Precautions in binding a succubus

Vorput

First Post
Alright, the long and short of it is the queen of the land who we were wokring for turned out to be a prophet* of the evil gods- who ended up betraying us, killed our prophet*, gave the invading orcish army a secret way into the city, slaughtered our ranger, and :) :) :) :) ing ate my familiar Nivee- an albino hawk of the noblest origins.

Grrr... So anyway, the queen's handmaidens turned out to be succubi in disguise, who revealed themselves during the betrayal.

The party members that escaped consist of:
Myself, an Air Genesai Diviner 5 (going for alienist).
A Dwarven fighter 6.
A Human mercenary (fighter/rogue mix) 6.
A grey elf bard 6.

The queen is still hunting for us, so our plan is to escape to the elemental plane of air (my character's father is a Holy liberator Djinni who owns a small estate there). We're going to bring with us a Conjurer 9 who'll hopefully help us out. Once there, we want to use lesser planar binding to bind one of the queen's succubi and force information out of her- in exchange for her life**. Our plan is to kill her either way, but we hope that with a few potions of glibness (or just by relying on the bard and merc's good bluff skills)- she won't know that.

My question is, how do we gurantee that once the circle is broken when we attack the succubi- that she won't be able to teleport to safety. Obviously getting the jump on her will be beneficial (succubi aren't big on HP)- but how can we insure that she won't just teleport to safety? The diagram itself will be protected with the spellcraft sigils, and hit with a scroll of dimensional anchor to insure she doesn't escape while in it. The only fear I have regarding the circle itself is that opposed charisma check... but assuming we win that- what other precautions/strategies should we take/make?

Vorp


*- In this campaign, spontaneous spellcasters are extraordinarily rare, and are gifted with such gifts by the Gods during times of upheavel in the land.

**- We're also considering REALLY bluffing, and having a large gem on hand- and trying to convince her we're capable of casting 'Trap the soul'... possibily an even more terrifying concept than just death.

PS: You know, in retrospect- this may have been better posted in the rules forum, could an admin move it there if he stumbles across this? Thanks!
 
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Vorput said:
what other precautions/strategies should we take/make?


TrojanHorsebw.jpg
 

Zap her with another Dimensional Anchor as your first attack. Then slaughter her at your liesure. You may want to make your mercenary invisible so he can get a sneak attack in.
 

IcyCool said:
Zap her with another Dimensional Anchor as your first attack. Then slaughter her at your liesure. You may want to make your mercenary invisible so he can get a sneak attack in.

My only fear in that regard is if I fail that ranged touch attack... or the check to use the scroll... or don't beat her spell resistance... And it would only take one of those three things going wrong to let her get off a teleport, and then she'll be gone... and almost certainly back in a few hours with enough reinforcements and demons to kill us all.

Jeff
 

Remember death for outsiders beyond their home plane is more banishment that dead, dead gone.

Once she's 'Dead' she might not be able to return to the Prime Material anymore (or the Plane of Air in this case), the Queen might still be able to 'Talk' with her via Commune or Contact Other Plane Spell.

I'd get with your DM (or make that Know Planes roll) to figure out how he does Outsiders when they 'die' beyond their home plane.
 

Vraille Darkfang said:
Remember death for outsiders beyond their home plane is more banishment that dead, dead gone.

Once she's 'Dead' she might not be able to return to the Prime Material anymore (or the Plane of Air in this case), the Queen might still be able to 'Talk' with her via Commune or Contact Other Plane Spell.

I'd get with your DM (or make that Know Planes roll) to figure out how he does Outsiders when they 'die' beyond their home plane.

I don't think I've sat down and hammered this out with him, but I'm pretty sure we're playing that if a called creature is killed- they're dead. dead.

though you're right, I should verify this...
 

Yes, as per RAW

Calling
A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled.
 




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