Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
Nevitash doesn't think that turning them over to the authorities would be helpful. For all we know, they may turn on us to protect the Assassin. Since that is the case, eating his sin is a preferable.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
Nevitash will cast a light on his holy symbol. He would like to be near the front to help with traps, but can take up the rear spot if others desire to be closer to the action.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
"I think he might opt to speak to us over the authorities of the city. If he is in some cult then publicly showing thier existence might be a worse option." Nevitash suggests.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
"There is no need for such harsh judgement. Let us see what was going on and perhaps we will find a way to unburden his soul before he faces whatever fate Pharasma might have for him. She is the great judge, we are but servants." Nevitash says as he stows his weapon and picks up the assassin and slings him over his shoulder.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
So I have a 20 ft move. I jump out and believe it lets me jump my full distance with the height and my roll. If I cannot get there off the jump, I do not think I will be in range of the spell and so it would not happen. I would just walk another 20 ft forward.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
Nevitash waits for Amenhep and then strikes!
I am going to wait for Amenhep and then I will attack. If Yellow is still standing I attack him, if he goes down I attack Green. If Yellow is still standing after I attack, I 5 ft step NE to get out of the flank for the moment. I do have Sneak Attack so I will add that in incase I am flanking
As a swift action I use Studied Target and study both opponents. Since I am not sure if I am attacking with the Flank, I have left that bonus out. Please add if applicable.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
Nevitash climbs the ladder over the small wall. As he goes over the wall he draws his weapon.
I am not good at jumping, especially in my slow armor. So I am just going for the ladder. Once I get to the top, if I am not adjacent to one of the assasins I use the last round of my Spiritual Weapon to get an attack off on the first one I see. If I am adjacent to either bad guy I swing my sword at the first one I see and I am adjacent to.
Nevitash sees them on the rooftop and sends his Spiritual Weapon after the Assassin!:
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
Elliander Celandi wrote:
Not sure if only the weapon’s attack is x2, and not the arcane channeling too. Different opinions on the net. GM decides.
Red is possibly dead anyway?
_A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit._
But the attack roll is included in the melee attack.
This is very much like the Magus Spellstrike, so I would recommend using the rules for that since this is mainly a Pathfinder campaign. Spellstrike specifies that you score a critical based on the weapon range that you are (longswords crit on a 19-20, etc), and that Keen or similar abilities do work. Then the spell always uses a x2 modifier on damage and then the weapon damage is based on the weapon modifier for a critical strike. So if you were wielding a greataxe and cast a shocking grasp through it, the weapon damage and static bonuses would still be at x3, but you would only do x2 for the Shocking Grasp damage.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
Nevitash moves forward and calls on Pharasma. A dagger of force appears and flies out to strike at the assassin. He then moves forward to reach the assassin.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
Devin hasn't said so we will just try it with just Guidance. I will toss up Communal Protection from Evil just in case as that might help my save if it comes to it.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
First statement, if you want to rule you cannot take 10 on Disable Device that is fine. But I wanted to discuss it. Because the whole point of taking 10 is to avoid a bad roll on something you know you can succeed at.
You can take 10 anytime you are not distracted or threatened, and it specifically uses combat (IE someone trying to actively cut off your head at that very moment) as to what constitutes a threat.
In the case of taking 20, you cannot do it if there is a penalty to failure. Since failing a Disable Device roll by 5 for Traps sets off the trap, you cannot ever take 20.
But the whole point of taking 10 is that you are so skilled you trust that just doing a normal job will be sufficient. If your wrong, you get blasted. If not, there is no threat. This does mean that Nevitash is so good at traps at this point that with a little aid he stops any trap that follows the base rules for traps. In a few levels, he won't even need that aid.
You as a GM may find that to be incredibly anticlimactic and not want to run the game that way, which is totally understandable. But Disable Device on traps is legitimately what the take 10 rule is intended to handle based on the text that they provide explaining it. "taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help."
With that said, if you just don't want to run it that way I totally get it. But I thought I would at least toss out my case.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
"Most magical traps will reset and continue to be a threat. If we need the tablets, we have to deal with the trap. I could ward someone against evil, but if you already have protective magics it might not matter. I could also try and remove the traps and might be able to resist the magic more easily if it does trigger." Nevitash says.
I can also disarm magical traps with a +20 bonus to Disable Device. If I get a Heroism and Guidance, I could probably just take 10 and deal with it. I also have a pretty good Fort Save if it does go bad.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
Nevitash moves to look down a hallway, and readies to strike anything that might come at him.
Move and ready to strike. I have a lot of extra move left, but for ease of online play I will just stop there and ready so the rest of the group can see Nevitash before he runs off. No Bane this round.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
I will be going on vacation from Sunday, July 28th, through Friday, August 2nd. I should have the internet, but I am not sure how much time I will have to post. So feel free to bot me if needed.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
It sounds like fun, but if I told my wife I was disappearing another night every other week it would probably not go well. Good luck getting some fun players into the game!