Vorput
First Post
I initially posted this question in the general RPG forum, but since several rules questions have sprung up, I'm going to repost it here- Admins- feel free to close and/or move the other thread- thx. 
"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."
Questions:
1) Can SLA abilities be disrupted by damage, i.e. can I take a readied action to blast the succubus when she tries to teleport?
2) Can the succubus teleport if she doesn't know she's on the elemental plane of air? For example, if I summon her into a closed room, would she know what plane she's on? If she doesn't, would the teleport simply fail because you need to have a general idea of where you're trying to go, and since it doesn't work across planes?
Answers to these questions, and any other ideas on making sure this works would be appreciated- thanks.
Vorp

"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."
Questions:
1) Can SLA abilities be disrupted by damage, i.e. can I take a readied action to blast the succubus when she tries to teleport?
2) Can the succubus teleport if she doesn't know she's on the elemental plane of air? For example, if I summon her into a closed room, would she know what plane she's on? If she doesn't, would the teleport simply fail because you need to have a general idea of where you're trying to go, and since it doesn't work across planes?
Answers to these questions, and any other ideas on making sure this works would be appreciated- thanks.
Vorp