Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Well done GM Otha. Many thanks for a properly run game. :)
@Theodric - I like the lunar base. That is a fun idea!
I would be up to continuing on with this group but we will need someone to run the adventure. This (as always) is the main stumbling block to continuing on. I would of course be up to playing any one of the 1 XP high level adventures and if we were to play Witchwar Legacy then I would have to bring my 17th level Bard instead (and burn a replay) as Flint has already played it. :)
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
"Yes, the queen is gone for now with a few of my arrows in her I might add. Being able to Teleport is handy when you need to get away. I doubt that she will return, at least in the short term."
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Flint nods. Clearly they need to find the prisoners.
"I guess we can resort to magic if we get stuck but we should use our eyes and ears first in a place like this."
"My bet is they are down in the pit somewhere but it is always best to be thorough."
"Theodric would you please use your sword to cut a hole in the wall near the entrance. I am sure that it will cut through the stone like a hot knife through butter."
While the dwarf waits for the fighter to cut a passage around the prismatic wall he examines the room for any sign of tracks and takes a peek down into the pit to see if he notices anything.
46 Perception on a take 10 including planar penalties
37 Survival on a take 10 including planar penalties
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
There has been a definite shift up in difficulty in the scenarios and high level adventures as the game evolved. This is a hard fact to ignore and it forces characters to be (at least somewhat) optimised to face the latter challenges. In other words I agree with what Theodric and Agata are saying. :)
I am glad to see that there has been some fun RP among the group so it has not been completely hack'n'slash.
Day Job for Flint. Profession-Engineering, Ioun Stone:1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
The archer changes his stance to a more aggressive posture and banes his bow against the evil outsiders that he is facing. He keeps his pull light on his bow attempting for accuracy over damage. He targets Betcezia first and then turns his arrows to target the evil queen should she drop. Once again he relies on his Echolocation to bypass her Displacement effect.
Combat Summary:
All rolls already include the planar penalty
Clustered Shot - Apply DR only once (for all attacks) for Betcezia.
Cold Iron arrows should bypass the DR for the Queen.
Deadly Aim is not being used this round.
Arrow 1: Hits AC 37 Damage 35
Arrow 2: Hits AC 39 Damage 35
Arrow 3: Hits AC 50 Damage 29
Arrow 4: Hits AC 33 Damage 36
Arrow 5: Hits AC 39 Damage 32
Arrow 6: Hits AC 44 Damage 40 Crit! Critical confirms on a 29. I doubt that this confirms!
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
@GM Otha - We can simply say that we are playing this module in "Campaign" mode which gives the GM a lot more leeway to alter the encounters and rules as he sees fit and ties everything up with a nice neat ribbon.
I really like the addition of the survivors from the previous battles. It makes the final battle much more dramatic and it will hopefully last a little longer than the two round battles which are common in this level range.
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
I know how mounted archery works Theodric and normally you would be correct in what you are saying. In this particular case as the archer could not see her target at the beginning of her round she should not be able to take a Full Attack action on her turn.
While this restriction is not written directly in the rules the rider and mount share the same turn in many regards so the rider's turn starts at the same time as the mount begins to move. If the rider has to wait half her turn (a move action) to be able to see her opponent then she should only be able to take a standard action to attack.
Typically the attacker and the target are not hidden from each other at the beginning of the turn so this case would be an exception (in my mind at least) to the general rule. :)
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
@GM Otha - It would seem that you are playing fast and loose with the action economy for our opponents. It is generally not possible to Teleport (a standard SLA for a Succubus) and then cast a standard action spell (Vampiric Touch) in the same round. Likewise casting a spell and then negative channeling (without a feat like Quick Channel) is also not possible as you are combining two standard actions together in the same round. Also a mounted archer who did not have line of sight/line of effect at the start of his turn should not be able to Full Attack.
The mount and the rider are essentially sharing the round (they act together on the rider's initiative count) and their actions need to be synchronised with each other.
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Yes, Flint can flank with his unarmed attacks even while he is attacking with his bow. An advantage of being a Monk (with the Unarmed Strike class feature) as opposed to the other archers out there. His feet are registered deadly weapons! :-)
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
With Betcezia momentarily out of sight Flint turns his attention to Izmiara. He nods respectfully at the general adopting a more defensive posture and lessens the pull on his bow to compensate for any loss in accuracy.
He then sends his arrows flying at the queen to hopefully finish the job that Theodric has started. He relies on his Echolocation to bypass the nasty Displacement effect.
If Flint is lucky enough to down the queen then he will send his remaining arrows at the general
Combat Summary:
All rolls already include the planar penalty
Cold Iron Arrows bypass DR!
Fighting Defensively and not using Deadly Aim.
Arrow 1: Hits AC 30 Damage 26
Arrow 2: Hits AC 44 Damage 27
Arrow 3: Hits AC 45 Damage 26
Arrow 4: Hits AC 33 Damage 22
Arrow 5: Hits AC 29 Damage 25
Arrow 6: Hits AC 29 Damage 25
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
@GM Otha - Damage taken should be 18 lethal damage (3+20- 5 points for Clay Skin) and 57 non-lethal damage (7+10+40). The Greater Vital Strike damage has to be removed completely.
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Generally I think that this feat (and feat chain) is there to help martial characters when they need to spend their move action moving up and then they only get one attack. If you have a big attack (like a giant, dinosaur or Marta's goliath druid then it is even better).
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
True but as I mentioned in the game thread Greater Vital Strike cannot be added to a full attack action (only an attack action) so he does a little less damage then you think even on a crit! :)
As for the Buffering Cap it is much better to be knocked out then killed. That is for sure.
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
When Flint is struck by the incredible axe blow by the general Flint's Buffering Cap triggers (as an immediate action) softening the blow significantly.
@GM Otha - Lethal damage is reduced by 5 points due to Clay Skin. All of the critical damage from the axe attack is converted to non-lethal damage. Also Vital Strike/Greater Vital Strike damage should only be added if the general makes one attack as a standard action not on a full attack so this damage needs to be removed entirely. Flint should take 18 points of lethal damage (23 [3+20] points - 5 points from Clay Skin) and 77 [7+10+60] points of non-lethal damage due to the Buffering Cap.
@GM Otha - Everyone should be up now in the initiative order either at the bottom or top of the initiative order.
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Flint clicks his boots together for a burst of speed and then calls forth a judgement against his enemies (Destruction and Protection). The dwarf archer targets his attacks against Betcezia first and if she falls he will switch to General Irentios. Flint hopes that his new found auditory power (Echolocation) will help his arrows fly true. He then checks out the queen for signs of weakness.
Echolocation should bypass Displacement
Echolocation and See Invisibility are active
Combat Summary:
All rolls already include the planar penalty
Against Flat Footed AC
Clustered Shot applies. Use DR only once.
Arrow 1: Hits AC 46 Damage 29 Critical Confirms AC 41 Damage +66
Arrow 2: Hits AC 34 Damage 31
Arrow 3: Hits AC 40 Damage 28 Fallback Strategy is expended
Arrow 4: Hits AC 34 Damage 30
Arrow 5: Hits AC 40 Damage 33
Arrow 6: Hits AC 28 Damage 30
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Flint looks over at Alie to magically transport them over the wall before letting his arrows fly.
As long as we are in contact with each other then Dimension Door will work (no crouching required). I am going to assume that we did that prior to combat as we all know we are going in magically. :)
@GM Otha - Lucky for me that Alie is in the top initiative block with my character. Flint should draw first blood! :)
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
@GM Otha - I see nothing in the spell description that blocks ordinary sound but spell effects relying on sound would probably be blocked by the violet layer. As the wall is opaque no one would be able to see into or out of the room. As the GM you can always tell us how we are able to see her now or we can roll with the fact that the description of the room and its inhabitants will be delivered once we bypass or breach the wall.
To the party: It would seem that Dimension Door (when people are ready) would be the best way to bypass the prismatic wall or alternatively Theodric could easily carve up the adjacent wall with his adamantine weapon.
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
@GM Otha - We are going into combat anyways so why not trigger it? :) I will take the first buff as it will negate that nasty Displacement effect. How exactly are we seeing them through the Prismatic Wall? Is there a gap somewhere to allow us to see into the room?
@Theodric - It is often the quiet ones that surprise you. ;)
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
While the others converse with the beautiful queen Flint take advantage of the time provided to hide behind the opaque prismatic wall. He draws forth a scroll of Echolocation and casts it on himself to prepare for the coming battle. Time permitting he casts Divine Favor on himself as well.
@GM Otha - Please let me know if I can get a buff or two in during the time spent during the conversation.
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Flint shrugs knowing that it is indeed a very minor setback.
"No matter he will fall next time we meet him. I doubt he will be able to pull that rabbit out of the hat again."
"Shall we continue on?"
Flint fortifies himself with a spell (Fallback Strategy) and a charge off of his staff (Shield spell) right before the party is ready to move forward. He grips his bow tightly ready to use his pointy arrows on the general if they meet again.
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Flint also has methods of determining the truth or forcing discussion. Marta is not the only inquisitor in the party although she is the most experienced. The dwarf is confident that the general will be happy to tell the party his plan and how we all will be splendidly defeated in the coming battles.
While he watches and listens for the truth he also looks for signs of domination or charm which will help to better explain the general's current behaviour.
25 Sense Motive on a take 10 with planar penalties (it is DC 15 to detect domination and DC 25 to determine if a person is charmed).
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
With the battle over Flint's Judgement ends abruptly. His fresh wound is mostly healed (Now only -5 hit points on the board).
"Excellent job Theodric. You must have been reading my mind as I was just going to suggest that you hog-tie the general. Magical handcuffs are fine and all but nothing beats a well tied rope!"
The dwarf collects his durable arrows from the fallen demons and casts a quick spell on himself removing what is left of his wounds.
Cure Light Wounds, CL 9:1d8 + 5 ⇒ (1) + 5 = 6
@GM Otha - Flint is at full hit points.
He gestures in the general's direction and gives the man a magical pat down for any equipment, hidden or otherwise that the man might be carrying.
41 Perception on a take 10 to magically feel or see any visible or hidden equipment on the general (Sift spell).
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
@Marta - I would hang on to your gloves for now unless you want to use your character's hands slot for something else. Acid damage works fine against most creature types. Against demons and devils you are out of luck. :)
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Flint's wounds begin to close as Irori's magic begins to take effect (4 hit points healed). He steps forward (5 feet) and examines the new combatant before putting bane on his bow and attempting to finish off Red before moving on to Green.
@GM Otha - Flint is now at -9 hit points on the board. While green does provide soft cover (which Flint ignores) by blocking the doorway there should be gaps enough for Flint to fire through.
"It is General Irentios. He was thought to be missing. Try to knock him out if you can."
"Hold on Theodric. We are coming through!"
Combat Summary:
All rolls already include the planar penalty
Clustered Shot applies. Apply Damage Resistance only once per volley.
Arrow 1: Hits AC 44 Damage 38
Arrow 2: Hits AC 32 Damage 44
Arrow 3: Hits AC 38 Damage 35
Arrow 4: Hits AC 35 Damage 44
Arrow 5: Hits AC 37 Damage 36
Arrow 6: Hits AC 36 Damage 41 Critical does not confirm!
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Flint calls forth the judgement of Irori as he battles this new set of foes. He pulls forth a half dozen arrows as he attempts to turn the closest Glazrezu (green) into a pin cushion.
Judgement (Protection, Healing)
Combat Summary:
All rolls already include the planar penalty
Clustered Shot applies. Use Damage Resistance only once per volley.
Axiomatic arrows are used for arrows 1,2,3 and 6.
Arrow 1: Hits AC 34 Damage 41
Arrow 2: Hits AC 29 Damage 36 Miss.
Arrow 3: Hits AC 46 Damage 40
Arrow 4: Hits AC 27 Damage 34
Arrow 5: Hits AC 27 Damage 27
Arrow 6: Hits AC 25 Damage 31
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Flint checks out the demons before being mauled and spell hammered. While the claw does rip into the dwarf's leg it is blunted slightly by his rock hard skin (Clay Skin).
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
Flint scans the area for any possible traps. He is wary of any possible deception but knows that they will have to act to free the prisoners.
"Theodric, Marta cut them down but be careful. I will cover both of you with my bow."
46 Perception on a take 10 to see through any disguises and to look for traps in the room.
@GM Otha - Are we going to have to fly down the shaft to get to the fork in the road? If so I will beg a Fly spell off of Alie and if not my character will use one of his own scrolls to get down there.
Male LN Dwarf Zen Archer Monk 8 /Inquisitor 10 HP 192/192|AC 40 Incorp T 40 T 32 FF 36|CMB +18 CMD 49/53 vs Trip,Bull Rush|F +25 R +23 W +30 +2 Spells,SLA,Poison,+1 vs Curses,Shake it off(+1/ally)|INIT+22|PER +37/+39 SC,DV 60' SM+20|40'|Evasion
"Clearly the ability to see through walls would be of use on this festering moon. Fortunately no one was injured."
"Now it is time to descend and perhaps take the first fork in the road (red arrow on the map)?"
It is very bad game design to make deadly traps practically impossible to find. It eliminates player agency and is another nail in the coffin for the poor rogue. :)