Male Half orc ranger 1 hp 12/12 ac12, touch 12, ff 10, fort 6, ref 5 ,will 4 ,init 2, perc 7
swim:1d20 + 4 ⇒ (12) + 4 = 16
to move closer to the new kind of food that showed itself. taking out daggers if possible.
goal is so I can attack them next round, but they cant attack me this round.
Indeed, as Trax casts his spell the warmth of Besmara's holy energy fills anyone who hasn't acted yet, at which point they will notice the monstrous shrimp-creatures headed towards them.
As Trax casts Bless Sandara looks up and notices the Reefclaws. Henk is swimming towards Reefclaw2. Sandara swims to the surface and begins casting a spell.
Kyran 21 Is gathering crabs
Henk 19 has reached one of the reefclaws
Trax 18 Has casts bless
Sandara 17 - on the surface
Reefclaw2 17 - Reefclaw moves towards Henk and attacks with a claw.
Ornotck 15 Ornotck moves closer to the crabs but is out of their reach for the moment
Edeldhur 11
Reefclaw1 7 Approaches the unaware Kyran and attacks.
Kilarra 4
Reefclaw 2 Attacks Henk.
1d20 + 2 ⇒ (15) + 2 = 17 to AC
1d4 ⇒ 2 damage
If it hits
Poison and Grapple:
poison (Ex)
Claw—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 ⇒ 1 Str; cure 1 save.
and Grapple:1d20 + 8 ⇒ (16) + 8 = 24 if that exceeds your CMD you are grappled.
Reefclaw 1 attacks Kyran 1d20 + 2 ⇒ (9) + 2 = 11 to Flat-footed AC
1d4 ⇒ 3 damage
If it hits
Poison and Grapple:
poison (Ex)
Claw—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 ⇒ 1 Str; cure 1 save.
and Grapple:1d20 + 8 ⇒ (6) + 8 = 14 if that exceeds your CMD you are grappled.
I am sure I just missed it but I am not exactly sure what Edeldhur and Kilarra are doing on this turn. You two basically go last anyways so feel free to take it after you witness the above. Then we can go the next round.
Kyran and Edeldhur both drive their rapier's home critically injuring their respective reefclaws. Kyran's is driven directly through what passes for a head, and begins to die. In its death throws it goes into a frenzy.
Male Half orc ranger 1 hp 12/12 ac12, touch 12, ff 10, fort 6, ref 5 ,will 4 ,init 2, perc 7
when it is my turn
move to one of the monsters
swim:1d20 + 4 ⇒ (15) + 4 = 19 attack:1d20 + 1 ⇒ (16) + 1 = 17 dagger:1d4 + 1 ⇒ (1) + 1 = 2 my trait gives me a +1 damage on animals of aquatic subtype