Re: [OOC] The War Room
Well, I actually thought that the hellknight helmets would probably not attack him. I was just prepared not to lose any sleep over it if I turned out to be wrong, nor to lose access to his gear. I'm less confidant the that they won't attack me when I'm holding his sigil, though I did say that I was entering the room, partly in order to test out that theory. (GM? Do we have confirmation?)
Anyway, I could always send him on his way before the time runs out, but that seems a bit of a shame. His AC is three points better than the best we have, which means some good armor that I'm sure Maerk would like. In a fair fight, he's going to take down at least one of us, probably two before we can bring numbers to bear enough to incapacitate him. With a 22 AC, even with flanking bonuses most of us need to roll well to hit him, and we could easily all whiff for a couple of rounds. Maybe we could just group tackle him -- I don't know how the PF2 grapple rules work, whether they allow for a multiple-person grapple attack to lock someone down. (I'm not sure how to do that in PF1, either.)