
|  Doctor Zharkov | 
Doctor Zharkov looks at the strange flying creature hovering not too far away from the cover of the building and points up it it with a tentacle.
2 action SLOW spell on the Strange creature
DC 31 Fortitude Save
THen 1 action movement into the bushes to avoid further gunfire.

| DoubleGold | 
 
	
 
                
                
              
            
            It does not have aoo, but you only hit it once for 22 actually 12 because of resistance. Edit Okay 32, I didn't realize I gave it weakness instead of resistance, it is suppose to have resistance, but it has weakness now cause players are going to target it based upon what they learned. So we are staying with weakness you dealt 32 this time and 42 last time.
fort: 1d20 + 22 ⇒ (9) + 22 = 31 just barely saves.
Matthew is up. Kip is up.

| DoubleGold | 
 
	
 
                
                
              
            
            Kip will take cover as one action and then fire twice at it hit: 1d20 + 21 ⇒ (15) + 21 = 36 dmg: 2d6 + 2 ⇒ (3, 4) + 2 = 9 Hits it once but for 0 damage as his weapon ain't sonic.
hit: 1d20 + 16 ⇒ (9) + 16 = 25 dmg: 2d6 + 2 ⇒ (4, 6) + 2 = 12
It goes It is casting a spell in melee if that means anything. I need everyone to give me a will saving throw or be slowed. DC 3260 foot cone. The first person to fail give me an additional will save. It has an ability that takes one action, but can only affect 1 target
Whoever fails the will save takes dmg: 1d10 ⇒ 9 mental damage and is demoralized 1.
All heroes are up We have about 45 days to finish last of part 2 and do all of part 3 so we can get credit for playtest. Luckily I have more time this week as well as computer access, so posting will increase for a week.
Also it has regeneration 10 which you have noticed and no sonic doesn't deactivate it, so it has healed 20 so far. It can be turned off but you need a specific type of damage.

|  Matthew Pittard | 
 
	
 
                
                
              
            
            Decides to float where he is and Fires Some Cold Iron Needle Darts up at the Flying creature
2 actions, nothing for the third action but to stay in the scrub
[dice=Cold Iron Needle Darts]1d20+22
[dice=Damage]8d4
She’ll,
I think it’s best we just finish sfter this battle. We have hsd 7 days of people not even posting, snd we were told we only hsd sround 46 days. So I guess now down to 38. Judt based on thst lone, we are never gonns finish in time

| DoubleGold | 
 
	
 
                
                
              
            
            Someone want to bought the other people so hopefully we cann finish part 2 before July 1st. July 31st is the playtest deadline. Posting from a phone has slowed me up a bit and people tend to forget. It will be 24 hour botting, I just need others to bought cause learning all the classes and the monsters is hard for me. We will start part 3, and it will fast forwarded meaning skill checks all at once. Also we need 4 pcs and we have 3 if someone wants to play 2 characters.

| Rhyydd | 
 
	
 
                
                
              
            
            I’m so sorry. I didn’t post for sometime, and I should have been proactive to reaching out to you guys.
I’m down to continue. Let’s shoot for the moon and try to finish it before the 31st?
Is going back for a voice game reasonable for folks? I’m fine if we try to finish this through PbP, but I’m down to voice game too.

| Kip! | 
 
	
 
                
                
              
            
            Will save against slowed: 1d20 + 21 ⇒ (7) + 21 = 28
Subsequent Will save against mental dmg/frightened (if failed Will save): 1d20 + 21 ⇒ (6) + 21 = 27
Kip is slowed 1, frightened 1, takes 9 mental dmg. Now at 98/107 HP.
Action 1: Get 'Em. (Foe has -1 circ penalty to AC/Reflex saves)
Action 2:Strike with Laster Pistol Superior to Lead by Example.
Atk roll for fire dmg: 1d20 + 21 - 1 ⇒ (8) + 21 - 1 = 282d6 + 2 + 3 ⇒ (4, 3) + 2 + 3 = 12
Allies Striking the creature get +3 circ bonus to dmg rolls against it. Kip has no 3rd action.
Also, as a reminder, once per day for each ally, Kip can use Master Plan as a reaction to give an attack roll or skill check the fortune effect (roll twice and take better result).
To GM: I placed a token for Kip on the Google Slides. Feel free to place him in a different place if you were basing him of from another space.

| DoubleGold | 
 
	
 
                
                
              
            
            So he only gets hit once by Ray then regents 10. He will make one attack with his rocket launcher launcher which he only has to hit the ground. hit: 1d20 ⇒ 6 not a 1. dmg: 2d10 + 12 + 2d10 ⇒ (10, 6) + 12 + (7, 6) = 41 fire dmg then spirit damage to. Reflex 32. To the Doctor and Ray. His tail attack was a crit miss. I rolled it and gave the you backtracked to far when I posted it on my phone. It is pain to enter in formulas on a phone. all pcs are up

| Kip! | 
 
	
 
                
                
              
            
            Kip is slowed 1 (unless this goes away somehow with a save?). 98/107 HP.
Action 1:Get 'Em. (Foe has -1 circ penalty to AC/Reflex saves)
Action 2: Lead by Example by Striking with Laser Pistol, Superior.
Atk roll for fire dmg: 1d20 + 21 ⇒ (5) + 21 = 262d6 + 2 + 3 ⇒ (1, 3) + 2 + 3 = 9
Allies Striking the creature get +3 circ bonus to dmg rolls against it. Kip has no 3rd action.
Also, as a reminder, once per day for each ally, Kip can use Master Plan as a reaction to give an attack roll or skill check the fortune effect (roll twice and take better result). Feel free to use Kip's reaction for any of your rolls.

| Kip! | 
 
	
 
                
                
              
            
            Kip is slowed 1 (unless this goes away somehow with a save?). 98/107 HP.
Action 1:Get 'Em. (Foe has -1 circ penalty to AC/Reflex saves)
Action 2: Recall Knowledge on the creature. I want to know any weaknesses and/or resistances.
Recall Knowledge, Kip's modifiers can be found by clicking on his profile here on Paizo: 1d20 ⇒ 12
Kip has no 3rd action.
Also, as a reminder, once per day for each ally, Kip can use Master Plan as a reaction to give an attack roll or skill check the fortune effect (roll twice and take better result). Feel free to use Kip's reaction for any of your rolls.
 
	
 
     
    