Theaton looks at the owlbear. "While they are not seem much the owlbear is an aggressive type creature and territorial. I doubt we can get past it without a fight. Plus as we are to clear this area of potential harmful creatures this is one that I would say we need to rid the land of."
Theaton dismounts and draws his bow advancing a bit to get into range and then start shooting.
“Theaton is quite right – owlbears are vicious! They are able to fight in the dark and are quite perceptive from what I've read. I believe that is why they have the owl portion of their name. Be wary of their claws; they like to latch onto their prey and then bite and claw the victim until they're dead and devoured. They also tend to attack on sight and consider anything larger than a mouse as their prey. I will distract the creature as you each get into position!”
With that, Archival trots Midnight 25 feet toward the owlbear. With a small exertion of will, he summons 1d3 celestial eagles 30 feet closer to the enemy. They each speed a further 80 feet forward at their target.
Out of Character: That should put the celestial eagles 65 feet away from the owlbear, just out of reach of a potential charge. Since we don't have d3's, we'll just have to divide the d6 result by two, 1&2 being 1, 3&4 being 2, and 5&6 being 3 celestial eagles summoned. I will roll their attacks and what not after I see how many I'm working with.
Zork sits firm in horse and starts talking to him in a lowly voice. "If that thing gets close I will need you to attack as well, but for now you're safe."
After Mykael makes some noise, the Owlbear decides to charge and everybody reacts. Archival wills two eagles to appear and fly towards the monster, hovering at a certain point. Zork and Theaton fire their arrows, but only the first strikes the beast. It roars in pain and moves towards the party with Archival at the front, summoning.
Out of Character: Txtrpg, I could have sworn that you had Zork's attacks correct before, but something happened. Your BAB should be +4 at level 4 and are you using the new composite bow? Is that damage right?
KNtoran, is Theaton using Rapid Shot?
Diarmadhim, is Caelum acting? Also, I'm not sure about it but the eagles may have wasted a standard action.
Let's try to take it 2 rounds at a time now. Which means Mykael can keep the current rolls, and Zork needs only new damage rolls.
Archival summons a small earth elemental into the fray. It and the celestial eagles harry the enemy with talon, claw, and stony blows.
Out of Character: Caelum was dismissed already. Technically the celestial eagles could have charged to hit the owlbear, but I wanted to lure the owlbear closer to the party to reduce the time necessary for the frontline to get into the action while also keeping the celestial eagles out of range of a potential charge attack by the owlbear.
Celestial Eagle
AC 14, touch 13, flat-footed 12 (+2 DX, +1 natural, +1 size)
HP 7, Fort +5, Ref +4, Will +3, SR 5
Resist Acid, Cold, and Electricity 5
Diehard, Weapon Finesse
Speed 10 ft., fly 80 ft. (Average)
Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)
ST 14, DX 15, CN 16, IQ 2, WS 15, CH 7
BAB +0, CMB +1, CMD 13
The celestial eagles can attack three times each every round as a Full Attack, so I'll roll six times for each of them. The small earth elemental can only attack once each round and it's a slam. I don't have enough roll fields to include the elemental's attack and damage rolls, so I will make a second post for it.
With the owlbear engaged/harried by the celestial eagles and the elemental, Mykael positions himself between Archival and the owlbear offset to one side so that if the owlbear does charge it may bowl him over but not run through and hit Archival as well. If Mykael is able to move forward and attack before the owlbear is able to charge he will do so; otherwise he maintains his position, shield ready and sword set hoping to attract the creatures attention away from the others and that his armor will absorb the brunt of the beasts attacks while his comrades press forward and dish out damage.
Out of Character: I'll do the rolls for the small earth elemental here. It will Power Attack every round.
Small Earth Elemental
AC 17, touch 10, flat-footed 17 (-1 DX, +7 natural, +1 size)
HP 17, Fort +4, Ref -1, Will +4, Immune elemental traits (Immune to bleed, paralysis, poison, sleep, stunning, critical hits, flanking, precision-based attacks like sneak attack
Improved Bull Rush, Power Attack (-1 attack, +3 damage)
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +8 (1d6+7)
Earth Mastery (+1 attack and damage if both it and foe are touching the ground - not added into listed stats)
ST 20, DX 8, CN 17, IQ 4, WS 11, CH 11
BAB +2, CMB +6, CMD 15
Edited: Diarmadhim on 14th Nov, 2015 - 4:37am