Ruperta of Hetzau |
This would be Ruperta's buffing plan, it is somewhat big:
On the early morning Ruperta will present her friends with a Heroe's Feast. That will grant all of us 1d8 + 6 ⇒ (2) + 6 = 8 temporary HP's, +1 morale bonus to attack rolls and will saves and +4 morale bonus on saving throws against poison and fear effects for 12 hours.
She also will cast Shield Other on Balgrim Balor-Breaker, so he gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by him is taken by Ruperta.
Before the battle she will cast Life Bubble on everyone, so each one has 3 hours of a shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.
Once there she will cast Delay Poison Communal giving each them 3 hours of immunity to poison.
Protection from energy (fire) granting us 120 HP absorption, Resist Energy (fire) granting us 30 HP resist energy (fire) after the 120 HP are expended, and Magic Circle Against Evil granting +2 deflection bonus to AC and a +2 resistance bonus on saves against evil creatures and prevents bodily contact by evil summoned creatures. All three spells will last 30 minutes.
Then she will cast Fly so he gains Fly 60' with good maneuverability, and +6 bonus to his fly skill, and Shield of Faith +4 deflection bonus to AC on Balgrim Balor-Breaker for 12 minutes.
Then cast Weapon of Awe spell on Balgrim's falchion, so it gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no Saving Throw for 12 minutes (I think is the best "critical" weapon we have).
Then she will cast Abundant Ammunition on Vindicator, her repeating crossbow, so she don't need to reload for 12 minutes.
And she will cast Greater Magic Weapon granting her repeating crossbow a +3 enhancement bonus on attack and damage rolls for 12 hours.
On the last 3 rounds before entering combat:
Round 1: She casts Prayer granting them all a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks for 12 rounds.
Round 2: Cast Blessing of Fervor
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Round 3: She will cast Divine Power on herself, gaining a +4 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks. She will also gain 12 temporary hit points. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability for 12 rounds.
Bonus Summary:
Everybody
HP: 8 temporary HP's
120 HP absorption to fire, after which:
30 HP resist energy (fire)
Attack Roll: +1 Morale Bonus, +1 Luck bonus (10 rounds)
Damage: +1 Luck bonus (10 rounds)
AC: +2 Deflection bonus vs. evil (20m)
Saves: +2 Resistance bonus vs. Evil (20m), +1 Luck bonus (10 rounds)
Will Saves: +1 Morale Bonus
Poison Saves: +4 Morale Bonus, immune to poisons (2h)
Fear Saves: +4 Morale Bonus
Skill Checks: +1 Luck bonus (10 rounds)
Breath freely, immune to harmful gases and vapors, including inhaled diseases and poisons, spells like cloudkill and stinking cloud and extremes of temperature (per endure elements) as well as extremes of pressure.
Prevents bodily contact by evil summoned creatures. (20m)
For the next 11 rounds each of us can choose one of the following bonuses for that round at the beginning of its turn (their choice).
- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Balgrim Balor-Breaker
Damage: +2 sacred bonus (12m).
If the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no Saving Throw (12m).
AC: +1 deflection bonus, +4 deflection bonus (12m)
Saves: +1 resistance bonus
Half HP damage is taken by Ruperta.
Ruperta
Attack: +3 enhancement bonus, +4 luck bonus (12 rounds)
Damage: +3 enhancement bonus, +4 luck bonus (12 rounds)
Strength checks: +4 luck bonus (12 rounds)
Strength-based skill checks: +4 luck bonus (12 rounds)
HP: 12 temporary HP's (12 rounds)
Whenever she makes a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability. (12 rounds)
No need to reload her repeating crossbow (12m)
Fly 60' with good maneuverability, and +6 bonus to his fly skill
The bonus without duration are for 12 hours.
Bonus with the same name don't stack, you use the bigger one until it expires.