Goldfish
Friendly Spider-Fish Abomination
- Location
- Formerly of the Far Realm
Cob not being part of the melee group is deliberate. Gorok will have four Piraticons with him to lead the melee attack. He's the beefiest of our people and has the highest Fortitude save bonus. When you're fighting necromancers and Undead, expect to get targeted with shit that requires Fort saves. If Cob's Bone Burn shot hits, that's 8d6 damage if the target is Undead or 4d6 if it is not. That's pretty respectable, plus judging from the way it reacts to the attack will be a good way to determine if it's Undead or not. Cob can still Shadow Teleport and Sneak Attack in the opening round, if it's called for. I can't remember the exact reason that made me suspect it, but I also had the idea that the leader of the Gebbites might be a Worm that Walks, which means it would take +50% damage from Cob's attack.First off, this is pathfinder, so after we get our buffs up, can we assume that we're "readying actions"? We've missed using that mechanic in the past.
If there's a third charge in the Scabbard of Blessing, maybe offer a use to Crick? Or one of his crew if he's not intending to use melee attacks. Mainly for Diplomacy reasons.
Cob has used his Unfettered Shirt, but is there anything stopping him from just swapping his with Mina's/Kori's?
Cob and Gorok should activate haste from their boots at the start of their turns - especially if Gorok can Fleet Charge (Swift action) to the golden mask guy, and therefore be able to full attack him.
Also, if we're expending resources here, maybe the golden mask person isn't undead (i.e. immune to poison), I think it'd be worth Gorok putting some jackal saliva venom into his weapon before combat starts (he's gonna need his swift actions in the actual fight).
Some day, that weapon's ability will be useful. Please, let it be this day.
Also also, rather than Cob using the launcher, maybe loan it to one of the lesser/non-Crick constructs?
Cob has better things to do with his action than launch a bunch of items (namely, a hasted full attack action (he can throw cheap daggers, or even stuff that functions as "darts", whatever lets him make sneak attacks)).
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I dunno how many charges in various rods we have left, but due to low Mythic Points, I again think that "Extended Mythic Heroism" is a better choice than "Encouraging Mythic Heroism"; double duration just seems better to me than an increase of +1 to the spell's effects.
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What's Sirim's action in the battle? If he's low on spells he could wait until Gorok makes his attack and attempt to use Blinding Darkness on gold mask person? (Gorok does not have darkvision)
Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
The Piraticons won't have to worry about Necromancy spell effects, and Gorok will be heavily buffed. That is also why I prefer Encouraging over Extended for his Mythic Heroism spell. That +1 can make all the difference.
I don't want Gorok to immediately Fleet Charge because that would leave the Piraticons behind. Would rather let them keep up with him to serve as ablative targets, plus allow Kori and Mina's spells, and Crick's Water Jet, to hit them first.
He can still use Fleet Charge for an extra attack, or he can use Sudden Block to negate a hit and gain an extra attack once he is in closer.
Sirim's opening spell is to cast Haste on our combatants. He can target 7 people, so there isn't any good reason not to include Gorok and Cob. That will allow them to save duration on their Boots. From previous uses today, they should each be down to about 7 or 8 rounds of Haste.
As for Gorok using poison, I can have him load a dose onto his blade before combat starts if you want, though the chances of a Gebbite necromancer of this power not being Undead is vanishingly small. Worst case, it's just a wasted dose of poison. I'm having him save the last charge of his Scabbard for later.
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