Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h
I do not think you can AoO as he approaches, because when he is leaving the 10' away square he still has total concealment Roryx. In fact you would not even notice his approach until he is by 5' to you, which is the concealment distance of the mist (everything farther away has total concealment).
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h
AoOs happen before the triggering action completes (while attacking a standing up target, he is still prone for example). In fact the attack happens when you move out of a threatened square, not when you enter into a threatened square. Otherwise 5' reach creatures would always have AoOs on creatures entering their adjacent squares.
"Moving: Moving out of a threatened square usually provokes attacks of opportunity from threatening opponents."
And attacks of opportunity require you threaten the square and that requires you can make a melee attack, but under total concealment you can only attack a square but not a target.
"You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies."
Rules:
Provoking an Attack of Opportunity: Two kinds of
actions can provoke attacks of opportunity: moving out
of a threatened square and performing certain actions
within a threatened square.
Thats what I thought, but if thats the case it typically worded explicitely like in
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Also Gallant Inspiration (level 2 Spell giving 2d4 instead of +1) is probably much better and Ear Piercing Scream is an Air spell which fits my aiur elemental Character better.
Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:
Understood on the wording, but then it would not make sense to make it a level 1 spell, right? ;)
I do like Ear-piercing Scream. When I played a bard, I discovered there are actually a lot of nice level 1 bard spells (Saving Finale and Liberating Command are some of my favorites).
It makes total sense to have it that way.
1. It is really powerful. If you know the AC of your enemy and the situation arises, it is a 100% hit with far too much damage for a level 1 bard.
2. It is far too situational to prepare it as a high level spell.
I guees it is thought as the 5th or 6th spell known for first level spells, when the other 1st level spells are not worth using any more.
I read up on it a bit more and the spell is even worse. It's a competence bonus and doesn't stack with inspire courage. And that for a "bards only" spell.
(Fetches a doggy poop bag to pick the spell up and put it in the garbage)
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h
I have not retreated because the corner helps me contain the gnolls. If I step back they can easily swarm me and reach unhindered the casters.
Hopefully the gnoll dropping serves you as a way to get out of flank :)
If you step back towards us, we can cover each other's back pretty well in this choke point between both corners and the statue.
I guess Kardswann is flying over the statue, that would grant him a +1 to attack for attacking in melee from a higher point, but he will need to take hover checks to remain flying or he will be forced to move at least half his flying speed each round.
Note shield other grants also a +1 deflection, but you must keep at close range distance through all the duration or it will automatically end. It is my guessing the Father gave Roryx behind the scenes the golden ring focus required to cast the spell.
3/5 = 0.6, because Pathfinder rounds down, the bonus is 0. Gratefully Manuun's bardic performance is a luck bonus, so his +0 bonus stacks with his archaeologist's luck but not with Fellipped Rahav inspired courage.
Ohrmizd flings around the holy book totally out of control inspiring the rage of gnolls and allies.
Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:
Of course!
Damage:
STR +3+1 (weapon wielded 2h)
Inspire Courage +1
Power Attack +3
Arcane Strike +1
Arcane Pool +1
Total +10 (+12 vs Gnolls due to Favored Enemy)
Situational: +1d6+3 (from Frostbite. Used 3x)
Frostbite:
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.
Roryx is not OP Foxy - he is simply alive out of blind luck, since Kardswann is rolling horribly. And also because on top of having all his own possible buffs, he is also receiving some relevant and unexpected extra ones (namely Inspire Courage and Shield Other). Honestly this worries me, because if things had occurred as expected (or if he had been rolling like Ohrmizd :P), Roryx would be dead. Not wounded and dying, but actually dead. A single hit from Kardswann means a minimum of 18 points of damage?
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h
Roryx wrote:
(or if he had been rolling like Ohrmizd :P)
Ohrmizd is at Sarenrae's monastery and this vile creature is insolently flying just over the sacred statue of his goddess. Some Dawnflawer shiny help was to be expected, isn't it? :D
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h
Yup, even now we have been extremely lucky with the GM rolls.
The mercenaries sacrifice has probably saved us. Should we have faced Ugruk and Kardswan at the same time things would have been extremely dangerous.
The decision to hold the position at the statue choke point instead of rushing north gave us that extra time and allowed the southern flank to join forces faster.
And the grease, burst of radiance and shield spell gave the rest of the breath needed. Even the obscuring mist prevented a couple strikes! :D
Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:
Ohrmizd wrote:
Roryx wrote:
(or if he had been rolling like Ohrmizd :P)
Ohrmizd is at Sarenrae's monastery and this vile creature is insolently flying just over the sacred statue of his goddess. Some Dawnflawer shiny help was to be expected, isn't it? :D
Indeed it is! :D
Posting may run slightly slower for the next couple of days (I just moved house on Sunday, but definitely a good team work ;)
BTW I don't believe the weapons to defeat the Huecuva need to be Magic and Silver, just one of them.
So once we find our old equipment which contained a +1 scimitar, Dagger and mace. We should be easily set to handle it.
Also I updated the Journal.
You don't need either magic or silver to defeat the huecuva. You just have to hit hard enough, and any old weapon will do. If you want to get around the DR though, then you need magic AND silver.
I guess a fully buffed Roryx would kill it with a wet towel.
Hadrah can borrow you one if you want to try. :P