I like witch level 8. Evil Eye jumps to -4 penalty. It's nice.
Ok, so --
-- +1 Cha (to 14)
-- +1 BAB
-- +1 Will
-- +7 hp (4, +2 con, +1 FC)
-- Spells per Day: +1 Level 3, +1 Level 4
-- 2 new spells: Confusion, Dimension Door
-- New Patron Spell: Restoration
-- Hex DC increases to 19
-- Empathic Healing replaces level 8 hex
By my count, Sidius has 10,315 in gear and coin (including the 13-charge wand from the last rebellion up) -- however, he used (and replaced) his potion of invisibility, so add another 300gp -- meaning he's actually had 10,615.
In addition, he did some spell training/scrolls - which from what I see in my notes was mostly level 1&2 spells and cost a total of 975gp. (Total: 11,590).
Lubella lvl8 highlights:
Adventuring Skill Ranks:
+1 Disable Device
+1 Escape Artist
+1 Perform Sing
Background Skill Ranks:
+1 Linguistics (Varisian)
+1 Perform Dance
Archetype: Meditative Whirl
+1 2nd lvl spell/day
+1 3rd lvl spell/day
Extra 3rd lvl spell: See Invisibility
Need a couple of days for leveling. :-)
One last change: trade out Cat's Grace (2nd lvl spell) for Alter Self.
Lubella is leveled.
Made an edit to correct an error: removed Perform (Percussion) and 1 rank of Heal, and added a rank of Animal Handling. I'm not sure how the mistake was introduced initially.
Lubella can buff the party with a 16 min duration Good Hope spell for a climbing approach to the keep.
She has +5 Climb with Good Hope.
Does anyone have any rope? I don't think Lubella has had the opportunity to buy any, and I presume there'e none available at the Inn. Without rope, I don't think we can climb to approach the keep.
Lubella is planning to cast extened Good Hope before we make the final approach (presumably climb) to the keep.
Kenji is leveled now!
Lubella can only reliably make a DC 20 Climb check with the help of a rope (presumably it would make the DC lower). She has +5 Climb with Heroism/Good Hope. The only way she could reliably could scout ahead is to climb a rope down into the gully. Someone else would need to climb up to the left first with the rope.
She is in fairly decent shape to make any Stealth checks (+25 Stealth: her Shadow Leather armor gives a +5 competance bonus on Stealth checks).
Note that she has a wand of Mage Armor available to borrow, as well as a wand of Cat's Grace.
Happy Victoria Day (today is a holiday here in Canada, and unofficially the start of summer)!
We need to figure out how we can get into the keep.
If rope doesn't help with climbing, then the climbing routes likely won't work. I don't think anyone can take 10 and make the climb checks. Lubella would have to roll a 15 to make a DC 20 climb check, and would fall on a roll of 9 or less (likely). She could use a song of Inspire Competance to give people a +3 competence bonus on the check (but not for herself). However, the noise might alert the defenders to our approach.
That would leave flying as amost the only way into the keep. Do we have enough fly spells for that? Fly isn't on Lubella's spell list, unfortunately.
I'm assuming that the gates would be locked, making walking along the road not workable.
I suspect that Kenjii will need a fly spell to reach the keep. We should scout out the possible routes before casting the spell, however, to leave as much duration on the spell as possible.
The gates are indeed locked and guarded. Just for fun I asked Google bard for help. This was entertaining, albeit somewhat inaccurate...
One way to enter the keep is to scale the mountain on the east side. This is a difficult and dangerous climb, but it is possible if you are skilled and have the right equipment. Once you reach the top of the mountain, you will find a small opening in the wall of the keep. This opening is guarded by a few guards, but if you are stealthy, you can slip past them and enter the keep.
Another way to enter the keep is to use the secret passage that leads from Kintargo. This passage is located in the basement of the Kintargo City Hall. To find the passage, you will need to solve a riddle that is written on the wall of the basement. Once you have solved the riddle, you will find a hidden door that leads to the passage. The passage is long and winding, but it will eventually lead you to the keep.
Finally, you can also enter the keep by posing as a guard or a mage. This is the most difficult way to enter the keep, but it is possible if you have the right disguise. If you are able to fool the guards, you will be able to enter the keep without any trouble.
Sidius can Alter Self into something with a climb speed - or fly.
Sidius can Alter Self into something with a climb speed - or fly.
Great! Now we just have to figure out how long it will take us to get to the keep.
I’m glad to find out that Kenjii doesn’t necessary need a fly spell.
Or Dim Door, as I just posted.
Once wer're close enough, Lubella will cast an extended Good Hope (duration 16 min) using her metamagic rod, followed by Mirror Image. She could potentially cast Haste when combat starts, or she could save the spell slot for another Good Hope later. Another possiblity is See Invisibility, in case any enemies have Invisibility.
She also has Glitterdust to reveal invisible enemies.
Lubella will have to wait until someone drops a rope down to her (hopefully while holding on to the other end).
After someone drops her the end of a rope, she'll tie one end around her waist, and start climbing.
So I have the plan going something like this:
Move party to within site of dimdoor point within Keep - likely upper wall
Buff party for a few rounds then Sidius dimdoors as many as he can (Self +2) to that point. Most of the party will be visible.
Edited: Arcos can fly. So still may need to cover/carry one more. Presumably Arcos could carry Lubella and Sidius port Talvek and Kenji.
Sound good so far?
FYI - scouting by flying familiar would count roughly a half dozen guards on wall.
Sounds good. We want to minimize the rounds we spend under fire; Lubella's final buff will be Haste (extended to 16 rounds with her metamagic rod). If Talvek is still invisible, he'll need to touch Sidius, so Sidius can include him in the spell.
So at the start of the surprise round, three of you are on the roof with 6 guards nearby. Sidius is disoriented, Talvek is invisible.
Arcos and Lubella are flying (albeit hasted) but have 200' foot distance to cover...uphill, to rejoin the others.
Everyone except Sidius has ONE action OR move they can take.
Ahh, then please only take my first attack as this was a surprise round.
Lubella will probably have to wait unti round 3 to act. I don't think Arcos can make it to the keep either this round or the next.
I strongly suggest botting Arcos, since otherise Lubella is out of the fight; she simply can't do anything right now. :(
AFAIK, Arcos is currently buffed with extended Good Hope (duration 16 min), extended Haste (duration 16 rounds), Fly and possibly Mirror Image.
Kenji, feel free to take a step back if you need to. Lubella has mirror images to help protect her.
I have to admit, this could be a fun combat (for me at least). Target rich environment with waves coming to you. :)
And this is why Sidius has some area control spells. ;)
I think Arcos would be better to fight the guards on the ground. Otherwise he could be targetted by the other shooting guards.