Bounty Hunter

Herrick Whiteraven's page

227 posts. Organized Play character for Greymore.


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Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

I got my chronicle, thanks.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Thank you for running! I had a wonderful time! I hope to get in another game of yours sometime in the near future. Take care!

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Once the group gets back, Herrick makes sure to introduce Isthemes to Venture-Captain Balentiir, stressing his relationship to Amenopheus, the Sapphire Sage.

At some point he pulls the VC aside and whispers ,"He is also a member of the group we found to still be around, despite rumors of their demise."

During the celebration, Herrick tries his best to be cordial, but he is not comfortable in crowds and is plainly ill at ease.

"It was our duty to do what we did, nothing more. I am happy to have been of service to my goddess and this great city with my actions, and you honor us with your appreciation. Please, allow my more entertaining friends to tell the story once more." he says as he waves his hand towards all the others of the party.

He then does his best to blend into the middle of the group until he can find a way to politely excuse himself.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

I just noticed I only rolled damage for the first 3 attacks, and forgot the iterative. I'll roll the damage below just in case it hit. I blame my forgetting it due to rushing to avoid the site going down again. Yeah, that's the ticket!

Durable Arrows/Magic piercing damage+bane+sonic+holy: 1d8 + 19 + 2d6 + 1d6 + 2d6 ⇒ (3) + 19 + (4, 5) + (3) + (3, 2) = 39

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick switches the bane property on his weapon to human, then fires at the brown monolith until it dies and moves on to the green one from there, leaving the closest ones for his more melee inclined friends to dispatch.

He then takes a step closer toward the far end of the room.

To Hit Calc:
BAB +7, Dex +7, Enhancement +1, Haste+1 Inspire Courage +3, Greater Heroism +4 (morale), Bane+2, Rapid shot-2, Deadly Aim-2=+21

Manyshot(2 arrows): 1d20 + 22 ⇒ (11) + 22 = 33
Rapid Shot: 1d20 + 22 ⇒ (7) + 22 = 29
Haste Shot: 1d20 + 22 ⇒ (16) + 22 = 38
Iterative Shot: 1d20 + 17 ⇒ (6) + 17 = 23

Damage Calc:
Str +3, enhancement +1, deadly aim +4, weapon of awe(+2 sacred), Inspire Courage/Flagbearer +5, judgement destruction +4, Bane(+2/+2d6), +1d6 sonic, Holy (+2d6 vs evil)=+19+2d6+1d6+2d6.

2 Durable Arrows/Magic piercing damage+bane+sonic+holy: 2d8 + 38 + 4d6 + 2d6 + 4d6 ⇒ (8, 4) + 38 + (3, 3, 6, 4) + (2, 2) + (2, 1, 5, 1) = 79
Durable Arrows/Magic piercing damage+bane+sonic+holy: 1d8 + 19 + 2d6 + 1d6 + 2d6 ⇒ (5) + 19 + (3, 1) + (2) + (1, 4) = 35
Durable Arrows/Magic piercing damage+bane+sonic+holy: 1d8 + 19 + 2d6 + 1d6 + 2d6 ⇒ (6) + 19 + (1, 1) + (2) + (3, 3) = 35

I know there are is some cover to consider, but with their size and being paralyzed, I have hope that I still hit even with the 23.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Princes Xen, I just want to say wow! Your mummy just wrecked this encounter with the monoliths something fierce! 5 of 6 failed saves! Talk about fantastic! Bravo!

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

That really was a rough dicebot exchange. At least the spell isn't discharged and you can use it again next round. I am really looking forward to seeing the effect the mummy has on the monoliths. Even one failed save could be really helpful.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Even knowing he will provoke an attack, Herrick swiftly invokes bane versus giants and shoots a volley of arrows past the blue monolith and towards the spell casting ettin.

To Hit Calc:
BAB+7, Dex+7, Enhancement+1, Inspire Courage +3, Greater Heroism +4 (morale), Bane+2, Rapid shot-2, Deadly Aim-2=+20

Manyshot(2 arrows): 1d20 + 20 ⇒ (18) + 20 = 38
Rapid Shot: 1d20 + 20 ⇒ (17) + 20 = 37
Iterative: 1d20 + 15 ⇒ (16) + 15 = 31

Bonus Damage Calc:
Str+3, enhancement+1,deadly aim+4,weapon of awe(+2 sacred), Inspire Courage/Flagbearer +5, judgement destruction +4, Bane(+2/+2d6), +1d6 sonic, Holy (+2d6 vs evil)=+19+2d6+1d6+2d6.

2 Durable Arrows/Magic piercing damage+bane+sonic+holy: 2d8 + 38 + 4d6 + 2d6 + 4d6 ⇒ (1, 5) + 38 + (2, 6, 1, 5) + (3, 5) + (4, 2, 4, 2) = 78
Durable Arrows/Magic piercing damage+bane+sonic+holy: 1d8 + 19 + 2d6 + 1d6 + 2d6 ⇒ (1) + 19 + (4, 1) + (4) + (2, 1) = 32
Durable Arrows/Magic piercing damage+bane+sonic+holy: 1d8 + 19 + 2d6 + 1d6 + 2d6 ⇒ (4) + 19 + (2, 6) + (5) + (1, 3) = 40

If the ettin drops, redirect any left over arrows to the blue monolith. Since they aren't giants but are within range of PBS, subtract 1 to hit and +1,+2d6 of the damage also.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

The temp HP from false life stack with Kamila's buff since they are from different spells/sources. If it was another false life(or even greater false life) it wouldn't. So yay for you! Reference this rules clarification.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick activates his judgement of protection and destruction as he crosses the distance and takes a shot at the massive ettin. He lets out a calm breath he releases the string...

To Hit Calc:
BAB+7, Dex+7, PBS+1, Enhancement+1, Greater Heroism +4 (morale), Deadly Aim-2=+18

Single shot: 1d20 + 18 ⇒ (15) + 18 = 33

Bonus Damage Calc:
Str+2, enhancement+1,deadly aim+4,PBS+1 weapon of awe(+2 sacred), Judgement+4,Holy (+2d6 vs evil)=+14+2d6

Durable Arrows/Magic piercing damage+holy: 1d8 + 14 + 2d6 ⇒ (3) + 14 + (5, 2) = 24 I wasn't sure if we had bardsong up or not so I didn't add in that damage.

"Garmit has the one he is on." Herrick shouts to his team. "Let's work on the others."

know local+GH: 1d20 + 11 + 4 ⇒ (15) + 11 + 4 = 30 Are they enlarged humans or actual giants? We know there are living monoliths from Isthemes and while it seems obvious, I hate assuming anything.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

I moved us forward. From what I just read it looks like Protection From Evil is down, and I have no more to cast, so that means do your own, or drink a potion/read a scroll etc... if you still want that.

Herrick refreshes his weapon of awe just before the group moves forward, and as they move he takes out his potion of cat's grace and prepares to down it. Depending on what we see down this corridor he will likely take it and a bull's strength while they head down it.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

I just noticed Herrick was still injured. Can I say he took a few rounds to heal up while we talked and got ready?

CMW CL9: 2d8 + 9 ⇒ (4, 2) + 9 = 15
CLW-Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW-Wand: 1d8 + 1 ⇒ (3) + 1 = 4

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

@Zen=> Righteous might... that is a big one. He said they grow immense so we can expect reach and power behind their attacks. Most likely melee with that set up and possibly some form of DR or resistance.
@Garmit=> I think we should just move forward. The large doors to the south of that big room back a ways? I think it was just a false tomb(that is commonly used to lure robbers) like someone else said(I think it was Rhuul). Normally we would have checked it before passing it, but we moved ahead this time. I mean sure it will be valuable to check at some point, like on the way out, but I think the ritual will be further in and likely behind all the mummies we just encountered. If we don't find the Living Monoliths soon, then we can back track, but I think pressing forward while buffs are ticking is the way to go right now.
@Everyone=> I moved us all in a line as per my last post. Rearrange your positions as you will if you want it different. No more map to be found so we can't move forward yet.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

"Well that says it then. Let's be going. Princess, have that slave of yours see what it can do to these Living Monoliths. It would be helpful if they were to just freeze in place while we render them...inoperative."

Garmit should lead the way, just in case there are traps ahead first, followed by Kai, the mummy, then Herrick, Rhuul, Princess and Xichi to follow. Once we see any of these guards, send the mummy forward. Sound good?

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

After Isthemes tells his tale, revealing all he knows, Herrick suggests following the Princess' idea of exposing everyone to the passive mummy to become inured to it's frightening presence.

Nodding his head while facing the Princess he says, "As loath as I am to use this thing at all, we did not create it, and we should use it as a tool, destroying it in the process of our quest. Call your slave forward."

Turning to face the rescued man he offers, "Isthemes, You have been gravely wounded. Please stay behind and rest while we put Zuberi down, once and for all."

Herrick's already grim visage turns even more serious as he says the next words to Isthemes.

"Know that we share your abhorrence for things that have lived past their time, but prepare yourself. While combating the undead that took you and your friends down, we wrested control of one to fight the others. It remains animated, though damaged, and in our control. We wish to throw it back at Zuberi and any of his minions we find as we move forward through this tomb. What say you to that?"

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:
Garmit wrote:

"This place may well go on forever."

"I prefer to move forward now. I brought one of the masks with me, so feel free to take a look."

In my last post I picked up one and looked at it. Anything seem special or interesting about it?

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

We can just all close our eyes while the mummy moves behind us or back in front of us. A full round of movement for the mummy is 60, and a full round for us with our eyes closed(effectively blind) is 30. As the mummy moves behind us, and we move in front, it should only take one round to switch positions. That said, I vote for keeping the bag of rags around. Also, I think we need Garmit to check out that last corridor, and maybe Rhuul or Kai to check on that living person you found there among the bodies. So it will take at least a few rounds to get things organized, with the mummy behind us, and letting us check everything out, including the masks on this table that we all blew by before and the living person.

As Xen orders her undead slave behind the group, Herrick and the rest close their eyes to avoid the paralysis the creature causes.

Herrick reaches out blindly to grab one of the masks, and once he is sure the creature is far enough away, he opens his eyes and looks the mask over.

He quickly barks out what seems like an order to the group, "Get through that corridor, NOW! Be quick about it. And DON'T look back!"

Then as an afterthought, he adds, "Just stay with in audible range Princess. You have to be able to issue orders to your ancient pet."

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Didn't realize we had haste up. Please add +1 to all my previous attacks and also let me add in one more attack to boot.

To Hit Calc:
BAB+7, Dex+5, PBS+1(remove if beyond 30'), Enhancement+1, Haste+1, Inspire Courage/Flagbearer +5, Bane+2, Judgement+2, Coordinated Shot/Ally Threatens+1, Rapid shot-2, Deadly Aim-2=+21

Haste Attack: 1d20 + 21 ⇒ (14) + 21 = 35
Durable Arrows/Magic piercing damage+bane+sonic+holy+radiant: 1d8 + 16 + 2d6 + 1d6 + 2d6 + 1d6 ⇒ (4) + 16 + (6, 3) + (5) + (3, 2) + (6) = 45

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Maintaining his aura of Freedom, Herrick swiftly makes his weapon bane to undead and then rapidly unleashes many arrows at the enemy mummy.

To Hit Calc:
BAB+7, Dex+5, PBS+1(remove if beyond 30'), Enhancement+1, Inspire Courage/Flagbearer +5, Bane+2, Judgement+2, Coordinated Shot/Ally Threatens+1, Rapid shot-2, Deadly Aim-2=+20

Manyshot(2 arrows): 1d20 + 20 ⇒ (7) + 20 = 27
Rapid Shot: 1d20 + 20 ⇒ (5) + 20 = 25
Iterative: 1d20 + 15 ⇒ (8) + 15 = 23
Bonus Damage Calc:
Str+1, enhancement+1,deadly aim+4,PBS+1 weapon of awe(+2 sacred), Inspire Courage/Flagbearer +5, Bane(+2/+2d6), +1d6 sonic, Holy (+2d6 vs evil),day break arrow(+1d6 radiant)=+16+2d6+1d6+2d6+1d6.

2 Durable Arrows/Magic piercing damage+bane+sonic+holy+radiant: 2d8 + 32 + 4d6 + 2d6 + 4d6 + 2d6 ⇒ (4, 4) + 32 + (3, 6, 2, 2) + (2, 5) + (1, 4, 4, 5) + (4, 1) = 79
Durable Arrows/Magic piercing damage+bane+sonic+holy+radiant: 1d8 + 16 + 2d6 + 1d6 + 2d6 + 1d6 ⇒ (6) + 16 + (2, 6) + (6) + (6, 5) + (2) = 49
Durable Arrows/Magic piercing damage+bane+sonic+holy+radiant: 1d8 + 16 + 2d6 + 1d6 + 2d6 + 1d6 ⇒ (4) + 16 + (2, 5) + (5) + (1, 2) + (1) = 36

Swift action bane, Full Attack. I figure since the mummy is fighting for us, he counts as an ally. If green drops, Herrick takes a 5 foot step off the table if possible.

"Everyone, back away from the mummy! As long as you are within thirty feet of it and can see it, you are subject to its paralyzing fear!"

Herrick is quite familiar with mummys. So either you stay far enough away or you close your eyes. If we drop the "bad" mummy, and keep the "good" mummy that will have to be something we do so I don't need to keep burning my freedom aura. I like having him open doors and be our MMD(mummy mine detector).

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick will maintain his aura this round just in case, but if we are out of range next round he can drop it then. I do have a question for later though. Can we have the friendly mummy drop/voluntarily lower its aura?

Herrick climbs on top of the diamond table, careful not to damage the masks placed there, and keeps an eye on both Kai and the yellow mummy.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick grunts from the mummy's crushing blow but he is satisfied with the result of his arrow shot.

Feeling the creeping touch of mummy rot trying to take hold, he offers a silent prayer to his goddess. Feronia, I pray I have done my service well.

Fort save: 1d20 + 12 ⇒ (12) + 12 = 24

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick maintains his aura of Freedom, and announces his judgement, and Feronia pours forth her divine magic into him, giving him both enhanced protection and a zeal for justice in his heart.+2 AC/+2 to hit(his AC is 29 currently)

He then moves away to allow the lead mummy to come in range of Garmit's attacks.

Once he gets to where he is going, he turns and lets a single, perfectly aimed arrow fly toward the one damaged mummy.

To Hit Calc:
BAB+7, Dex+5, PBS+1, Enhancement+1, Deadly Aim-2, Inspire Courage/Flagbearer +5,Judgement(+2), Coordinated Shot/Ally Threatens+1=+20

Perfect Strike/Daybreak Arrow: 1d20 + 20 ⇒ (20) + 20 = 40
Perfect Strike/Daybreak Arrow: 1d20 + 20 ⇒ (20) + 20 = 40 Becomes Crit confirmation

Bonus Damage Calc:
Str+1, enhancement+1,deadly aim+4,PBS+1 weapon of awe(+2 sacred), Inspire Courage/Flagbearer +5,+1d6 sonic, Holy (+2d6 vs evil),day break arrow(+1d6 radiant)=+14+1d6+2d6+1d6.

Durable Arrows/Magic piercing damage+sonic+holy+radiant: 1d8 + 14 + 1d6 + 2d6 + 1d6 ⇒ (7) + 14 + (4) + (4, 1) + (1) = 31
Crit Bonus damage: 2d8 + 28 + 2d6 + 4d6 + 2d6 ⇒ (8, 5) + 28 + (1, 5) + (3, 2, 6, 5) + (3, 4) = 70

Ok, I meant to let it come in the room, but that is a pretty nice shot. Swift to use judgement, Move that provokes to get out of the way, and then Standard to shoot with Perfect Strike(1 of 3 uses per day).

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick needs to wait for Kai to move to keep him in the aura. We don't want Kai getting stuck from one of several saves. Herrick will move right after Kai passes him, rest assured, and he is far enough from the lead mummy that he won't provoke when he does.

Herrick maintains the aura as everyone retreats to the main room.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Happy Birthday for tomorrow!

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

It might be a waste, but if Garmit can't even respond to calls from the group(he is quite a talkative bird after all), Herrick would assume the worst and activate his Freedom's Call ability(from his liberation domain).

Sense Motive on Garmit?: 1d20 + 17 ⇒ (8) + 17 = 25

Even without knowing for certain what is causing Garmit's frozen motion and expression, Herrick calls to his goddess, "Feronia, in your name I call for FREEDOM for those under my protection!" and an invisible aura blossoms from him.

Freedom's Call (30 ft., 9 rounds/day) (Su)(doesn't provoke): Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.

1 round used/Freedom's call

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Assuming Kai wants to stay in range to cover Garmit, I moved him right behind our feathered swordmaster and Herrick moved right behind Kai.

"Trap is likely, but if we get some answers from the survivor, it's worth the risk. We have you covered." Herrick says to Garmit as he moves further into the corridor.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Moved Herrick to keep Garmit in sight, as stated previously. From his position he has no sight into the long hallway with the blood pool and bodies.

"What did you see?" he asks in hushed tones.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick keeps following Garmit, keeping him in sight at all times.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick follows along, moving into the room without any hesitation.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick advances around the bend, keeping Garmit in sight.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

odd, my post last night seems to have been eaten... :( That or it will end up in a different thread because I was not paying attention.

Herrick moves up with Garmit, and covers him while keeping an eye out for the southern door

Removed the greater heroism till Garmit decides to use it. 9 mins is ticking on Prot v Evil on everyone though.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick shakes his head and mumbles quietly to himself, "I am glad he didn't say target practice...I like cats."

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick hasn't activated his divine favor yet, what with it being short duration, and will wait until the first round of combat for that. Since Greater Herosim has a 12 minute duration, we should activate that now and then Garmit can stow the sword.

Herrick will approach, looking the doors over for traps as he does, then open the western most door for his compatriots to move through.

I moved him on the map to the doors. Take 10 on perception=37.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick steps forward to read the hieroglyphs, ready to contribute, “This is the final resting place of Khalfani Zuberi, Holder of the Eminent Position”

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

From what the GM said, you need to wield the weapon and then use a standard action to activate the special ability, but since it lasts 12 minutes you probably can just do that before combat, and then sheath it and use your own blades in combat. If it turns out otherwise, Herrick is willing to wield Kamila's Blade even though he is not proficient. With Greater Heroism and his Judgement and Bane abilities, he makes up for the penalty. This frees up Garmit and Kai to do their best in combat. BTW that Greater Heroism effects everyone from the sounds of it.

As for Herrick's buffs: Mage Armor, Protection from Evil(on everyone), See Invis, Daybreak Arrow, Weapon of Awe(either on his bow or the falchion depending on what he is allowed to use), then lastly Divine Favor. If he is going to be in melee, he will change out the teamwork feat Enfilading Fire for Outflank.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Sense Motive: 1d20 + 17 ⇒ (18) + 17 = 35

Herrick searches the auras of the spirits, looking for signs of evil and lawfulness first. Detect alignment/at will power. If they are lawful at all they might honor their word though if they are evil they may seek to twist it.

He then asks them a simple series of questions, "How exactly would this possession work?"

"Will you stop possessing our bodies the moment that Zuberi dies?"

"If Zuberi fails to die, will you still leave the possession of our bodies to us without reservation?"

He scans for falsehoods in any response as well as looks for evasion through more mundane ways. Discern Lies DC19 Will
Sense Motive: 1d20 + 17 ⇒ (18) + 17 = 35

Since this is a new day and everything is reset, I can cast Prot evil on everyone before we head inside the place Zuberi is hiding, and it will last 9 mins. That way you don't need to use up any more scrolls. I will also ask for Xichi to use my wand of mage armor on me, and he may take a charge as well. There are going to be other buffs, but I will list them later.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick again nods his agreement with Garmit, and then happily accepts the bag of salted popped corn.

He quietly noms while the others continue to impress Sekhmanu.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Standing behind the group, Herrick quietly looks over to Garmit and nods, apparently in agreement on the rear rank position.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick takes the key from Balantiir, and also nods.

"I think Rhuul is a just bit confused by your accent Venture Captain, but it all seems perfectly clear to me. We will collect those items you mentioned and take them to the Sphinx for her divination."

Then he pauses and with a questioning tone he asks, "When you say this sphinx is eccentric and will want to play with us a bit first, what exactly do you mean? What should we expect?"

After the Venture Captain answers him, Herrick nods to the group and then back to Balantiir, "Xichi is right. We will not fail you."

Rhuul:
When Balantiir had us recovering those bodies, they were not stolen. Just now he was explaining how they were only stolen recently from where he put them, and as soon as he discovered they were missing he sent for us. As for why Zuberi left the rings on the bodies? We already know that the rings would not come off no matter what we tried when we first found them, and Zuberi probably needs them attached to the women anyway for his ritual to work. As for the other items? Zuberi couldn't take them as they were locked in a vault below us and not with the bodies.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Glad you enjoyed some R&R.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Sure that the team has things well in hand with the Venture Captain, Herrick stands just outside the door, covering the outer room in case there are more surprises in store.

He calls back, "There could be others, however unlikely, so I will remain on guard while you free the Venture Captain. If he is in need of healing or restoration and I can help, let me know."

It looks like we may have interrupted some kind of a torture/interrogation session. Herrick has lesser restoration scrolls and is willing to use his CLW wand if either would help.

If Balantiir is able to answer questions, Herrick throws adds a few of his own to any the others are likely to ask.

Herrick's Questions:
"Did they ask you any questions or was this strictly torture for the sake of causing you pain?"

"We caught some references in a rune toward the entrance that suggested the group may belong to what I thought was a long dead cult. Did they say who they were?"

"One we captured alive said something about Zuberi and waking the rings we recovered. They seemed to think it would free him from a curse and grant him eternal youth. They also believed you were working for Zuberi. Did they mention anything of this to you?"

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Making sure the ministrations to the injured are moving along well, Herric offers, "If you need it, I have restorative magic available"

Herrick has a 4 lessor resto scrolls available if the poison did any ability damage you're worried about. That's about all Herrick has beyond what you've already done.

Herrick then maneuvers through the dead assassins, quickly retrieving his durable arrows as he heads to the door to Balantiir's Office, where Garmit was only moments before.

As Xen casts dispel magic on the door, Herrick interposes himself between the door and her before throwing the it open, ready for whatever he may see beyond.

Take 10 Perception: 10 + 25 = 35 To make sure no mundane traps are present. If there are, he waits for Garmit.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick once again imbues his bow with magic that is bane to humans, and rapidly looses arrows of death spread across the remaining assassins.

To Hit Calc:
BAB+7, Dex+5, PBS+1 Enhancement+1,Heroism(Morale)+2,Bane+2,Judgment(sacred)+2,Inspire Courage+3, Rapid shot-2, Deadly Aim-2=+19

Manyshot(2 arrows): 1d20 + 19 ⇒ (12) + 19 = 31 Target Black
Rapid Shot: 1d20 + 18 ⇒ (5) + 18 = 23 Target Purple
Iterative: 1d20 + 13 ⇒ (19) + 13 = 32 Target Yellow

Bonus Damage Calc:
Str+1, enhancement+1,deadly aim+4,PBS+1,Greater Bane+2(also +4d6),Inspire Courage+3,Flag+1,+1d6 sonic,(+2d6 vs evil from Holy)=+13+4d6+2d6. Deduct last 2d6 per arrow if not vs evil.

2 Durable Arrows/Magic piercing damage+bane+sonic+holy: 2d8 + 26 + 8d6 + 2d6 + 4d6 ⇒ (3, 8) + 26 + (3, 3, 2, 2, 1, 5, 6, 1) + (1, 6) + (5, 1, 2, 4) = 79
Durable Arrows/Magic piercing damage+bane+sonic+holy: 1d8 + 13 + 4d6 + 1d6 + 2d6 ⇒ (8) + 13 + (6, 4, 2, 3) + (4) + (3, 3) = 46
Durable Arrows/Magic piercing damage+bane+sonic+holy: 1d8 + 13 + 4d6 + 1d6 + 2d6 ⇒ (7) + 13 + (4, 4, 4, 6) + (3) + (6, 6) = 53

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

"Feronia judges our enemies for the atrocities they have wrought here." Herrick says strongly, activating the magic of his judgement of protection and justice.Swift action, increasing his AC to 27

Provoking an attack, Herrick snaps up his bow and attempts to shoot the nearby assassin blue. Should that assassin fall, Herrick trains any remaining arrows toward the purple clad assassin near Garmit.

To Hit Calc:
BAB+7, Dex+5, PBS+1(remove if beyond 30'), Enhancement+1,Heroism(Morale)+2,Judgement of justice+2,Rapid shot-2, Deadly Aim-2=+14

Manyshot(2 arrows): 1d20 + 14 ⇒ (9) + 14 = 23
Rapid Shot: 1d20 + 14 ⇒ (11) + 14 = 25
Iterative: 1d20 + 9 ⇒ (5) + 9 = 14

Bonus Damage Calc:
Str+1, enhancement+1,deadly aim+4,PBS+1,(+2d6 vs evil from Holy)=+7+2d6. Deduct last 2d6 per arrow if not vs evil.

2 Durable Arrows/Magic piercing damage+holy: 2d8 + 14 + 4d6 ⇒ (6, 7) + 14 + (5, 4, 3, 2) = 41
Durable Arrows/Magic piercing damage+holy: 1d8 + 7 + 2d6 ⇒ (5) + 7 + (5, 2) = 19
Durable Arrows/Magic piercing damage+holy: 1d8 + 7 + 2d6 ⇒ (3) + 7 + (2, 2) = 14

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

"Kai heard a yell from in here. Be wary." Herrick says as he enters the room and stands near Kai.

He quickly takes in the room for threats of any kind, covering Garmit's approach to the office.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

"I think the Princess has the right of it." Herrick seconds.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Once he hears the plan to check the side doors, Herrick moves up and slips past Kai and the Princess to cover everyone.

It looks like he can see everyone reasonably well from this position.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick covers the outside, waiting for word from the others to move forward.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

Herrick nods his understanding to Rhuul then checks to see if the man is in fact still alive.

If he is unconscious and alive, Herrick moves up closer to Garmit and Kai, but leaves them room to work and stays to the south of the main portico.

Scarab Sages

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19 |Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

With a wicked snap, Herrick lashes out with a fist to the side of the mans head in an effort to render him unconscious.

Coup de grace(non-lethal): 2d6 + 2 ⇒ (1, 5) + 2 = 8

The man was nearly dead before so he can't have too many hp even after I healed him previously for 13. Monk level for the unarmed damage of d6+1. I am considering him bound and on the ground with the manacles Herrick put on him before, being held helpless while we were interrogating him.

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