
Bree Longfield |

Fort and Will at a +3 base
Sneak attack at a +5d6 base
Blade Sense at +3
11 skill ranks:
Profession (Bounty Hunter): +2
Disguise: +1
Survival: +1
Sense Motive: +1
Bluff: +1
Sleight of Hand: +1
Perception: +1
Disable Device: +1
Stealth: +1
Use Magic Device: +1
Does anyone have any suggestions for gear for Bree? She's really rather a minimalist so it's kinda weird for her to have as much stuff as she does right now, even, but want to make sure she has what she needs and trying to spend down some of this gold. Don't want her over burdened weight wise, either though. She's nearing her light load limit already.

Kabal Breven |
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Bree - I'll research some gear for you. At first glance I'd say invest in another magical dagger of +2/+3 with effects and better Cure potions. CLW doesn't do much for lvl 9 characters.
Have a good trip Shifty

Shifty |
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Wand of Infernal Heal > CLW as you get a total of 500 points of healing - ok its slow, but a fixed quantum of healing makes between combat healing much more predictable. As a side note, also good to have up and running in nasty fights as the Fast Heal will stop bleed damage, and also its handy for stabilising.
Keen on a Dagger is 100% worthwhile so you can go fishing for the crits, or an effect of your choice.
Items like Gloves of Recon are great, and a method of flying is almost essential - or at the very very least a potion of Spider Climb is a must have.
The flying Lamia was a problem earlier, this will only get worse.
:)

Bree Longfield |

Seeking 2K (crossbow)
Shock/Shocking Burst 2K/8K
Keen 2K
Flaming/Flaming Burst 2K/8K
Frost/Icy Burst 2K/8K
Returning 2K
Wounding 8K
Considering choosing from these abilities for my weapons. Thoughts?
Wand of Infernal Healing - 750 gp?
Somehow, the idea of Bree with Spider Climb is super scary :D
Would the fly spell work in a potion, too?
On a side note, Bree is going to be so pissed at Harry for her having traveled all the way here to help him only for him to leave.

Shifty |

Almost...
Crossbow has to go to +1 before being enchanted with an effect,
Shock/Shocking Burst 8K/18K
Flaming/Flaming Burst 2K/8K
Frost/Icy Burst 2K/8K
I'm less convinced by the bursts, as they don't seem to come good all that often - unless you have a way to really maximise your crit chance.
My personal preference is just running with an additional 1d6 of elemental damage, and whilst fire sounds cool, happens to be one of the most resisted elements in game. Shock is probably a winner.
A +1 Keen weapon would set you back 8k, but has to be melee - good for daggers, and especially good for an 18-20 base crit range weapon.
A potion of Fly is 750gp, but the day you need it...
The wand is 750gp, correct, and you have a witch to use it too.
Other good items to consider are Ioun stones, a 500gp bill gets you a Cracked Dusty Rose Ioun Stone (+1 to your Initiative).
4000 is almost a certain spend on a +2 Dex girdle - Dex is huge, especially for you :)

Bree Longfield |

I had upgraded it to a masterwork crossbow, so it is +1 right?
The price changes you made on Shock/Shocking Burst... what am I missing? The info in the prd said to use the table for the final cost. The cost bonus on shock was +1, which equals 2K and Shocking Burst was +2, which equals 8K according to the table. I'm less convinced on the Bursts as well, but was wanting input. Shock and Frost I think are my favorites.

Kabal Breven |

^ yes, its +1 to hit when MW but not considered magical yet.
to invest a weapon with abilities, it has to be MW, then enchanted with a +1 before you can add an ability
I agree that bursts aren't worth it
edited -
so to get a shocking weapon its the weapon cost + MW for 300 gp, +1 magic + shocking (same as +2) = 83xx gp
making it burst would be the same a making it a +3 weapon = 18k gp

Bree Longfield |

edited -
so to get a shocking weapon its the weapon cost + MW for 300 gp, +1 magic + shocking (same as +2) = 83xx gp
making it burst would be the same a making it a +3 weapon = 18k gp
Thanks for the extra info. I'll make my choices and get it all straightened out tonight.

Shifty |

A good ranged weapon is always worthwhile, and it is always good sense to have a range of Level 1 potions and spare alchemicals.
Little things like buying durable arrows, made of Cold Iron, and then Silver blanching them means you can fire them at just about any creature and not have to worry which metal you needed to bypass DR.
OK it ends up costing you 40gp for 20 of them, but not worrying whether it was a Devil or Demon is fantastic - no messy Know (Planes) checks required.
For an example my L7 Tank load out is:
Weapons & Armour
Bardiche, Silversheen.
Bardiche, +1 Keen Adamantine (corded)
5Str M/wk Darkwood Longbow
Hellknight Plate +1, CI Spiked.
20 Durable Cold Iron arrows (Silver Blanched)
Spiked Gauntlets (Cold Iron)
Sap (1)
Sling (10 bullets)(.1)
Shining Wayfinder (Corded)
Wand (Inf Heal)(47)
Fighters Kit
Weapon Cords x2
Ioun torch
Heatstone
Skeleton Key
Smoked Goggles
Grappling Hook
Air Crystals
Alchemical grease
Acid x2
Alchemist Fire x2
Alkali Flask x2
Anti-Toxin
Antidote
Holy Water x2
Healers Kit
Tanglefoot Bag
Skeleton Key
Vermin Repellent x2
Weapon Blanch - Adam
Weapon Blanch - Silver
Oil of Bless weapon x2
Potion of Cure Light Wounds
Potion of Featherstep
Potion of Inf Heal
Potion of Invigorate
Potion of Invisibility to Animals
Potion of Invisibility to Undead
Potion of Negate Aroma
Potion of Remove Sickness
Potion of Spider Climb
Potion Touch of the Sea

Bree Longfield |

That's quite a list... OK, went with adding Shock to one dagger and Frost to another. Got the girdle of +2 dex, 2 Fly potions, and the Wand of Infernal Healing. I think I made all of the necessary adjustments. Give her a look over again if you don't mind.

Bree Longfield |

I have to say, that while meaning to only skim the old threads to reacquaint myself with Bree, I have gotten totally lost in the story. I find that it's going to be rather sad to not have Winter around to turn into a giant and stomp holes in people's roofs or write letters to every potential foe.

Kabal Breven |
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good to know that Winter thought we were 'murderhobos'!
Im leaning towards a feat recrunch. Taking out EWP - Bastard Sword and using a greatsword instead. Seems like more bang for the buck and I'll have an extra combat feat.

Ailetha Aurcalam |

Kabal - only other option is to get an x3 or x4 weapon. You lose the higher crib percentage, but if you are teaming with Ailetha, she will have a 15-20 crit range and can transfer the crits to the next party member with Butterfly Sting. Thus, as long as we sequence our init order, it could really stack up the damage.
It is your call, I am too tired to run the numbers on this right now.

Ailetha Aurcalam |

Pickaxe (x4), great axe (x3), earth breaker (x3).
All great at convincing bad guys to lie down and leak blood all over the floor.
Pickaxe does 1d8, the other two are 2d6. Question being how valuable the x4 is versus the x3.

Ailetha Aurcalam |

Ok, just about finished with Ailetha. Few thoughts about feats.
I have 2 feats. To figure out. I previously had Alertness and Craft Arms and Armor. Dropping these, I took Butterfly Sting (already had Combat Expertise with the intention of taking this at level 9). Alertness is one I took at the very beginning, 3.5 years ago, before I really understood the game).
My thoughts are:
Prodigy --> gives +2 (+4 next level) to 6 skills, not bad.
Skill Focus(something) + Eldritch Heritage(something) -- seems like a fun way to get some abilities.
Dodge & Mobility - AC is always good
Toughness - hp are good and really boring
Improved Init - going first is good, but also boring
Spell Focus(enchantment) & Greater Spell Focus - make some of my spells (Confusion & Pugwampi's Grace) that much harder to resist. It would be nice to have giants attacking each other. Add in a Persistent Rod (9,000) and these spells could be a lot of fun.
Any other combos to make Ailetha more effecting - casting or with spells.

Kabal Breven |

lots of good choices there. Selfishly I hope you take the Imp. Initiative to make better use of that Butterfly Sting.
Someone did a great guide a while back on the benefits of spellcasters going first in combat (iirc it was TarkXT!, apologies and please correct me if I am wrong)
but really its up to you

Ailetha Aurcalam |

Hmmm, how about this combo.
Drop Alertness (already planned) and Lingering Performance.
Take Improved Init, Improved Feint and Greater Feint.
I would effectively lose one attack each round, but by using a move action to feint, it will allow Bree to play pokey pokey with her daggers more often.
I will end up losing the benefit of Lingering Performance, but since I have 28 rounds per day, I do no think that it will be critical. Ailetha will just have to be careful to track her usage of bardic performance a little more carefully.
Also, while many large creatures do not have substantial dex (stupid spell checker changed this to sex the first time, which made for an interesting post) bonuses, losing these should help out sword and axe wielders as well.
FYI - Ailetha's Bluff is +18, so it has a good chance of working most of the time.

Bree Longfield |

Shifty, I have a question in regards to the start of play RP wise. How much time will have passed since Bree's introduction to the new group, Harry (her only familiar contact to the group) leaving, and when the game is going to start? I mean, yeah, she's not as paranoid and uptight as she was when she first met the old group but she's still pretty damn paranoid, I need to gauge her behavior and mannerisms towards Ailetha, Celestra, and Karlan.

Bree Longfield |

Hmmm... I'll make it work. She'll just be wary of the new people for quite some time. She'll still do what she came to do. Honor and all. Or perhaps boredom. Or maybe she just spent way to much time around Winter and all his niceness. Are you sticking with ZZ's explanation that Brandon stayed behind with Winter in his village to convalesce?