Rocky_ |
Rocky will unleash a flurry of attacks
◆Flurry of Blows 1: 1d20 + 9 ⇒ (16) + 9 = 25
FoB damage 1: 1d6 + 4 ⇒ (6) + 4 = 10
Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
FoB damage 2: 1d6 + 4 ⇒ (5) + 4 = 9
Unarmed strike: 1d20 + 10 - 8 ⇒ (7) + 10 - 8 = 9
Unarmed Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Unarmed strike: 1d20 + 10 - 8 ⇒ (9) + 10 - 8 = 11
Unarmed Damage: 1d6 + 4 ⇒ (2) + 4 = 6
GM TK-421 |
With a brief exertion of will, Towerr manages to wrench his weapon free without it sticking.
Rocky tries to bludgeon the creature to death and lands a hit.
Rocky Reflex: 1d20 + 10 ⇒ (1) + 10 = 11
But ends up getting stuck to it in the process and gains the grabbed condition.
The monster lashes out at Rocky.
Pseudopod: 1d20 + 14 ⇒ (9) + 14 = 23 Hit
Bludgeoning: 2d8 + 4 ⇒ (4, 3) + 4 = 11
Then Towerr.
Pseudopod: 1d20 + 9 ⇒ (2) + 9 = 11 Miss
Then Roscoe.
Pseudopod: 1d20 + 4 ⇒ (4) + 4 = 8 Miss
*** Round 2***
Bold may actRed (-40hp)
Roscoe (10/24hp, Grabbed)
Mason
Towerr (32/44hp)
Rocky (33/44hp, Grabbed)
Towerr Shield |
◆Reaction: Retributive Strike Rocky resists 5 dmg
Retributive Strike, Pick, P: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 3 ⇒ (6) + 3 = 9
Reflex Save: 1d20 + 6 ⇒ (7) + 6 = 13
Towerr Shield |
◆Athletics Check: 1d20 + 10 ⇒ (3) + 10 = 13
Using last hero point for reroll on Athletics check
Athletics Check Reroll: 1d20 + 10 ⇒ (5) + 10 = 15
Well that sucks...
◆Raise Shield
◆Devoted Guardian +2 AC to Roscoe
Agent Ken Mason |
Mason takes careful aim and squeezes the trigger, hoping to blast a chunk out of the creature.
◆ Devise a Stratagem: 1d20 ⇒ 16
◆ Strategic Strike, total result of 25
Piercing w/Precision: 1d6 + 1d6 ⇒ (1) + (3) = 4
Or
Crit?: 1d10 ⇒ 1
Fatal: 1d10 ⇒ 1
nice. So, hit for 4 or crit for 9. (At least the precision roll was ok)
◆ Reload (interact)
Roscoe Talbot |
Roscoe will try to get free of the grapple.
◆Acrobatics to break Grapple: 1d20 + 7 ⇒ (7) + 7 = 14
Since Roscoe is having a hard time getting free he is going to strike at the creature.
Flat Check: 1d20 ⇒ 15
◆◆Gouging Claw
Spell Attack: 1d20 + 9 ⇒ (10) + 9 = 19
Slashing Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
Persistent Bleed on a Crit: 2d4 ⇒ (2, 3) = 5
Rocky_ |
Rocky will continue to full attack
◆Flurry of Blows 1: 1d20 + 10 ⇒ (11) + 10 = 21
FoB damage 1: 1d6 + 4 ⇒ (6) + 4 = 10
Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
FoB damage 2: 1d6 + 4 ⇒ (5) + 4 = 9
Unarmed strike: 1d20 + 10 - 8 ⇒ (17) + 10 - 8 = 19
Unarmed Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Unarmed strike: 1d20 + 10 - 8 ⇒ (3) + 10 - 8 = 5
Unarmed Damage: 1d6 + 4 ⇒ (3) + 4 = 7
GM TK-421 |
Towerr blocks some damage to Rocky and gives the mimic some retribution bit gets his weapon stuck for his effort. He then raises he shield and tries to cover Roscoe as well.
Mason lands a hit with his pistol.
Roscoe fails to escape and isn't able to land a claw.
The mimic attacks Towerr.
Pseudopod: 1d20 + 14 ⇒ (3) + 14 = 17 Miss
Then Rocky.
Pseudopod: 1d20 + 9 ⇒ (1) + 9 = 10 Miss
Then Roscoe.
Pseudopod: 1d20 + 4 ⇒ (13) + 4 = 17 Miss
*** Round 3***
Bold may actRed (-63hp)
Roscoe (10/24hp, Grabbed)
Mason
Towerr (32/44hp, Weapon stuck)
Rocky (38/44hp, Grabbed)
Roscoe Talbot |
Roscoe will try to get free of the grapple.
◆Acrobatics to break Grapple: 1d20 + 7 ⇒ (11) + 7 = 18
Since Roscoe is still riding the strugglebus on getting free he is going to strike at the creature. Damn, I am really tired of this thing!
Flat Check: 1d20 ⇒ 16
◆◆Gouging Claw
Spell Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Slashing Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13
Persistent Bleed on a Crit: 2d4 ⇒ (4, 1) = 5
Rocky_ |
Rocky will continue the assault and then lay on hands roscoe
◆Flurry of Blows 1: 1d20 + 10 ⇒ (1) + 10 = 11
FoB damage 1: 1d6 + 4 ⇒ (6) + 4 = 10
Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
FoB damage 2: 1d6 + 4 ⇒ (1) + 4 = 5
Unarmed strike: 1d20 + 10 - 8 ⇒ (1) + 10 - 8 = 3
Unarmed Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Agent Ken Mason |
With a scowl to match Roscoe's, Mason forgoes his usual approach to try and put multiple shots at the beast.
◆ Strike: 1d20 + 7 ⇒ (2) + 7 = 9 of course...
Piercing: 1d6 ⇒ 3
◆ Reload (interact)
◆ Strike: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22 but then there's this :)
Piercing: 1d10 ⇒ 4
Fatal: 1d10 ⇒ 10
Piercing, in case of no crit: 1d6 ⇒ 6
Towerr Shield |
Annoyed that he continues to struggle releasing his weapon from the body of this creature, Towerr throws his shield into the beast hoping to aid in his release.
Shield Bash, P: 1d20 + 10 ⇒ (10) + 10 = 201d6 + 3 ⇒ (5) + 3 = 8
Athletics Check, Pick: 1d20 + 10 ⇒ (10) + 10 = 20
That's where I'm at so far... still one action remaining.
GM TK-421 |
The DC was 22 last time, which was lowered due to being demoralized from Intimidation for one round, so its back up to 23. 20 is not a success.
GM TK-421 |
Sorry I overlooked that you did indeed connect with your shield. You will need to roll a reflex save or that will get stuck. Please try to roll your dice on separate lines so the results are on separate lines. It makes it easier for me to read.
Towerr Shield |
Reflex Save from Shield attack: 1d20 + 6 ⇒ (14) + 6 = 20
I'll use my third action to attempt to unstuck my pick again.
Athletics Check: 1d20 + 5 ⇒ (8) + 5 = 13
Welp... everything is stuck so I guess I'll just release them so my hands are free for Retributive Strike.
GM TK-421 |
Roscoe struggles to break free but fails, then misses his attack.
Rocky is not successful in landing any of her blows.
Mason fires a shot that misses. After reloading he takes careful aim and fires again for great success.
Towerr bashes the mimic with his shield, which adheres to the sticky surface of the mimic and remains there along with his weapon.
The mimic succumbs to its injuries and passes, leaving Towerr's items, as well as Roscoe and Rocky, stuck to its corpse. The agents continue to struggle for about a minute after the passing when the adhesive excretions lose there consistency and release the trapped people and equipment.
*** Out Of Combat***
Bold may actRoscoe (10/24hp)
Mason
Towerr (32/44hp)
Rocky (38/44hp)
Towerr Shield |
During Rockys last action I believe Lay on Hands was used on Roscoe. Haven't seen his health change from that. I'll be using Lay on Hands on myself to bring Towerr to full HP.
Roscoe Talbot |
Roscoe will try to Treat Wounds on Rocky as Rocky and Towerr Refocus their Focus Point.
Treat Wounds
Treat Wounds DC15: 1d20 + 10 ⇒ (10) + 10 = 20
Healz: 2d8 ⇒ (6, 1) = 7
Then after he is done healing Rocky wants to finish looking around the room for anything.
Perception +8t
GM TK-421 |
Rocky will continue the assault and then lay on hands roscoe
I see that now. If in the future you could do something to make it stand out, especially with a series of attack and damage rolls after, it will make it easier for me to see. And please post the amount of healing. Sometimes I'm throwing a post up in just a few minutes when I have a break at work and you all know your characters better than I do. There are a lot of details to overlook when you're GM.
GM TK-421 |
The agents locate a small hoard, likely from victims of the Mimic, consisting of 7 gp and a gold necklace worth 10 gp inscribed with Rahadoum’s First Law of Mortality: “Let no mortal be beholden to a god.”
Roscoe Talbot |
Next time one of you guys can open the chest. Roscoe will give a chuckle. It is interesting to see something from Rahadoum here though. Let's head out to the last room on this floor.
Will check the door for traps before Towerr opens the door
Towerr Shield |
Well, I know someone is going to be very hesitant opening any trunk, chest or box for some time now. Best not touch the ones with teeth." Towerr responds with a chuckle. Towerr then ponders to himself on whether or not to adhere paper teeth to Roscoes storage container back at the precinct.
"As for the necklace however, curious as it may be, it may be in our best interests to be rid of such an object and collect its worth from a jeweler or pawn shop. If it has a special enchantment though, still, I'd be hesitant to believe it's worth keeping anyways."
GM TK-421 |
Roscoe believes the door is safe and Towerr opens the door.
A huge wooden bed stands against the eastern wall of this room. In place of an ordinary headboard, the bed sports a guillotine’s scaffold complete with raised blade, though the scaffold’s track indicates that even if the blade somehow fell it would land safely behind a wooden guard separating the guillotine from guests’ pillows. A tattered and stained flag of red, white, and blue hangs on the southern wall.
When the agents enter the room and begin searching, Mason catches sight of a glyph on the wall by the headboard which seems out of place among the decor. Before he can determine anything further, the door swings shut and locks behind the agents. The blade from the guillotine head board comes to life and begins flying around the room, attempting to cut the agents.
Roscoe: 1d20 + 7 ⇒ (6) + 7 = 13
Rocky: 1d20 + 5 ⇒ (14) + 5 = 19
Mason: 1d20 + 7 ⇒ (6) + 7 = 13
Towerr: 1d20 + 5 ⇒ (9) + 5 = 14
Red: 1d20 + 10 ⇒ (14) + 10 = 24
The blade flies 20ft past Mason then Rocky.
Blade: 1d20 + 15 ⇒ (7) + 15 = 22 Hit
Slashing: 2d8 + 7 ⇒ (2, 1) + 7 = 10
Blade: 1d20 + 10 ⇒ (8) + 10 = 18 Hit
Slashing: 2d8 + 7 ⇒ (1, 7) + 7 = 15
Then it flies 20ft past Roscoe and Towerr.
Blade: 1d20 + 5 ⇒ (20) + 5 = 25
Slashing: 2d8 + 7 ⇒ (2, 4) + 7 = 13
28 total damage.
Roscoe falls gaining the dying 2 condition.
Blade: 1d20 + 10 ⇒ (20) + 10 = 30
Slashing: 2d8 + 7 ⇒ (4, 2) + 7 = 13
28 total damage.
Oh dear...
Then returns to the original square it started from and hovers there, spinning in the air.
*** Round 1***
Bold may actRed
Roscoe (Dying 2)
Mason (22/32hp)
Towerr (16/44hp)
Rocky (29/44hp)
Any magical school or Crafting to ID
Agent Ken Mason |
”Wicked looking blade. We should deal with it quickly, but if someone could perhaps help out poor Roscoe?….”
◆ Devise a Stratagem: 1d20 ⇒ 12
◇ Known Weakness free recall knowledge, +9 arcana
◆ Strategic Strike, total result of 21
Piercing w/Precision: 1d6 + 1d6 ⇒ (4) + (1) = 5
◆ Reload (interact)
GM TK-421 |
Agent Ken Mason |
ah. Thank you. Will adjust now
”Battling the knife is pointless. Help me destroy this rune here!”
Will instead stride and attempt to punch the wall.
Unarmed: 1d20 + 7 ⇒ (6) + 7 = 13
Bludgeoning: 1d4 ⇒ 2
GM TK-421 |
Gonna allow your strategic strike because the rune and blade are connected. They're one thing.
Mason rushes the rune on the wall and destroys it rending the magic animating the blade inert.
*** Out of Combat ***
Bold may actRoscoe (Dying 2)
Mason (22/32hp)
Towerr (16/44hp)
Rocky (29/44hp)
Towerr Shield |
Who is starting to believe that this assignment is more ment for Pathfinder agents than some basic agents of Edgewatch?
Had enough time passed after my use of Lay on Hands to use it again on Roscoe? If not that'll change my approach.
Roscoe Talbot |
Rocky and Towerr will use LoH on Roscoe getting him to full.
Roscoe will then use healing flames on everyone, then heal rocky as he refocuses and Rocky and Towerr will refocus.
Rejuvenating Flames
Healing: 2d4 ⇒ (4, 4) = 8
Treat Wounds DC15: 1d20 + 10 ⇒ (17) + 10 = 27
Healz: 2d8 + 2d8 ⇒ (8, 1) + (2, 8) = 19
Agent Ken Mason |
”Psh. Pathfinders are overrated. They think they’re so high and mighty, traveling the worlds and ‘rescuing’ all these old magical items. If you ask me, they’ve got too much swing round here. Even their own turn on em sometimes.”
Mason wraps up his wound before looking to his fellows.
Medicine Mason, DC15: 1d20 + 6 ⇒ (9) + 6 = 15
Healing: 2d8 ⇒ (4, 2) = 6
if we still need heals, Towerr next
Medicine Towerr, DC15: 1d20 + 6 ⇒ (9) + 6 = 15
Healing: 2d8 ⇒ (6, 8) = 14
Roscoe Talbot |
Treat Wounds DC15 on Towerr: 1d20 + 10 ⇒ (13) + 10 = 23
Healz: 2d8 ⇒ (2, 4) = 6
Now with everyone full health Roscoe will search the room with everyone.
Agent Ken Mason |
i don't have continual recovery with mason's treat wounds... so, towerr would be immune after my healing on him. that said, either roscoe treated him first and then mason, or mason did and then Towerr would need to LoH for the finishing touches. takes the same time... just wanted to clarify >.<
Mason holds his weapon in hand and heads up the stairs.
will be side by side with Towerr or right behind him if there's not enough room
GM TK-421 |
The consensus was to travel downstairs according to the discord chat.
Long racks of freestanding wooden shelving, all covered with glass bottles and jars of varying sizes, line the eastern and western walls of this rectangular stone room. Inside the jars float embalmed monstrosities ranging from preserved humanoid body parts and whole fetuses to more bizarre curios. Other than the wooden staircase to the northwest, the only exit is a wooden door to the south.
Updated slide 1
Roscoe Talbot |
This is a rather interesting room. Roscoe would want to look around the room to try and look for any more evidence.
GM TK-421 |
The agents enter the room one by one and begin looking around, Rocky first. It seems safe enough, except Rocky and Towerr both think something is off about six of the jars. The creatures inside may not be as dead as they appear.
Slide updated. You beat their stealth DC. This isn't going to negate combat but you can arrange yourselves however you wish before combat begins. No surprise rounds in 2e so I'll let you arrange yourselves and you won't be flat footed and will be able to use reactions before your turn in round 1.
GM TK-421 |
Roscoe: 1d20 + 7 ⇒ (17) + 7 = 24
Rocky: 1d20 + 5 ⇒ (1) + 5 = 6
Mason: 1d20 + 7 ⇒ (15) + 7 = 22
Towerr: 1d20 + 5 ⇒ (1) + 5 = 6
Red: 1d20 + 7 ⇒ (11) + 7 = 18
Blue: 1d20 + 7 ⇒ (4) + 7 = 11
Green: 1d20 + 7 ⇒ (12) + 7 = 19
Yellow: 1d20 + 7 ⇒ (16) + 7 = 23
Orange: 1d20 + 7 ⇒ (10) + 7 = 17
Purple: 1d20 + 7 ⇒ (5) + 7 = 12
*** Round 1 ***
Bold may actRoscoe
Yellow
Mason
Green
Red
Orange
Purple
Blue
Towerr
Rocky
Religion to ID
Things that look dead but aren't dead in jars. It is safe to assume ill intent from them especially after everything you've already dealt with.
Roscoe Talbot |
Roscoe will try to identify the creatures then will use Electric Arc at Red and Green.
◆Identify Creature +8 Religion
◆◆Electric Arc
Electric Damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Basic Reflex DC 19
GM TK-421 |
NE TINY UNDEAD
Pickled Punks are created when the fetuses of pregnant women are exposed to necromantic energies.
Combustible: The first time each round that a pickled punk takes fire damage, its fumes combust, dealing 5 fire damage to all other creatures within the area of its Suffocating Fumes aura.
Red Reflex: 1d20 + 9 ⇒ (5) + 9 = 14
Red Reflex: 1d20 + 9 ⇒ (14) + 9 = 23
Yellow jumps off the shelf and crawls towards Towerr.
Fist: 1d20 + 9 ⇒ (13) + 9 = 22
NL Bludgeoning: 1d4 + 1 ⇒ (1) + 1 = 2
Then it attaches itself to the champion with some adhesive goo.
You are grabbed but its a special type if grab. You aren't immobilized and can move. I need a Fortitude save from Towerr and anyone else within 5ft of one of these creatures at the beginning of your turns. DC 14, or DC 17 if they're attached to you. A fail results in sickened 1, a crit fail is also enfeebled 1 for 1 minute. You are not exposed to this area effect until after they have acted in the first round.
*** Round 1 ***
Bold may actRoscoe
Yellow
Mason
Green (-3hp)
Red (-7hp)
Orange
Purple
Blue
Towerr (42/44hp, attached)
Rocky
Agent Ken Mason |
Fort: 1d20 + 5 ⇒ (4) + 5 = 9
Gagging at the smell from the small creature, Mason tries to clear up the sick feeling before taking a shot at green.
◆ Fort, Retch: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20 that should clear up the condition, if not, result below will be 1 lower
◆ Devise a Stratagem: 1d20 ⇒ 18
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.
◆ Strategic Strike, total result of 28
Piercing w/Precision: 1d6 + 1d6 ⇒ (4) + (1) = 5
or in case of crit
Crit: 1d10 ⇒ 4
Fatal: 1d10 ⇒ 7
Total damage of 17 adding on precision.
GM TK-421 |
Mason blasts Green, putting it out of everyone's misery.
Red moves in and attacks Rocky.
Fist: 1d20 + 9 ⇒ (8) + 9 = 17 miss
Fist: 1d20 + 5 ⇒ (12) + 5 = 17 miss
As well as Orange.
Fist: 1d20 + 9 ⇒ (2) + 9 = 11 miss
Fist: 1d20 + 5 ⇒ (1) + 5 = 6 miss
But the monk proves to be too hard to hit.
Purple moves in on Towerr.
Fist: 1d20 + 9 ⇒ (20) + 9 = 29 crit
NL Bludgeoning: 1d4 + 1 ⇒ (3) + 1 = 4 8 total
And attaches itself to the champion as well.
Blue slides up to Mason.
Fist: 1d20 + 9 ⇒ (12) + 9 = 21 hit
NL Bludgeoning: 1d4 + 1 ⇒ (3) + 1 = 4
Then attaches itself to the investigator.
*** Round 1 ***
Bold may actRoscoe
Yellow
Mason (28/32hp, attached)
Green (-20hp)
Red (-7hp)
Orange
Purple
Blue
Towerr (34/44hp, attached×2)
Rocky
Towerr Shield |
◆Reaction Retributive Strike w/Pick: 1d20 + 8 ⇒ (12) + 8 = 20
Piercing Dmg: 1d6 + 3 ⇒ (6) + 3 = 9
...if crit...
Crit Dmg: 1d10 + 3 ⇒ (1) + 3 = 4
Fatal Dmg: 1d10 ⇒ 1
4 dmg resistance to received damage on Mason
Rocky_ |
Rocky will let out a full attack flurrying then delivering swift kicks
ROCKY will be attacking red first then attacking the next one from left to right
◆Flurry of Blows 1: 1d20 + 10 ⇒ (10) + 10 = 20
FoB damage 1: 1d6 + 4 ⇒ (4) + 4 = 8
Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
FoB damage 2: 1d6 + 4 ⇒ (5) + 4 = 9
Unarmed strike: 1d20 + 10 - 8 ⇒ (11) + 10 - 8 = 13
Unarmed Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Unarmed strike: 1d20 + 10 - 8 ⇒ (17) + 10 - 8 = 19
Unarmed Damage: 1d6 + 4 ⇒ (1) + 4 = 5
GM TK-421 |
Towerr tries to to take some retribution on Blue but misses. It seems to squirm around and use Mason as a shield, though he still manages to provide some protection to Mason.
Rocky fails to connect any of the blows she tries to land. The creatures are particularly adept at dodging.
*** Round 2 ***
Bold may actRoscoe
Yellow
Mason (32/32hp, attached)
Green (-20hp)
Red (-7hp)
Orange
Purple
Blue
Towerr (34/44hp, attached×2)
Rocky
This round I'll switch Roscoe to the bottom of the order with a round break in between.
Roscoe Talbot |
Roscoe will cast Guidance on Mason then will use Electric Arc at Red and Purple
◆Guidance on Mason
◆◆Electric Arc
Electric Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Basic Reflex DC 19
If you guys line up I have an idea
GM TK-421 |
Everyone, including me, except Mason has been forgetting the Fort saves. Have a Hero Point Mason. Also Towerr never took his turn, just his reaction, in round 1.
Roscoe Fort: 1d20 + 5 ⇒ (12) + 5 = 17 pass
Towerr Fort: 1d20 + 9 ⇒ (2) + 9 = 11 fail
Rocky Fort: 1d20 + 8 ⇒ (5) + 8 = 13 fail
Rocky and Towerr become sickened 1
Red Reflex: 1d20 + 9 ⇒ (12) + 9 = 21 pass
Purple Reflex: 1d20 + 9 ⇒ (6) + 9 = 15 fail
Yellow, assaulting a free action, bites Towerr with an automatic success.
Jaw/Peirce: 1d6 + 1 ⇒ (4) + 1 = 5 +2 Poison
Then uses all three actions to continue attacking the champion.
Jaw: 1d20 + 9 ⇒ (8) + 9 = 17 miss
Jaw: 1d20 + 5 ⇒ (16) + 5 = 21 miss
Jaw: 1d20 + 1 ⇒ (17) + 1 = 18 miss
*** Round 2-3 ***
Bold may actYellow
Mason (32/32hp, attached)
Green (-20hp)
Red (-11hp)
Orange
Purple (-9hp)
Blue
Towerr (27/44hp, attached×2)
Rocky
ROUND BREAK
Roscoe
Towerr Shield |
Round 1 actions
◆5ft step
◆Strike,p: 1d20 + 8 ⇒ (13) + 8 = 21 at Blue
dmg: 1d6 + 3 ⇒ (1) + 3 = 4
if crit: 1d10 + 3 ⇒ (5) + 3 = 8 Fatal: 1d10 ⇒ 5
◆Raise Shield
Round 2 actions
Reaction
◆Shield Block if possible
◇Drop weapon
◆Lay on Hands self for 12 HP
◆Pick up weapon
◆Strike,p: 1d20 + 8 ⇒ (12) + 8 = 20 at Red
dmg: 1d6 + 3 ⇒ (1) + 3 = 4
if crit: 1d10 + 3 ⇒ (2) + 3 = 5 Fatal: 1d10 ⇒ 2
GM TK-421 |
You already used your Round 1 reaction for Retributive Strike. We haven't gotten to you for Round 2 yet. I'll keep in mind that you want to Shield block in Round 2 if it comes up.
When Towerr moves the creatures remain attached and move with him.
Yellow's second attack vs. AC 21 would have been a hit because it was still attached rendering Towerr flat footed to the attack.
Jaw/Piercing: 1d6 + 1 ⇒ (2) + 1 = 3 +2 Poison