Halad fired 1 shot and hit (could move this round too).
Carn fired 3 arrows and missed.
Manticore started at 300' from party, moved 100' east (now 400' [or 330 if he moved] from Halad).
The last roll just posted for Halad would be the next round.
So each round the elf moves 70 and shoots, the manticore moves 100, meaning it would only gain 30'/rd distance. With small terrain variations in hills and the road, this situation wouldn't change for several more rounds at least. With max range of 1100' feet he could potentially fire at it for quite a while (depending on arrow supply), until it changes directions out of sight from Victor, or the road curves around the next hill to the south (in sight, about 150' ahead).
Flipping through Races of the Wild and Complete Adventurer, I found a few nifty Ranger spells I'd like to ask about. Here are the details:
Arrow Mind(CAdv p143)
<Div, VSM(flint arrowhead), 1 Immediate Action,
Personal, 1min/lvl(D)>
– When using a straight bow of any size, the
caster threatens all hexes within his/her
normal reach, allowing Attacks of
Opportunity with the bow.
In addition, the caster does not generate Attacks
of Opportunity when firing a bow in a
threatened hex.
Exacting Shot(CAdv p148)
<Trans, VS, 1StdAct, Touched, 1min/lvl>
– The touched ranged weapon gains the
following bonuses against the caster’s
Favored Enemies:
a) any threatened critical is automatically
confirmed; and
b) ignores miss chance due to Concealment
(but not Total Concealment).
Note: the spell fails if the target ranged weapon
has any magical effects or properties related
to critical hits (such as ‘Flaming Burst’).
Guided Shot(CAdv p150)
<Div, V, 1 Swift Action, Personal, 1rnd>
– The caster receives the following bonuses with
ranged attacks:
a) attack does not receive a penalty due to
distance (though the maximum distance is
still the same); and
b) ignores AC bonus due to Cover for less
than Total Cover.
Hawkeye(CDiv p166)(CAdv p151)
<Trans, V, 1StdAct, Personal, 10min/lvl(D)>
– Gain a +5 Competence bonus on Spot checks
and all projectile weapon range increments
are increased by 50%.
Raptor’s Sight(RotW p175)
<Trans, VS/DF, 1StdAct, Personal, 1hr/lvl(D)>
– The caster receives the following:
a) +5 Competence bonus on Spot checks; &
b) If the caster has at least 5 ranks in Spot,
he/she only receives –1 penalty per range
increment on ranged attacks (normally –2).
Hm... I've a question that I'd like to get out of the way before it really matters. Can fiendish creatures speak? Same question for celestial creatures, I suppose.
At the moment it doesn't make much difference, but I'm going to have my spiders run off and act as scouts for the remaining duration of the spell, and I'd like to know if I should order them to "Yell if you see anything dangerous," or "If you see anything threatening, throw web in the air to alert me."
I tend to go by the entry in the SRD for most things like that. Some can understand it and respond to commands but not speak. Others can also speak, and if they have either celestial or fiendish as summoned monsters those would be available for communication.
So, the spiders understand fiendish but can't speak it.
Gryn, the use of my healing belt on Carn was only one charge, and the 1st charge today. Don't care too much, but if we have another 2-3 encounters today, wee may need em :)
__________________ Run like you mean it boys & girls,
that there's a lich!
Gryn, the use of my healing belt on Carn was only one charge, and the 1st charge today. Don't care too much, but if we have another 2-3 encounters today, wee may need em :)
Right you are, Victor used a charge from his belt and I mistakenly credited that to Roderick. I fixed the notation in my post.
What time is it? I thought we were still in the morning or early afternoon at most.
Encountered the manticore in the "early afternoon" My last game post ended near sunset. So you have hours to walk (fly in at least one case, ok 2 with the raven) along the road and talk - if any of you want to do so.
Otherwise just decide whether to push on into the night or rest. Best estimate would be that you would arrive at Death Knoll sometime after midnight, possibly hours after.
If you decide to push on it would be considered a forced march. So each person would normally need a constitution check (DC 10 initially) or take 1d6 nonlethal damage and be fatigued. Each hour after the first another check is needed (+2 on DC each hour). Healing any nonlethal damage taken from failure would also remove the fatigue.
If you decide to push on it would be considered a forced march. So each person would normally need a constitution check (DC 10 initially) or take 1d6 nonlethal damage and be fatigued. Each hour after the first another check is needed (+2 on DC each hour). Healing any nonlethal damage taken from failure would also remove the fatigue.
Huh. This is not why I bought the easy travel armor, but hooray! Alberich's good for another two hours before he needs to make rolls.
With Endurance, Halad gets a total of +5 for the CON check (+1 for CON, +4 for the feat). Is there any bonus for moving almost half speed (30 out of 50)?
With the number of folks taking non-lethal damage, I think we should halt after the first hour of force marching. We're likely to be attacked over night no matter how close or far we are from Death Knoll, and we should save our strength as much as possible for that.
Marching order-wise, I'd swap Ferdinand and Halad, leaving the 'Sorcadin' at the front of the main body while the Ranger takes point some distance ahead.
Marching order-wise, I'd swap Ferdinand and Halad, leaving the 'Sorcadin' at the front of the main body while the Ranger takes point some distance ahead.