How are we doing HP again? I don't remember. Also, I may finally make a switch to two-weapon fighting, but it depends on whether there's a place in town to buy weapons.
HP:1d5 + 5 + 4 ⇒ (4) + 5 + 4 = 13 - leveled up. Trained out of two-weapon fighting (using the fighter auto-retraining) and am now specialized in greatsword smackdown.
Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6
I hadn't given it much thought to be honest. I picture either someone in the lower nobility or higher in the guard/military. Dogs of quality (in Randu's opinion) wouldn't be as likely among the average peasant's possessions. That's just a first thought on it though, I'm pretty easy going with owner you think makes sense.
So either we set up an ambush or we test Vex's skills. We can approach as the adventurers we are and seek to share there fire once they are set up. Vex can persuade the captain to share his bed, and when she deals with him we can deal with the rest. I'm good with either plan.
It is higher risk for sure. either way if they suspect or find us out we will already be among them. Zull will be flying around invisible ready to support us.
Just a heads up. at a con this weekend. Local VC so ill be running a few games and making sure all the PFS stuff is correct etc. So if i reply it may be short... if at all
=^^= //^^\\
I will use enrapturing performance. 16 rounds. Keep him facinated, while the rest finish off those still sleeping. If something happens, ill just charm him with a spell. Then make him give us everything he has before we end him too
there is no reason for us to form a tactical plans if your going to gloss over the rules and run things like this. Hearing a noise wakes you. It is dark you still have to perceive what is going on. Two of them may wake but they need to roll initiative to see if they can alert the others before things go off. If you wanted them to fight us openly then you should of just had them charge us to start all of this. By ignoring the rules and how the game mechanics work you have made us waste our time and planning.
Drogan I don't agree with your interpretation of events. My suggestion would be to roll two perception checks for the awaken Rangers and see what happens. I believe they have a small fire going so it is not complete darkness.
One of them made their perception in the game thread. I rolled the highest initiative for the Rangers and Varning so I believe he has the action needed to call out.
We sneak up.
Ranger makes passive perception and wakes up.
Surprise Round We act, Move or Standard action.
Then Initiative. Everyone rolls.
If ranger goes before us he can call out as its a free action but still takes and action and he needs a turn for it. He can then do anything else he has actions for. If we win initiative over him though The other 3 will get to CDG still as they would have moved in with their move action on the surprise round. Giving them a group initiative is fine in normal situations but doing it here destroys all plans. If he beats us in initiative then so be it, but it would not matter. As for my surprise action I would hold person him as he is the one that awoke. If he saves I would try again if I beat him in initiative. If this is the way things will be done we have little chance of taking down the keep as we can't do tactical plans for fear of GM fiat out of it.
I am not sure about that. Why do you receive a free surprise action when someone beats your stealth? I would think that the surprise action is in initiative order, then in initiative order?
More over as I wrote initially Erodin and Randu is to far away to just perform a standard action to attack.
So to sum up
You perform stealth
2 rangers beat the DC
1 ranger spot you
He takes the first surprise action then you
Now initiative order and round 1 begins.
Drogan I do not agree with your assessment of me ruining your tactics. Should we talk this through during this combat but before the group plan the continued assault.
When a combats starts and you are not aware of your opponents and they are aware of you, you are surprised.
You are giving them actions they don't have.
I will concede on they heard us. Passive perception they hear an noise. Noise wakes them up. You don't know what noise is. You wake up look around. We were ready to strike. Surprise round goes off, I try to hold one, the others move into place for CDG. Initiative. They should be rolled separate. If one goes before us then sure they will awake the others. There is no way to stop two of them being awake, but only one would have made the check. The other got a 23-10=13. The stealth roll is made when I start sneaking I assume I was 10' away but there is no map so only one would have awaken.
No matter you seem set in not using the rules and letting the encounter unfold so lets just do this.
I missed that you had chosen to be more than 10 feet away during setting up camp.
The way I read the surprise and perception rules 2 rolls are not required.
On another note anyone awake even though not aware are not helpless at least not the way I read the rule on d20pfsrd.
But I agree, lets move on during this encounter. We just need to clear things ahead of next encounter. I am not going to use maps, I don't have the skills or time for that.