BTW I'd really recommend getting Improved Precise Shot as your bonus combat feat, since you get to ignore the +11 BAB requirement, and you can get Manyshot as your normal 7th level feat.
BTW I'd really recommend getting Improved Precise Shot as your bonus combat feat, since you get to ignore the +11 BAB requirement, and you can get Manyshot as your normal 7th level feat.
I agree with this in principal, and it's what I do when I play an archer, but, for the most part, we have been using more of a narrative combat style. Without a map, and people stuck on it, so soft cover has not really been a consideration I have been enforcing. Thus, the feat to eliminate soft cover penalties is probably not needed.
Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft
GreySector wrote:
Alessandra wrote:
Right, level 6 here we go!
Slayer talent (Ranger Combat feat: Manyshot)
BTW I'd really recommend getting Improved Precise Shot as your bonus combat feat, since you get to ignore the +11 BAB requirement, and you can get Manyshot as your normal 7th level feat.
That's a good suggestion, thanks, and I did consider it, but Alessandra's of the "Moar Dakka!!!" tactical school so I went with that.
Oh yeah, Rogar lvl 6 highlights:
-2 new spells: Resist energy, barkskin
- +1 BAB and all saves
- Tumor familiar (mauler), need to introduce it in-game...
I need to make some purchases from Tidewater Rock, but otherwise I think we're good to move to Mancatcher Cove.
BTW, I'm on vacation until sunday, so sorry about lazy posting...
BTW, is Tidewater rock someplace where we could increase our infamy/disrepute?
We're moving on, and not worrying about infamy and disrepute. We're "winging it" on those to rulesets, but we ARE using plunder and selling of plunder!
I roll the initiatives, and then track them during combat. Like type enemies will share an initiative.
If you do something to improve your initiative, let me know.
Which reminds me, you guys just made a level. Can everyone check their initiative and perception checks on the campaign page, and let me know if I need to adjust them in my dice rolling macro?
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Regarding profession (sailor) Doc is +10 and I am 9+1d6 (so at least as good, and probably slightly better on average). Would Alessandra be comfortable having a new crew member pilot?
Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft
Gresham Elmaleh wrote:
Regarding profession (sailor) Doc is +10 and I am 9+1d6 (so at least as good, and probably slightly better on average). Would Alessandra be comfortable having a new crew member pilot?
Sure - grab the tiller and look like you know what you're doing and you'll be fine!
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Just a small note regarding initiative, I expended my heightened awareness for +4 to my initiative. It doesn't look like that was taken in to account, however it also doesn't look like it matters this time.
Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft
You want to know the REALLY annoying thing? I actually took the Ranged Trip feat and then forgot about it... Would have prevented the whole thing! Grrr.
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Seriously though Doc should be First Mate I think.
More a question for the group. I'm assuming it is fine unless I hear otherwise. I have no plans to keep the gauntlet, I just want a backup weapon for now and since we can't sell it I might as well have it as an option.
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
I think everyone in the water is holding position near the surface and waiting for the underwater peoples to come to them. Once they do I'd guess they're open to arrows and bombs.