Greenfield
Adventurer
We had a few situations come up in our last game session that I'd like some advice on.
Facing some flying opponents (Harpy Archers re-skinned as "Flying Monkeys"), one PC set up an Obscuring Mist spell. Every now and then a PC would step out to take a shot or whatever.
The question is, if I have seven flying monkeys, do I roll seven separate SPOT/Perception checks, or should I roll a single one for the group and add some Aid Another bonuses? If so, how many?
Next question, a PC is down, filled with arrows from said Flying Monkeys (hey, those things deserve their CR 11 rating). A friend declares that they're defending their friend.
Obviously they can provide some cover, and they can Aid Another in defense. That would give a total of a +4 to their effective AC.
Can they themselves go "Full Defense" while doing this?
Are there any other AC adjustments that you'd allow/apply?
Note: The Harpy Archers are listed as having Magical +2/Mighty +2 longbows with Cold, so they do an average of 12 per hit. At +23 to hit, with seven of them shooting once per round at the same target, they can drop a level 12 PC in two or three rounds, without ever coming into melee range, and without bunching up into a nice neat fireball pattern.
Delightfully nasty.
Facing some flying opponents (Harpy Archers re-skinned as "Flying Monkeys"), one PC set up an Obscuring Mist spell. Every now and then a PC would step out to take a shot or whatever.
The question is, if I have seven flying monkeys, do I roll seven separate SPOT/Perception checks, or should I roll a single one for the group and add some Aid Another bonuses? If so, how many?
Next question, a PC is down, filled with arrows from said Flying Monkeys (hey, those things deserve their CR 11 rating). A friend declares that they're defending their friend.
Obviously they can provide some cover, and they can Aid Another in defense. That would give a total of a +4 to their effective AC.
Can they themselves go "Full Defense" while doing this?
Are there any other AC adjustments that you'd allow/apply?
Note: The Harpy Archers are listed as having Magical +2/Mighty +2 longbows with Cold, so they do an average of 12 per hit. At +23 to hit, with seven of them shooting once per round at the same target, they can drop a level 12 PC in two or three rounds, without ever coming into melee range, and without bunching up into a nice neat fireball pattern.
Delightfully nasty.