Ptolus 13th Age Icon Organizations and Scoffney Tactics: Difference between pages

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(Created page with "With the addition of his Alchemist classes, Scoffney is a bit more complicated than he used to be, though still pretty straightforward. He also has a number of choices to make...")
 
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''In an earlier draft of the [[Ptolus 13th Age Conversion]], the icons were represented by organizations. They looked like this…''
With the addition of his Alchemist classes, Scoffney is a bit more complicated than he used to be, though still pretty straightforward. He also has a number of choices to make when attacking, so this page suggests some things to think about when sorting that out.


Icons are most often institutions or organizations in ''13th Age Ptolus'', sometimes merely a loosely associated collection of smaller organizations or families. In the following descriptions, each entry will list the following information:
== Who is the best target? ==


* Description: the basic idea and manifestation of the icon.
Scoffney is built for ranged sneak attacks. At this point, if he can't sneak attack, he is pretty much just wasting bullets. So, the first question is always which targets can be sneak attacked?
* Nature: How the icon fits into the ''13th Age'' notion of "heroic", "ambiguous" or "villainous". You may want to tweak these to match the flavor of your campaign.
* Components: any organizations that fall under the broad umbrella of the icon, through which most of the character/icon interaction reveals itself. When using icons in ''Ptolus'', particularly at lower levels, PCs will be more likely to encounter the smaller or more peripheral minions of an icon. As the icon becomes more important to the game, and as the influence of the PCs increases, attention will move upward and inward toward the center of the icon's power. Note that it is possible for a component to be intertwined with more than one icon, which can be useful in connecting PCs with relations to different icons.
* Allied Icons and Enemy Icons: relations with the other icons
* Cohesion: Organizations almost always contain some level of infighting, so fostering friendly relations with one part of the organization may mean gaining the animosity of another. How true this is for an icon depends on how cohesive its components are. For icons with low cohesion, the meaning of "positive", "conflicted" and "negative" relationships with characters gets a little muddy. Relations with low cohesion icons are usually conflicted, where the character can call on some components of the icon, but others may oppose her. Negative relations are the next most common with with low cohesion icons, where the character is disliked equally by all the components of the icon, even those that otherwise don't agree on much. Positive relations are extremely rare with low cohesion icons, but it may be possible to get in good with all of the factions within an icon.
* The True Danger: Everything will be all right provided…


=== The Church of Lothian ===
Next, of those targets he can sneak attack, which have the least damage reduction (or damage reduction which Scoffney can penetrate)? Damage reduction is most effective against flurries of lower damage attacks, which is exactly what Scoffney does (though, sneak attacking makes this less of an issue).


* ''Description'': The dominant religion in the Empire and Ptolus.
Next, who is within point-blank range?
* ''Nature'': Usually heroic. Sometimes ambiguous. Sometimes villainous.
* ''Components'': The formal hierarchy of the Church forms the bulk of the organization; however, devout followers fill the ranks and guide the philosophy of many smaller groups, such as the Knights of the Pale. The Holy Emperor also commands the loyalty of a diverse collection of interests who firmly support his claim as rightful ruler of the Empire.
* ''Allied Icons'': The Commissar (usually)
* ''Enemy Icons'': The Traduced, The Secular Empire, The Shuul
* ''Cohesion'': High. Though various followers and loyal groups follow disorganized orbits in the Church's halo, and various factions exist within its hierarchy, the Church tends to act in a unified way in most important matters.
* ''The True Danger'': Everything will be all right provided the Holy Emperor avoids open civil war and the Edicts of Deviltry remain rescinded.


=== The Commissar ===
Next, of the remaining targets, are any particularly vulnerable to whatever ammunition he happens to be using?


* ''Description'': The ''de facto'' ruler of the city and his associated offices.
Next, of the remaining targets, are any using ranged weapons? The front line fighters are likely to mow down close-combatants, but have trouble with ranged opponents.
* ''Nature'': Usually Heroic. Sometimes ambiguous.
* ''Components'': The City Watch, the Commissar's Men and the Twelve Commanders all report to the Commissar. Other groups, such as the Sisterhood of Silence, act for the commissar in less official ways.
* ''Allied Icons'': The Church of Lothian (usually), The Secular Empire (usually), The Nobility (sometimes)
* ''Enemy Icons'': The Syndicates (usually), The Last King (sometimes)
* ''Cohesion'': High. Though the Council which supposedly runs the city is often fractious, the Commissar himself runs a tight ship.
* ''The True Danger'': So long as no sudden upheaval undermines the city defenses or nullifies the Commissar's ability to compromise and negotiate to the mutual benefit, Ptolus will remain a shining example to the world.


=== The Fallen ===
Next, which of the remaining targets has the worst armor class?


* ''Description'': The demonic host loyal to the angelic demigod who brought them into this world to stay.
== What combat options? ==
* ''Nature'': Usually villainous. Sometimes ambiguous.
* ''Components'': The demons, devils and other outsiders loyal to Raguel or his lover Lilith form the bulk of the Fallen, but this core is surrounded by wannabes, such as the Forsaken and other death cults.
* ''Allied Icons'': The Syndicates (usually)
* ''Enemy Icons'': The Church of Lothian
* ''Cohesion'': High. Grumbling, whispers and some unsanctioned activity aside, Raguel exerts strong control and members of the Fallen defy him at their peril.
* ''The True Danger'': Everything will be all right provided Lilith never convinces Raguel to help free the Galchutt.


=== The Galchutt ===
Three abilities give Scoffney options. Some types of targets/situations make using these abilities ideal, so may override targeting considerations above. Keep in mind with all this that Scoffney's base attack bonus is merely average (BAB = 75% of level), so he is going to hit less often than front line fighters (BAB = 100% of level). When scaling opposition, the game tends to tune the AC of in-your-face combat monsters to the front-line fighter BAB and more secondary fighters to a rougue's BAB.


* ''Description'': The Lords of Chaos imprisoned in the world.
Should he use Arcane Strike? The answer to this is almost always yes. There is no downside other than costing a swift action to activate, so the only time not to use it is if you need to use your swift action for something else that round. (A swift action is like a free action, but you only can use one per round). (Note that Arcane Strike scales with arcane caster level. As a level 6 alchemist, this means this bonus is +2 to damage.)
* ''Nature'': Pretty much always villainous.
* ''Components'': Being imprisoned and asleep, the Galchutt rely on minions for all their actions. While the Vested of the Galchutt are their typical agents, the Galchutt also work through chaos cults, anyone who uses chaositech, and their own spawn (e.g. rhodintor, zaug, etc.).
* ''Allied Icons'': The Shuul (sometimes).
* ''Enemy Icons'': The Lords of the Seven Chains.
* ''Cohesion'': Low. The various groups of minions of the Galchutt usually do not know what one another are doing, and often do not like each other.
* ''The True Danger'': Everything will be all right provided the Galchutt remain in their cage.


=== The Guilds ===
Should he use Rapid Shot? When making a full attack, take a -2 to all ranged attacks for the turn in order to get an extra attack (this stacks with ''haste'', by the way). Many of Scoffney's best abilities trigger each time a hit occurs, so additional attacks are good, especially when sneak attacking and/or using bullets that give bonus damage. When doing either of these, rapid shot is probably worth it, and will become more so as you increase in level (the -2 penalty is fixed, so becomes less and less important, and the benefit of a hit will get better and better).


* ''Description'': The many trade, craft and worker's guilds of Ptolus
Should he use Deadly Aim? Currently, this gives +6 damage for -3 to hit. (Note that with both Arcane Shot and Point Blank Shot, this nets out to +0 to the hit roll.) This applies to all attacks for the round, but can be used both with standard and full attacks. Because you need to hit to trigger sneak attack damage and extra damage from special bullets (e.g. ''holy''), this decision is a bit harder to make for a rogue than it is for a fighter using Power Attack. If you know the target's AC is particularly bad, using this is a no brainer. Similarly, with a known very high AC, it should be avoided. Somewhere in the middle? A bit of a toss up. If the target has damage reduction, lean towards using it. If you are using Rapid Shot, lean away from using it.
* ''Nature'': Usually ambiguous. Sometimes heroic. Sometimes villainous.
* ''Components'': Dozens of guilds function within Ptolus. The Delver's Guild, the Ironworker's Guild and the Banker's Guild are the most powerful.
* ''Allied Icons'': The Commissar (sometimes), The Shuul (sometimes)
* ''Enemy Icons'': The Last King (usually), The Secular Empire (usually)
* ''Cohesion'': Low. While some guilds control others outright, most act independently and often at odds with the others. While each guild has its own leadership, there is no central authority over all the guilds. No matter their differences, however, guilds often unite for political advantage or when workers in general are threatened.
* ''The True Danger'': Everything will be all right provided guilds retain a seat at the table where city policy is decided and, therefore, have little incentive to incite a worker's revolt.


=== The Last King ===
For some perspective, at current level (12), some ''average'' damage in various situations (all with the rifle), and assuming all attacks hit:


* ''Description'': Long before the founding of the Empire or Ptolus, a king ruled over several noble houses and much of the land. The king is long dead, but the noble houses maintain the traditions of nobility, not to mention their extensive wealth and holdings.
* Full attack, no options: 13 damage
* ''Nature'': Usually ambiguous. Sometimes heroic. Sometimes villainous.
* Full attack, arcane shot: 17 damage
* ''Components'': Ten noble houses remain in Ptolus comprised of individuals with direct blood ties to particular families. There are also those who enjoy "extended association" with a house and are considered members without such ties.
* Full attack, deadly aim: 25 damage
* ''Allied Icons'': The Commissar (sometimes)
* Full attack, arcane shot, rapid shot: 25.5 damage
* ''Enemy Icons'': The Secular Empire (sometimes)
* Full attack, arcane shot, deadly aim: 29 damage
* ''Cohesion'': Low. Each house looks out for itself, and some houses are bitter rivals. Rivalries within a house are also common. The houses tend to present a united front only when something challenges the special status of nobility itself, or their collective wealth is threatened.
* Full attack, sneak attack: 34 damage
* ''The True Danger'': Everything will be all right provided the houses never unite to restore the king.
* Full attack, arcane shot, rapid shot, haste: 34 damage
* Full attack, arcane shot, sneak attack: 38 damage
* Full attack, arcane shot, rapid shot, deadly aim: 43.5 damage
* Full attack, sneak attack, deadly aim: 46 damage
* Full attack, arcane shot, sneak attack, deadly aim: 50 damage
* Full attack, arcane shot, rapid shot, sneak attack: 57 damage
* Full attack, arcane shot, rapid shot, haste, deadly aim: 58 damage
* Full attack, arcane shot, rapid shot, sneak attack, deadly aim: 75 damage
* Full attack, arcane shot, rapid shot, haste, sneak attack: 76 damage
* Full attack, arcane shot, rapid shot, haste, sneak attack, deadly aim: 100 damage


=== The Lords of the Seven Chains ===
== What critical strategy? ==


* ''Description'': Solar angels dedicated to keeping the Galchutt safely imprisoned and all who work toward the same end.
With the change to more official firearm rules, Scoffney's guns to a bit less damage, but have an insane critical multiplier (x4). The bonus from Arcane Strike does get multiplied on crits but, unfortunately, precision damage (sneak attack, special bullet additions, etc.) don't get multiplied, so Scoffney has to think hard about what critical strategy to use. Also, since Scoffney's BAB is only average, the confirm roll can sometimes be a problem. Our [[Dissolution House Rules|house rules]] provide the following choices when you roll within the critical range of the gun:
* ''Nature'': Usually heroic. Sometimes ambiguous.
* ''Components'': Most groups that serve a "higher good" ultimately dance to the tune of this icon, some more directly than others. The Malkuth are the most directly connected to the icon, but other groups (particularly the Keepers of the Veil and the Knights of the Golden Cross) watch each others backs.
* ''Allied Icons'': The Commissar
* ''Enemy Icons'': The Galchutt
* ''Cohesion'': Moderate. Most of the groups serving this icon are independent and dedicated to a specific agenda, but communicate and unite against threats.
* ''The True Danger'': Everything will be all right provided the Vallis moon remains hidden and the seven lords defend their post.


=== The Pactlords of the Quaan ===
* You may avoid the confirmation roll and take max damage. Since this is a x4 crit weapon, it does three times the max. With the rifle (1d10+1 damage), this would be 33 points (39 with Arcane Strike). This doesn't suck. For example, if you assume that just one of the attacks in the list of damage above is within the critical range, it would add 33.5 to the totals. The extreme case (the last line), where all of the attacks roll in the critical range, that would be 198 points of damage.
* You may roll for to confirm critical hit, and if successful, choose one:
** roll the 1d10+1 (or 1d10+3 for Arcane Strikes) damage four times. This will average 34 points of damage (compared to an average of 8.5 for a non-crit roll). At best, you'll get 52 points, one time in a thousand. Since you can do better than the average without needing to make the confirmation roll, rolling this way is probably a bad idea.
** draw a card from the Critical Hit deck, doing what the card says. Since this is a x4 crit weapon, if the card says to multiply the damage by ''x'', add 2 to ''x''. Most cards will say to roll damage twice, meaning you would roll four times. This works out the same as the prior option, but with an added effect from the card, usually. As such, its a better choice plain rolling damage, but perhaps not by much.
** draw three cards from the Critical Hit deck. You then select one of the cards and do what it says exactly (i.e. no adjusting the multiplier). This one comes down to luck. Usually, with three choices, one of the effects will likely be helpful (and you will still probably roll damage twice, averaging 17 points).


* ''Description'': An ancient alliance of monsters, bent on the extermination of humanoid races.
Of these possible choices, the first one is probably better mathematically, but the last one is probably more fun. If the target has a high AC, definitely go with the first one.
* ''Nature'': Usually villainous.
* ''Components'': Any intelligent monstrous type can swear the magical pact of cooperation. Many members rely on "pactslave" minions and delight in tricking others to advance the pact's agenda without realizing it. The pact supports many slaver operations in Ptolus, including the largest, the Ennin.
* ''Allied Icons'': None.
* ''Enemy Icons'': None.
* ''Cohesion'': Moderate. The pact is magically enforced to prevent betrayal, but the pact has no central leadership and powerful members vie for influence over other members. Most pursue independent agendas.
* ''The True Danger'': Everything will be all right provided the pact never get their hands on the ''black grail'' or other major artifacts.


=== The Secular Empire ===
== Bombs ==


* ''Description'': The crumbling, distant government which holds claim over Ptolus, the Empire of Tarsis.
== Reagents ==
* ''Nature'': Usually heroic. Sometimes ambiguous. Sometimes villainous.
* ''Components'': While Empress Addares XXXIV controls strings of government, the Imperial Army and a massive fleet, she lacks real presence in Ptolus itself. Technically, the Commissar is her vassal and could be replaced, but the popular Commissar has his own agenda which may or may not dovetail with the desires of the Empire (which is why he is a separate icon). Should a rift between the two develop, her influence would depend on how many institutions, bureaucrats and citizens would remain loyal to the Empire itself. Only partially able to trust the Commissar, the Empress counts on a web of spies, agents and influential people to ensure a critical mass of such loyalists should the time arrive. These agents almost certainly control ''The Courier'' newspaper, among other institutions.
* ''Allied Icons'': The Commissar (usually)
* ''Enemy Icons'': The Church of Lothian, The Shuul
* ''Cohesion'': High. In the play for control of the Empire, this icon represents one of the key players, able to muster loyal followers in unified action. (Imperial institutions, groups and people loyal to other factions serve other icons.)
* ''The True Danger'': The Empire will likely survive provided Addares XXXIV never seizes full control of it.


=== The Shuul ===
== Spells ==
 
* ''Description'': Mysterious masters of technology, with a completely opaque agenda.
* ''Nature'': Usually ambiguous.
* ''Components'': The third claimant to the Imperial throne, Segaci Fellisti, is counting on the Shuul to restore the Empire's technological edge. As with all connections to the Shuul, it is difficult to discern if the Shuul control Fellisti or Fellisti controls the Shuul. In either case, the Shuul are able to call on the assets of their patron. Shuul agents are most publicly associated with the Temple of Teun (a technology god). The Shuul also have a connection to the Iron Angels and more than a few followers of the Iron God. Through its association with Kevris Killraven, the Shuul helped create the Sorn.
* ''Allied Icons'': The Syndicates, The Guilds (sometimes), The Galchutt (sometimes)
* ''Enemy Icons'': The Church of Lothian, The Secular Empire, The Traduced
* ''Cohesion'': High. The Shuul act with a united purpose, though few can really say what that purpose is.
* ''The True Danger'': Everything will be all right provided the Shuul avoid corruption and domination by chaositech.
 
=== The Syndicates ===
 
* ''Description'': The criminal underworld of Ptolus.
* ''Nature'': Usually villainous. Sometimes ambiguous.
* ''Components'': Though long dominated by the Balacazar crime family, new forces have risen in the criminal underworld, notably the Killraven Crime League. The Longfingers Guild has fallen out of favor, but still plies its trade. The Vai, an assassination cult, has strong ties to the Balacazar's. The Dark Leaf network contracts to any of the syndicates, but Naltegro Suun works only for themselves.
* ''Allied Icons'': The Shuul, The Fallen (usually)
* ''Enemy Icons'': The Commissar
* ''Cohesion'': Moderate. Differing criminal factions oppose each other, but actions taken by particular factions tend to be unified and organized.
* ''The True Danger'': Everything will be all right provided the syndicates keep crime organised and conflict between them doesn't spill into the streets.
 
=== The Traduced ===
 
* ''Description'': The decedents (both literal and figurative) of those targeted by, and who fought against, the Edicts of Deviltry.
* ''Nature'': Usually ambiguous. Sometimes heroic. Sometimes villainous.
* ''Components'': Within the boundaries of Ptolus, the Traduced are largely synonymous with the Inverted Pyramid; however, other, less formal forces oppose the Edicts, such as the Brides of Magic, the Knights of the Chord and the Iron Mage.
* ''Allied Icons'': The Commissar (usually)
* ''Enemy Icons'': The Shuul, The Church of Lothian
* ''Cohesion'': Moderate. The Inverted Pyramid can work in a unified way, but its members are powerful and also have their own agendas and rivalries.
* ''The True Danger'': Everything will be all right provided such powerful arcane casters never call up something they cannot control.
 
=== Vox Populi ===
 
* ''Description'': The "voice of the people", this icon represents popular opinion and the pull of the mob in Ptolus. Relations with it involve recognition, celebrity, and the benefits and drawbacks thereof.
* ''Nature'': Usually ambiguous.
* ''Components'': Fickle and ever changing, public opinion has no real leader and often no rhyme or reason. Newspapers play an influential role on shaping opinion in Ptolus, as do the pulpits of the temples of the new gods. Ultimately, though, it comes down to individual citizens.
* ''Allied Icons'': None.
* ''Enemy Icons'': The Fallen.
* ''Cohesion'': None whatsoever.
* ''The True Danger'': Ptolus will carry on so long as its citizens remain safe.

Revision as of 23:40, 7 April 2014

With the addition of his Alchemist classes, Scoffney is a bit more complicated than he used to be, though still pretty straightforward. He also has a number of choices to make when attacking, so this page suggests some things to think about when sorting that out.

Who is the best target?

Scoffney is built for ranged sneak attacks. At this point, if he can't sneak attack, he is pretty much just wasting bullets. So, the first question is always which targets can be sneak attacked?

Next, of those targets he can sneak attack, which have the least damage reduction (or damage reduction which Scoffney can penetrate)? Damage reduction is most effective against flurries of lower damage attacks, which is exactly what Scoffney does (though, sneak attacking makes this less of an issue).

Next, who is within point-blank range?

Next, of the remaining targets, are any particularly vulnerable to whatever ammunition he happens to be using?

Next, of the remaining targets, are any using ranged weapons? The front line fighters are likely to mow down close-combatants, but have trouble with ranged opponents.

Next, which of the remaining targets has the worst armor class?

What combat options?

Three abilities give Scoffney options. Some types of targets/situations make using these abilities ideal, so may override targeting considerations above. Keep in mind with all this that Scoffney's base attack bonus is merely average (BAB = 75% of level), so he is going to hit less often than front line fighters (BAB = 100% of level). When scaling opposition, the game tends to tune the AC of in-your-face combat monsters to the front-line fighter BAB and more secondary fighters to a rougue's BAB.

Should he use Arcane Strike? The answer to this is almost always yes. There is no downside other than costing a swift action to activate, so the only time not to use it is if you need to use your swift action for something else that round. (A swift action is like a free action, but you only can use one per round). (Note that Arcane Strike scales with arcane caster level. As a level 6 alchemist, this means this bonus is +2 to damage.)

Should he use Rapid Shot? When making a full attack, take a -2 to all ranged attacks for the turn in order to get an extra attack (this stacks with haste, by the way). Many of Scoffney's best abilities trigger each time a hit occurs, so additional attacks are good, especially when sneak attacking and/or using bullets that give bonus damage. When doing either of these, rapid shot is probably worth it, and will become more so as you increase in level (the -2 penalty is fixed, so becomes less and less important, and the benefit of a hit will get better and better).

Should he use Deadly Aim? Currently, this gives +6 damage for -3 to hit. (Note that with both Arcane Shot and Point Blank Shot, this nets out to +0 to the hit roll.) This applies to all attacks for the round, but can be used both with standard and full attacks. Because you need to hit to trigger sneak attack damage and extra damage from special bullets (e.g. holy), this decision is a bit harder to make for a rogue than it is for a fighter using Power Attack. If you know the target's AC is particularly bad, using this is a no brainer. Similarly, with a known very high AC, it should be avoided. Somewhere in the middle? A bit of a toss up. If the target has damage reduction, lean towards using it. If you are using Rapid Shot, lean away from using it.

For some perspective, at current level (12), some average damage in various situations (all with the rifle), and assuming all attacks hit:

  • Full attack, no options: 13 damage
  • Full attack, arcane shot: 17 damage
  • Full attack, deadly aim: 25 damage
  • Full attack, arcane shot, rapid shot: 25.5 damage
  • Full attack, arcane shot, deadly aim: 29 damage
  • Full attack, sneak attack: 34 damage
  • Full attack, arcane shot, rapid shot, haste: 34 damage
  • Full attack, arcane shot, sneak attack: 38 damage
  • Full attack, arcane shot, rapid shot, deadly aim: 43.5 damage
  • Full attack, sneak attack, deadly aim: 46 damage
  • Full attack, arcane shot, sneak attack, deadly aim: 50 damage
  • Full attack, arcane shot, rapid shot, sneak attack: 57 damage
  • Full attack, arcane shot, rapid shot, haste, deadly aim: 58 damage
  • Full attack, arcane shot, rapid shot, sneak attack, deadly aim: 75 damage
  • Full attack, arcane shot, rapid shot, haste, sneak attack: 76 damage
  • Full attack, arcane shot, rapid shot, haste, sneak attack, deadly aim: 100 damage

What critical strategy?

With the change to more official firearm rules, Scoffney's guns to a bit less damage, but have an insane critical multiplier (x4). The bonus from Arcane Strike does get multiplied on crits but, unfortunately, precision damage (sneak attack, special bullet additions, etc.) don't get multiplied, so Scoffney has to think hard about what critical strategy to use. Also, since Scoffney's BAB is only average, the confirm roll can sometimes be a problem. Our house rules provide the following choices when you roll within the critical range of the gun:

  • You may avoid the confirmation roll and take max damage. Since this is a x4 crit weapon, it does three times the max. With the rifle (1d10+1 damage), this would be 33 points (39 with Arcane Strike). This doesn't suck. For example, if you assume that just one of the attacks in the list of damage above is within the critical range, it would add 33.5 to the totals. The extreme case (the last line), where all of the attacks roll in the critical range, that would be 198 points of damage.
  • You may roll for to confirm critical hit, and if successful, choose one:
    • roll the 1d10+1 (or 1d10+3 for Arcane Strikes) damage four times. This will average 34 points of damage (compared to an average of 8.5 for a non-crit roll). At best, you'll get 52 points, one time in a thousand. Since you can do better than the average without needing to make the confirmation roll, rolling this way is probably a bad idea.
    • draw a card from the Critical Hit deck, doing what the card says. Since this is a x4 crit weapon, if the card says to multiply the damage by x, add 2 to x. Most cards will say to roll damage twice, meaning you would roll four times. This works out the same as the prior option, but with an added effect from the card, usually. As such, its a better choice plain rolling damage, but perhaps not by much.
    • draw three cards from the Critical Hit deck. You then select one of the cards and do what it says exactly (i.e. no adjusting the multiplier). This one comes down to luck. Usually, with three choices, one of the effects will likely be helpful (and you will still probably roll damage twice, averaging 17 points).

Of these possible choices, the first one is probably better mathematically, but the last one is probably more fun. If the target has a high AC, definitely go with the first one.

Bombs

Reagents

Spells