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At the Adventurers' Table

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All. Grats, folks! It looks like Powerpaw has pretty much joined the Grey Wardens! Now he has his own posts in The Non-Player Character subforums. Enjoy! =)
 
I was trying hard to have Luna get nasty with Stewart, but I just couldn't slip out of my alignment enough to fire a bolt into the poor guy.
 
Well, if you did, he'd be dead. That's for sure. And sometimes, even good guys do bad things. Not that I want Luna to kill Stewart, but I'm not a Storyteller who is huge about holding exactly to one's alignment at all times. I think alignment is what your character is most of the time (ask Kaerri about what happened to another one of her character's, Bren, when his wife was poisoned, and they did not know if they were going to reach help in time to save her life...). =)


EDIT: So an occasional slip is O.K. depending on the circumstances.
 
I'll pause in posting in-game until Cap, Wolf, and Killfire have had a chance to catch up. =)
 
Kaerri and I won't be posting much today, though - Real Life has us busy. But such is life. =)
 
All. You're free of the cage-wagon. Grats! Now that you're outside, roll Initiative! It's fun time! =)


And please roll them here? I'd like to see how keeping Initiative rolls here in the OOC thread works (as opposed to rolling them in the scene itself).


[dice]648[/dice]


[dice]649[/dice]


EDIT: Stewart and the Meadowsweets will become non-combat characters like Bronze (Bronze will only act in combat if he chooses to). =)
 
Now there's a unique battle cry.


[dice]667[/dice]
 
Just make sure you don't have an issue with friendly fire!


[dice]668[/dice]


Luna be zoomin'!
 
Nice rolls, folks!


And now, Initiative rolls for everyone and everything else...


[dice]679[/dice]


[dice]680[/dice]


[dice]681[/dice]
 
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Battle Notes:


@Sherwood I don't see that anyone stepped up to take Luna's offer of the Shield spell. Due to the circumstances, I don't mind saying she either cast it upon someone of her choice, or kept it. Either happens prior to the initiative roll (so it does not take from Luna's action in battle).


@Sherwood @Captain Hesperus Both of your characters rolled the same Initiative result. I have a House Rule that says established party members (like yourselves) can decide who goes first, or if you two don't want that, I will use the Pathfinder rules to see who goes first.


EDIT: On second thought, for the sake of brevity, let me add that rule in later (or perhaps disregard it entirely? What do you want, folks?).


@Wolf Rawrrr Wolf goes before the non-combatants since his Initiative modifiers are higher than theirs.


@killfire Bronze is in with the other non-combatants (Bonny and Whittle Meadowsweet, and Stewart). Since Stewart has the lowest Initiative modifier (+0), your whole group goes on his turn. Bronze doesn't have to do anything. I want to point out that you choose for Bronze to engage in combat, he will then act as the other players do. Non-combatants are trying their level best to avoid combat. If somehow combat comes to them (you're facing gnolls after all), they will be in serious trouble. Either way, your current non-combatants still get to act (even if all they are doing is only hiding under the wagon during the fight). In future battles, it is most likely that Bronze will be the only non-combatant in the party. =)
 
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Combat initiative order:


20 - Otiorin


20 - Luna (Sparkle's status: Unconscious. Mage Armor and Shield active)


18 - Wolf and Pecker (Pecker's status: Alert)


18 - Non-combatants (Bronze, the Meadowsweets, Stewart)


15 - Kitrin


14 - Bria (using Force Shield ring and walking stick)


13 - Grimdell's Guardians (35/40)


12 - Powerpaw (using two-handed maul)


10 - Entire gnoll force


Current situation: Everyone except for the non-combatants are out of the cage-wagon. There is a pack of 13 gnolls quickly closing on your position. They are armed with melee and throwing weapons.


@Captain Hesperus @Sherwood @Wolf Rawrrr Do it to it! Please roll attacks and damage in the main thread. Use spoilers as desired. =)


All. Is it all right with folks if I post all this information? There really is a lot going on and I want it described for you.
 
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Works for me. Waiting on my initiative. :D
 
Sleep well, Cap, and thanks for posting!


Re: Gravity Bow. Otiorin can cast the spell this round and fire away next round. Casting and firing each count as a standard action. His casting of the spell will last 2 minutes; plenty of time to send some gnolls hell-bound. To be fair, I'll disregard the die roll for the shot.


All. House Rule (when I get some time, I would like to copy all of these house rules into one thread for everyone). Fumble tables. If your character rolls a one in combat, please roll again. If the second roll is a 1-5, the failure compounds into a fumble. If that happens, please roll percentile (d100). The same fumble table is used for good guys as well as bad. The higher the roll, the worse the results, but some of our fumbles in our tabletop game have been more memorable than our crits (critical hits). =)
 
All. Re: Sherwood. Anyone else notice that our wonderful Sherwood just passed his 9-year-mark on August 15th? =)


Grats, Sherwood! And thanks for showing us this special bunch of people you've long been a part of. =)
 
29 points of damage from a roasty-toasty spell of Fireball goodness to the gnolls in group 4. KABOOM!
 
Dannigan said:
Sleep well, Cap, and thanks for posting!
Re: Gravity Bow. Otiorin can cast the spell this round and fire away next round. Casting and firing each count as a standard action. His casting of the spell will last 2 minutes; plenty of time to send some gnolls hell-bound. To be fair, I'll disregard the die roll for the shot.
:/ Darn it, I'm too used to playing Exalted and using 'Supplemental Charms'. Oh well, there goes a nice little set piece post...


Captain Hesperus
 
Guys sorry if I got the roll wrong, I just never tried Pathfinder combat before and after researching for what must have been like 20 mins this is what I've come up with. I doubt it's correct, but I'll be around for a bit should someone intervene to correct me :unsure: *bark*
 
@Wolf Rawrrr Remember that I invited you and Killfire into Sharseya knowing you two are brand-new to this game. =) And despite my own years in D&D, remember your Storyteller here is still learning Pathfinder too! We're supposed to make mistakes! =) No need to be sorry, friend. How many goofs have I made so far? Plenty enough to learn from! Ha ha!.


Now let's do some of that learning together (incoming big post!). =)


On Wolf's character sheet, you'll notice a Base Attack Bonus (+6/+1). What this basically means in Pathfinder is that if Wolf does little else on his turn, he can attack twice in that round. These attacks can be directed at different targets. If he decides to move more than five feet (say, move up 30 feet or perform any other "move equivalent" action), he will be able to attack once on his turn. Either way, his first attack has a Base Attack Bonus of +6.


Now we add in Wolf's Ability Scores and item bonuses. His Dexterity score (17) adds a nice +3 bonus. So Wolf's Ranged Attack Bonus is +9/+4 (so yes, given the facts you had, you came to the correct conclusion that Wolf's Ranged Attack Bonus is +9 for his first shot - good going!). If instead, Wolf attacks in melee, he uses his average Strength score (11) which provides no bonus. So Wolf's Melee Attack Bonus is +6/+1. Wolf is armed with a normal longbow and normal arrows, so his Ranged Attack Bonus stays the same, but he has a +2 Dagger of Illumination that can either add to his Melee Attack Bonus (increasing it to +8/+3) or his Ranged Attack Bonus if Wolf chooses to hurl the dagger at an opponent (one attack at +11).


Note that almost every time a character attacks more than once in a round, they are using a Full Attack Action. This means that the character in question is totally focused (and can only move 5 feet in that round). Some of the feats Wolf has require the use of a Full Attack Action.


And speaking of feats, let's talk about Wolf's feats a bit.


Feat: Point Blank Shot. In our current battle, Wolf is firing on one of the surviving gnolls. His target is within 30 feet (I didn't point this out in the battle post, but for sake of simplicity, the gnolls were attempting to close into melee, I don't mind saying his target is within 30 feet). This means Point Blank Shot comes into play. The +1 to hit and damage increases Wolf's Ranged Attack Bonus to +10/+5, and his arrows cause d8+1 damage per hit. Wolf needs do nothing to make use of this passive feat.


Feat: Precise Shot. I am skipping over to Precise Shot, because it is another one of Wolf's passive feats. If, say, Powerpaw is in melee with some gnolls, and any character without this feat shoots at either Powerpaw or the gnolls, they take a -4 to their hit roll and there is a chance they will nail a friendly target by mistake. Precise Shot removes these penalties. Wolf can fire into melees all he wants and unless he fumbles, he will never need worry about striking a friendly target or that -4 penalty to hit.


Feat: Rapid Shot. Rapid Shot is one of Wolf's active feats (I call them "active feats" because you must tell me when you are deciding to use them - otherwise, Wolf is attacking normally). You play video games, so I think you probably already understand this concept.


When Wolf uses Rapid Shot, he is using a Full Attack Action to fire three times in the same round, at the cost of some accuracy. His Ranged Attack Bonus of +9+/4 becomes +7/+7/+2. These attacks can be directed at different targets.


Feat: Deadly Aim. Using this alters Wolf's Ranged Attack Bonus to +8/+4. His arrows inflict d8+2 per hit. When Wolf reaches 8th level, he can take another -1 to hit and add +2 to damage. Per arrow. (Owwie, mommy! =) )


Feat: Manyshot. When using a Full Attack Action, this attack allows two arrows to strike Wolf's target with full bonuses.


And if that's not enough fun, understand Wolf's active feats are stackable. In other words, let's say Wolf really wants to unload. He can use Rapid Shot, Deadly Aim, and Manyshot all in the same Full Attack Action. (Call the cleric! Call the Cleric!!)





With Wolf's current bonuses, this is what it looks like (hold on to your hat; incoming math!): His Ranged Attack Bonus becomes +6/+6/+1. If he hits on the first shot, he hits with two arrows (d8+2 each), the second and third shots also cause d8+2 damage each. If the target is within 30 feet, each arrow is +1 to hit and causes another +1 to damage. And he can unload like this into a melee without fear of striking a friendly (unless he fumbles), and without that -4 penalty.


So, given the example above, we're talking about a total of 4d8+12 damage if all shots connect to a target within 30 feet. In one round! And we haven't gotten into critical hits yet (and arrows cause nasty critical hits with that x3 die modifier!).


There are even more details like Favored Enemy and such, but that's probably a big enough post for now. =)


And finally... If Wolf attacks multiple times in a round, please roll all attacks in the same post to save time. If the math isn't right, don't worry - I'll correct (and probably learn something with you along the way). =)


All. This info looks correct to me, folks. If I've goofed somewhere, let me know? Also, feel free to add in your own advice (but please be careful not to "overload" our new players - like I might have just done? D'oh! Ha ha!).


Honor and fun,


Dann =)
 
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