
Me'mori |

In the tower with Kana? That's fine. There's too much ground to cover that's exposed. The two of them should manage well enough before they need to cross.
Feel free to gloss over Declan's turn. Kana's question can be answered in my next post, but I don't want to hold up the game.

Fletch Two-Fang |

What height is the wall again? trying to decide if lobbing last bomb at Blackerly's head is worth getting in range of the courtyard archers. Higher elevation is a +1 to attack rolls correct?

DM Repentance |

AFAIK higher ground bonus is only for melee attacks. Unless i remember wrong and you can show me the exact rule.
I think the wall is 20 ft high. Ill check when im home and I'll update tonight. I'm not going to make you count elevation in your range increment if thats what you're worried about. Not at a single range increment above ground anyway.

Fletch Two-Fang |

I appreciate it. Yea was half worried about the possible range increment penalty and i think I was remembering some 3.5 ruleset that gave you a +1 to attack (possibly damage?) for having the higher ground.
If I find the actual rules (in pathfinder of course) and they say differently I will be sure to post them. pathfinder may have changed it...or I could be remembering wrong. :)
Man now I almost wish I was a ranger for this campaign seeing the lack of ranged physical dps.
First thing I am getting next level is frickin' Precise Shot. Oh, and Precision Bombs. And make like a billion Alchemist Fire....

Kana Cherryblossom |

Hehehe, that´s always the problem in Pathfinder.
The cool racial and fluffy feats in concurrence with the ones you feel you might need in combat.
I do think though that one doesn´t really need those combat feats all the time or all of them. Combats might be harder and last a bit longer, but are still survivable.

Fletch Two-Fang |

I thought you wanted that cool racial flying feat
Right... had forgotten about the soft cover penalties when rolling my toon. Was originally going to skip PBS and Precise Shot altogether given that I aim at people's Touch AC's. But with a whopping -8 to hit basically every time I need to throw one...I don't know if I can afford the cool racial. And the worst part is that it's not just one feat over another, it's two feats to get to where I'm only taking a -4 to hit versus a wicked cool utility/mobility ability. If only I could drop bombs as a bat...
Now that you've reminded me about that racial feat, I will likely take Bat Form at lv 2 and take Precise Shot at lv 4. Three more levels of splash damage I guess. Not that my splash damage is anything to sneer at. My theory is, play more interesting characters to have fun. More effective in combat is just icing.
@DM: Have you been taking into account that my bomb's splash damage allow a reflex save for half? (unlike normal Alchemist's Fire where no save is allowed for the splash damage). This makes alchemist's bombs (which deal more damage as they increase in level) a little less overwhelming.
Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Also,If I enchanted my armor with the Wild enchantment (a +3 bonus) and my bomb catalysts were placed in a special ammo sash that was part of the armor (increasing the base armor's cost of course) would I be allowed to drop bombs as a Bat or Dir Bat? A +4 armor is somewhat expensive and I would need to have someone else enchant it of course so it would be mid game at the earliest

DM Repentance |

The penalties for ranged weapons can be pretty harsh. So far you haven't had any problems though so I don't think it will hurt you too much. And if you work together well in combat it can be avoided alot more. Anyway let's see how things go.
I had forgotten that enemies got reflex saves. I will remember for in future.
I dont think the wild enchantment stops your armour(and thus everything carried from molding into you. It just lets you keep the AC and enhancement bonuses. I know there is natural spell feat which is really a stretch seeing as you dont really cast spells like normal people AND bombs aren't spells also. Then there is the issue of mixing and throwing the bombs. Bats don't really have hands. So we have a problem. But. If you really want to be a flying bombing death machine, i may have something for you.
I present to you, the Tumor Familiar discovery. That combined with a special harness which a friend will have to strap on you after you transform (so it doesn't meld into you) which can hold your bomb catalysts (and prepared extracts if you wish). Though the discovery doesn't say the familiar can use your bombs I think if it has the correct appendages (maybe monkey or something?) you should be able to train it (or maybe the speak with master ability) to do so.
This would cost you less than some crazy enchanted armour also. The correct riding saddle with catalyst pouch modifications would be masterwork.
Dont forget you may become a target of archers. So take the precautions to protect yourself of course.

Fletch Two-Fang |

@DM: Yes we ruled out the natural spell feat earlier I think. Over all looks like a little too complicated to do an aerial strafing run with bombs I agree. That is ok though, Dire Bat form and its smaller cousin Bat Shape are still really cool anyways. Tumor Familiar might be neat to take as well. I will have to look into that.
@Cole; I will see if I can find that thank you.

Kana Cherryblossom |

Why wouldn´t they stack?
One gives a +10 circumstance bonus and the other bonus is untyped.
Still needs a standard action though yes. Was a bit hasty^^

DM Repentance |

Oh disguise rolls are rolled secretly also Kana, something i just realised... sorry.
The reason they don't stack is because each spell creates a separate disguise. Change shape creates 1 disguise using your d20 + disguise bonus + change shape's 10. Disguise self creates ANOTHER disguise using your d20 + disguise bonus + the spell's 10.
The bonuses are used at different times.

DM Repentance |

Ok so i have read a bunch of things and decided that the ability shape change and disguise self spell can stack (nothing to do with the bonus types).
Kana in this round however only disguise self is going to be applied unless you can point me to where you had previously said you were shapechanged.
Keep disguise self after all I think.

Cole, Warpriest of Asmodeous |

I'm not sure were we are at. You posted as if Kana cast sleep and then she retconed and tood the appearance of the warden. I never made a bluff check for my speaches. I can, I don't see where all the guards made a sense motive either. So just need to know if we are moving to combat or if the ruse is still playing out.
Sorry was out sick yesterday and only at the computer one.

DM Repentance |

Wade you are Disabled at the moment having taken 8hp of damage leaving you at 0. Just posting the rules in case you weren't sure.