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Elsha, the scorpion is Mr Snappers. He's on your side... Redirecting to Blue and Pink
Attacking the scorpion! Classic! I saw it so many times :D Each time it makes me smile
Oof yeah. I claim fog of war!

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Resinosa stabs Blue. There's some resistance to the attack but it's enough to cause Blue to disintegrate. Resinosa moves in to where Blue used to be.
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Terrain: 10' around the mud men is difficult terrain
Before Your Turn:
After Your Turn:
DC 15 Flat Check vs Persistent Bleed: Rangi
------------------
Those with ** may go
Rangi - AC 21 (23 w/shield), 23/56 (1d4 Persistent Bleed; Grabbed by Yellow, FF, Immobilized)
**Rannarix - AC 21, 37/50; Mr Snappers AC 19, 22/34
**Snarlfist - AC 22, 49/68
Odru (-6; Frenzy: +1 atk, +4 dmg with jaws, temp hp: 15/15)
Elsha Ustosh - AC 20, 42/48 (2 actions)
Sunshine - AC 21 (22 w/shield), 42/56
Yellow (-17; Grabbing Rangi)
Smell of the Pines - AC 16, 49/49; Resinosa AC 19

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I've found it super helpful to use square borders for monsters and the round borders for the party to avoid that very issue. Some people like the chaos though.
Snarlfist turns his displeasure towards Odru and snarls.
demoralize vs Will DC: 1d20 + 15 ⇒ (17) + 15 = 32
And follows it up with a pair of stabs.
the stabbening vs Ordu FF?: 1d20 + 14 ⇒ (15) + 14 = 29
piercing+SA: 2d8 + 4 + 2d6 ⇒ (8, 4) + 4 + (5, 6) = 27
morestab/moreface vs Ordu FF?: 1d20 + 14 - 5 ⇒ (3) + 14 - 5 = 12
piercing+SA: 2d8 + 4 + 2d6 ⇒ (5, 2) + 4 + (4, 6) = 21
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
Frightened 1 on critical hits.
Frightened Creatures hit can’t reduce frightened condition below 1
Frightened Creatures are Flat Footed to me
When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you.

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Snarlfist growls at Odru, who appears to be terrified. He stabs her twice, hitting with the first and causing a devastating wound.
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Terrain: 10' around the mud men is difficult terrain
Before Your Turn:
After Your Turn:
DC 15 Flat Check vs Persistent Bleed: Rangi
------------------
Those with ** may go
Rangi - AC 21 (23 w/shield), 23/56 (1d4 Persistent Bleed; Grabbed by Yellow, FF, Immobilized)
**Rannarix - AC 21, 37/50; Mr Snappers AC 19, 22/34
Snarlfist - AC 22, 49/68
Odru (-45; Frenzy: +1 atk, +4 dmg with jaws, temp hp: 0/15; Frightened; FF; 1d4 Mental; Clumsy 1)
Elsha Ustosh - AC 20, 42/48
Sunshine - AC 21 (22 w/shield), 42/56
Yellow (-17; Grabbing Rangi)
Smell of the Pines - AC 16, 49/49; Resinosa AC 19

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Odru Mental: 1d4 ⇒ 1
Cornered and gravely wounded, Odru tries to bite Rangi, Mr Snappers: 3d2 ⇒ (1, 2, 1) = 4
Jaws vs Rangi AC 21, FF: 1d20 + 12 ⇒ (9) + 12 = 21
Jaws vs Mr Snappers AC 19, MAP: 1d20 + 7 ⇒ (15) + 7 = 22
Jaws vs Rangi AC 21, FF, MAP 2+: 1d20 + 2 ⇒ (4) + 2 = 6
Piercing vs Rangi, Frenzy: 2d6 + 1 + 4 ⇒ (1, 4) + 1 + 4 = 10
Piercing vs Mr Snappers, Frenzy: 2d6 + 1 + 4 ⇒ (3, 2) + 1 + 4 = 10
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Terrain: 10' around the mud men is difficult terrain
Before Your Turn:
After Your Turn:
DC 15 Flat Check vs Persistent Bleed: Rangi
------------------
Those with ** may go
Rangi - AC 21 (23 w/shield), 13/56 (1d4 Persistent Bleed; Grabbed by Yellow, FF, Immobilized)
Rannarix - AC 21, 37/50; Mr Snappers AC 19, 12/34
Snarlfist - AC 22, 49/68
Odru (-46; Frenzy: +1 atk, +4 dmg with jaws, temp hp: 0/15; Frightened; FF; 1d4 Mental; Clumsy 1)
**Elsha Ustosh - AC 20, 42/48
**Sunshine - AC 21 (22 w/shield), 42/56
Yellow (-17; Grabbing Rangi)
Smell of the Pines - AC 16, 49/49; Resinosa AC 19

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Sunshine hunts the remaining mudman, moves up, and swings.
I can't get all the way around due to difficult terrain, sorry.
Spiked Chain: 1d20 + 11 ⇒ (2) + 11 = 13
Slashing: 2d8 + 2 ⇒ (2, 4) + 2 = 8 plus Precision: 1d8 ⇒ 3
Bah, maybe I should have given up the attack and just moved, lol.

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This time Elsha remembers that scorpions are friends.
◆ Stride 20 ft
G-good Mr. Snappers!
He then switches back to poison bombs for both remaining foes.
◆ Strike RED (quick bomber, far lobber, bomber field/splash only on target)
moderate blight bomb attack RED, poison damage, poison splash damage: 1d20 + 10 ⇒ (8) + 10 = 182d6 ⇒ (2, 1) = 34 = 4
2d4 persistence poison damage
◆ Strike YELLOW (quick bomber, far lobber, bomber field/splash only on target)
moderate blight bomb attack YELLOW, poison damage, poison splash damage: 1d20 + 10 - 5 ⇒ (2) + 10 - 5 = 72d6 ⇒ (4, 3) = 74 = 4
2d4 persistence poison damage

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Sunshine marks the remaining mud man as prey, then moves up and swings his chain. The chain traces a shallow line in the mud man's chest but doesn't do any damage.
Elsha hurls a poison bomb at Odru. While it doesn't hit her, the fumes from the bomb are enough to overwhelm her and she collapses. He then hurls a second bomb at the Yellow mud man. The bomb doesn't hit and the mud man doesn't seem to be affected.
Yellow tightens its arm around Rangi and begins to squeeze.
Constriction, Bludgeoning, DC 16 Fort: 1d8 ⇒ 8
Constriction, Bludgeoning, DC 16 Fort: 1d8 ⇒ 6
Constriction, Bludgeoning, DC 16 Fort: 1d8 ⇒ 4
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COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions:
Terrain: 10' around the mud men is difficult terrain
Before Your Turn:
DC 16 Fortitude vs Constriction: Rangi x3
After Your Turn:
DC 15 Flat Check vs Persistent Bleed: Rangi
------------------
Those with ** may go
-3-
**Rangi - AC 21 (23 w/shield), 13/56 (1d4 Persistent Bleed; Grabbed by Yellow, FF, Immobilized)
**Rannarix - AC 21, 37/50; Mr Snappers AC 19, 12/34
**Snarlfist - AC 22, 49/68
**Elsha Ustosh - AC 20, 42/48
**Sunshine - AC 21 (22 w/shield), 42/56
Yellow (-17; Grabbing Rangi)
-2-
**Smell of the Pines - AC 16, 49/49; Resinosa AC 19

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Snarlfist does his best to push through the mud to get a flank
stab vs yellow: 1d20 + 14 ⇒ (1) + 14 = 15
piercing+SA: 2d8 + 4 + 2d6 ⇒ (8, 2) + 4 + (1, 1) = 16
After stabbing Snarlfist takes one hand off the spear to heal Rangi.
assurance DC 15 battle medicine: 19 = 19
Ragni healing: 2d8 ⇒ (3, 8) = 11

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Snarlfist moves into a flank and stabs Yellow but misses the mud man completely. He then slaps a battle dressing on Rangi.
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COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions:
Terrain: 10' around the mud men is difficult terrain
Before Your Turn:
DC 16 Fortitude vs Constriction: Rangi x3
After Your Turn:
DC 15 Flat Check vs Persistent Bleed: Rangi
------------------
Those with ** may go
-3-
**Rangi - AC 21 (23 w/shield), 24/56 (1d4 Persistent Bleed; Grabbed by Yellow, FF, Immobilized)
**Rannarix - AC 21, 37/50; Mr Snappers AC 19, 12/34
Snarlfist - AC 22, 49/68
**Elsha Ustosh - AC 20, 42/48
**Sunshine - AC 21 (22 w/shield), 42/56
Yellow (-17; Grabbing Rangi)
-2-
**Smell of the Pines - AC 16, 49/49; Resinosa AC 19

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Sunshine casts gravity weapon and slashes again, flanking with Snarlfist.
Spiked Chain: 1d20 + 11 ⇒ (11) + 11 = 22
Slashing, Gravity Weapon: 2d8 + 2 + 2 ⇒ (2, 1) + 2 + 2 = 7 plus Precision: 1d8 ⇒ 2
He then circles around, opening up his old flanking spot for someone else.

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Fort save, DC16: 1d20 + 10 ⇒ (13) + 10 = 23 SSS - 9 dmg
Fort save, DC16: 1d20 + 10 ⇒ (11) + 10 = 21
Fort save, DC16: 1d20 + 10 ⇒ (1) + 10 = 11
Fort save, DC16, hero point: 1d20 + 10 ⇒ (8) + 10 = 18
Rangi tries to escape the grasp
Athletics: 1d20 + 8 ⇒ (8) + 8 = 16
Then he tries to patch himself
FLat check due to being grabbed: 1d20 ⇒ 10
Battle Medicine, DC15: 1d20 + 11 ⇒ (5) + 11 = 16
Heal: 2d8 ⇒ (5, 8) = 13
Wow I was hoping for a crit on DC15, but nvm
Then he swings his sword
Sword: 1d20 + 9 ⇒ (14) + 9 = 23
Damage, s: 2d8 + 2 ⇒ (6, 6) + 2 = 14
Bleed: 1d4 ⇒ 3
Flat to stop bleeding: 1d20 ⇒ 5

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Resinosa moves closer while Smell of the Pines goes on channeling the power of the earth to boost the tree creature attacks.
Act Together: Move 5 feet in difficult terrain + cast Boost Eidolon
Smell of the Pines tries to remember what kind of creature those are. Recall Knowledge, Nature +10
Resinosa then attacks the earth creature.
Tendril Strike vs AC: 1d20 + 10 ⇒ (2) + 10 = 12
Piercing damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7

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Sunshine and Rangi manage to take down the remaining mud man.
Grateful for your aid, Sythi and Rahla manage to stop Rangi's bleeding.
You have another 10 minutes before the next encounter
After 10 minutes - posting ahead to save time
A tuna messenger approaches you:
"They’ve become desperate! Several shivers have broken through, and Baron Utomo is on his way here. Rally as many allies as you can and return to the monastery. Thanks to you the tides have finally turned, but the sharks are still circling. We need one final push!"
You now have a chance to rally allies for the final fight
You can convince the medical staff to act as Battlefield Medics
DC 17 Warfare Lore
DC 19 Medicine
DC 23 Diplomacy
You get a +2 bonus since you correctly identified the saboteur.
DC 21 Diplomacy - Convince Afmari and her merfolk that helping the monastery will cement an alliance.
DC 17 Dragon Lore or DC 19 Diplomacy - Joining the monks in the final battle will help bring fame.
You get a +2 bonus for completing at least 2 rescue operations earlier.
You can give a rousing speech to restore their morale and convince a few monks to participate:
DC 17 Warfare Lore
DC 19 Performance
DC 23 Diplomacy

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Rangi tries to heal his wounds
Treat Wounds (Continous recovery), DC20: 1d20 + 11 ⇒ (10) + 11 = 21
HP: 2d8 + 10 ⇒ (2, 5) + 10 = 17
Rangi feels better but he is not in a great shape.
He tries to gather battle medics to the aid
Ward Medics, w bonus: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28

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With Rangi taking care of himself Snarlfist goes to work on Rannarix and Snappers.
Treat Wounds DC 15 (Assurance): 19 = 19
healing: 2d8 ⇒ (5, 4) = 9
Ward Medic and Continual Recovery.

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Elsha will try to can convince the medical staff to act as Battlefield Medics.
Medicine (correct saboteur bonus): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

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Well that was quick.
You gather your allies and rush back to the monastery. The once-colorful monastery has been coated gray in silt. Several of the outlying buildings have been reduced to rubble. Wounded aquatic monks circle the ruins looking for survivors, the more injured being carried to the main hall, entire limbs missing from the once proud martial artists.
"Incoming!" A sentry atop the only remaining watchtower strikes a metal gong, the vibrations reverberating throughout the water as monks scramble to their positions.
Elsha Ustosh, Avoid Notice: 1d20 + 10 ⇒ (2) + 10 = 12
Rangi, Search: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Sunshine, Scout: 1d20 + 9 ⇒ (8) + 9 = 17
Smell of the Pines, Investigate: 1d20 + 1 ⇒ (4) + 1 = 5
Snarlfist, Avoid Notice: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Rannarix, Scout: 1d20 + 9 ⇒ (5) + 9 = 14
Baron Utomo Init: 1d20 + 10 ⇒ (4) + 10 = 14
Bunyip Init: 1d20 + 10 ⇒ (17) + 10 = 27
Shark Red: 1d20 + 7 ⇒ (15) + 7 = 22
Shark White: 1d20 + 7 ⇒ (9) + 7 = 16
Shark Blue: 1d20 + 7 ⇒ (10) + 7 = 17
Shark Yellow: 1d20 + 7 ⇒ (10) + 7 = 17
Shark Black: 1d20 + 7 ⇒ (20) + 7 = 27
Your allies have special actions that you can use once per round. I'll list them in the combat tracker. You need to spend 1 action to tread water or sink. DC 10 Athletics to move.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
[one-action] Merfolk: The draconic merfolk deal 2d6 cold damage to a single target with a torrent of chilled water.
[one-action] Medic: The medic uses Battlefield Medicine, healing 2d8 Hit Points and making the PC immune to Battlefield Medicine for 1 hour.
[one-action] Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save.
Terrain:
Need to spend 1 action to swim/tread water or sink (FF)
DC 10 Athletics to move
Before Your Turn:
After Your Turn:
------------------
Those with may go
Black Shark
Creature
**Snarlfist
**Rangi
Red Shark
Blue Shark
Yellow Shark
Sunshine - AC 21 (22 w/shield), 42/56
White Shark
Baron Utomo
Rannarix - AC 21, 46/50; Mr Snappers AC 19, 21/34
Elsha Ustosh - AC 20, 42/48
Smell of the Pines - AC 16, 49/49; Resinosa AC 19

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Sunshine would have Treated his own Wounds.
Assurance 16: 2d8 ⇒ (7, 8) = 15

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Rangi keeps on swiming and sends a bolt of cold at the shark
Ray of frost@Black shark: 1d20 + 9 ⇒ (8) + 9 = 17
Damage, cold: 2d4 + 3 ⇒ (1, 3) + 3 = 7

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Rangi treads water and sends a snowball at the Black shark, hitting it.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
[one-action] Merfolk: The draconic merfolk deal 2d6 cold damage to a single target (3d6 in Levels 5–6) with a torrent of chilled water.
[one-action] Medic: The medic uses Battlefield Medicine, healing 2d8 Hit Points and making the PC immune to Battlefield Medicine for 1 hour (3d8 Hit Points in Levels 5–6).
[one-action] Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save (3d8 bludgeoning damage and DC 22 Reflex save in Levels 5–6).
Terrain: Need to spend 1 action to swim/tread water or sink (FF)
Before Your Turn:
After Your Turn:
------------------
Those with may go
Black Shark (-7)
Creature
**Snarlfist - AC 22, 49/68
Rangi - AC 21 (23 w/shield), 51/56 (Battle Medicine - Rangi)
Red Shark
Blue Shark
Yellow Shark
Sunshine - AC 21 (22 w/shield), 56/56
White Shark
Baron Utomo
Rannarix - AC 21, 46/50; Mr Snappers AC 19, 21/34
Elsha Ustosh - AC 20, 42/48
Smell of the Pines - AC 16, 49/49; Resinosa AC 19

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Snarlfist swims forward a bit to avoid leaving the Scorpion exposed.
athletics: 1d20 + 11 ⇒ (10) + 11 = 21
And readies the stab the first enemy that gets within range.
longspear(10ft reach): 1d20 + 14 ⇒ (20) + 14 = 34
piercing: 2d8 + 4 ⇒ (7, 6) + 4 = 17
Frightened 1 on critical hits.
If for some reason they were already frightened:
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
Frightened Creatures hit can’t reduce frightened condition below 1
Frightened Creatures are Flat Footed to me SA: 2d6 ⇒ (1, 2) = 3

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Snarlfist moves forward and prepares to welcome guests. Three sharks swim closer to the party.
Remember, you have the actions of your allies. You can use them once per round. Each takes one action.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
[one-action] Merfolk: The draconic merfolk deal 2d6 cold damage to a single target (3d6 in Levels 5–6) with a torrent of chilled water.
[one-action] Medic: The medic uses Battlefield Medicine, healing 2d8 Hit Points and making the PC immune to Battlefield Medicine for 1 hour (3d8 Hit Points in Levels 5–6).
[one-action] Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save (3d8 bludgeoning damage and DC 22 Reflex save in Levels 5–6).
Terrain: Need to spend 1 action to swim/tread water or sink (FF)
Before Your Turn:
After Your Turn:
------------------
Those with may go
Black Shark (-7)
Creature
Snarlfist - AC 22, 49/68
Rangi - AC 21 (23 w/shield), 51/56 (Battle Medicine - Rangi)
Red Shark
Blue Shark
Yellow Shark
**Sunshine - AC 21 (22 w/shield), 56/56
White Shark
Baron Utomo
Rannarix - AC 21, 46/50; Mr Snappers AC 19, 21/34
Elsha Ustosh - AC 20, 42/48
Smell of the Pines - AC 16, 49/49; Resinosa AC 19

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Before the fight, Smell of the pines spends ten minutes concentrating on the power of nature.
Refocus to get a focus point back.

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Sunshine will cast gravity weapon and shield, and then swim a little.
Athletics: 1d20 + 10 ⇒ (1) + 10 = 11 vs DC 10
... or, not.

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Sunshine casts spells and tries swimming closer but doesn't make progress.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
[one-action] Merfolk: The draconic merfolk deal 2d6 cold damage to a single target with a torrent of chilled water.
[one-action] Medic: The medic uses Battlefield Medicine, healing 2d8 Hit Points and making the PC immune to Battlefield Medicine for 1 hour.
[one-action] Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save.
Terrain: Need to spend 1 action to swim/tread water or sink (FF)
Before Your Turn:
After Your Turn:
------------------
Those with may go
Black Shark (-7)
Creature
Snarlfist - AC 22, 49/68
Rangi - AC 21 (23 w/shield), 51/56 (Battle Medicine - Rangi)
Red Shark
Blue Shark
Yellow Shark
Sunshine - AC 21 (22 w/shield), 56/56 (AC 22)
White Shark
Baron Utomo
**Rannarix - AC 21, 46/50; Mr Snappers AC 19, 21/34
**Elsha Ustosh - AC 20, 42/48
**Smell of the Pines - AC 16, 49/49; Resinosa AC 19

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Is there a range on these commanded actions? I don't see monks, merfolk, or medic on the map, but I'll try to use one of them.
Elsha attempts to carefully glide forward in the water...
◆ Stride 25 ft DC10 Athletics: 1d20 ⇒ 20
That gets him at exactly 30 ft from WHITE (and also lol using up a 20 on that)
He lobs a poison bomb into the first cluster of sharks...
◆ Strike WHITE (quick bomber, far lobber, splash to RED/WHITE/BLUE/YELLOW)
moderate blight bomb attack WHITE, poison damage, poison splash damage: 1d20 + 10 ⇒ (15) + 10 = 252d6 ⇒ (4, 3) = 74 = 4
2d4 persistence poison damage
He looks to one of the merfolk to hobble the shark at the head of the charge.
◆ Merfolk torrent of chilled water vs BLUE
Cold damage vs BLUE: 2d6 ⇒ (4, 3) = 7

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Elsha moves forward and hurls a poison bomb at the mass of sharks. He hits the White shark and splashes the others as well. He then has the merfolk try to chill Blue out which they do.
As written, there's no range, so it's effectively the entire battlefield
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
[one-action] Merfolk: The draconic merfolk deal 2d6 cold damage to a single target with a torrent of chilled water.
[one-action] Medic: The medic uses Battlefield Medicine, healing 2d8 Hit Points and making the PC immune to Battlefield Medicine for 1 hour.
[one-action] Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target.
Terrain: Need to spend 1 action to swim/tread water or sink (FF)
Before Your Turn:
After Your Turn:
------------------
Those with may go
Black Shark (-7)
Creature
Snarlfist - AC 22, 49/68
Rangi - AC 21 (23 w/shield), 51/56 (Battle Medicine - Rangi)
Red Shark (-4)
Blue Shark (-11)
Yellow Shark (-4)
Sunshine - AC 21 (22 w/shield), 56/56 (AC 22)
White Shark (-11; 2d4 Persistent Poison)
Baron Utomo
**Rannarix - AC 21, 46/50; Mr Snappers AC 19, 21/34
Elsha Ustosh - AC 20, 42/48
**Smell of the Pines - AC 16, 49/49; Resinosa AC 19

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The leshy concentrates to ease its eidolon movement in the water.
Use 1 focus to cast evolution surge ◆◆; giving it a swim speed and giving it the amphibious trait.
It then tries to avoid getting swept by the current while resinosa moves toward the enemies.
Act Together: Smell of the Pines Athletics: 1d20 + 5 ⇒ (20) + 5 = 25
Act Together: Resinosa uses her swim speed to move 25 ft.

Tigerbot v1.0 |

BOTTING RANNARIX (He's probably busy reining Mr Snappers in from trying to sting the opposing counsel) :)
Rannarix treads water to keep from sinking he then directs the battlefield medics to treat Snarlfist and having the monks deal damage to Baron Utomo.
2d8 Healing to Snarlfist: 2d8 ⇒ (2, 1) = 3
Bludgeoning vs Baron Utomo, DC 20 Basic Reflex: 2d6 ⇒ (6, 5) = 11
◆ Tread Water
◆ Battle Medicine to Snarlfist
◆ Monk attack vs Baron Utomo

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Reflex: 1d20 + 11 ⇒ (8) + 11 = 19
White Will: 1d20 + 5 ⇒ (1) + 5 = 6
Black Will: 1d20 + 5 ⇒ (4) + 5 = 9
Red Will: 1d20 + 5 ⇒ (8) + 5 = 13
Blue Will: 1d20 + 5 ⇒ (4) + 5 = 9
Yellow Will: 1d20 + 5 ⇒ (12) + 5 = 17
Baron Will: 1d20 + 10 ⇒ (5) + 10 = 15
While Resinosa moves forward, the battlefield medics provide some healing to Snarlfist. The monks churn the waters against Baron Utomo, who doesn't get out of the way in time.
The black shark swims up to Elsha but runs out of time to do anything else. The large creature that Baron Utomo is riding swims closer. As you watch, a long tail grows out from its hindquarters. Suddenly it lets out a terrifying bellow that affects every creature in the water, including the surrounding sharks.
ROAR!!
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
◆ Merfolk: The draconic merfolk deal 2d6 cold damage to a single target with a torrent of chilled water.
◆ Medic: The medic uses Battlefield Medicine, healing 2d8 Hit Points and making the PC immune to Battlefield Medicine for 1 hour.
◆ Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save.
Terrain: Need to spend 1 action to swim/tread water or sink (FF)
Before Your Turn:
DC 21 Will Save: All PCs and Eidolons
After Your Turn:
------------------
Those with may go
Black Shark (-7; Frightened 3)
Creature (tail)
**Snarlfist - AC 22, 52/68 (Immune to Battlefield Med, 1 hour)
**Rangi - AC 21 (23 w/shield), 51/56 (Battle Medicine - Rangi)
Red Shark (-4; Frightned 2)
Blue Shark (-11; Frightened 3)
Yellow Shark (-4; Frightened 2)
Sunshine - AC 21 (22 w/shield), 56/56 (AC 22)
White Shark (-11; 2d4 Persistent Poison; Frightened 3)
Baron Utomo (-11; Frightened 2)
Rannarix - AC 21, 46/50; Mr Snappers AC 19, 21/34
Elsha Ustosh - AC 20, 42/48
Smell of the Pines - AC 16, 49/49; Resinosa AC 19
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: no effect
S: Frightened 1
F: Frightened 2
CF: Frightened 3

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If the Medics are using Battle Medicine, I'll get 5 exp HP from Godless Healing.
willsave: 1d20 + 8 ⇒ (12) + 8 = 20
Snarlfist struggles with frightening scream.
Snarlfist tries to hold his uhh ground.
DC 10 athletics to maintain: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Growling at the nearby black shark.
demoralize vs black will DC: 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = 17
before stabbing them.
frightened longspear: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20
stabbing + sneak attack?: 2d8 + 4 + 2d6 ⇒ (8, 2) + 4 + (4, 2) = 20
Frightened 1 on critical hits.
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
Frightened Creatures hit can’t reduce frightened condition below 1
Frightened Creatures are Flat Footed to Snarlfist.
Demoralized by Snarlfist enemies that continue to engage in combat tkae 1d4 mental damage at the beginning of their turns.

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Snarlfist growls at the black shark and scares it out of its skin. The shark's terror is short-lived, however as Snarlfist's spear puts it out of its misery.
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
◆ Merfolk: The draconic merfolk deal 2d6 cold damage to a single target with a torrent of chilled water.
◆ Medic: The medic uses Battlefield Medicine, healing 2d8 Hit Points and making the PC immune to Battlefield Medicine for 1 hour.
◆ Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save.
Terrain: Need to spend 1 action to swim/tread water or sink (FF)
Before Your Turn:
DC 21 Will Save: Rangi, Sunshine, Rannarix, Elsha, Smell of the Pines, Resinosa, Mr Snappers
After Your Turn:
------------------
Those with may go
Creature (tail)
Snarlfist - AC 22, 57/68 (Immune to Battlefield Medicine; Frightened 1)
**Rangi - AC 21 (23 w/shield), 51/56 (Battle Medicine - Rangi)
Red Shark (-4; Frightned 2)
Blue Shark (-11; Frightened 3)
Yellow Shark (-4; Frightened 2)
Sunshine - AC 21 (22 w/shield), 56/56 (AC 22)
White Shark (-11; 2d4 Persistent Poison; Frightened 3)
Baron Utomo (-11; Frightened 2)
Rannarix - AC 21, 46/50; Mr Snappers AC 19, 21/34
Elsha Ustosh - AC 20, 42/48
Smell of the Pines - AC 16, 49/49; Resinosa AC 19
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: no effect
S: Frightened 1
F: Frightened 2
CF: Frightened 3

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Snarlfist, I considered your "hold your ground" check as a movement action since your token was 15' away from the black shark.

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Will save DC21: 1d20 + 11 ⇒ (4) + 11 = 15
Rangi feels affected by the odd creature he keeps on swiming and send debris at the shark in front
Telekinetic projectile@Black shark, frightened: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12
Damage, piercing: 2d6 + 3 ⇒ (2, 3) + 3 = 8

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Rangi, apologies. I forgot to remove the Black shark from the map. Snarlfist turned it into fish food. You can have your 2 actions back.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
[one-action] Merfolk: The draconic merfolk deal 2d6 cold damage to a single target with a torrent of chilled water.
[one-action] Medic: The medic uses Battlefield Medicine, healing 2d8 Hit Points and making the PC immune to Battlefield Medicine for 1 hour.
[one-action] Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save.
Terrain: Need to spend 1 action to swim/tread water or sink (FF)
Before Your Turn:
DC 21 Will Save: Sunshine, Rannarix, Elsha, Smell of the Pines, Resinosa, Mr Snappers
After Your Turn:
------------------
Those with may go
Creature (tail)
Snarlfist - AC 22, 57/68 (Immune to Battlefield Medicine; Frightened 1)
**Rangi - AC 21 (23 w/shield), 51/56 (Frightened 2; Battle Medicine - Rangi; 2 actions)
Red Shark (-4; Frightned 2)
Blue Shark (-11; Frightened 3)
Yellow Shark (-4; Frightened 2)
Sunshine - AC 21 (22 w/shield), 56/56 (AC 22)
White Shark (-11; 2d4 Persistent Poison; Frightened 3)
Baron Utomo (-11; Frightened 2)
Rannarix - AC 21, 46/50; Mr Snappers AC 19, 21/34
Elsha Ustosh - AC 20, 42/48
Smell of the Pines - AC 16, 49/49; Resinosa AC 19
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: no effect
S: Frightened 1
F: Frightened 2
CF: Frightened 3

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My rolls were crap, so let's just say that I used the 4 to attack using Ray of Frost (longer range) and missed ;)

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Rangi attempts to send a snowball at one of the sharks but doesn't connect.
The blue shark swims up to the group and attempts to bite Elsha, Resinosa, Snarlfist: 2d3 ⇒ (3, 1) = 4
Jaws vs Snarlfist AC 22, Frightened: 1d20 + 6 ⇒ (10) + 6 = 16
Jaws vs Elsha AC 20, MAP, Frightened: 1d20 + 1 ⇒ (12) + 1 = 13
Red approaches Elsha as well and tries to make a meal out of him.
Jaws vs Elsha AC 20, Frightened: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12
Jaws vs Elsha AC 20, Frightened, MAP: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
Finally Yellow also approaches the group and attacks Elsha, Resinosa: 2d2 ⇒ (2, 1) = 3
Jaws vs Resinosa AC 19, Frightened: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
Jaws vs Elsha AC 20, Frightened, MAP, FF: 1d20 + 2 ⇒ (1) + 2 = 3
Unfortunately the sharks are too rattled from the roar that they all can't swim straight.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
[one-action] Merfolk: The draconic merfolk deal 2d6 cold damage to a single target with a torrent of chilled water.
[one-action] Medic: The medic uses Battlefield Medicine, healing 2d8 Hit Points and making the PC immune to Battlefield Medicine for 1 hour.
[one-action] Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save.
Terrain: Need to spend 1 action to swim/tread water or sink (FF)
Before Your Turn:
DC 21 Will Save: Sunshine, Rannarix, Elsha, Smell of the Pines, Resinosa, Mr Snappers
After Your Turn:
------------------
Those with may go
Creature (tail)
Snarlfist - AC 22, 57/68 (Immune to Battlefield Medicine; Frightened 1)
Rangi - AC 21 (23 w/shield), 51/56 (Frightened 1; Battle Medicine - Rangi)
Red Shark (-4; Frightned 1)
Blue Shark (-11; Frightened 2)
Yellow Shark (-4; Frightened 1)
**Sunshine - AC 21 (22 w/shield), 56/56 (AC 22)
White Shark (-11; 2d4 Persistent Poison; Frightened 3)
Baron Utomo (-11; Frightened 2)
Rannarix - AC 21, 46/50; Mr Snappers AC 19, 21/34
Elsha Ustosh - AC 20, 42/48
Smell of the Pines - AC 16, 49/49; Resinosa AC 19
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: no effect
S: Frightened 1
F: Frightened 2
CF: Frightened 3

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Snarlfist, I considered your "hold your ground" check as a movement action since your token was 15' away from the black shark.
Thanks. I think I've been kicked in the head (on accident) too many times by my 7yr old recently, I've been consistently misreading maps for like the last month or so.

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Athletics: 1d20 + 11 ⇒ (19) + 11 = 30 vs DC 10
Sunshine swims as far forward as he can, hunts Yellow, and then Strikes.
Spiked Chain, Underwater: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Slashing, Gravity Weapon: 2d8 + 2 + 2 ⇒ (4, 1) + 2 + 2 = 9 plus Precision: 1d8 ⇒ 1

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Sunshine swims forward, hunts Yellow and turns the fish into so much chum. The white shark swims forward and attempts to make a meal of Sunshine, Elsha, Resinosa: 2d3 ⇒ (3, 3) = 6
Jaws vs Resinosa AC 19, Frightened: 1d20 + 9 - 3 ⇒ (8) + 9 - 3 = 14
Jaws vs Resinosa AC 19, Frightened, MAP: 1d20 + 4 - 3 ⇒ (9) + 4 - 3 = 10
Sunshine Will: 1d20 + 8 ⇒ (8) + 8 = 16
Baron Utomo, mounted on the large creature, burbles threats at you but bides his time.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
[one-action] Merfolk: The draconic merfolk deal 2d6 cold damage to a single target with a torrent of chilled water.
[one-action] Medic: The medic uses Battlefield Medicine, healing 2d8 Hit Points and making the PC immune to Battlefield Medicine for 1 hour.
[one-action] Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save.
Terrain: Need to spend 1 action to swim/tread water or sink (FF)
Before Your Turn:
DC 21 Will Save: Rannarix, Elsha, Smell of the Pines, Resinosa, Mr Snappers
After Your Turn:
------------------
Those with may go
Creature (tail)
Snarlfist - AC 22, 57/68 (Immune to Battlefield Medicine; Frightened 1)
Rangi - AC 21 (23 w/shield), 51/56 (Frightened 1; Battle Medicine - Rangi)
Red Shark (-4; Frightned 1)
Blue Shark (-11; Frightened 2)
Sunshine - AC 21 (22 w/shield), 56/56 (Frightened 1)
White Shark (-11; 2d4 Persistent Poison; Frightened 2)
Baron Utomo (-11; Frightened 1)
**Rannarix - AC 21, 46/50; Mr Snappers AC 19, 21/34
**Elsha Ustosh - AC 20, 42/48
**Smell of the Pines - AC 16, 49/49; Resinosa AC 19
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: no effect
S: Frightened 1
F: Frightened 2
CF: Frightened 3

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Rannarix Will Save: 1d20 + 8 ⇒ (9) + 8 = 17 Fail. Frightened 2
Mr. Snappers Will Save: 1d20 + 7 ⇒ (17) + 7 = 24 Success. Frightened 1
"Nyaaah!" yells Rannarix, nearly soiling himself at Baron Uromo's shout.
Recovering, he and his arthropod companion swim forward to the attack.
1. Command Companion.
...A. Swim!
...B. Strike!
2. Swim!
3. Strike!
Rananrix Bite v. White: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 101d6 + 4 ⇒ (6) + 4 = 10
Mr. Snappers Stinger v. White: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 241d6 + 3 ⇒ (2) + 3 = 5 plus 1d4 ⇒ 2 poison

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Rannarix, if you and Mr Snappers are going to swim forward, please make the Athletics check to see how far you move.

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Smell of the Pines DC 21 Will Save: 1d20 + 10 ⇒ (5) + 10 = 15
Resinosa DC 21 Will Save: 1d20 + 8 ⇒ (20) + 8 = 28
The leshy moves closer to Resinosa.
Athletics to swim ◆: 1d20 + 5 ⇒ (7) + 5 = 12 Success, move 10 feet
It then casts a spell to boost its eidolon attacks; Resinosa then attacks the closest shark.
Act Together: Casting Boost Eidolon ◆, Resinosa Strikes at Blue Shark
vs Blue Shark AC: 1d20 + 10 ⇒ (19) + 10 = 29
Non-critical Damage: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Critical Damage: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8×2+1d10 ⇒ 10=26
Resinosa then uses its swim speed to get closer to the leshy.
Swim ◆

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Elsha treads water and distributes more of his bombs.
Swim ◆
◆ Strike BLUE (quick bomber, far lobber, bomber field/splash only on target)
moderate dread ampoule attack BLUE, mental damage, mental splash damage: 1d20 + 10 ⇒ (6) + 10 = 162d6 ⇒ (3, 6) = 92 = 2
On a hit, the target becomes frightened 1, or frightened 2 on a critical hit.
◆ Strike WHITE (quick bomber, far lobber, bomber field/splash only on target)
moderate dread ampoule attack WHITE, mental damage, mental splash damage: 1d20 + 10 - 5 ⇒ (10) + 10 - 5 = 152d6 ⇒ (4, 4) = 82 = 2
On a hit, the target becomes frightened 1, or frightened 2 on a critical hit.

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Rannarix Swim: 1d20 + 12 ⇒ (2) + 12 = 14
Snappers Swim: 1d20 + 9 ⇒ (18) + 9 = 27
White Persistent Poison: 2d4 ⇒ (3, 3) = 6
White Flat check: 1d20 ⇒ 4
Elsha Will: 1d20 + 7 ⇒ (12) + 7 = 19
Rannarix and Mr Snappers swim forward. Mr Snappers' stinger flashes out and tags the White shark right on the nose. Combined with the previous poison damage, The White shark rolls over, belly up.
Smell of the pines reinforces Resinosa, who swims forward and clubs the blue shark into oblivion.
Elsha treads water and gives away more bombs. Both miss but Red doesn't feel too good.
Baron Utomo's mount makes its way towards the group. Its tail shrinks and its jaws grow. It then tries to bite Snarlfist.
Jaws vs Snarlfist AC 22: 1d20 + 11 ⇒ (5) + 11 = 16
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
[one-action] Merfolk: The draconic merfolk deal 2d6 cold damage to a single target with a torrent of chilled water.
[one-action] Medic: The medic uses Battlefield Medicine, healing 2d8 Hit Points and making the PC immune to Battlefield Medicine for 1 hour.
[one-action] Monks: The undine monks churn the waters to deal 2d6 bludgeoning damage to one target, with a DC 20 basic Reflex save.
Terrain: Need to spend 1 action to swim/tread water or sink (FF)
Before Your Turn:
After Your Turn:
------------------
Those with may go
Creature
**Snarlfist - AC 22, 57/68 (Immune to Battlefield Medicine; Frightened 1)
**Rangi - AC 21 (23 w/shield), 51/56 (Frightened 1; Battle Medicine - Rangi)
Red Shark (-8; Frightned 1)
Sunshine - AC 21 (22 w/shield), 56/56 (Frightened 1)
Baron Utomo (-11; Frightened 1)
Rannarix - AC 21, 46/50 (Frightened 1); Mr Snappers AC 19, 21/34
Elsha Ustosh - AC 20, 42/48 (Frightened 1)
Smell of the Pines - AC 16, 49/49 (Frightened 1); Resinosa AC 19
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: no effect
S: Frightened 1
F: Frightened 2
CF: Frightened 3

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With Baron Utomo frightened, Snarlfist goes straight in for the kill.
frightened longspear: 1d20 + 14 - 1 ⇒ (15) + 14 - 1 = 28
piercing+sneak attack: 2d8 + 4 + 2d6 ⇒ (7, 6) + 4 + (1, 1) = 19
Frightened Creatures are Flat Footed to Snarlfist
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
Frightened 1 on critical hits.
Frightened Creatures hit can’t reduce frightened condition below 1 until after my next turn.
Snarlfist calls upon the merfolk to further assist his assault.
cold damage to the Baron: 2d6 ⇒ (5, 6) = 11
Finally Snarlfist tries to manuever under water.
DC 10 athletics: 1d20 + 11 ⇒ (8) + 11 = 19
Success is 15 feet after flippers