Rambi's retalitory strike knocks the oni's lights out and it hangs motionless in the air. As Anthys approaches, he sees that the giant's wounds are continuing to heal themselves. Tarowr knocks out the other ogre mage with a wild flurry of blows, but the scorch marks from the earlier flames seems to have healed itself and the oni is likely to resume regenerating as well.
Xilt wrote:
"Now remember to damage them with fire or acid to put them down for good."
Can anyone make the acid or fire to stop their regeneration?
The Arena
Round 5! Bold may act!
Red (-105, Blind 2/9, Bleed 5, Unconscious)
Blue (-106, Unconscious)
Xilt (6 images, Casting)
Tzleztor (-8, 4 images)
Krelin (-13)
Kahwen
Anthys (-25)
Tarowr
Dortlin (-78 (-3), Unconscious, Stable)
Rambi (-27)
Environmental Effects:
- Good hope
- Haste 4/9
- Dashed red squares are trapdoors
[Init +9, Per +19, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 12th [HP 63/63, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28
"Fine job, Companions! Can someone make sure Dortlin's not dead? Now where did I put...ah...here it is!" the tengu holds his sword with one hand and pats around until he finds the right pouch and pulls out a small vial. He gives it a shake and the yellow and red fluids inside combine.
It starts to shake as he tosses it down on the creature at his feet and it explodes into flames.
Alchemist's fire. I have another and a flask of acid, if they're needed.
As the once raging battle begins to slow, a strange cloud of translucent smoke appears in the center of the arena, coalescing into the demonic form of Kiang Zhen. The oni raises her hand, and the remaining creatures suddenly fall back and drop to their knees as if to acknowledge defeat.
"Well done, well done!" she bellows. "My minions accept your victory, and you have adequately impressed the Emissary. Please, lower your weapons. I congratulate those of you still alive, for you have grown that much closer to qualifying for the Ruby Phoenix Tournament!"
The oni pauses for a minute to study the crowd before continuing, "Beneath the trapdoors lies a series of subterranean passages. Scattered within the passages I have secured a collection of small, but nearly priceless porcelain vases. Your challenge is to locate one of these vases and return it to me. However, there is a catch – there are fewer vases than competitors. Only those who present me with a vase shall pass on to the next part of the competition."
______________
A druid messenger from the Grand Lodge appears, offering to take care of Rambi for a little while, since he won't fit into the trapdoor, let alone whatever is below. She pets him gently, promising to return him to your lodgings in the evening.
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes
Rambi has Narrow Frame so should be fine. And Dortlin learned Spider Climb for exactly situations like this. Healing would be nice. Dortlin has a clearly labeled wand of CLW on him.
M Human Fighter 10 (Drill Sergeant) | AC 29 T 14 FF 26 CMD 29 (plus Teamwork) | HP 94/94 | F+12 R+9 W+8 (plus Teamwork) | Init +3 | Per +11 | BB 5/5 | Tactician 2/3
"I also was injured by their spells. And Dortlin here is in terrible shape, but still alive. Krelin, can you use a wand of healing? I have one here."
I think Xilt might be summoning something that can heal, but we will need at least some wand charges. Anthys has a nearly full wand and is willing to share. Assuming Krelin uses it:
Male N Salt Mephit | Buffs: Endure Elements, Mage Armor, False Life (17/17), Ablative Barrier (50/50), Haste. | HP 41/41 Temp 17/17|DR 5/Magic|First 5 points of damage is converted to nonlethal|FH 2 Arid Env|AC 30 T 15 FF 26|CMB +6 CMD 19|F +4 R +6 W +7|Init +6|PER +14 DV 60' SM+1|60' Fly 70'+18 Stealth+20|Improved Evasion,SR 16
Rambi can barely squeeze into the entrance you can see, but you have good reason to suspect there may be narrower passages coming up where even a human will need to squeeze. In this case, Rambi can't come along, but I've tried to make it easier to leave hum.
Approaching the trap door, you find and old rope in a shaft about 12 feet deep.
As the hunter cries Xilt prepares to go into some tight spaces. He places his rod back into his Haversack. He then uses Alchemical Grease and the spell Grease to make his cloak extremely slippery. Now he is sure that he will be able to fit into the tightest of spaces. He recovers Grease with a pearl of power.
(+15 bonus to Escape Artist rolls and to CMD to being grappled/grabbed)
Male N Salt Mephit | Buffs: Endure Elements, Mage Armor, False Life (17/17), Ablative Barrier (50/50), Haste. | HP 41/41 Temp 17/17|DR 5/Magic|First 5 points of damage is converted to nonlethal|FH 2 Arid Env|AC 30 T 15 FF 26|CMB +6 CMD 19|F +4 R +6 W +7|Init +6|PER +14 DV 60' SM+1|60' Fly 70'+18 Stealth+20|Improved Evasion,SR 16
M Human Fighter 10 (Drill Sergeant) | AC 29 T 14 FF 26 CMD 29 (plus Teamwork) | HP 94/94 | F+12 R+9 W+8 (plus Teamwork) | Init +3 | Per +11 | BB 5/5 | Tactician 2/3
Anthys will stow his shield and descend the rope.
If he can Take 10, that is a 20. There is a great deal of table variation on Take 10 as "threatened or distracted" is not explicitly defined.
Climb if Take 10 allowed, ACP:10 + 13 - 3 = 20 Climb if not:1d20 + 13 - 3 ⇒ (12) + 13 - 3 = 22
The team makes it safely down the rope and finds themselves in a sewer.
Following a hallway, the team finds a room containing a large pump. (A knowledge:engineering check can tell you about how to use this)
In another area stand three large straining tubs for sifting through waste. On the walls hang several nets and rakes used to clean the sewers. (A perception check in this room, please, from anyone who chooses to make it)
From the remaining hallway emanates a horrible stench. (fort saves from anyone who goes this way)
(map has been updated, showing everything I've talked about. You do not need to move your tokens at this point, just describe what you are doing any roll for any of the above checks you choose)
Male Elf Ranger 7 | HP 53/53 |AC 21 T 15 FF 17 | CMB +9 CMD 24 |F +6 R +10 W +4 |INIT +6|PER +13 Low-light Vision|
With his fairly keen eyes, Krelin will look around to see if anything looks off or warrants further investigation. He will pull a scarf around his face to try and help with the smell.
[Init +9, Per +19, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 12th [HP 63/63, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28
Kahwen decides that he doesn't want to look TOO eager. The other's might not respect him if he goes running around all the time and rushing into trouble. So, he waits to go down the pit last, though by the time the last person is climbing down, he is fairly vibrating with excitement.
Maybe that's why he doesn't use the rope and just steps over the edge, extending his arms to Glide down.
"I guess we should not have been surprised when we went under the city, eh Companions?" he says, also clearly not enjoying the smell.
He looks around for an urn, or anything else useful, though.
Near the tubs, your team notices an old sign, slightly obsured by mold and fungus, that says you can drain the pool using the pump, and detailed instructions for how to do so.
no new engineering or perception checks are needed.
Male N Salt Mephit | Buffs: Endure Elements, Mage Armor, False Life (17/17), Ablative Barrier (50/50), Haste. | HP 41/41 Temp 17/17|DR 5/Magic|First 5 points of damage is converted to nonlethal|FH 2 Arid Env|AC 30 T 15 FF 26|CMB +6 CMD 19|F +4 R +6 W +7|Init +6|PER +14 DV 60' SM+1|60' Fly 70'+18 Stealth+20|Improved Evasion,SR 16
@GM Redelia - Xilt has Life Bubble up and is immune from all gases and vapours including inhaled diseases or poisons. This includes spell effects like Stinking Cloud or Cloudkill and he can survive underwater or in a vacuum.
Male N Salt Mephit | Buffs: Endure Elements, Mage Armor, False Life (17/17), Ablative Barrier (50/50), Haste. | HP 41/41 Temp 17/17|DR 5/Magic|First 5 points of damage is converted to nonlethal|FH 2 Arid Env|AC 30 T 15 FF 26|CMB +6 CMD 19|F +4 R +6 W +7|Init +6|PER +14 DV 60' SM+1|60' Fly 70'+18 Stealth+20|Improved Evasion,SR 16
Moving into the room, you find an empty pool that clearly contained sewage just a few moments ago. At the bottom of it, there is a drain shaft with stone handholds.
Making your way through the shaft, you find yourselves in a high room (labelled as 'dry room' on the map).
please move your tokens to the next map and put them in the dry room, then tell me which way you want to go.
In the dry room, it's about 7 feet high, so not room to fly.
Each room may have a different height, most of them not specified at all in the scenario. In these sewers, you should assume 7 ft ceilings, so not enough room to meaningfully fly for a size medium creature, unless the room is really large or I describe otherwise.
[Init +9, Per +19, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 12th [HP 63/63, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28
"I think someone must be playing a joke on us, Companions," Kahwen says as he helps with the pumping then walks down a smelly hallway then climbs down a shaft that has 100% recently had sewer water running through it.
"We were told this was going to be a glorious martial tournament and instead we're tramping around in the sewers!"
He follows Anthys, waiting for the man to confirm there's no danger before following him to the south.
Please provide me with the information for your chronicle sheets. Please include your starting XP, prestige, fame, and gold. Also tell me anything I should know about your character.
M Human Fighter 10 (Drill Sergeant) | AC 29 T 14 FF 26 CMD 29 (plus Teamwork) | HP 94/94 | F+12 R+9 W+8 (plus Teamwork) | Init +3 | Per +11 | BB 5/5 | Tactician 2/3
Anthys was built for a PFS Teamwork Experiment. Although that table eventually ended (GM absence), he has the Fighter's Tactics ability. His apparently mediocre stats become quite good when adjacent to allies. He also carries a +1 Arrow Catching Steel Shield so allies benefit by being adjacent to him.
If he is adjacent to 3 allies, he gains:
+3 AC if one of them has a heavy shield, or +2 for a light shield or buckler (Shield Wall);
+3 to any attack, save, skill check, or ability check 1/round (Scion of the Lost Empire);
+4 sacred bonus to AC and saves vs evil foes (Lastwall Phalanx, shareable);
+4 untyped bonus to saves (Shake it Off); and,
+1 dodge bonus to AC and Reflex saves (from Heart of the Streets human option).
Even summoned creatures or Shadow Conjurations count as allies.
So from AC 25 and saves +8/+5/+5 he goes to, against an evil foe, AC 32-33 and saves +16/+14/+13 with an extra +3 on a save 1/round. With no Cloak of Resistance.
He also gets +3 to hit and damage vs any foe damaged by an ally within the past round (Blood for the Empire). He moves through the squares adjacent to allies without provoking AOOs (Escape Route, shareable).
He also has Difficult Swings, so if he is between a caster and an enemy and makes a full attack, the enemy cannot simply 5' step around him to attack the caster.
If it looks like our party will be able to help Anthys be in formation, then I will probably not spend a ton on upgrading his gear - really want to save for some bigger-ticket items. If for whatever reason that isn't going to work, then I will spend some gold.
Hi everyone. I am just checking in with my trusty familiar. I will update my information closer to game day. I am sure that we will have fun together. :)
Female N Vanara Druid 9 (Supernaturalist) - Init. +3, Senses Low-Light Vision, Scent, Perception +17, AC 17/ touch 15/ ff 14; hp 48/48 + aegis of recovery; F+6, R+6, W+11; Speed 30 ft., Climb 20 ft. ; Current conditions: small size, hunter's blessing, barkskin, bull's str, bear's end.
Player Name PDK
Character Name Vina Sitha
PFS# for this character 4456-11
Class Druid (Supernaturalist)
Level 9
Faction Grand Lodge
XP Progression (slow/normal) Slow
Starting XP 25
Starting Prestige 32
Starting Fame 34
Starting Gold 6,568
Caster druid with treant pet; both have the ability to move normally in overgrown area (incl. Wall of Thorns spell) via Woodland Stride ability. Her non-instantaneous touch spells are shared with the pet at half their normal duration via belt of spirit vines (i.e. stuff like bull's strength, cat's grace, etc.) She uses her Empath feat quite often, so I recommend you take a look at it before the game, as well as the Read Aura occult skill unlock (Empath allows her to do that as a full round action with unlimited use; don't worry I don't abuse this! :) ) The feat only applies when reading emotion auras, as follows (she can still read other types of auras once a day as any psychic caster does):
Read Emotion Aura: The colors within the target’s aura reveal its emotional state. If successful, you learn the target’s disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check’s DC, You gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.
Player Name MVulpius
Character Name Tarowr
PFS# 2371483-8
Class Monk (Menhir Guardian) 6/Shifter(Adaptive Shifter) 1
Level 7
Faction Concordance
XP Progression Normal
Starting XP 18
Starting Prestige 30
Starting Fame 36
Starting Gold 4,957.05 gp
Notes
Memory of Eshiro, Greater
The memory of Eshiro occupies the wrist slot. The pair of bracers grant you a +2 resistance bonus on all saving throws and a +2 sacred bonus to AC against creatures with the plant type. They also have 3 charges that the wearer can spend to channel the dead kami’s power; these recharge at the beginning of each day. If you defeat a non-kami outsider with the native subtype, the mantle regains 2 charges (maximum once per day). As an immediate action, you can spend 1 charge to gain DR 5/cold iron until the start of your next turn. You can spend an additional 2 charges to extend this damage reduction to all allies within 30 feet, and you and your allies gain fast healing 10 for 1 round. Although Pei is able to emerge from his ward to converse, he is a noncombatant and cannot perform any actions on your behalf. Both bracers must be worn by the same creature to provide any benefit.
Kami Respect
Close contact with kami has given you an intuition for how to stay on their good side. Kami automatically have a starting attitude one step friendlier toward you, to a maximum of Friendly.
Keylight Lantern: A keylight lantern is wreathed with elemental runes. When lit, it gives off light as per a typical lantern, but the shifting flame gives its user a +2 competence bonus on Perception checks to find secret doors. In addition, once per day, the lantern’s bearer can fling the oil as a splash weapon that functions as a flask of acid, except that its damage type is random among acid, cold, electricity, and fire. Each keylight lantern has an indentation where an elemental gem could fit. If an elemental gem is slotted in the lantern, the damage type is fixed based on the gem’s element—acid for an earth gem, cold for a water gem, electricity for an air gem, and fire for a fire gem. The lantern’s bearer may choose to expend the elemental gem to infuse the oil with its energy. If she does so, the next time she throws the oil, it functions as per fireball, centered on the square (10d6 damage, Reflex DC 14 half) instead of as an acid flask. The damage type of the fireball matches the damage type associated with the elemental gem.
Male Elf Ranger 7 | HP 53/53 |AC 21 T 15 FF 17 | CMB +9 CMD 24 |F +6 R +10 W +4 |INIT +6|PER +13 Low-light Vision|
Player Name Mike B
Character Name Krelin
PFS# 11391-1
Class Ranger
Level 7
Faction The Exchange
XP Progression Normal
Starting XP 18
Starting Prestige 36
Starting Fame (currently auditing)
Starting Gold (currently auditing)
After bad experiences with the shadow lodge (last scenario was 2-24), Krelin retreated back home to Katapesh to work as a bowyer. After 8 years of not adventuring, the Pathfinders sent him a missive asking him to come back to Absalom. Although a free spirit, he is honorable and complied.
(Standard ranged archer. I have not played PFS1E since June 2013, though I have been active in SFS and PF2E, so I am giving this old character a shot. I think I have him updated, but I am still tabulating some old GM credit GP to see if he can get a few more items).
[Init +9, Per +19, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 12th [HP 63/63, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28
Player Name EbonFist
Character Name Kahwen
PFS# 143948-9
Class Unchained Rogue (Scout, Swordmaster)
Level 9
Faction Wayfinders
XP Progression Normal
Starting XP 24
Starting Prestige 27
Starting Fame 46
Starting Gold 8,124.3
Kahwen's Scout archetype lets him deal sneak attack damage any time he moves 10 feet or more in a round. Any time he deals sneak attack damage, he causes bleed 5 and he uses the disorient option of debilitating injury which gives his target a -2 penalty to attack rolls and a -4 penalty to attacks against him.
He has the glide racial trait which lets him make a Fly check (that he auto succeeds) to be treated as though under the effects of Feather Fall and he can actually fly once per day.
M Human Fighter 10 (Drill Sergeant) | AC 29 T 14 FF 26 CMD 29 (plus Teamwork) | HP 94/94 | F+12 R+9 W+8 (plus Teamwork) | Init +3 | Per +11 | BB 5/5 | Tactician 2/3
Okay, it looks like nobody in this party uses a shield, so Anthys is going to take a hit to his AC (his Shield Wall feat won't be of any use even with Solo Tactics).
I guess I'll spring for some of the Big Six items that, through teamwork feats, I have avoided needing until now.
1,000 GP to make the armor +1
2,000 GP for a Ring of Protection +1
That makes his walking-around AC 27; 28 if adjacent to 2 allies (Heart of the Streets); and another +2 or more vs evil foes from Lastwall Phalanx.
OK, everyone, we have a few characters that are not complete.
Krelin, I need you to either put a full character sheet/stat block in your profile, or include in your profile a link to such a sheet elsewhere.
Tarowr, I need a character sheet, a map image, and a header with your character's basic stats. It would also be helpful if you chose your character image for your profile.
GM, how is easiest to get you a copy of my ch sheet?
The usual solution is to put your character's stat block into your Paizo profile. If you already have a character sheet somewhere else public like Mythweavers, you may instead put a link in your profile to that character sheet.
M Human Fighter 10 (Drill Sergeant) | AC 29 T 14 FF 26 CMD 29 (plus Teamwork) | HP 94/94 | F+12 R+9 W+8 (plus Teamwork) | Init +3 | Per +11 | BB 5/5 | Tactician 2/3
@GM, a metagame question, so no need to answer if this is inappropriate: can we give extra rubies to other tables if they need them? We almost certainly have enough that one of ours will glow, but sometimes these multi-table specials have ways that we can help out other tables.
I am fairly certain that every table will be able to accumulate the necessary ruby. It seems like a trivial task for a party of six. It is more likely that higher level party members might be parachuted in to help lower level party members with a task. I have seen that quite often in multi-table events.
I think we should continue to collect rubies as perhaps having more rubies might have a good in-game or boon effect. This I cannot say for certain but it seems quite possible. Plus how can you not collect shiny rubies? ;)
@Anthys - The chance of all six gems not glowing is 1 out of 64. As this can be figured out by simple logic any wizard worth his salt should be able to figure it out. :)
@Tarowr - Agreed. Hopefully the GM will be rolling a d2 or d6 six times. If this is the case then we should be alright.
Companion to Vina Sitha | Male N Sapling Treant Plant Companion | HD 8 | HP 67/67 | AC 26 T 11 FF 25 | CMD 27 | F +10 R +8 W +4 (immunities)| Init +1 | Low Light Vision, Perc +5 | Speed 30 ft Climb 30 ft | Special Attack: double damage against objects, shield companion
@Everyone: hey guys, I hope this will not mess up the table too much, but I think I'm gonna drop out of this one, perhaps to give my spot to a more appropriate martial character like a monk or brawler. I'm not really feeling this scenario, and it's a Grand Canyon-sized stretch to try to come up with a reason why a true neutral druid would care about this fighting tournament.
M Human Fighter 10 (Drill Sergeant) | AC 29 T 14 FF 26 CMD 29 (plus Teamwork) | HP 94/94 | F+12 R+9 W+8 (plus Teamwork) | Init +3 | Per +11 | BB 5/5 | Tactician 2/3
Xilt Sphinx wrote:
@Anthys - The chance of all six gems not glowing is 1 out of 64. As this can be figured out by simple logic any wizard worth his salt should be able to figure it out. :)
Yes, simple math. But my point about wizards is that it is the same chance as rolling 6d6 and every die coming up 1-3, which any Fireballer can tell you does happen from time to time. It's just that such occurrences are memorable enough that they seem to have greater than a 1.6% occurence, when in fact they do not.
Thanks for letting me know, Vina. I will remove you from the active players/characters. I hope to see you again at a game where the scenario is more to your taste.
For everyone else, I'm looking to see if there is someone else interested to fill out our party.
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes
Hi. I heard a spot has opened up and I have not played this in normal yet. I played it Core but don't remember much.
I have a few options in range but Lakadee mentioned a martial character so I'll bring Dortlin.
He is a level 9 mounted Hunter with a lot of using aoos.
I'm busy atm but will make sure he is up to date before the end of the day. His character sheet on my computer is up to date but the profile might not be.
Female N Vanara Druid 9 (Supernaturalist) - Init. +3, Senses Low-Light Vision, Scent, Perception +17, AC 17/ touch 15/ ff 14; hp 48/48 + aegis of recovery; F+6, R+6, W+11; Speed 30 ft., Climb 20 ft. ; Current conditions: small size, hunter's blessing, barkskin, bull's str, bear's end.
Thanks Redelia! let me add a bit more background to my request, as it's not only about the scenario, but also because real life is also interfering at the moment. Glad you all found someone else in such quick order!
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes
Hope things work out for you PDK.
Player Name Edward McGee
Character Name Dortlin Golani
PFS# 145373-8
Class Hunter
Level 9
Faction Grand Lodge
XP Progression Normal
Starting XP 24
Starting Prestige 20
Starting Fame 46
Starting Gold 5,650
It has been awhile since I played Dortlin so I'll go over what he does in part to remind myself.
Dortlin is a former farmer. Now part time sailor full time adventurer.
He has decent numbers in Handle Animal, kn Dungoneering, kn Nature, Perception, Ride, and Survival.
In combat he rides his buddy Rambi the rhino. (Narrow Frame mount.)
Rambi knows the skirmisher tricks Chameleon Step and Vengeance Strike with a pool of 5 uses a day. Chameleon Step lets him move twice his speed as a move action and Vengeance Strike lets him attack as an immediate action if an adjacent ally is hit.
He has good AC and hits like a mack truck. Thanks to Animal Focus he has a constant +4 enhancement bonus to Strength and Dexterity. Though I can change those to other utility options as a swift action. He has Combat Reflexes.
Dortlin is fairly strong. He tries to ride Rambi in combat and he wields a cold iron keen fortuitous Nodachi. He has Greater Trip and a bunch of teamwork feats.
Teamwork Feats
This is the meat and potatoes of Hunterdom.
He and Rambi have the following.
Escape Route When Dortlin is riding him neither of us provoke aoos for movement.
Pack Flanking While mounted both of us are considered to be flanking adjacent enemies.
Outflank When flanking an enemy our flanking bonus increases to +4. If either of us critical strike a flanked enemy the other gets an aoo.
Paired Opportunists We each get a +4 bonus on aoos vs enemies we threaten. If an enemy does something that provokes an aoo we each get one.
Broken Wing Gambit When either of us make a melee attack and hit an enemy we can as a free action grant that enemy +2 to their next attack against us but it provokes an aoo.
So a hypothetical combat round works as follows.
Swift action Animal Focus gaining a +4 enhancement bonus to Strength and some other bonus probably +4 to Constitution.
If needed have Rambi use Chameleon Step to move 80 or 100 feet to get next to an enemy. Dortlin uses a move to pull his weapon if needed.
Dortlin attempts to trip the enemy. +4 attack bonus to the flanked enemy from Outflank. +1 from the Militia trait bonus. As a free action apply Broken Wing Gambit.
Rambi attacks the enemy. Possibly with Charge. He also applies Broken Wing Gambit.
Rambi has a Fortuitous aomf and Dortlin has it on his weapon. It allows a second aoo at -5 if either of us take an aoo.
So if the enemy stands up from prone we each get an aoo then a second one at -5. (Fortuitous is only once per round). And/or if they attack one of us it triggers an aoo due to Broken Wing Gambit plus an aoo from the other one of us due to Paired Opportunists.
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes
Actually you are midcombat. I'll let GM Redelia decide how I'm coming in. Simplest way is I was in the Tavern with you and will replace Vina on your team.
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes
I forgot to mention. Dortlin is a devout worshiper of Milani. That combined with the odd way they tier Ranger spells means he has some pretty awesome spells at his disposal.
Level 3 the Bard/Skald spell Good Hope. Effectively +2 to every roll an ally within 30 feet makes for 9 minutes.
Life Bubble. Level 5 for most classes. Can be combined with a Lesser Extend rod.
Stone Call We should discuss party tactics. Because while this spell doesn't do much damage it creates a massive area of hindering terrain. While it isn't natural, Rambi can move so fast it will mostly just slow ground based enemies. And allies of course. Slowing down enemy mooks can give the party time to buff.
M Human Fighter 10 (Drill Sergeant) | AC 29 T 14 FF 26 CMD 29 (plus Teamwork) | HP 94/94 | F+12 R+9 W+8 (plus Teamwork) | Init +3 | Per +11 | BB 5/5 | Tactician 2/3
Good Hope is a great spell. It's a bit less useful for Anthys because he always gets a +3 morale bonus to hit and damage against any foe damaged by his allies within the past round. Though the save bonus will be nice.
Stone Call is situational as you note but does have its uses. In many fights, we could do quite well to engage at range while Anthys stays in the middle of the party with his Arrow Catching shield and significant AC bonuses from being adjacent to allies, possibly with Total Defense.
Good Hope is by far the best spell of the four spells mentioned. +2 to virtually everything for the entire party. This includes all ability checks (and initiative as well).
Life Bubble is great because you can put it up the night before but unless you have a gimmick to abuse it it is only occasionally useful. The same can be said for Fickle Winds and at this level Stone Call. Still early access to two of those spells is pretty sweet.
M Human Fighter 10 (Drill Sergeant) | AC 29 T 14 FF 26 CMD 29 (plus Teamwork) | HP 94/94 | F+12 R+9 W+8 (plus Teamwork) | Init +3 | Per +11 | BB 5/5 | Tactician 2/3
Fickle Winds is amazingly effective if there is an uber archer in the group. An entire arc makes very liberal use of Fickle Winds specifically to thwart that sort of build... but that sort of build doesn't seem as common among enemies as among PCs. Perhaps because it would seem unsporting.
I don't think I have ever faced an Inquisitor Archer as a foe. It would be a nightmare. I've had such allies on my side more than a few times.
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes
I will say that in my years of playing nearly every scenario it is rare but there have been at least 3 scenarios where it could be crucial.
In one you get diplomacy as an option but if you fail you fight a dedicated archer built like a tweaked out PC.
Another where the enemy was a high level well built archer with favored enemy Human.
And one that I won't go into detail other then saying we went from a fully healed party to a dead PC and several wounded by the end of round 1. All from archery.
But yes I mostly took Fickle Winds because I got early access to it. I'm thinking of replacing it with Coordinated Effort for those times I can't have Rambi along but there is 1 or more other martial PCs.
Since it sounds like we will be facing oni imminently, I want to ask the GM whether you consider "If you defeat a non-kami outsider with the native subtype, the mantle regains 2 charges" to be personally or as a group?
Also, folks might want to keep within 30 ft of me for when I activate it.
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes
Assuming this lasts another round I'm considering Stone Call. Not just for the usual reasons but the weight of all those stones might trigger the pit traps.
I would imagine that this fight is going to go on for a while. You can do what you like but you might want to coordinate with the other martial characters before dropping Stone Call as it might interfere with their ability to move around the battlefield and attack.