature and bend any rules by sharing a space without DM say-so.


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 128/192 NL: 112/192 Burn: 8/11 Buffer: 0/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

If one of the spellcasters wouldn't mind giving me a casting of Mage Armor I would appreciate it.

The Exchange

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Female Human Unchained Rogue/14|HP:76/101|AC28,F22,T18|F+10,R+19,W+9|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +29|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

Hey Findurel, since you're a 5th level ranger and you don't have an animal following you around (what we really need is another FOX in the party), can I assume you chose the other kind of Hunter's Bond? The chintzy one where you can use a move action to give half a bonus against a single creature of your favored enemy type to the party? Or are you still looking for a fox who deserves you?


Maps: Travel * Hut and more

Perhaps the group should consider Animal ally and its prereq for those that aren't or do not otherwise have a fox...


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

Heh, I did realize that with Selena’s audition to the party that the anthropomorphic characters and the number of foxes has tripled since a month ago.

I apologize for my small part in this travesty. It wasn’t exactly my intent to push the party composition closer to something you might find on fur-affinity.

Also, don’t rangers start getting a few spells around 4th level?


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 128/192 NL: 112/192 Burn: 8/11 Buffer: 0/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

I'm strongly considering Animal Ally for Izzy but since I didn't originally plan for it, it will be a bit before I can take it. Also Elemental Whispers let's me get a familiar so I could add yet another fox to the mix. I'm also considering fluffing that as Maka forming an elemental bond with Izzy and he becomes a fire lizard that lives in her soul.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)
Quasit* wrote:
Hey Findurel, since you're a 5th level ranger and you don't have an animal following you around (what we really need is another FOX in the party), can I assume you chose the other kind of Hunter's Bond? The chintzy one where you can use a move action to give half a bonus against a single creature of your favored enemy type to the party? Or are you still looking for a fox who deserves you?

Yeah, I debated for a long time about an animal companion, but with all the animals we already had, decided against it. My favored enemy bonuses are +4 undead and +2 fey, so I'll try to remember that when we fight any of those (but don't be shy about reminding me either).


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Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 128/192 NL: 112/192 Burn: 8/11 Buffer: 0/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

@GM Just to clarify, Energy Kinetic Blasts(Maka's fire) are Spell-Like abilities that are effected by spell resistance. It bypasses the DR that most constructs have but not the Immunity to Magic ability that some have. Unless that immunity calls out fire descriptor spells/damage. Vise Versa physical blasts are effected by DR but not spell resistance.

@Fin Just an idea but I'd be cool with you taking Izzy as an animal companion if you wanted. Maka will still play and bath with him though.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)
Maka Na'Shota wrote:
@Fin Just an idea but I'd be cool with you taking Izzy as an animal companion if you wanted. Maka will still play and bath with him though.

That's a good idea, hadn't thought of that...but not sure I can as I just looked up at the ranger's animal companion list...looks like I'm restricted to badger, bird, camel, cat, dire rat, dog, horse, pony, snake, or wolf...


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

Hey if everyone gets an animal companion or familiar we can have a side pets only adventure arc.

@Sakitu: I have been begging for a little mage armor IC and OOC for a while now. I could use it on Tez too but asking for two castings is a lot so if you would be gracious enough to put one down on Yang Shih I would be indebted to you.

The Exchange

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Female Human Unchained Rogue/14|HP:76/101|AC28,F22,T18|F+10,R+19,W+9|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +29|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13
Findurêl wrote:
Maka Na'Shota wrote:
@Fin Just an idea but I'd be cool with you taking Izzy as an animal companion if you wanted. Maka will still play and bath with him though.
That's a good idea, hadn't thought of that...but not sure I can as I just looked up at the ranger's animal companion list...looks like I'm restricted to badger, bird, camel, cat, dire rat, dog, horse, pony, snake, or wolf...

Izzy looks up at Findurel with puppy eyes and whimpers a little...


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 128/192 NL: 112/192 Burn: 8/11 Buffer: 0/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

The list has been expanded a bit beyond that. You can see the full list in the Archives. Looking over the list Capybara's have very similar stats to crocodiles if the DM doesn't mind a bit of re-fluffing.


Maps: Travel * Hut and more

@Maka. Thank you. From what I'm seeing we're on the same page in terms of kineticists. The info for Sakitu's spoiler was tweaked based on their knowledge of your abilities.

Dark Archive

NG Female Kitsune Sorcerer 14 (vulpine) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 99/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

Tezuzu, sorry, missed the request. Sakitu's personality is pretty reactionary and she doesn't plan ahead much. That means that she doesn't really try to save her spells for "just in case". She'll cast on both.


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

Thanks plenty. It is a weight off my shoulders not having my melee familiar with low Ac/Hp that if killed turns off all my characters magic.

Tez wouldn't necessarily ask for himself, but if you're comfy with burning a spell slot I will make sure he puts it to good use as a Tengu tank.

I appreciate it and have updated both his and his familiars AC in their header to reflect it.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)
Maka Na'Shota wrote:
The list has been expanded a bit beyond that. You can see the full list in the Archives. Looking over the list Capybara's have very similar stats to crocodiles if the DM doesn't mind a bit of re-fluffing.

Thanks, Maka! I was at work and the only site that wasn’t blocked was an old Google sites url so it must’ve been old. I would be open to that if the GM is OK with it...


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 128/192 NL: 112/192 Burn: 8/11 Buffer: 0/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

@Selena It's a purposeful design choice that there aren't many good options against constructs. They exist in the game almost exclusively to be difficult for spell casters to deal with. Which isn't to say that they are easy for martials to deal with. The real key will be to pick spells that aren't effected by spell resistance(such as snowball), as that bypasses spell immunity.

@Fin No problem, always happy to help provide RP material and sort through the vast rules.


Wow. Lots of stuff. Heck, reading up will take all my posting time.


Maps: Travel * Hut and more

@Selena so no game play post? Would you like me to post an action for you? Totally understand the limited time depending on life. Just let me know how you'd like to handle combat posting. RP stuff we can totally back track to.


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2
Sakitu wrote:
The rules say that PBS and precise shot work for "weapons". I'm assuming that that excludes spells. Unfortunately 'into melee' still affects spells.

There are two FAQ posts that imply you should get the bonus. I know PBS works explicitly for rays and produce flame, though.

On the upside the kicker here is the rules for firing into melee use the same wording of ‘weapons’ that PBS uses so if you don’t get the PBS bonus you shouldn’t also get the firing into melee penalty. Kind of a Win/Win on however it gets clarified.


Spells that get thrown or fired are treated like weapons, and unarmed strikes/natural attacks get treated as weapons in many ways and those ways they don't usually have options for making them more like weapons.

Further, rpg first, rules system second. This would mean that in any way a spell would be like a weapon if real should be treated as a weapon by the mechanics. This rpg first, mechanics second policy is the original creators policy and the basic design of 3.0 followed suit amazing well (so well it was just as horrible at explaining this policy).

Paizo doesn't seem to understand this, but pathfinder 1 still holds 3.x as it's core, so this policy is still pretty valid in most of the system.


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Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 128/192 NL: 112/192 Burn: 8/11 Buffer: 0/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

I love the smell of crits in the morning.


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

@GM Lareg: Do those statues crit on an 11? Also I think you missed my willsave for misfortune again should it fail it might miss Q. Although I think her AC is 20, so a 19 would miss regardless...

The Exchange

Female Human Unchained Rogue/14|HP:76/101|AC28,F22,T18|F+10,R+19,W+9|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +29|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

Entangled condition would lower Q's AC. But good questions on the other points.


Maps: Travel * Hut and more

As posted in thread the hits are contingent on failing Fort save for burst as entangle comes with a dex penalty of -4, which would lower AC of 20 to 18, thus resulting in a hit.

I'm not sure what you mean in terms of the crit on 11. I'm seeing attack rolls as 19 and 26 respectively. I will double check the misfortune save tonight.

No updates until tonight. Will be on the road tomorrow so likely no posts until Sunday.


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 128/192 NL: 112/192 Burn: 8/11 Buffer: 0/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

Bulvi and Maka

@GM The initial attack is a modified 19, not natural, so it looks like it's a hit but not a crit threat if Quasit is entangled.


Maps: Travel * Hut and more

That's right. That's what I get for rushing my post over lunch. The misfortune sv is missing too. Sorry all. Likely no fix until tonight.


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

It's no big deal. Even if it failed it save on misfortune the crit confirm would've taken the place of the reroll which is higher anyways. So it's not like it matters too much anyways provided we destroy it before it acts again. Which is likely.

I am glad that our fearless leader didn't take it as good as she gave it.

I was about to readjust my priorities for buying fortification armor if crits on 11 could happen. ;)

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