DankeSean RPG Superstar 2010 Top 32, 2011 Top 4 |
Yeah, especially with some of the goodies the Two-Weapon Warrior archetype gets down the line.
Equal Opportunity
At 13th level, when a two-weapon warrior makes an attack of opportunity, he may attack once with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally.
This ability replaces weapon training 3.
...which admittedly won't kick in til 15th level, once I account for the second Rogue level I'll be taking, but it's a nice thing to anticipate.
Elowen |
Penelope, don't forget to add the Flaming Arrows to your gear
Penelope Pinch |
Thank you. Adding now. The loot list is not letting me in at the moment. Is there other things we should have sold at the moment? Penny would do a little better with a composite longbow :)
Elowen |
For saleable items there are mwk light crossbow, and mwk short sword
Penelope Pinch |
Would gathering information from the parents be the normal 1d4 hours? If so, Panelope is eager to go go go, just in the direction of the people who know where to go go go points her.
Meaning, maybe scent and scouting, or local knowledge rolls to know where the kids might have gone?
Elowen |
I'm sorry about the migraines. My wife's been dealing with them lately after going 5 years without one.
Penelope Pinch |
Your health is much more important! Glad it is doing better, and I hope Elowen that your wife's clear up soon as well.
Deaths Adorable Apprentice |
They truly suck. Hopefully your wife's stop again.
On Roll20 I marked where the orphanage is, just a few hours out of town and on the edge of the Forest. Also added an image of the missing kids
And sorry, meant to post yesterday but work dictated a mandatory sat and inventory took away all my will to anything but sleep after. Should be more consistent.
Penelope Pinch |
Great (but sad) imagery.
Penelope Pinch |
The fire happened ten years ago didn't it?
Penelope Pinch |
Gotta find the kids! So up sounds best, start looking around for tracks, have our wonderful four-legged friends see if they can find their scent.
Svetlana "Tigress" Ulyanova |
It was a very weir thing, I never had an infection totally switch its focus from one day to the next before. Saturday I had like, 2nd or 3rd worse coughs in my life (felt like using my own lungs as a boxing target, and I am fairly burly), then sunday I just was shackled to the loo, which was a massive improvement over coughs from hell. I am now only somewhat ill and can eat normal food etc.
Penelope Pinch |
Penny votes or crossing the river and resting as little as possible
Deaths Adorable Apprentice |
So it is tbe same river as before. Will be about an hour of swimming. We will do 3 check each as full rounds. Need to hit a DC 15 to do all 3 to get across. If you hit a 10 you will lose speed, get caught in something, ect. Meaning you get half your speed at the DC15 and a quarter your speed at the DC1o.
At the end you need to do one more swim check at a DC 20 or take 1d6 points of nonlethal damage from fatigue.
Penelope Pinch |
Hi!
Deaths Adorable Apprentice |
So math wise, using the slowest party members speed yall have maybe a mile or two more before forced marches kick in. Its gonna be about 7 con checks with no stops. In no way am I wanting to tell you all how to play or make your decisions. Just to give you the info you need. The orphanage was almost 10 miles away from town. Put Odelai on the big kitty and that will make for 3 checks. Also want to make sure i'm not being to pushy with the time crunch element
Forced March
In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard.
Odelai the White |
I’m all for riding the big kitty. I don’t mind pushing through a Con check or two, but we need to encounter an unknown quantity of kobolds in shape to fight. So if anyone gets fatigued, we should probably slow down to de-fatigue. Just my two cents.
Penelope Pinch |
Penelope could expend her lay on hands to clear the nonlethal and fatigue from a couple of us.
Svetlana "Tigress" Ulyanova |
In terms of Anti ghost tactics:
At level 3 Odelai gets level 2 spells. At level 4 I get level 2 spells, which in my case includes burst of radiance, which is super great vs those.
I could also grab moonbeam revelation and get a magical touch attack at range that can cause them to be blind (and shout at least hit), its only 3 times per day though.
At level 5 my natural attacks become magical.
We could take them at level 2, if:
--We score a wand of mage armor and mage armor everyone up
--we grab some holy water
--We grab some low level solutions for getting magic weapons.
We are also possibly looking at suffering drain, which is not really removable without a very genorous loot drop.
Odelai the White |
Thanks for the notice, Svetlana. It turns out I didn't update my cheat-sheet when we leveled up. I've fixed that. BTW, we are 3rd level.
It drives me nuts that witches don't get the Disrupt Undead cantrip. It may not be much but at least you can plink baddies from a distance with it and all the damage goes through.
So, right now, Odelai can try to damage the Allips with:
(SLA) Produce Flame (1/2 damage)
Burning Hands (1/2 damage)
After that I'd have to get into touch range to attempt to zap them with:
CMW (1/2 damage)
CLW (1/2 damage)
And I have one of each of those spells then I'm out. To put that in some context about how bad my spells will land. IF I roll MAX damage on by Burning Hands, it does 16 damage. so the Allip could take 8 damage max, if it fails the save. If it doesn't fail... it take 4 damage in the best possible scenario. That's not going to slow it down.
Penelope Pinch |
Don't want to hold things up, so I'll shift my vote for Penny to wait. She'll worry and fret, probably glare up at the ghosts the entire time.
Odelai the White |
Plenty of other folks still need to throw in their opinions here. Don't feel you are holding things up. I'm good to go with the majority vote. I just think, depending on how many Allips we face, we are potentially fighting well outside our weight class.
Elowen |
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Yeah, the odds definitely don't favor us, and dragging a kid into that kind of fight is reckless.
Svetlana "Tigress" Ulyanova |
Yeah, the odds definitely don't favor us, and dragging a kid into that kind of fight is reckless.
Yeah that too!
Penelope Pinch |
We have a decision! :)
Deaths Adorable Apprentice |
Sorry! Work ran long and the snow was an issue. And the Allip's are an interesting encounter. No issue with you all fighting or avoiding them.
So I will need 3 constitution checks from everyone. First is a DC 10, then a DC 12 and the last is a DC 14. Any failures is 1d6 nonlethal and you of course become fatigued.
Penelope Pinch |
Penelope in the back as normal, unless someone else wants rear guard
Elowen |
I'd likely be toward the midle. Most likely our best tracker and melee people up front (Likely Svetlana and Jenkin in the lead)
Elowen |
I think she knows the area well enough to find a safe place to hide while we go in.