That does put us in the spot where Petra will be out of tier no matter what and we need to decide between playing down (Ajax and Kelvor out of tier) or playing up (Juniper and OG3 out of tier)--
If you could please vote on which you'd prefer/share your thoughts on it.
Female halfling pal 2/sor 3/dd 3┃hp 57/57┃AC 34 · T 16 · FF 31 (+2 vs AoO)┃CMD 20; +2 vs bull rush, grp, rep, trip┃F+12 · R+10 · W+11 (+2 v fear, –2 v disease)┃Resist cold 5 · neg engy 10 ┃Init +3┃Per +4┃speed 30 ft┃Diplomacy +14 · Kn (arcana) +9 · Spellcraft +10┃Spells 2nd—4/4, 1st—6/8┃Lay Hands (1d6) 6/6 ┃Bast. Good 0/1┃Lucky Halfling 1/1┃Adptble Luck 3/3┃Breath 1/1┃Conditions: mage armor, haste
I'm fine with playing up as well.
But just so everyone is on the same page:
Juniper is optimized primarily for fun. She is really really good at not getting hit, and she is great at buffing the AC and saves of her friends. Unlike a lot of paladins, she does not do a lot of direct damage. She also doesn't have a ton of healing abilities, other than OOC wands. She is a support character.
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
Thanks for the opp to play. I am a little swamped with work today. I have to level up to 10.
@GM - I have a animal companion with 3 INT and that speaks Common. Would welcome a dialogue on that. Most GMs are very liberal with my giving involved commands, but I have run into one or two who are hard ass about it.
@ajax- I'm pretty lenient on commands, and unless you have optimized your companion for initiative I prefer companions (ect) act on your initiative so we can assume free actions to give commands even if you don't type them every time
Female halfling pal 2/sor 3/dd 3┃hp 57/57┃AC 34 · T 16 · FF 31 (+2 vs AoO)┃CMD 20; +2 vs bull rush, grp, rep, trip┃F+12 · R+10 · W+11 (+2 v fear, –2 v disease)┃Resist cold 5 · neg engy 10 ┃Init +3┃Per +4┃speed 30 ft┃Diplomacy +14 · Kn (arcana) +9 · Spellcraft +10┃Spells 2nd—4/4, 1st—6/8┃Lay Hands (1d6) 6/6 ┃Bast. Good 0/1┃Lucky Halfling 1/1┃Adptble Luck 3/3┃Breath 1/1┃Conditions: mage armor, haste
I'm having to do a little recalculating as well. The last time I played was 3 years ago. There have been some errata since then that have changed some things on Juniper.
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
I am fine with one Init, most GMs do that and in PbP it's easier even though I have gotten burned.
I also use Shield Companion so I ask that during combat both Ajax and AC are considered to have moved at the same time (if they both move) (and if I trigger a trap, then we both get hit).
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
Female halfling pal 2/sor 3/dd 3┃hp 57/57┃AC 34 · T 16 · FF 31 (+2 vs AoO)┃CMD 20; +2 vs bull rush, grp, rep, trip┃F+12 · R+10 · W+11 (+2 v fear, –2 v disease)┃Resist cold 5 · neg engy 10 ┃Init +3┃Per +4┃speed 30 ft┃Diplomacy +14 · Kn (arcana) +9 · Spellcraft +10┃Spells 2nd—4/4, 1st—6/8┃Lay Hands (1d6) 6/6 ┃Bast. Good 0/1┃Lucky Halfling 1/1┃Adptble Luck 3/3┃Breath 1/1┃Conditions: mage armor, haste
Juniper Berrythwaite wrote:
I'm having to do a little recalculating as well. The last time I played was 3 years ago. There have been some errata since then that have changed some things on Juniper.
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
Female halfling pal 2/sor 3/dd 3┃hp 57/57┃AC 34 · T 16 · FF 31 (+2 vs AoO)┃CMD 20; +2 vs bull rush, grp, rep, trip┃F+12 · R+10 · W+11 (+2 v fear, –2 v disease)┃Resist cold 5 · neg engy 10 ┃Init +3┃Per +4┃speed 30 ft┃Diplomacy +14 · Kn (arcana) +9 · Spellcraft +10┃Spells 2nd—4/4, 1st—6/8┃Lay Hands (1d6) 6/6 ┃Bast. Good 0/1┃Lucky Halfling 1/1┃Adptble Luck 3/3┃Breath 1/1┃Conditions: mage armor, haste
@ Players:
I suspect we need to go see some of those other individuals first, but I'm not sure.
When the time comes to get into the villa, here's what I propose:
We split into two teams:
Team A — the stealthy team
Ajax
Ara
Grel
Emberkin
Team B
Juniper
Petra
Kelvo
Juniper and Petra can try to sweet-talk their way through the front door with Kelvo. Even if this fails, it should serve as a good distraction for Team A to sneak in.
Once Team A is in place, if they can find a safe location for Petra to dimension door the others to join them, then Emberkin can serve as communication to his master and give her directions for her spell.
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
Yeah...I don't know if Ajax qualifies at Stealthy in Tier 10-11. I'm only getting +11 or so. I've honestly NEVER used Stealth in 10 levels of PFS play...it's a wonder I've put any points it into it all.
Might want to buy a scroll of Sneak if we really think we are going to be sneaking.
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
Probably makes more sense to send in Grel as a bat. Ajax can find a rat, use Wild Empathy on it, and his Speak w/Animals wand and convince it to look around for some stuff.
Or I could do that with a raven or crow or something. Speaking of which, Ajax has a trained Hawk and could also use that, though I think a hawk might be more conspicuous than a rat or a mouse.
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
Yeah, but Detect Magic will make us light up like a bulb :). Stealth is actually pretty good as it's proof against True Seeing. Speaking of which, seems like someone will need to have See Invisibility ready and possibly Glitterdust.
And I forgot I get +4 to Stealth in Urban Terrain and I leave no trail (ask me if that's EVER been useful in a scenario).
Female halfling pal 2/sor 3/dd 3┃hp 57/57┃AC 34 · T 16 · FF 31 (+2 vs AoO)┃CMD 20; +2 vs bull rush, grp, rep, trip┃F+12 · R+10 · W+11 (+2 v fear, –2 v disease)┃Resist cold 5 · neg engy 10 ┃Init +3┃Per +4┃speed 30 ft┃Diplomacy +14 · Kn (arcana) +9 · Spellcraft +10┃Spells 2nd—4/4, 1st—6/8┃Lay Hands (1d6) 6/6 ┃Bast. Good 0/1┃Lucky Halfling 1/1┃Adptble Luck 3/3┃Breath 1/1┃Conditions: mage armor, haste
Ajax Arrowhawk wrote:
Yeah, but Detect Magic will make us light up like a bulb :). Stealth is actually pretty good as it's proof against True Seeing. Speaking of which, seems like someone will need to have See Invisibility ready and possibly Glitterdust.
And I forgot I get +4 to Stealth in Urban Terrain and I leave no trail (ask me if that's EVER been useful in a scenario).
lol
I have a scroll with 5 copies of see invisibility, but it is less important for me to be able to see invisible creatures than others, because I have Blind Fight. I just need to know where they are so that I can stand next to them and encourage them to punch me. :)
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
I'm happy to play up.
Petra does damamge... as much as she can... This is a character with whom I have had the pleasure of saying "I didn't ask how big the room was, I said 'I cast Fireball'!" (And with a +12 to init she often gets to do so before pesky allies get in the way.)
I have Invisibility and See invisibility but no glitterdust (See my recruitment post for that spiel)
Emberkin has CL3 greater invis 3/day
On a different note...
I am very sorry to say but I've had an emergency come up and I may be largely out of contact for the next 3 to 4 days.
Had a major water leak in a back country ski lodge I'm a member of and we need to walk repair supplies, new mattresses, and more into the lodge. Which is about an hours walk up into the mountains. I don't know how much we'll have to go back down to town or how much reception there will be. No laptop, thats for sure.
I'm really sorry everyone.
I haven't been doing PbP for very long so I don't really know the usual protocol here...
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
IC, I think we're overthinking this. But OOC I'm fine with whatever.
@Petra. Since no one has responded to you, it's not that big a deal in PbP to be gone for 2-4 days. You can give the GM directions on how you will act in combat (spells, tactics) or you can trust someone to bot your character.
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
Male Dwarf Druid 8 (menhir savant) | HP 62/62 | AC 23/10/22 | F+9 R+4 W+12 | CMD 23 | Init +1 | Perc +17| Active Conditions: Resist Acid 10, Barkskin, GMF, Heightened Awareness, Wild Shape (DR 5/evil)
I had thought simultaneous but probably easiest for us to stick together. For my part, I would be fine with making the drop and rejoining the group before we approach the house, if that's acceptable.
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
We should leave. But Ajax could do a walk through of each room just to be certain. If there's a +5 vorpal longbow in a corner...I might have to borrow it. I'll just walk through the rooms with chimney's, ignoring the kitchen and hafling rooms.
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
What about fighting defensively and see I can pick them off from the back end?
Ugh. Doesn't DR apply against each individual arrow?
I've got Clustered Shots, so no. If I really need up to up the damage, then I can take a round and apply Gravity Bow. The Cat is also going to help chew threw the halflings.
But if the party wants to escape, I can certainly make like a tree and leave.
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
I have to say, I am worried that if you guys turn tail and run, they might come my way. I would think that if Grell gives Kelvor Barkskin and he fights defensively, that's like +6 to his AC..more if he's got 3 ranks in Acro.
If you can hold out like two rounds I can put a dent in these guys from range. I can pick the halflings off pretty easily, and then it's just the golems. And who knows, maybe if I kill the Alchemist, that stops the golems?
Female halfling pal 2/sor 3/dd 3┃hp 57/57┃AC 34 · T 16 · FF 31 (+2 vs AoO)┃CMD 20; +2 vs bull rush, grp, rep, trip┃F+12 · R+10 · W+11 (+2 v fear, –2 v disease)┃Resist cold 5 · neg engy 10 ┃Init +3┃Per +4┃speed 30 ft┃Diplomacy +14 · Kn (arcana) +9 · Spellcraft +10┃Spells 2nd—4/4, 1st—6/8┃Lay Hands (1d6) 6/6 ┃Bast. Good 0/1┃Lucky Halfling 1/1┃Adptble Luck 3/3┃Breath 1/1┃Conditions: mage armor, haste
Team talk:
I don't think Kelvor will last very long toe to toe with the golems, even with barkskin and me buffing his AC. Juniper will last a little longer, because I can get her AC up to 40 against them (I had been forgetting about the extra bonus from Acrobatics when fighting defensively and total defense).
I can turn Juniper into a roadblock until we are ready to regroup. Petra can dimension door us to a better tactical position, or out of here entirely.
We can't stay in a position where the golems can full-attack us.
@Kelvor: if we fall back, attack one of the halflings on your way back (maybe even Cleave), see if we can at least get them out of our way.
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
@GM - Some minor errors in Ara's character sheet I need to point out on account of fixing them.
1. Her AC is only 27. Normally she gets +1 from Shield Companion, but I didn't cast it.
2. Her Attack modifier is +15, not +14. +6 BAB , + 8 Dex and +1 Size. In the last scenario she had a negative level which I forgot to remove from the sheet when I had it removed in-game.
I don't think that changes any outcomes, but just and FYI for next round.
43870-1 | Human M (Garundi) Ranger 11 | Init +7 (+11 Urban)| AC 29* T 17* FF 21* | | HP 103/103| F +11 R +13 W +8 | Percp Survival +19; Sense Motive +17; HA (comp) +20; K Nature +16; Spellcraft, K (Geo, Dungeon) +15, Stealth 13; All other K. +4
Active on Ajax:
Life Bubble, Longstrider, Shield Companion, Mage Armor, HA, Barkskin (+4 AC)
Female halfling pal 2/sor 3/dd 3┃hp 57/57┃AC 34 · T 16 · FF 31 (+2 vs AoO)┃CMD 20; +2 vs bull rush, grp, rep, trip┃F+12 · R+10 · W+11 (+2 v fear, –2 v disease)┃Resist cold 5 · neg engy 10 ┃Init +3┃Per +4┃speed 30 ft┃Diplomacy +14 · Kn (arcana) +9 · Spellcraft +10┃Spells 2nd—4/4, 1st—6/8┃Lay Hands (1d6) 6/6 ┃Bast. Good 0/1┃Lucky Halfling 1/1┃Adptble Luck 3/3┃Breath 1/1┃Conditions: mage armor, haste
More Team Talk:
@Kelvor: Actually, I think if you full attack and just take a 5-foot step back, we can keep them off of you. If you kill one or both halflings, I can take a step forward and plug the hole. If you don't, then the halflings are blocking the golems from attacking you. I can probably survive a couple rounds of attacks against me — they will need a nat-20 to hit me.