| GM TK-421 |
Towerr lands one normal strike on Green...
You meant Green right. The almost dead one instead of the relatively full health one. I'm sure you did ;)
Doing just enough damage to finish it.
Blue lashes out at Rocky.
Claw: 1d20 + 12 ⇒ (12) + 12 = 24 Hit
Slashing: 1d6 + 4 ⇒ (3) + 4 = 7
Then Towerr.
Claw: 1d20 + 8 ⇒ (17) + 8 = 25 Hit
Slashing: 1d6 + 4 ⇒ (6) + 4 = 10
The Rocky again.
Claw: 1d20 + 4 ⇒ (15) + 4 = 19 Miss
Slashing: 1d6 + 4 ⇒ (3) + 4 = 7
I need Fort Saves from Towerr and Rocky.
*** Round 3 ***
Bold may actBlue (-4)
Mason (32/32)
Green (-50)
Red (-52)
Roscoe (12/18 (24), Drained 2. Wounded 1)
Towerr (26/44, Fort Save)
Rocky (21/41 (44), Drained 1, Fort Save)
| Towerr Shield |
Fort Save: 1d20 + 9 ⇒ (20) + 9 = 29
| Roscoe Talbot |
Roscoe will take a step back and then take a deep breath and as he does he starts to glow slightly which goes towards his hands and as he holds his hands up fire shoots out from his fingertips.
◆Step
◆◆Rejuvenating Flames
Fire Damage: 2d4 ⇒ (4, 4) = 8
Basic Reflex DC 19
Healing Flames: 2d4 ⇒ (4, 2) = 6
Allies that are healed get +1 to Fort saves for 1 minute.
| Agent Ken Mason |
Hustling past the monster, Mason reloads and pulls the trigger.
◆ Stride
◆ Interact (reload)
Strike: 1d20 + 8 ⇒ (6) + 8 = 14
Piercing: 1d6 ⇒ 1
Crit: 1d10 ⇒ 9
Fatal: 1d10 ⇒ 5
Total damage of 1 on a hit or 23 on a crit
| Towerr Shield |
Yep! Got it mixed up. This time I will be swinging at blue.
◆Strike
◆Strike
◆Raise Shield
Strike 1: 1d20 + 8 ⇒ (13) + 8 = 21
Dmg, Piercing: 1d6 + 3 ⇒ (4) + 3 = 7
Dmg, Positive: 1d4 ⇒ 2
If crit: 1d10 + 3 ⇒ (8) + 3 = 11
Fatal: 1d10 ⇒ 9
Strike 2: 1d20 + 8 - 5 ⇒ (10) + 8 - 5 = 13
Dmg, Piercing: 1d6 + 3 ⇒ (3) + 3 = 6
Dmg, Positive: 1d4 ⇒ 1
If crit: 1d10 + 3 ⇒ (6) + 3 = 9
Fatal: 1d10 ⇒ 4
| Rocky_ |
Rocky will take a step and attack
◆Flurry of Blows 1: 1d20 + 10 ⇒ (6) + 10 = 16
FoB damage 1: 1d6 + 4 ⇒ (6) + 4 = 10
Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
FoB damage 2: 1d6 + 4 ⇒ (5) + 4 = 9
Unarmed strike: 1d20 + 10 - 8 ⇒ (18) + 10 - 8 = 20
Unarmed Damage: 1d6 + 4 ⇒ (2) + 4 = 6
| GM TK-421 |
Rocky Fort: 1d20 + 8 ⇒ (4) + 8 = 12
Rock fails the required Fort save and becomes Drained 2.
Green Reflex: 1d20 + 6 ⇒ (12) + 6 = 18
Green barely avoids a critical failure and would take full damage, but its vitality seemed to be temporarily bolstered by each successful strike against the agents. Rocky and Towerr are rejuvited by Roscoe's flames.
Mason hustles past the enemy but misses his shot.
Towerr lands one strike on Blue doing some damage.
Rocky follows suit.
Blue continues its onslaught on the adjacent agents.
First Towerr.
Claw: 1d20 + 12 ⇒ (18) + 12 = 30 Hit
Slashing: 1d6 + 4 ⇒ (4) + 4 = 8
The Rocky.
Claw: 1d20 + 8 ⇒ (9) + 8 = 17 Miss
Slashing: 1d6 + 4 ⇒ (4) + 4 = 8
Then Towerr again.
Claw: 1d20 + 4 ⇒ (14) + 4 = 18 Miss
Slashing: 1d6 + 4 ⇒ (1) + 4 = 5
I need another Fort Save from Towerr. Don't forget your +1 from Roscoe.
*** Round 4 ***
Bold may actBlue (-21)
Mason (32/32)
Green (-50)
Red (-52)
Roscoe (12/18 (24), Drained 2. Wounded 1)
Towerr (32/44, Fort Save needed)
Rocky (24/38 (44), Drained 2)
| Roscoe Talbot |
Roscoe cast Electric Arc at the creature then look at Mason and give him Guidance.
◆◆Electric Arc
Electric Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11
Basic Reflex DC 19
◆Guidance to Mason
| Towerr Shield |
Thank god for raised shield stopping that crit lol
Fort Save: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
| Towerr Shield |
◆Strike
◆Strike
◆Raise Shield
Strike 1: 1d20 + 8 ⇒ (12) + 8 = 20
Dmg, Piercing: 1d6 + 3 ⇒ (1) + 3 = 4
Dmg, Positive: 1d4 ⇒ 4
If crit: 1d10 + 3 ⇒ (1) + 3 = 4
Fatal: 1d10 ⇒ 8
Strike 2: 1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 16
Dmg, Piercing: 1d6 + 3 ⇒ (6) + 3 = 9
Dmg, Positive: 1d4 ⇒ 2
If crit: 1d10 + 3 ⇒ (7) + 3 = 10
Fatal: 1d10 ⇒ 1
| Rocky_ |
◆Flurry of Blows 1: 1d20 + 10 ⇒ (9) + 10 = 19
FoB damage 1: 1d6 + 4 ⇒ (6) + 4 = 10
Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
FoB damage 2: 1d6 + 4 ⇒ (1) + 4 = 5
Unarmed strike: 1d20 + 10 - 8 ⇒ (11) + 10 - 8 = 13
Unarmed Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Unarmed strike: 1d20 + 10 - 8 ⇒ (18) + 10 - 8 = 20
Unarmed Damage: 1d6 + 4 ⇒ (5) + 4 = 9
| Agent Ken Mason |
◆ Interact (reload)
◆ Devise a Stratagem: 1d20 ⇒ 13
◆ Strategic Strike, total result of 24 accounting for guidance
Piercing: 1d6 ⇒ 3
Precision: 1d6 ⇒ 6
Crit: 1d10 ⇒ 8
Fatal: 1d10 ⇒ 8
total damage is 9 on a hit or 36 on a crit
Mason
Rocky
Roscoe
Towerr
| GM TK-421 |
Without rolling the saves, between Rocky and Towerr its enough the bring down the final enemy. Mason can hold on to that last round of ammo.
*** OutofCombat ***
Bold may act
Blue (-50)
Mason (32/32)
Green (-50)
Red (-52)
Roscoe (12/18 (24), Drained 2. Wounded 1)
Towerr (32/44, Fort Save needed)
Rocky (24/38 (44), Drained 2)
You can all level up. You will gain your new hit points towards your total, but those of you who have the Drained condition will retain your Drained condition until you can get a full night's rest as normal. Your altered total HP will be at -3/level of Drained and not -4 since you obtained them at level 3.
| Agent Ken Mason |
updated
| Roscoe Talbot |
Roscoe will Treat Wounds on Rocky and Towerr and all 3 of us can refocus to get our focus points back.
Rocky Treat Wounds DC15: 1d20 + 11 ⇒ (9) + 11 = 20
Healz: 2d8 ⇒ (8, 6) = 14
Towerr Treat Wounds DC15: 1d20 + 11 ⇒ (6) + 11 = 17
Healz: 2d8 ⇒ (6, 8) = 14
Roscoe will Treat Wounds on himself now that the other 2 are all healed up.
Treat Wounds DC15 on myself: 1d20 + 11 ⇒ (16) + 11 = 27
Healz: 4d8 ⇒ (5, 7, 6, 2) = 20
| Agent Ken Mason |
"I still have a weird feeling leaving that hidden door unattended. Mind if I try to rig something up to block it?"
Mason looks to his allies for approval.
"Glad that's handled, Now let's take a peek in this next area."
"Fair points, we'll just have to risk it, so let's press on. No use in letting this fiend have all day to prepare."
| GM TK-421 |
| GM TK-421 |
The agents approach the final door in the basement. The door appears safe and is unlocked. The agents form up in their usual marching order and Towerr opens the door to discover Pratchett and an unusual looking, translucent creature with a greenish tint that appears like two young children melded together (Religion to ID). Pratchett and the amalgamation appear hostile the moment they spy the agents.
Roscoe: 1d20 + 9 ⇒ (13) + 9 = 22
Rocky: 1d20 + 7 ⇒ (11) + 7 = 18
Mason: 1d20 + 9 ⇒ (7) + 9 = 16
Towerr: 1d20 + 8 ⇒ (9) + 8 = 17
Red: 1d20 + 17 ⇒ (14) + 17 = 31
Blue: 1d20 + 10 ⇒ (17) + 10 = 27
Pratchett (Red) Darts to the open door and strikes at first Rocky,
Blade: 1d20 + 17 ⇒ (7) + 17 = 24 Hit
Blade: 1d20 + 17 ⇒ (3) + 17 = 20
Piercing: 2d6 + 7 ⇒ (4, 1) + 7 = 12
And then Towerr,
Sheath: 1d20 + 17 ⇒ (16) + 17 = 33 Crit
Bludgeoning: 2d4 + 7 ⇒ (4, 3) + 7 = 14
Each with a different part of a sword cane he wields.
Rocky needs a Fort Save. DC 21
The see through children float over in front of the other door, blocking the way, and begin to wail.
Roscoe: 1d20 + 11 ⇒ (17) + 11 = 28
Rocky: 1d20 + 9 ⇒ (9) + 9 = 18
Mason: 1d20 + 9 ⇒ (14) + 9 = 23
Towerr: 1d20 + 10 ⇒ (9) + 10 = 19
The agents briefly feel their reactions slow but are able the shrug it off.
*** Round 1***
Bold may actRed
Blue (Religion to ID)
Mason (40/40)
Roscoe (24/24 (30), Drained 2)
Towerr (28/56)
Rocky (38/50 (56), Drained 2, Fort Save DC21)
| Roscoe Talbot |
Roscoe is curious about the melded Children and then will hold his hands out with a slight glow to his hands briefly then fire will shoot out, healing Towerr and hurting the other 2
◆+9t to Religion to ID
◆◆Rejuvenating Flames
Fire Damage: 2d4 ⇒ (4, 3) = 7
Basic Reflex DC 20
Healing Flames: 2d4 ⇒ (1, 2) = 3
Allies that are healed get +1 to Fort saves for 1 minute.
| Towerr Shield |
◆Strike
◆Strike
◆Lay on Hands (self)(12hp)
First Strike
Strike, Pick: 1d20 + 9 ⇒ (9) + 9 = 18
Dmg,Pick: 1d6 + 3 ⇒ (6) + 3 = 9
Dmg,Positive, if undead: 1d4 ⇒ 1
If Crit: 1d10 + 3 ⇒ (4) + 3 = 7
Fatal: 1d10 ⇒ 9
+2 dmg for critical specialization
Second Strike
Strike, Pick: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11
Dmg,Pick: 1d6 + 3 ⇒ (1) + 3 = 4
Dmg,Positive, if undead: 1d4 ⇒ 4
If Crit: 1d10 + 3 ⇒ (2) + 3 = 5
Fatal: 1d10 ⇒ 3
+2 dmg for critical specialization
| GM TK-421 |
LE Medium Incorporeal Spirit Undead
Undead Immunities
Resist All Damage 2 (except force, ghost touch, or positive; double resistance vs. non-magical)
Lore: Whenever two individuals who share a strong emotional bond perish together, they might rise as a combined spirit known as a binumir. The two individuals' souls partially merge into a singular entity, though each one feels a constant longing for the other. This curse causes a binumir great distress and envy, leading the creature to lash out and attack others. Only the destruction of the binumir will liberate the two spirits and finally give them peace.
Binumirs commonly appear in places where people die sharing their last moments together, such as in settlements hit by natural disasters. The two spirits of a binumir are distinct. Each half retains the visage of the respective individual that died to later form part of the creature. The spirits typically appear holding hands, but they constantly search for each other. They cry and weep for their lost loved one, unable to recognize the other's presence right beside them.
| Agent Ken Mason |
Pratchet, lay down your weapon and turn yourself in!"
◆ Demoralize: 1d20 + 10 ⇒ (9) + 10 = 19
unlikely that he'll actually surrender... so, let's trying shooting him too.
◆ Devise a Stratagem: 1d20 ⇒ 13
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.
recall knowledge on Pratchet, assuming society? it's a +12, and since he's the target of my pursue a lead, it gains a +1 circumstance.
◆ Strategic Strike, total result of 24
Piercing: 1d6 ⇒ 1
Precision: 1d6 ⇒ 3
Crit: 1d10 ⇒ 6
Fatal: 1d10 ⇒ 1
Damage is 4 on a normal hit or 19 on a crit
| Rocky_ |
Fort Save: 1d20 + 9 ⇒ (12) + 9 = 21
Rocky will attack Pratchett with all 3 actions.
◆Flurry of Blows
Flurry of Blows 1: 1d20 + 11 ⇒ (10) + 11 = 21
FoB damage 1: 1d6 + 4 ⇒ (3) + 4 = 7
Flurry of Blows 2: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
FoB damage 2: 1d6 + 4 ⇒ (5) + 4 = 9
◆Strike
Unarmed strike: 1d20 + 11 - 8 ⇒ (12) + 11 - 8 = 15
Unarmed Damage: 1d6 + 4 ⇒ (5) + 4 = 9
◆Strike
Unarmed strike: 1d20 + 11 - 8 ⇒ (16) + 11 - 8 = 19
Unarmed Damage: 1d6 + 4 ⇒ (6) + 4 = 10
| GM TK-421 |
Reflex: 1d20 + 16 ⇒ (18) + 16 = 34 crit success
"You'll fall just like the others!" Pratchett retorts and laughs at Mason's comment.
Then he strikes at Towerr,
Blade: 1d20 + 17 ⇒ (13) + 17 = 30 Hit
Piercing: 2d6 + 7 ⇒ (6, 4) + 7 = 17
Need a Fort save from Towerr. DC 21.
Then Rocky,
Sheath: 1d20 + 17 ⇒ (3) + 17 = 20 Miss
Bludgeoning: 2d4 + 7 ⇒ (2, 2) + 7 = 11
And tries another strike with the blade at Rocky.
Blade: 1d20 + 12 ⇒ (14) + 12 = 26 Hit
Piercing: 2d6 + 7 ⇒ (1, 2) + 7 = 10
Need a Fort save from Rocky. DC 21.
The otherworldly amalgamation continues to wail.
Roscoe: 1d20 + 11 ⇒ (7) + 11 = 18
Rocky: 1d20 + 9 ⇒ (12) + 9 = 21
Mason: 1d20 + 9 ⇒ (13) + 9 = 22
Towerr: 1d20 + 10 ⇒ (17) + 10 = 27
But the agents remain unaffected.
Then it reaches out with its hand towards Rocky.
Hand: 1d20 + 12 ⇒ (19) + 12 = 31 Crit
Negative: 1d8 + 4 ⇒ (4) + 4 = 8 ×2=16
*** Round 2***
Bold may actRed (-4hp)
Blue
Mason (40/40)
Roscoe (24/24 (30), Drained 2)
Towerr (26/56)
Rocky (15/50 (56), Drained 2)
| Towerr Shield |
Ret strike at Pratt, Rocky gets +6 dmg resistance
◆REACTION Retributive Strike: 1d20 + 9 ⇒ (12) + 9 = 21
Dmg,Pick: 1d6 + 3 ⇒ (2) + 3 = 5
Dmg,Positive, if undead: 1d4 ⇒ 1
Dmg if Crit,Pick: 1d10 + 3 ⇒ (2) + 3 = 5
Fatal: 1d10 ⇒ 10
Turn
Fort Save: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
◆Lay on Hands (second use) to Rocky for 12 hp and +2 AC
◆Strike at Pratchett Pick: 1d20 + 9 ⇒ (18) + 9 = 27
Dmg,Pick: 1d6 + 3 ⇒ (6) + 3 = 9
Dmg,Positive, if undead: 1d4 ⇒ 3
Dmg if Crit,Pick: 1d10 + 3 ⇒ (9) + 3 = 12
Fatal: 1d10 ⇒ 6
◆Raise Shield
| Towerr Shield |
Forgot, if the second one is a crit, add 2 to dmg due to critical specialization.
| GM TK-421 |
Reflex: 1d20 + 12 ⇒ (7) + 12 = 19
The spectral children take some damage from the flames, but it is not as effective as Roscoe expected.
| Roscoe Talbot |
Roscoe is going to Battle Medicine on Rocky and then pull both his hands back and forcefully thrust them forward and cast Scorching Ray at the both of them.
◆Battle Medicine
Battle Medicine DC15: 1d20 + 11 ⇒ (19) + 11 = 30
Healz: 2d8 ⇒ (3, 1) = 4
◆◆Scorching Ray
Spell Attack vs Pratchett: 1d20 + 10 ⇒ (19) + 10 = 29
Spell Attack vs Binmuir: 1d20 + 10 ⇒ (4) + 10 = 14
Fire Damage on Pratchett: 4d6 ⇒ (3, 5, 1, 6) = 15
Fire Damage on Binmuir: 4d6 ⇒ (5, 4, 4, 5) = 18
| Rocky_ |
Rocky will Lay on Hands to Towerr and then Flurry of Blows and Strike at the Binmuir.
◆Lay on Hands +12HP to Towerr
◆Flurry of Blows (Unarmed)
Furry of Blows 1: 1d20 + 11 ⇒ (7) + 11 = 18
FoB Damage 1: 1d6 + 4 ⇒ (5) + 4 = 9
Furry of Blows 2: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12
FoB Damage 2: 1d6 + 4 ⇒ (5) + 4 = 9
◆Unarmed Strike
Unarmed Strike: 1d20 + 11 - 8 ⇒ (10) + 11 - 8 = 13
Unarmed Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Battle Medicine Used on:
Focus Points 1/2
| Roscoe Talbot |
Rolling 2d8 more because I didn't realize that it was a crit success.
Moar Healz to Rocky: 2d8 ⇒ (1, 6) = 7
| Agent Ken Mason |
Slamming another round in the pistol, Mason takes aim at the hotel owner again, but opts to try and learn a bit more about the green critter.
◆ Interact (reload)
◆ Devise a Stratagem: 1d20 ⇒ 3
◆ Recall knowledge/dubious knowledge on the other creature
religion +7T
| GM TK-421 |
Towerr makes a Retributive Strike at Pratchett, but fails to connect. He does save Rocky from some damage, however.
Towerr then lays hands on the monk, providing some succor. He follows that up with a strike at Pratchett for normal damage and raises his shield.
Roscoe heals Rocky with battle medicine. Then casts a spell at the two opponents. His Ray lands on Pratchett for normal damage but misses the specter.
Rocky returns the lay on hands to Towerr, and follows up with a flurry of blows at Pratchett, but fails to connect.
Mason reloads and wracks his brain to recall anything additional about the ghostly enemy.
Pratchett continues his attack on Towerr, after casting a spell on the agent in the form of a ray.
Spell attack: 1d20 + 14 ⇒ (12) + 14 = 26
Need a Fort save from Towerr. DC 22.
Blade: 1d20 + 17 ⇒ (13) + 17 = 30 Hit
Piercing: 2d6 + 7 ⇒ (6, 5) + 7 = 18
The apparition continues to wail.
Roscoe: 1d20 + 11 ⇒ (1) + 11 = 12
Rocky: 1d20 + 9 ⇒ (17) + 9 = 26
Mason: 1d20 + 9 ⇒ (12) + 9 = 21
Towerr: 1d20 + 10 ⇒ (13) + 10 = 23
This time Rosce looses his nerve and begins to sob uncontrollably, but the remaining agents hold fast to their resolve.
*** Round 3***
Bold may actRed (-28hp)
Blue (-1hp)
Mason (40/40)
Roscoe (24/24 (30), Drained 2, Slowed 1)
Towerr (20/56. Need fort dc 22)
Rocky (44/50 (56), Drained 2)
| Roscoe Talbot |
Roscoe is going to Battle Medicine on Towerr and then say words of encouragement to Rocky.
◆Battle Medicine
Battle Medicine DC15: 1d20 + 11 ⇒ (10) + 11 = 21
Healz: 2d8 ⇒ (6, 7) = 13
◆Guidance at Rocky
| Rocky_ |
Rocky will focus his attention on the Specter to try to stop the wailing.
◆Flurry of Blows (Unarmed) to the Specter
Furry of Blows 1: 1d20 + 11 ⇒ (2) + 11 = 13
FoB Damage 1: 1d6 + 4 ⇒ (1) + 4 = 5
Furry of Blows 2: 1d20 + 11 - 4 + 1 ⇒ (2) + 11 - 4 + 1 = 10
FoB Damage 2: 1d6 + 4 ⇒ (5) + 4 = 9
◆Unarmed Strike to the Specter
Unarmed Strike: 1d20 + 11 - 8 ⇒ (9) + 11 - 8 = 12
Unarmed Damage: 1d6 + 4 ⇒ (3) + 4 = 7
◆Unarmed Strike to the Specter
Unarmed Strike: 1d20 + 11 - 8 ⇒ (14) + 11 - 8 = 17
Unarmed Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Battle Medicine Used on:
Focus Points 1/2
| Towerr Shield |
◆Reaction- Shield Block Hardness 5, HP 20 (BT 10)
Disarming Block: 1d20 + 11 ⇒ (12) + 11 = 23 vs Pratchett Reflex DC
Turn
Fort Save: 1d20 + 11 ⇒ (1) + 11 = 12
Will continue turn upon results of the disarming block. To many "if's" to make a spoiler post
| Towerr Shield |
If hero points are a thing like discussed a while back, will definitely be using one on that Fort save lol
| Towerr Shield |
Fort Save Reroll: 1d20 + 11 ⇒ (12) + 11 = 23
| GM TK-421 |
Roscoe heals up Towerr some and offers some guidance to Rocky.
Rocky continues to miss her attacks.
Towerr succeeds the saving throw and becomes Enfeebled 1.
*** Round 3***
Bold may actRed (-28hp)
Blue (-1hp)
Mason (40/40)
Roscoe (24/24 (30), Drained 2, Slowed 1)
Towerr (33/56. Enfeebled1)
Rocky (44/50 (56), Drained 2)
| Towerr Shield |
◆Strike Pick: 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14
Dmg, p: 1d6 + 3 ⇒ (1) + 3 = 4
Positive Dmg, if undead: 1d4 ⇒ 2
If Crit, dmg: 1d10 + 3 ⇒ (3) + 3 = 6
Fatal: 1d10 ⇒ 10
◆Strike Pick: 1d20 + 9 - 6 ⇒ (2) + 9 - 6 = 5
Dmg, p: 1d6 + 3 ⇒ (6) + 3 = 9
Positive Dmg, if undead: 1d4 ⇒ 1
If Crit, dmg: 1d10 + 3 ⇒ (4) + 3 = 7
Fatal: 1d10 ⇒ 8
◆Raise Shield
All aimed at Pratchett. Also need to know Shield condition.
| Agent Ken Mason |
"Last chance Pratchet, give it up and we can settle things peaceably."
◆ Devise a Stratagem: 1d20 ⇒ 8
◆ Strategic Strike, total result of 19
Piercing: 1d6 ⇒ 1
Precision: 1d6 ⇒ 4
Crit: 1d10 ⇒ 10
Fatal: 1d10 ⇒ 10
On hit 5 or on a crit 38
◆ Interact (reload)
| GM TK-421 |
Towerr's shield is now broken and no longer provides any benefits. You were targeted with an attack the did 18 damage. The shield block absorbs 5 points of that due to its Hardness. After that, you and the shield both take 13 points of damage. The shield has a break threshold of 10. 13 is beyond that so it now has the broken condition.
Towerr attempts to strike Pratchett but misses, then raises his shield and realizes it is broken.
Mason fires a wild shot and reloads. He offers Pratchett the chance to surrender again.
Pratchett just laughs, "The only peace I want it the knowledge of your demise! But perhaps ill have some fun first."
*** Round 4***
Bold may actRed (-28hp)
Blue (-1hp)
Mason (40/40)
Roscoe (24/24 (30), Drained 2, Immune to wail)
Towerr (28/56)
Rocky (30/50 (56), Drained 2, Fort Save DC 22, Immune to wail)
Pratchett casts a spell again, this time at Rocky. He reaches out with a cold hand and touches the monk.
Fort Save from Rocky. DC 22Then he strikes at the Oread.
Sheath: 1d20 + 17 ⇒ (11) + 17 = 28 Hit
Bludgeoning: 2d4 + 7 ⇒ (3, 4) + 7 = 14
The Binmuir continues to wail its mournful sounds.
Roscoe: 1d20 + 11 ⇒ (19) + 11 = 30
Rocky: 1d20 + 9 ⇒ (19) + 9 = 28
Mason: 1d20 + 9 ⇒ (11) + 9 = 20
Towerr: 1d20 + 10 ⇒ (13) + 10 = 23
The agents shrug off the effect. Roscoe and Rocky gain immunity to it for one minute.
It reaches out with a ghostly hand to touch Towerr.
Touch: 1d20 + 12 ⇒ (14) + 12 = 26 Hit
Negative: 1d8 + 4 ⇒ (6) + 4 = 10
| Roscoe Talbot |
Roscoe is going to take a step back and then clench his fists as he pulls them back and thrust his hands forward as a ray of fire comes out of each hand targeting both Pratchett and the Specter
◆Step
◆◆Scorching Ray
Spell Attack vs Pratchett: 1d20 + 10 ⇒ (16) + 10 = 26
Spell Attack vs Specter: 1d20 + 10 ⇒ (8) + 10 = 18
Fire Damage to Pratchett: 4d6 ⇒ (6, 2, 6, 6) = 20
Fire Damage to Specter: 4d6 ⇒ (6, 6, 6, 2) = 20
| Rocky_ |
Rocky will focus strike at Pratchett with the Flurry, then will pat Towerr on the shoulder to Lay on Hands, then she strike at the Specter.
◆Flurry of Blows (Unarmed) to the Pratchett
Furry of Blows 1: 1d20 + 11 ⇒ (18) + 11 = 29
FoB Damage 1: 1d6 + 4 ⇒ (2) + 4 = 6
Furry of Blows 2: 1d20 + 11 - 4 + 1 ⇒ (5) + 11 - 4 + 1 = 13
FoB Damage 2: 1d6 + 4 ⇒ (1) + 4 = 5
◆Lay on Hands +12HP
◆Unarmed Strike to the Specter
Unarmed Strike: 1d20 + 11 - 8 ⇒ (1) + 11 - 8 = 4
Unarmed Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Fort Save: 1d20 + 9 ⇒ (8) + 9 = 17
Battle Medicine Used on:
Focus Points 0/2
| GM TK-421 |
Rocky fails tge Fort save and takes Negative: 1d4 + 2 ⇒ (2) + 2 = 4
Roscoe fires scorching ray's at the enemies. Pratchett is hit, but the other shot goes wide of the Binumir.
Rocky lands a singalong strike for normal damage on the inn keeper.
*** Round 4***
Bold may actRed (-54hp)
Blue (-1hp)
Mason (40/40)
Roscoe (24/24 (30), Drained 2, Immune to wail)
Towerr (28/56)
Rocky (38/50 (56), Drained 2, Immune to wail)
| Towerr Shield |
Well, time for plan B
"You may think you have the upper hand Pratchett, but not all is lost as I still stand!"
◆◆Infectious Enthusiasm for +1 to ATK rolls. Someone else my also get a +1 to ATK rolls for a single action.
◆Strike at PratchettPick: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Dmg, p: 1d6 + 3 ⇒ (3) + 3 = 6
Positive Dmg, if undead: 1d4 ⇒ 1
If Crit, dmg: 1d10 + 3 ⇒ (7) + 3 = 10
Fatal: 1d10 ⇒ 5
| Towerr Shield |
forgot ret strike. I'll get it up soon
| Towerr Shield |
Ret. Strike at PratchettPick: 1d20 + 9 ⇒ (17) + 9 = 26
Dmg, p: 1d6 + 3 ⇒ (5) + 3 = 8
Positive Dmg, if undead: 1d4 ⇒ 4
If Crit, dmg: 1d10 + 3 ⇒ (2) + 3 = 5
Fatal: 1d10 ⇒ 4
+6 dmg resistance to Rockey