On the road - Round 2
Fash will wait a bit to see if the horseman attacks his comrades. If he does, he'll wait a bit for the horseman to pass him and be in flanking position, he'll concentrate a bit and a ray of eldrich power will come out of the blob of darkness.
Sylas reaches out his senses toward the horseman, looking into the spirit realm, trying to determine this horseman's nature. A sickly green aura envelops the horseman to Sylas eyes, and you know this is a spirit of undeath nature.
Kolan lets out a deep wordless bellow and tenses, waiting for the horseman to get nearer before picking up speed and slamming straight into the charging horse.
Seeing you apparently prepare to help him, a flash of relief passes across the mans face as he runs.
The holy warrior's brow furrows, as he yells a challenge to the horseman. "By the holy might the Valorous One, you shall not harm anyone this day!" With that, he beings his attack. You realise that the ghost is too far away to take any effect of your powers, so you wait till it gets closer.
The horseman seems not to have noticed you at all, and comes charging down the road towards the running man, floating through down the road as if there was no obstacles in his way.
The horseman now halfed the distance to you, and Tobias throws his powers at it, trying to destroy it. It is utterly unnafected by Tobias' powers though. Kolan also realise that the running man is blocking his path, so he is unable to charge, yet.
Not wanting to waste time on waiting, Fash uses his innate abilities and sends forth a blast of eldritch power,
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Tobias' Knowledge (religion) check; 18, You know this is a ghost, an incorporeal undead.
Tobias' Turn Undead check: Rolled a 5, for a total of 13. Not enough to turn it.
You have listed your bonus on turning chekcs as +8, I figured it was +6, where does the last +2 come from?
Fash: Rolled a 16 to hit, a hit. Rolled 74 to hit the uncorporeal target, also a hit. Did 14 damage.
Initiative:
Fash 24 - Darkness activated, hidden in a tree at the roadside. Awaiting the horseman to come into position so he can flank him.
Sylas 15 - Is among the trees, hidden at the roadside. Detecting Spirits, 1st round.
Kolan 14 - Readied action to charge and bullrush the horseman when in range.
Running man 13 - Is close, not more than 30 feet away from the party, running hard.
Tobias 11 - Since you cannot turn anything more than 60 ft. away, you readied an action to turn the ghost as it comes in range. 2 Turn Undead attempts used.
Horseman 8 - Is about 60 feet from the party, riding towards the running man. 14 damage.
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