GM Mort |
Let me do some quick maths. Yes its possible. Assuming no rods of extend used, she needs to use two casts to cover the party for each element - otherwise everyone gets a 10 min duration only. Which is only sufficient to get into camp and disable all 4 towers.
So by the time you haul yourselves into camp and bring down Rasputin's sanctum you'll be left with 10 min of her communal resist energy for Acid/Electricity/Sonic.
And that would more or less be her entire quota of 3+ spells for the day. She does not have the spell slots to double layer.
Mr. Whiskers |
So, as I understand it here are the buffs that others will provide:
Crummock:
Freedom of Movement x6
Spell Immunity(Fear, Shadow Conjuration, Shadow Evocation) x6
Resist Energy(Cold) x6
Resist Energy(Fire) x6
Shield of Faith(+4) x6
Remove Fear x2 - to cover the entire party
Aspect of the Wolf - Geist
Bone Fists - affecting Geist and Einar
Divine Favor x2 - Geist and Crummock
---
Anastasia:
Communal Resist Acid
Communal Resist Electric
Communal Resist Sonic
---
Einar:
Earth Glide? It is range touch so you could even provide it to another.
Mirror Image on self
Shield on self
---
In order to protect from Magic Jar, we will want a Communal Protection from Evil. It will only last minutes, but that is likely long enough.
I've added that to my list of buffs to provide.
---
On the resist energy:
Are we assuming that both Crummock and Anastasia are doing Resist Energy?
Is it reasonable to assume that the arcs of arcane power are electricity? The description makes them sound like it.
If we are going to assume both are using Resist Energy, we probably want Crummock to provide Fire and (assuming above about energy type) Electricity while Anastasia provides the others.
---
Buffs I'm looking to provide, not in order:
Mage Armor (Mr. Whiskers, Greta)
Anticipate Peril (Mr. Whiskers)
Heightened Awareness (Mr. Whiskers)
Shield (Mr. Whiskers)
5 -2 runestones = 3 of 6 spell slots.
Cat's Grace (Mr. Whiskers, 1 AR for +6 Dex)
Force Sword (Greta)
Mirror Image (Mr. Whiskers)
Extended Protection from Evil, Communal (whole group with extra on Einar and Dmitri)
4 of 6 spell slots.
Fly (Mr. Whiskers)
Haste (whole group)
Extended Heroism (Greta, Dmitri)
4 of 6 spell slots
Monstrous Physique II (Greta, four armed gargoyle)
Fire Shield (Mr. Whiskers, Cold so it protects from fire)
Earth Glide (Mr. Whiskers)
3 of 5 spell slots
Heroism, Greater (Einar, Mr. Whiskers)
2 of 5 spell slots
We can also use the Hero's Feast from the cauldron for some temporary hit points.
We use Passwall to come through the stone wall into the northern stairs area. It doesn't appear that Forbiddance blocks that.
Mr. Whiskers will be at +6 (base) +4 Heightened Awareness +5 Anticipate Peril +3 Cat's Grace = +18 initiative.
Yes, he wants to win initiative over the enemy.
He will be substituting Ectoplasmic for his Selective Spell.
So, anyone have any refinements on this?
@GM Mort:
Mr. Whiskers scribed some more spells into his books. He also switched from Keep Watch to Heightened Awareness in his second lattice.
Still trying to find the best scroll to scribe.
GM Mort |
Yes - darkvision on Dimitri. Else a bad case of total concealment will occur.
Or turn him into something with darkvision. He's fine with it now.
Pass wall works. When you enter the forbiddance area you'll still take the 6d6 but you can enter fine.
That assumption on the arcs of arcane power is fine.
Crummock-i-Phail |
@Mr Whiskers: Good idea with the Cauldron; 1d8+6 temporary hit points is not to be sneezed at, and a +4 on saves versus poison and fear is not to be sneezed at, either!
Mr. Whiskers |
Knew with all that I would miss something.
Think I will do the Darkvision do a scroll.
Named Bullet is a single shot. Are you sure it is really worth it?
In the middle of something, will get back to this in an hour or so.
Mr. Whiskers |
Darkvision as a scroll. I will not bother to update my profile to add it to the inventory since it will immediately be used. Three hours should be more than enough time.
I guess that I'll replace Fire Shield with Named Bullet. I don't think it is as valuable, but since Crummock seems pretty insistent Mr. Whiskers will do it.
So any other changes required?
Mr. Whiskers |
So do we name him as Otik, Son of Baba Yaga or Rasputin? What happens if we choose poorly?
What do we use as the item (see Material Components) for the spell in the case of Rasputin? Do we have an item of his?
---
Attack strategy:
Are we going to go in to rescue the men, go all the way back to the hut and then return?
Or do we just go directly for Rasputin and the Shadow Demons?
My suggested entry strategy:
Einar does the disable to bring the place back to earth.
We go to the north point of the building. Buff outside the walls.
When all is ready Mr. Whiskers casts Passwall -- most likely starting the battle with a surprise round.
Next round he stays behind cover as he casts Force Wall to block off the entrance to the area with the cylinders. The cover should penalize Rasputin's spellcraft check. Einar can try to disable part of the device. Spells from Rasputin can't get to us until he brings down the Wall of Force. Shadows will initially collide with the wall, then have to find their way around. The rest of the group works on taking out the shadow demons.
Those first two steps are the reason for him pumping his initiative like crazy.
Doing it during the day puts the shadow demons at a disadvantage.
I'm hoping that Rasputin doesn't have good spellcraft or knowledge Arcana.
Once again, let me know if you have any refinements.
Unfortunately Force Sword can only make Longswords. I'm not sure what to do about Crummock needing a star knife.
Einar 'Kinslayer' Bjornson |
I think freeing the prisoners will force Rasputin to buff and possibly send shadow demons after us. That should weaken Rasputin some. Any little bit helps...
As for the rest of it, what I understand sound excellent.
recap, for my own clarification:
So we free prisoners, causing Rasputin to burn buffs and possibly send a shadow demon to its death.
If we need to disable the 'towers' will we have to do this twice? Once when we free the prisoners, and once when we come back? Or is our firepower so excessive *fond memories of what Crummock did to the dragon* that we don't need the feint?
Either way, we enter through the wall on the north side straight into H7 putting up our own wall, attempting to disable the machine until Rasputin breaks through. When that happens do you want Einar to continue trying to Disable Device, or fight?
If there is a wall up, shouldn't he be able to take 10 until they are under attack?
GM Mort |
Dark purple shadow buoyed in the air is incorporeal!
If you free the prisoners, Anatasia's set of resist energy will run out. She does not have your CL. But don't worry too much about the prisoners! They're fine!
Just go by Rasputin. Little Otik is a overgrown greedy guts of our Mandragora friend in the Hut.
Mr. Whiskers |
@Einar
Yes, that is the basic strategy.
Mr. Whiskers is the type that would always go for rescue first. I am leaving that as a group decision though since it means potentially experiencing Rasputin at full power without our buffs.
As for taking 10, you might be able to do that once, after that you would have shadow demons attacking us. I think we have to play it by ear as to if you continue trying to disable or join the battle.
The wall will take either 20 x 14 ot 20 x 16 = 280 or 320 hit points damage before going down. That should give us some time before Rasputin gets through.
GM Mort |
If you free the prisoners, unless you shove them to the Hut really quick(i.e teleportation of some kind), you'll need to do the towers twice. You need to cart 15 people out of there.
Mr Whiskers - draw the point of entry on slide 15 for pass wall, so I can arrange the party there when everything starts.
Mr. Whiskers |
Mr Whiskers - draw the point of entry on slide 15 for pass wall, so I can arrange the party there when everything starts.
Done.
Mr. Whiskers would have his back flat against the wall just to the north of the passwall. We will probably lose a couple of steps on the stairway, but he is alright with that.
The scroll of Darkvision I crafted is CL 6. That should be plenty for the attack.
GM Mort |
Final buff list:
Mage Armor (Mr. Whiskers, Greta)
Anticipate Peril (Mr. Whiskers)
Heightened Awareness (Mr. Whiskers)
Shield (Mr. Whiskers)
5 -2 runestones = 3 of 6 spell slots.
Cat's Grace (Mr. Whiskers, 1 AR for +6 Dex)
Force Sword (Greta)
Mirror Image (Mr. Whiskers)
Extended Protection from Evil, Communal (whole group with extra on Einar and Dmitri)
Darkvision from scroll. (Dimitri)
4 of 6 spell slots.
Fly (Mr. Whiskers)
Haste (whole group)
Extended Heroism (Greta, Dmitri)
4 of 6 spell slots
Monstrous Physique II (Greta, four armed gargoyle)
Fire Shield (Mr. Whiskers, Cold so it protects from fire)
Earth Glide (Mr. Whiskers)
3 of 5 spell slots
Crummock:
Freedom of Movement x6
Spell Immunity(Fear, Shadow Conjuration, Shadow EvocationConfusion) x6
Resist Energy(ColdElectricity) x6
Resist Energy(Fire) x6
Shield of Faith(+4) x6
Remove Fear x2 - to cover the entire party
Aspect of the Wolf - Geist
Bone Fists - affecting Geist and Einar
Divine Favor x2 - Geist and Crummock
Anastasia:
Communal Resist Acid
Communal Resist ElectricityCold
Communal Resist Sonic
Einar:
Mirror Image on self
Shield on self
Shadow evocation is not a valid spell for spell immunity since it is a 5th level spell, spell immunity covers 4th and lower only.
Mr. Whiskers |
I substituted Named Bullet for the Fire Shield.
I think Crummock was doing Fire and Electric with Anastasia taking the other three.
Other that, I think it is correct.
Used 3 of 6 from Extend Rod.
Mr. Whiskers |
I assume Dmitri will be taking the Maxim of Suppressive Fire.
GM Mort |
It's 140 lbs.
This heavy machine gun uses 7.6254mmR ammunition in 250-round belts.
Although a single person can fire a Maxim, it typically has a two-person crew: the gunner, and a loader who assists with feeding the ammunition belt into the weapon. As a full-round action, the loader can use a special aid another action to grant the gunner a +2 bonus on his next attack roll. Because of its size and heavy weight, a Maxim is often either mounted on a wheeled chassis with a gun shield for trench defensive use, or on the back of a horse-drawn wagon called a tachanka . Assuming a user can even lift the weapon, firing a Maxim M1910 machine gun that is not mounted imparts a –4 penalty on attack rolls and the recoil knocks the wielder prone. The Maxim M1910 is automatic-fire only. The armored shield provides cover when firing the weapon from the prone position.
If he wants to be knocked on his back...by all means. But I dunno how you want to cart it around.
Mr. Whiskers |
Sorry, I had no idea how heavy it was. I did not replace my scroll of Shrink Item either, drat it.
We could have set it up outside and had Dmitri and Crummock fire into the place, but that would have had to be set up before we brought the chapel back to this plane. At this point, we probably just set them aside someplace for when we retreat.
Mr. Whiskers |
Found an omission in the buff list.
Greater Heroism on Einar and Mr. Whiskers.
Found it while trying to compute Mr. Whiskers abilities now.
Mr. Whiskers
Male ratfolk arcanist (brown-fur transmuter) 14 (Pathfinder RPG Advanced Class Guide 8, 77, Pathfinder RPG Bestiary 3 231)
N Small humanoid (ratfolk)
Init +10; Senses arcane sight, darkvision 60 ft., see invisibility; Perception +6
--------------------
Defense
--------------------
AC 29, touch 21, flat-footed 23 (+4 armor, +4 deflection, +5 Dex, +1 dodge, +4 shield, +1 size)
hp 87 (14d6+29)
Fort +16 (+5 circumstance bonus vs. cold weather), Ref +18, Will +17; +2 vs. disease
Defensive Abilities freedom of movement; Immune fear
--------------------
Offense
--------------------
Speed 40 ft., fly 90 ft. (good)
Melee +1 mithral spiked gauntlet +14/+14/+9 (1d3) or
. . cold iron dagger +13/+13/+8 (1d3-1/19-20) or
. . handaxe +9/+9/+4 (1d4-1/×3) or
. . silver light mace +13/+13/+8 (1d4-1)
Ranged light crossbow +19/+19 (1d6/19-20) or
. . sling +19/+19 (1d3-1)
Special Attacks arcane reservoir (7/20), arcanist exploits (altered shifting, familiar[ACG], greater metamagic knowledge[ACG], lepidstadt shifter, metamagic knowledge[ACG], potent magic[ACG], spell tinkerer[ACG]), consume spells, swarming
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 14th; concentration +21)
. . 7th (3/day)—mage's sword
. . 6th (5/day)—greater dispel magic, greater heroism
. . 5th (5/day)—parchment swarm[OA] (DC 22), passwall, wall of force
. . 4th (5/day)—dragon's breath[APG] (DC 21), earth glide[ARG], monstrous physique II[UM]
. . 3rd (6/day)—fly, haste, heroism, communal resist energy[UC]
. . 2nd (6/day)—cat's grace, force sword, glitterdust (DC 19), mirror image, communal protection from evil[UC]
. . 1st (6/day)—anticipate peril[UM] (DC 18), feather fall, heightened awareness[ACG], magic missile, shield
. . 0 (at will)—acid splash, daze (DC 17), detect poison, disrupt undead, mage hand, mending, message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 15, Int 25, Wis 10, Cha 16
Base Atk +7; CMB +11; CMD 25
Feats Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Extra Reservoir[ACG], Improved Initiative, Scribe Scroll, Selective Spell[APG], Signature Skill, Silent Spell, Spell Penetration
Traits friend in every town, shoanti tribesman (varisia)
Skills Acrobatics +9 (+13 to jump), Appraise +11, Bluff +11, Climb +3, Craft (alchemy) +19, Diplomacy +14, Disguise +23, Escape Artist +23, Fly +26, Heal +4, Intimidate +7, Knowledge (arcana) +28, Knowledge (dungeoneering) +19, Knowledge (engineering) +17, Knowledge (geography) +17, Knowledge (history) +17, Knowledge (local) +25, Knowledge (nature) +17, Knowledge (nobility) +17, Knowledge (planes) +28, Knowledge (religion) +17, Linguistics +27, Perception +6, Ride +9, Sense Motive +18, Spellcraft +28, Stealth +14, Survival +13, Swim +3, Use Magic Device +26; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Aklo, Aquan, Auran, Celestial, Common, Draconic, Elven, Giant, Gnome, Goblin, Halfling, Hallit, Ignan, Iobarian, Russian, Shoanti, Skald, Sylvan, Terran, Triaxian, Undercommon
SQ cleanliness, powerful change +2, share transmutation
Combat Gear cold iron crossbow bolts (18), lesser electricity elemental metamagic rod[APG], lesser extend metamagic rod, oil of mask dweomer, oil of mask dweomer, oil of mask dweomer, potion of feather step, potion of undetectable alignment, runestone of power (1st)[ACG], runestone of power (1st)[ACG], scroll of alarm (CL 4th), scroll of animate rope, scroll of blink, scroll of carry companion, scroll of comprehend languages (x2), scroll of darkvision (CL 6th), scroll of endure elements, scroll of false life, scroll of gentle repose, scroll of getaway, scroll of hallucinatory terrain, scroll of identify (x2), scroll of lesser geas, scroll of locate object, scroll of locate object (CL 6th), scroll of magic weapon, scroll of obscuring mist, scroll of protection from evil, scroll of resist energy (x4), scroll of scorching ray, scroll of see invisibility (2), scroll of serren's swift girding, scroll of share language, scroll of shatter, scroll of tongues, scroll of unseen servant, scroll of water breathing, wand of magic weapon (24 charges), acid (2), alchemist's fire, golden maple leaves[ARG], golden maple leaves[ARG], smokestick (3); Other Gear haramaki[UC], +1 mithral spiked gauntlet, cold iron dagger, crossbow bolts (6), handaxe, light crossbow, silver light mace, sling, sling bullets (5), sling bullets (5), belt of mighty constitution +2, blessed book, cloak of resistance +3, cracked magenta prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), handy haversack, headband of vast intelligence +4, ring of protection +1, robe of useful items, spell lattice (1st)[ACG], spell lattice (1st)[ACG], arcanist starting spellbook, belt pouch, blotter (0.2 lb), candle (10), carnivore feed (per day) (15), carnivore feed (per day) (15), carnivore feed (per day) (15), chalk (4), chewing stick, cold weather outfit, comb (0.2 lb), disguise kit, earplugs[APG], earplugs[APG], flint and steel, folding shovel[UE], fortune-teller's deck[APG], hairbrush (0.3 lb), inkpen, knife for cutting quills into pens (0.5 lb), masterwork backpack[APG], mess kit[UE], mirror, nail file (0.1 lb), pack saddle, pack saddle, pack saddle, pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), scissors (0.3 lb), scroll box[UE], signal whistle, silk rope (50 ft.), soap, spell component pouch, spellbook, spellbook, sponge, string or twine[APG], tindertwig (3), tooth powder (0.1 lb), trail rations (13), trail rations (2), vial, waterproof bag[UE], waterskin, winter blanket, miniture shovel (worth 10 gp), 2,246 gp, 4 sp, 5 cp
--------------------
Special Abilities
--------------------
Altered Shifting (Su) Self-cast polymorph subschool effect on self: spend 1 Arc. Res. to change to another valid form.
Arcane Reservoir +2 DC or CL (20/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Cleanliness +2 vs. disease, exceeding disease save by 5 counts as 2 cons. saves,
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fly (90 feet, Good) You can fly!
Freedom of Movement (Sp) Subject moves normally despite impediments to movement.
Greater Metamagic Knowledge When preparing spells, can exchange bonus MM feat for another that qualify for.
Immunity to Fear (Ex) You are immune to all fear effects.
Lepidstadt Shifter (Su) Expend 1 Arc. Res. to cast a spell while polymorphed.
Powerful Change +2 (Su) Spend 1 reservoir point to bolster ability score gain from transmutation spell.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Selective Spell You can cast a spell that does not affect some targets within its area.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Share Transmutation (Su) Spend 1 reservoir point to cast personal range transmutation as touch.
Silent Spell Cast a spell with no verbal components. +1 Level.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Tinkerer (DC 20) (Su) Use 1 reservoir, +/- 50% of touched spell's duration, but only once/effect (Will neg).
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
--------------------
Mr. Whiskers’ fur is agouti — a brownish grey with black guard hairs. He has a white triangle of fur on his chest (although it would seldom be seen) and his forepaws are also white. His eyes are black, as is common amoungst his folk. He almost always wears a vest, and his familiar Nivean can often be found snuggled into a pocket of said vest.
He was the seventh child, born in a warren beneath the Storval Plateau. Even at a young age he had an interest in the world outside the warrens. In addition to the magical training he received, he was able to learn several languages and training in various wilderness skills from the Shoanti tribe that traded with his warren.
He received the nick name Mr. Whiskers from the Shoanti, who were amused by the way ice would collect on his whiskers until they looked like icicles sticking out from his face. His actual name is Wiktor Waskarski.
Finally, he was ready to go out and explore the world!
He joined a Shoanti trading expedition headed for Kaer Maga. Once there, he parted with the Shoanti and found another caravan headed south. This is when he first met Einar, a northern warrior that seemed a bit down on his luck. The two of them traveled together, eventually arriving in Heldren.
Giant, Triaxian languages from headband.
Permanancy, 13th level: See Invisibility, Arcane Sight
GM Mort |
Coolos.
But yeah at higher levels you definitely need to make use of your buffs.
GM Mort |
It does not stack. If you already have a +4 it does nothing. And you have a surprise round before we get into main rounds.
Mr. Whiskers |
Alright, if we survive it seems we need to change around the timing of things.
I think next time we reset the world anchors, we just wait and watch to see how long before the chapel goes back. We can retreat into the watch towers and shoot anything that goes near the controls. Once it goes back, we recall it again.
After that Einar gets out a dice and rolls for how many times we bounce it before going in.
Seems that is the only way that Rasputin will not have perfect timing for his buff spells.
I suppose another way to do it is have Einar work the controls while we all get set up. The chapel comes down, we immediately enter. Einar has Chetah's sprint I believe and we know how long it takes to operate the machine having done it twice.
I don't like the second method as it somewhat splits the group.
Einar 'Kinslayer' Bjornson |
That's funny, and exactly what this is for. And from what I hear it hurts like the dickens.
Mr. Whiskers |
I'm so sorry. You get only 1 dispel check. I'll take the first roll. I know when I first tried out greater dispel magic, I had the same expression as you probably have on your face now.
I do not know why you're adding the heroism to hit to mage sword? Nor where the bonus damage is coming from - mage sword does only 4d6+3 dmg as per the spell.
Not to mention heroism never added to damage. Not that it could since I'd say a mage sword functions like a spiritual weapon.
Bringing to discussion so I don't clutter gameplay.
Yeah, I read it as four instances of targeted dispel rather than one roll that applies to all. As for my feelings on this, I really would have preferred separate rolls. Still, I can see how either interpretation works. Makes it either really good or really bad, something I don't tend to care for in spells. Guess I should have counterspelled instead, at least then I would have had closer to a 50% chance of success since that gives a bonus.
As for Heroism, it says it applies to attack rolls. The mage's sword uses an attack roll. That is why I added it. I would have also added Bard song if there were one, but not Raging Song since that affects statistics rather than giving a bonus to attack. Had I remembered it, I would have added in the Ioun stone.
My mistake on the damage though, it shouldn't have been added there. Sorry.
I don't feel strongly enough about this to argue any of it. just explaining where I was coming from.
GM Mort |
That's the same thing I said when the first time I tried Greater Dispel Magic. Einar was there, he'll know!
Yeah you're right. I didn't know that bonuses to the caster stacked on..weapon like spells. Good to know.
With or without the bonus, the attack would have still hit anyway.
Mr. Whiskers |
So, how did the cylinders do after taking 37 damage, minus hardness, from the AoE spell Rasputin just cast?
GM Mort |
"The bolts do not harm natural vegetation or creatures in the area you wish to exclude from damage. "
I'd say he excluded the World Engine from the mess.
GM Mort |
My very first Greater Dispel Magic
Don't you feel proud of witnesses in such a historic moment? :D
GM Mort |
Crummock - thanks for letting me try out fancy 8th level spells. I appreciate it really. Not too often I get to say... shinny!
Would have used moment of prescience to prevent the crit, but it would have done no good. Even + 18 AC wouldn't be enough :(
I think next time I really need to contingency (heal) myself. Again, I blame high level play inexperience :P
Nice job, guys =D
GM Mort |
Hey I'm young! Probably when you hit below 70 hp you trigger it? I'm still new to this contingency stuff since it's not allowed in PFS.
Crummock-i-Phail |
*nods* That seems like a reasonable threshold - you need to make sure that you have enough of a hit-point buffer that a lucky crit doesn't negate your Contingency.
Other solid options include Dimension Door or Resilient Sphere.
GM Mort |
Couldn't really use dimension door - no where to run to. Resilient sphere yeah. I suppose I could. Emergency force sphere is probably better but again, god knows if you can cast it as part of contingency.
Besides Mr Whiskers might give me a hard time for using Miracle creatively...also the 1,500 gp statuette cost...
I'd ask for lessons in how to murderhobo PCs better but again - maybe at this point of time it isn't in your best interests that you show me how to do it ;-)
I try though :P
BTW I'm currently waiting for Einar to respond - if there's anything he wants to do. Otherwise I can prolly move you lot tomorrow.
GM Mort |
Now here's an interesting point. Should Rasputin escape to become a recurring villain? Or should he grab what he can of his forces and bother the party...
I really like things wrapped up, but I also like having a 9th level caster to play around with!
Ooops sorry. Dark side calling.
Mr. Whiskers |
Since you ask, he should just die.
By the way, more than the head was chopped up. There was no reason for Mr. Whiskers to call off his Mage's Sword and it had another 13 rounds on it.