

Male Half Orc Monk 3
All righty then...
Whichever place we decide to camp, I'm good with it. General plan (for me) is for Boghu to remain on watch as long as he can (sleeping during last watch, if possible) and be ready for "downstairs reinforcements."
If able, I would REALLY like to get my mitts on either Bruthazmus (CMD 20/AC 18) or Vancaskerin with a stealth-driven chokehold. Their perception is only +1 each, but B has scent, so I am not too sure how well that'd go. In any case, if we are aware of their presence, and they don't fall for the re-trapped bridge, I'm confident we can take the two of them without much difficulty.
Each is potential daze bait, and should they try to sit back and launch arrows, they will be sad NPC's.
The Tentamort should really be avoided, if possible. I don't recall the layout of its lair specifically, but with any kind of warning available, we should be able to skirt it without combat. Hopefully. If not, well, that is gonna be a tough slog, since I only hit on 12 (11 with bless, 9 with flank) with the Falchion. At least it'll have a hard time hitting me or uGo with either tentacle or bite.
Against the Yeth Hounds, at least they're not too hard to hit. If we know about the silver DR, will try to allow for uGo to get in there and stab with our found silver dagger (we did get one of those, yes?) while Boghu gets chewed on. At least we're unlikely to fail those Will saves. God help us if either of us did, though.
Against Lyrie, hopefully we are able to surprise her (Stealth +8 vs Perception +2) and get the drop on poor little Ms. Wizard. If so, she's done, since I successfully grapple her on a 4. If she's able to pop mirror image prior to the fight, this becomes a bit tougher, but still not impossible. If she tries her Hand of the Apprentice, I will enjoy laughing as I brush her attack off.
Trap = Salis.
Against Nualia and her flying doggies of doom...yeah, here we're in trouble. Enlarge person will really help out here, as her CMD is only 17, meaning I grapple on a 8 normally (or 6 enlarged). That helps to alleviate her two attacks a bit. Even if she pops bull's strength, that's still hitting on a 10 or 8 for the grapple, along with reach.
The doggies will be a problem, to be honest, since if I'm tied up with t the crab-handed lady, I will not be able to hold them off...Salis & iGo staying in the doorway to the chamber with uGo in front and Boghu beating on Big N seems the best solution here.
Rest & Recuperate should definitely happen after that array of enemies (unless we got super lucky & were able to neutralize some of them without resistance...a la Solid Snake).
Shadows = OH CRAP time for the monk, and total defense all the way.
Hermit Crab = poke with a stick? If unable, looks like the half-orc is getting grappled and pinched in return. A bad day to be a melee tank, honestly, but the rest of the team should be able to handle it while I get nommed on.
Malfshekor = do we really want to fight this thing? Assuming we make it into his sanctum and figure out he is still restrained, perhaps the best part of valor is discretion in this case. If we get suckered into his prison room, I would expect none of us to leave alive.
(edit: wrong username)

Male Half Orc Monk 3
sorry, didn't realize we were all set and ready to go...
Dealing with the thorn maze, this shouldn't be too much of a problem.
First order of business is making sure I have mage armor running, prior to going in. That'll bump me up to AC 21, so I'm sitting pretty against most of these critters. If we get ambushed in the tunnels themselves, that's not so good, but still doable.
Weapon of choice will be the longspear, allowing for those AoO's and possibly readied attacks against the charge. Flurry just got quite a bit better, as did my CMB. If I can get my hands on the goblin druid, it's a sad, sad day for him. I would absolutely LOVE to be able to stealth up to him and lay a rear-naked-choke on his freakish little green head.
With the baddies cleared out of the thorns (not too hard, actually, by the numbers, unless Gogmurt gets really lucky or some of them bug out), we have a couple of options.
If we know of the monster at the bottom of the "drop shaft," will toss a few gobbo's down and potentially climb down myself to investigate. Fish monster + good climb speed + longspear + darkvision means I'm not to poorly set up to take him on, especially if I'm within reach of the Oracle's channels from up top.
As far as getting across the bridge...if we can determine it's rigged, a vanish fueled dash across should deliver Boghu across easily enough. If it seems safe, a visible but high-speed dash across seems in order. In either case, it may behoove us to operate with speed more than caution, at least until we can get the fort itself secured.
Taking out the "sentries" should prove easy enough also. I have a decent chance of sneaking up on them (especially if they're distracted with kill-gull, pickle-induced-comas, or the like) and either one-shotting them or grabbing them and tossing them into the surf below. Climbing the walls should be within my skill range as well, affording a 2nd-story infiltration if we want.
So, in short: speedy insertion (with stealth) through the thorns, clear that place of all opposition, then race across to Thistletop itself before going all "Metal Gear Solid" on the entrenched goblins. .
If we can, we should definitely free the trapped horse, if only for the chaos & confusion it'll cause.
Against Ripnugget, once again the "boss-fight-tactics" come to play. I'll bounce from him to the rangers, deflecting arrows as they come my way, and eliminating the mooks while trying to keep between Ripnugget and the casters. Hopefully the wizard can land his color spray on the chief, but any of the gobbos he takes out of this fight is good. Warchanter should be the secondary target, but if she stays out of sight it may be tough to get hands on her.
Again, longspear backed up with flurries of kicks and potential grapples (Gogmurt, Ripnugget, and Warchanter are the prime targets for my stunning fists) should afford a decent array of damage output.

Male Half Orc Monk 3
Uh-oh, here come the hard parts...
Regarding the travel down into the Runewell location, Boghu will travel as stealthily as possible, preferably a bit ahead from the Oracle. If he's up for it, having the Sorcerer up ahead with him will help quite a bit as well (both for the get-out-of-dodge vanish trick and his own stealthy/perceptive abilities).
Once it comes to the fighting, it's on like Donkey Kong. Travelling with the longspear at the ready, anything that we get initiative on and looks like it'll charge gets the spear set against the charge. Once the monsters close, it'll be a scrap, flurrying whenever possible (especially once bless goes up).
Against the 'spawn, he's hitting just about 50/50, so any advantage Boghu can squeak out (flank/buffs/etc) will be crucial. Not too much to worry about with the bite DC's, and they're fairly unlikely to land a solid blow.
Against the flying blood sucking head, it looks like another tank-and-spank. It's unlikely to successfully land its curse on Boghu, and is under 50/50 to even land that bite. The save vs. paralyze is potentially very bad, but between the Oracle's re-rolls and Boghu's saves, its unlikely to land (on the Monk, at least).
Against the mutant goblin fighter, Evasion helps with his "breath weapon" attack, and he only hits Boghu on a 13-14, even without fighting defensively. Add to that the longspear and his propensity to charge in, and this might just be a quick fight. If I can get him flat-footed (unlikely due to Init scores, but still), will most happily bull-rush him into a zombie pit and pour on the oil.
And finally, the horrible little flying jerk-face. If able to see her, Boghu will go for the stranglehold ASAP. Flying, tiny, potentially invisible, and with a good AC, our best bet is to grapple, then pound the little creep with everything we have. Any way we slice it, this is gonna be a tough, close fight, and Boghu's attacks just don't have the oomph to reliably hit Erylium.
Male Half Orc Monk 3
Stealthing in is the way to go.
Preferably where I can get into the thick of things with the gobbos, and crack some skulls.
Tactics are generally the same, except that flurry is much more likely to come into play (what with getting swarmed & being significantly more likely to hit after bless).
Will start off wielding the longspear, attacking the further goblins if possible, and setting up AoO whenever feasible.
If I can, will try to fight towards the "escape door", and attempt to hold against any successfully fleeing.
Against Tsuto, its game-on time. Hopefully, he'll shoot at me (deflect arrows helps a lot) and allow the party to set up and squish him good. He will definitely catch a stunning fist, if the opportunity presents itself.
Male Half Orc Monk 3
A: Intimidate is not that useful, but should allow me to get out of a "jam" if it co mes to that. If it comes to blows, well, you don't back a half-orc monk into a corner, if you're wise.
B: Survival skill helps out here. Hang out with Foxglove, make nice-nice, profit. End of the day, eat pig.
C: If the 1 goblin manages to air I've a round of color spray/getting hopped, is be surprised. Might even try a "Ben Kenobi" and frighten him out with some Intimidate, preferably assisted via ghost sound / prestidigitation.
Male Half Orc Monk 3
I believe the profile should reflect the proper character sheet for Boghu.
Yes, he works best while up in the grill on enemies. He only has javelins because I cannot abide a PC with NO ranged combat capability. It's like not carrying a dagger.

Male Half Orc Monk 3
Boghu Khalee the Monk:
- Social: next to no input here, mechanically speaking. The player will be pressed to actually RP out interactions with the civilians, unless trying to Intimidate the populace for some reason. Dispersing the crowd may call for an Intimidate check, and there's always old fashioned thuggery.
- Combat 1: Each goblin has to roll a 13 to even hit our Monk-Tank, which is the same roll he needs to smack a gobbo. Of course, any blow from the falchion will drop a goblin with one hit, while they'd be hard pressed to take Boghu down. Like a lot of 1st level fights, this is likely to result in several rounds of misses, unless he can be buffed up somehow (flanking would help significantly.
- Combat 2: In the same boat here, but with the Warchanter sitting at AC 17, it'll be even tougher to hit her without some assistance. The foes are still unlikely to hit Boghu, though, and he still puts them down in a single blow, even the Warchanter gets staggered from a minimum damage Falchion hit.
- Combat 3: This could prove a bit challenging, especially if any of the gobbos landed attacks earlier (assuming Boghu has not been healed). The Commando is the primary target, especially as the goblin dog is much less dangerous without its rider. AC 15 means we only need a 12 to hit with melee (only 10 if we can get a flanking buddy), while he needs the same 13 as the rest of the goblins to whack Boghu.
Potential tactical maneuvers: Dosing a goblin in oil is a cheap alternative to alch-fire, and they are generally likely to light one another (or themselves) on fire pretty readily.
Fighting Defensively means Boghu hits the little guys on 17s or better, but they need 15s to scratch him.
The Warchanter or Commando eats the 1/day stunning fist. Which one depends on how the first round of battle progreses. Bards usually attract a high level of aggression from my players, for good reason. Fort +1 and Fort +4 mean its a 50/50 shot for the Warchanter, potentially shutting down Inspire Courage for x goblins for a fight.
Teamwork Factors: With the Warchanter re-rolling on the Stunning Fist at a 50% chance anyways, I think the Monk loves his Oracle buddy. If flanking occurs, we're all sitting at quite respectable attack bonuses for 1st level.
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