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>>/4528/
>>/4527/
> and whats the advantage of casting emboldening bond on Yulya?
"the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn."
I'm just saying if you do use it, maybe keeping the two tanks up is better? Alice can't die so she'll just be a puddle until the battle's over once she's downed. I'm not going anywhere near 60ft of the Ranger if I can avoid it, look up Zephyr Strike, I have 6 HP, they have magic weapons. Did you know magic weapons add to attack roll and damage, not just damage? I expect to be helping Alice get the kids free first. I don't need LOS to control my babies, it's a psychic connection.
> [Yulya] can stay behind cover
No, she can't. Did you read anything I wrote previously? I know it was a word wall but listen for a second, she needs to stop them from flanking Cat, that means two tanks on the front. She's not going to be cowering like us squishy girls, not this time and not when we have others attacking either. Back to back, keep those two separated and that's going to be hard, I suggest using the cart as a wall so they can't get behind you.
You two side by side against a wall can't be flanked.
> I think Alice profits more from it she's the second front line fighter
Yulya: 17AC 10HP
Alice: 14AC 10HP
No profit goes to the dead. All three maybe but then again Alice does have +4 to hit compared to your +3. You can also cast while on the front line.
You have 2MP, that's awful. Not really great for support atm. So you have cantrips but sacred flame is the only relevant one for this. If they have high dexterity, that's 1d8 against their DEX modifier rolling against your Spell DC which is 15, so not bad but if they have +4 DEX or something then you're better off slamming face with your mace, it's a wash imo.
Also consider "Silvery Barbs".
So I think you need to get down and dirty.
> but teach me if i'm wrong
Now I think we're both equally matched in this argument, so do what you think is best, but Alice will miss out on most of the early rounds anyway and keeping them at disadvantage is my main point. I don't see how you have a choice. If Cat gets double teamed, she's down quick imo even with 15HP she only has 14AC. Your 17AC is way better statistically if my numbers are right.
However! I will be panther asap in this one, as soon as the kids are safe, expect a mecha-kitten and an angry purple panther pouncing, so maybe cast embolding bond on me but not till after Bane. Panther self has 13HP with 13AC and +4 to hit with disengage as a bonus action, I can literally disengage, run off and run back with a pounce. I'll accept my MVP trophy posthumously if necessary.
> wont that break her concentration for bane?
Yes, if she's hit only, so again weigh that against Cat being flanked while Alice is busy.
> can she dive under that wood bar of our cart?
Cat can climb 1:1 with movement, and leap up to 7 ft (3+ STR mod) with a 10ft start. So yes, she can jump the horses easily or just crawl through them. Try to imagine her actually there, anything that seems possible is possible. We don't need to worry about Bethesda hit boxes here, imagine this, we can actually walk past someone in a doorway. mind blown, so yes she can make it. No, Sanctuary is not perfect here, Bane is better imo.
BTW you can also push someone prone or out of the way given certain checks.
>>/4528/
> thats hard we waste 1 wasp and Alice for the cart for at least 2 rds
Saving children sucks yeah... (see meme)