This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
I'm pretty tired, so I'm going to call it a night plus I don't want to start combat then not be able to post much tomorrow. Too much of cliff-hanger. I'll will try to get some set up stuff tomorrow morning.
You all should chat up your tactics a bit, you have some time.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
Ok. Night.
Shinon should take a peek since he has the best stealth right now. Depending what the entrance is like and how many goblins, we could rush in and fight(Make sure we can prevent escapees). Duncan and John would take the front since they are good frontliners with Andrea, Ermolos and Shinon taking ranged duties. I think Andrea should be a bit back to she can use her healing channel without catching too many goblins in it. Orsin? Bard muisc or what he prefers to do.
Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50
Pretty much all Duncan's abilities are geared for melee. But he can have any teamwork.feat he qualifies for and swap it 2/day. So he prefers pack tactics.
The box formation he suggests will prevent flanking. Swap places is probably is best in a scenario when they get surrounded.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
They sound good to me. Archers should concentrate on those in the rear since that will help avoid any nasty -4 penalties.
Of course we should assume that one will get away and hold off looting until we can secure the place. Perhaps finding a good killzone and tossing caltrops down for any mounted groups coming in
Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5
If the Goblin King is present and tries to flee, Orsin will cast ear-piercing scream, not so much for the damage, but for the daze chance. Otherwise, inspire courage and melee FTW.
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Andrea1 wrote:
They sound good to me. Archers should concentrate on those in the rear since that will help avoid any nasty -4 penalties.
Of course we should assume that one will get away and hold off looting until we can secure the place. Perhaps finding a good killzone and tossing caltrops down for any mounted groups coming in
Shinon laughs and asks "What -4 penalties?" because he has Precise Shot and he can ignore that type of thing. Anyway, it appears Andrea DOES play on both teams. I had been wondering about that.
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Andrea1 wrote:
No knowledge of the fuzzy wuzzies. Maybe Shinon can fill us in.
Urban Rangers do not have Know (Nature) as a class skill, and it also didn't fit with Shinon's backstory. I am a vigilante of the streets (like Batman, but with less carefully planned attack patterns and more axes in the back of my head), not Aragorn.
I'm gone for the evening those that can post the actions that I asked for in the game thread, please do so. I will roll out initiative later tonight or tomorrow.
These maps a bit more difficult since I'm only cutting and psting portions of what you can see rather than the whole map at one time. So, the cooridnates are cut off. I'm thinking of a solution for right now.
I'll roll out initiatives when I get home from work. currently waiting on John to clarify his movement. It read as if he wanted to go to J2 but I wanted to make sure on the AoO and with the description of the critter he would be passing.
I will say, they definately have you WAY out numbered. There's a lot of fodder but I did advance quite a few, plus they have those unusual deformed creatures. What I'm going do is wait a bit longer, eat dinner, and if John doesn't check in by then I will DMpc his move up to J1 (avoiding the AOO). I will then update the map for everyone and roll out initiative.
Hopefully some folks are on tonight and we can get through a lot of the battle.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
Hmmm.. Mayhap we should pull back some, break their charge lines, toss caltrops into the bushes so they are hinderd. Andrea does have Sound Burst, but just one.
I am thinking of keeping Andrea bout 20 or so feet back so she can heal the front lines with her channeling while keeping the goblins out of it.
Just call me Wasp. I can perhaps get some costume wings from Orsin and paint my self yellow and black. :)
Orsin how I run combat. DM rolls out initiative. It is ok to roll out of order I fit it in. If you are lower in initiative it's a good idea to provide me an alternate target incase the one you are intending to go against is dead or fled. I recap the rounds and update the map. Often I post mid round recaps for everyone. I like to run comabat relatively quick so, if you are going to miss the next round action post two actions and I'll do my best to make it fit the scene.
Most games follow the need to post once a day for combat...I take a different approach, if we are in combat and you knew it was coming I will DMpc you after waiting to the end of the round. This means, if everyone has made an action but a PC, I'll roll it out to keep the game moving.
The more detail you provide the better. Feel free to describe your actions and movement rather than simply stating the boring obvious like move to Hex #, swinging sword at #.
Improved initiative. Someone needs to be the Sergeants and Lietenants keeping the troops in line for the King. CR 1/3 creatures wouldn't be a challenge now would it for party 6 - 3rd characters. Plus, Ermolos who is a expert1/warrior 1/Fighter1 but he built well.
Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50
Aww. I was hoping me and Grumm would influence his training :(
Grumm is Supposed to be an Invulnerable Rager 6/Two Handed Fighter4 with Master Craftsman.
And me being a Rage domain Inquisitor.
If we were training him could he advance as a Barbarian? ;)
He is a lawful character in my build, so his alignment does not fit the barbarian mold. did you give him chain mail or a chain shirt? I updated his stats a little while ago.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
We are the evil invaders?! OMG! How could we do this to the poor goblins who are just trying to gain lawful employment in the city! This will mean a summons from the monster union!
Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50
baldwin the merciful wrote:
He is a lawful character in my build, so his alignment does not fit the barbarian mold. did you give him chain mail or a chain shirt? I updated his stats a little while ago.
We gave him a set of Confiscafed chainmail and Grumm gifted him a Greataxe if that was ok.
Lawful eh? Well looks like me and Grumm gotta help the boy discover his 'Rage'. Could he advance as a Two handed fighter? Both his Teachers fight two handed and as Smiths they emphasize STR and i figured Ermolos.to be fairly beefy, being a smith as well.
Incidently this whole apprentice thing is pretty cool.