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Mykael scrambles to his feet as he grabs his shield and sword making himself ready to meet whatever come out of the darkness, but he hangs back keeping within the radius of the torchlight.
He will hold his action until whatever it is comes within striking distance and then attack with his longsword.
Theaton will fire arrows towards what is charging up towards them. Once he can see the shape. He will fire center mass as quickly as possible.
Out of Character: Using rapid shot and many shot feats. So with two attacks I get three attacks per round plus two arrows per attack so six arrows per round not counting the haste if count that I will be getting four attacks per round?
Out of Character:
Out of Character: Well dern I did like the chance of firing eight arrows in the course of one round. While that would deplete my stock of arrows quickly it could have a fast chance of us winning. Yeah I factored in the -1 and the +1 in the attack rolls. .
Out of Character: Thanks for the breakdown, Diarmadhim. I had about 40 minutes yesterday to reply and couldn't phrase it right. I would like to add that despite only rolling 4 attacks, you should roll damage for 5 arrows. Also, your iterative attack should also have the Rapid Shot penalty, so a +2 instead of +3.
So I took 3 of your attacks at +7 and one from the +3 (Reduced by 1) for each round.
I decided Theaton would delay until Archival, then in round 2 Archival would delay until Theaton's done, which is where this post ends.
In Character: Archival tells everyone to wait just a second as he incants, produces a liquorice root from his pouch and gestures towards the party. The patter of rain around you distorts as the drops begin to fall at half speed around you and the dancing flame of the torch slows. The stomping of your approaching enemy turns to an echoing drumbeat and yet you find yourselves able to move normally in this slowed world.
Theaton follows up quickly, firing off an incredible number of arrows, but the darkness provides no confirmation of hits and the whistle of arrows is drowned out by the rain.
Mykael scrambles to get his things and bravely stands in front, beside White Fang, ready to bear the brunt of the attack.
Then the form emerges from the edge of the torchlight. A mound of rotting leaves, vines and mulch are held together in a gooey mass and shambles forward on stump-like legs. It is still 40 feet away, in the dim torchlight.
Zork plants the torch, orders his dog to flank and fires a powerful shot, hitting the edge of the creature and bursting vines and mulch. This releases an even worse smell. (13 damage)
Grizzly just looks ahead in confusion, not being used to attacking things made of plant material. White Fang has the same problem, and both animals look to their masters for a specific order. Perhaps they will need specialist training?
By this time, Theaton has prepared more arrows, and with a better view of the target fires off another four. He thinks the first one is going to hit the creature in its misshapen head, but it was just a trick of the light and the arrow just barely flies over. The second shot also misses completely, but the two last arrows hit center of mass. (12 damage)
Out of Character: I rolled an unfortunate 99% on Theaton's critical threat, so it missed due to dim light.
To get the animals to move or attack such an unfamiliar target, you have to "Push" them using handle animal. Move action for the Ranger, and full-round for Zork since it's not an Animal Companion (As the class feature for Druids and Rangers). Maybe it's safer to leave them out of it? The decision is in your hands.
I will take 2 more rounds and those planning to be in melee should mention their tactic in case of being grappled (Mykael and canines). Don't forget your extra Haste attack and bonus! Edited: iCon on 24th Apr, 2016 - 9:48am
In Character: At the slowing of time Zork says, "By the gods we are fast!"
He then calls back Grizzly, "Return here!"
Zork continues his arrows at the mas of vegetation.
After speeding the party up, I decide to only use my Summon Monster ability once in order to conserve my magic while keeping Caelum and his amazing vision at our disposal.
Out of Character: Summoning 1d3 Small Earth Elementals.
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