

The Erinyes appears midair and hovers effortlessly. She throws a rope of her own hair at the demon in an attempt to entangle it.
To hit touch AC, Inspire Courage: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
Erinyes have the Precise Shot feat
Assuming that the rope hits the demon will have to make a DC 20 Reflex save or be entangled. Spell Resistance does not apply here as it like the Animate Rope spell.
The twin upasunda both step up (5' step) and attack. The cyan's wounds continue to heal (now 60 out of a total of 138).
The hasted cyan upasunda full attacks!
Attacks:
Longsword,Hasted,Augmented,Inspire Courage,Power Attack: 1d20 + 19 + 1 + 2 + 2 - 4 ⇒ (20) + 19 + 1 + 2 + 2 - 4 = 40
Longsword,iterative 1,Hasted,Augmented,Inspire Courage,Power Attack: 1d20 + 19 + 1 + 2 + 2 - 4 ⇒ (19) + 19 + 1 + 2 + 2 - 4 = 39
Longsword,iterative 2,Hasted,Augmented,Inspire Courage,Power Attack: 1d20 + 9 + 1 + 2 + 2 - 4 ⇒ (18) + 9 + 1 + 2 + 2 - 4 = 28
Spear,Hasted,Augmented,Inspire Courage,Power Attack: 1d20 + 19 + 1 + 2 + 2 - 4 ⇒ (7) + 19 + 1 + 2 + 2 - 4 = 27
Spear(Haste additional attack),Hasted,Augmented,Inspire Courage,Power Attack: 1d20 + 19 + 1 + 2 + 2 - 4 ⇒ (3) + 19 + 1 + 2 + 2 - 4 = 23
Kukri,Hasted,Augmented,Inspire Courage,Power Attack: 1d20 + 19 + 1 + 2 + 2 - 4 ⇒ (15) + 19 + 1 + 2 + 2 - 4 = 35
Slam 1,Hasted,Augmented,Inspire Courage,Power Attack: 1d20 + 13 + 1 + 2 + 2 - 4 ⇒ (4) + 13 + 1 + 2 + 2 - 4 = 18
Slam 2,Hasted,Augmented,Inspire Courage,Power Attack: 1d20 + 13 + 1 + 2 + 2 - 4 ⇒ (19) + 13 + 1 + 2 + 2 - 4 = 33
Confirm Criticals: Longsword, Longsword iterative 1.
Longsword,Confirm,Hasted,Augmented,Inspire Courage,Power Attack: 1d20 + 19 + 1 + 2 + 2 - 4 ⇒ (5) + 19 + 1 + 2 + 2 - 4 = 25
Longsword,iterative 1,Confirm,Hasted,Augmented,Inspire Courage,Power Attack: 1d20 + 19 + 1 + 2 + 2 - 4 ⇒ (10) + 19 + 1 + 2 + 2 - 4 = 30
Damage Rolls on attacks that might hit: Longsword, Longsword iterative 1 and Kukri (assuming an entangled demon).
Longsword,Augmented,Power Attack, Inspire Courage: 1d8 + 6 + 2 + 8 + 2 ⇒ (3) + 6 + 2 + 8 + 2 = 21
Longsword,iterative 1,Augmented,Power Attack, Inspire Courage: 1d8 + 6 + 2 + 8 + 2 ⇒ (2) + 6 + 2 + 8 + 2 = 20
Kukri,Augmented,Power Attack, Inspire Courage: 1d4 + 6 + 2 + 8 + 2 ⇒ (2) + 6 + 2 + 8 + 2 = 20
The red upasunda steps into a flanking position but is not hasted. She full attacks.
Attacks:
Longsword,Flank,Augmented,Inspire Courage,Power Attack: 1d20 + 19 + 2 + 2 + 2 - 4 ⇒ (2) + 19 + 2 + 2 + 2 - 4 = 23
Longsword,iterative 1,Flank,Augmented,Inspire Courage,Power Attack: 1d20 + 19 + 2 + 2 + 2 - 4 ⇒ (8) + 19 + 2 + 2 + 2 - 4 = 29
Longsword,iterative 2,Flank,Augmented,Inspire Courage,Power Attack: 1d20 + 9 + 2 + 2 + 2 - 4 ⇒ (3) + 9 + 2 + 2 + 2 - 4 = 14
Spear,Flank,Augmented,Inspire Courage,Power Attack: 1d20 + 19 + 2 + 2 + 2 - 4 ⇒ (8) + 19 + 2 + 2 + 2 - 4 = 29
Kukri,Flank,Augmented,Inspire Courage,Power Attack: 1d20 + 19 + 2 + 2 + 2 - 4 ⇒ (18) + 19 + 2 + 2 + 2 - 4 = 39
Slam 1,Flank,Augmented,Inspire Courage,Power Attack: 1d20 + 13 + 2 + 2 + 2 - 4 ⇒ (2) + 13 + 2 + 2 + 2 - 4 = 17
Slam 2,Flank,Augmented,Inspire Courage,Power Attack: 1d20 + 13 + 2 + 2 + 2 - 4 ⇒ (18) + 13 + 2 + 2 + 2 - 4 = 33
Confirm critical: Kukri
Kukri,Confirm,Flank,Augmented,Inspire Courage,Power Attack: 1d20 + 19 + 2 + 2 + 2 - 4 ⇒ (2) + 19 + 2 + 2 + 2 - 4 = 23
Damage Rolls on attacks that might hit: Kukri
Damage,Kukri,Augmented,Power Attack, Inspire Courage: 1d4 + 6 + 2 + 8 + 2 ⇒ (1) + 6 + 2 + 8 + 2 = 19
The cyan upandasa attempts to stab the demon as it leave.
"Hey, that is not allowed!"
Attack of Opportunity
Attack of Opportunity-Spear,Hasted,Augmented,Power Attack: 1d20 + 19 + 1 + 2 - 4 ⇒ (5) + 19 + 1 + 2 - 4 = 23
Damage,Augmented,Power Attack: 1d8 + 6 + 3 + 12 ⇒ (5) + 6 + 3 + 12 = 26

The newly minted red Upasunda appears and then takes a five foot step to flank with the cyan Upasunda. She unloads her full fury on the beast.
Attacks
Longsword,Flank,Augmented,Power Attack: 1d20 + 19 + 2 + 2 - 4 ⇒ (17) + 19 + 2 + 2 - 4 = 36
Longsword,iterative 1,Flank,Augmented,Power Attack: 1d20 + 14 + 2 + 2 - 4 ⇒ (4) + 14 + 2 + 2 - 4 = 18
Longsword,iterative 2,Flank,Augmented,Power Attack: 1d20 + 9 + 2 + 2 - 4 ⇒ (18) + 9 + 2 + 2 - 4 = 27
Spear,Flank,Augmented,Power Attack: 1d20 + 19 + 2 + 2 - 4 ⇒ (3) + 19 + 2 + 2 - 4 = 22
Kukri,Flank,Augmented,Power Attack: 1d20 + 19 + 2 + 2 - 4 ⇒ (19) + 19 + 2 + 2 - 4 = 38
Slam 1,Flank,Augmented,Power Attack: 1d20 + 13 + 2 + 2 - 4 ⇒ (17) + 13 + 2 + 2 - 4 = 30
Slam 2,Flank,Augmented,Power Attack: 1d20 + 13 + 2 + 2 - 4 ⇒ (11) + 13 + 2 + 2 - 4 = 24
Critical Confirm: Kukri
Kukri,Flank,Augmented,Power Attack: 1d20 + 19 + 2 + 2 - 4 ⇒ (12) + 19 + 2 + 2 - 4 = 31
Damage Rolls
Longsword,Augmented,Power Attack: 1d8 + 6 + 2 + 8 ⇒ (8) + 6 + 2 + 8 = 24
Longsword,iterative 1,Augmented,Power Attack: 1d8 + 6 + 2 + 8 ⇒ (8) + 6 + 2 + 8 = 24
Longsword,iterative 2,Augmented,Power Attack: 1d8 + 6 + 2 + 8 ⇒ (4) + 6 + 2 + 8 = 20
Spear,Augmented,Power Attack: 1d8 + 9 + 3 + 8 ⇒ (8) + 9 + 3 + 8 = 28
Kukri,Augmented,Power Attack: 1d4 + 6 + 2 + 8 ⇒ (4) + 6 + 2 + 8 = 20
Slam 1,Augmented,Power Attack: 1d4 + 3 + 1 + 4 ⇒ (4) + 3 + 1 + 4 = 12
Slam 2,Augmented,Power Attack: 1d4 + 3 + 1 + 4 ⇒ (4) + 3 + 1 + 4 = 12
Critical Damage Roll
Kukri,Augmented,Power Attack: 1d4 + 6 + 2 + 8 ⇒ (4) + 6 + 2 + 8 = 20
@GM Redelia - Please add three damage to the first spear attack for the original Asuara (cyan). It should be 31 total(instead of 28). :)

@GM Redelia - This is an augmented summon so it has more hit points (138) than your standard asura. Also I doubt that the demon's natural weapons will bypass her damage resistance (Dr/10 good). The asura is still standing!
The asuara shakes from the three blows but remains standing. Her wounds heal at an incredible rate (regeneration 5, her current hit point total is now 55 out of a maximum of 138).
The hasted female warrior launches a counter attack.
"Finally, an opponent worth my time!"
Attacks:
Longsword,Hasted,Augmented,Power Attack: 1d20 + 19 + 1 + 2 - 4 ⇒ (19) + 19 + 1 + 2 - 4 = 37
Longsword,iterative 1,Hasted,Augmented,Power Attack: 1d20 + 14 + 1 + 2 - 4 ⇒ (19) + 14 + 1 + 2 - 4 = 32
Longsword,iterative 2,Hasted,Augmented,Power Attack: 1d20 + 9 + 1 + 2 - 4 ⇒ (3) + 9 + 1 + 2 - 4 = 11
Spear,Hasted,Augmented,Power Attack: 1d20 + 19 + 1 + 2 - 4 ⇒ (17) + 19 + 1 + 2 - 4 = 35
Spear(Haste additional attack),Hasted,Augmented,Power Attack: 1d20 + 19 + 1 + 2 - 4 ⇒ (6) + 19 + 1 + 2 - 4 = 24
Kukri,Hasted,Augmented,Power Attack: 1d20 + 19 + 1 + 2 - 4 ⇒ (18) + 19 + 1 + 2 - 4 = 36
Slam 1,Hasted,Augmented,Power Attack: 1d20 + 13 + 1 + 2 - 4 ⇒ (20) + 13 + 1 + 2 - 4 = 32
Slam 2,Hasted,Augmented,Power Attack: 1d20 + 13 + 1 + 2 - 4 ⇒ (11) + 13 + 1 + 2 - 4 = 23
Critical Confirms: Longsword primary attack, longsword iterative 1, slam 1,kukri.
Longsword,Hasted,Augmented,Power Attack: 1d20 + 19 + 1 + 2 - 4 ⇒ (6) + 19 + 1 + 2 - 4 = 24
Longsword,iterative 1,Hasted,Augmented,Power Attack: 1d20 + 14 + 1 + 2 - 4 ⇒ (17) + 14 + 1 + 2 - 4 = 30
Slam 1,Hasted,Augmented,Power Attack: 1d20 + 13 + 1 + 2 - 4 ⇒ (2) + 13 + 1 + 2 - 4 = 14
Kukri,Hasted,Augmented,Power Attack: 1d20 + 19 + 1 + 2 - 4 ⇒ (7) + 19 + 1 + 2 - 4 = 25
Damage Rolls
Longsword,Augmented,Power Attack: 1d8 + 6 + 2 + 8 ⇒ (4) + 6 + 2 + 8 = 20
Longsword,iterative 1,Augmented,Power Attack: 1d8 + 6 + 2 + 8 ⇒ (4) + 6 + 2 + 8 = 20
Longsword,iterative 2,Augmented,Power Attack: 1d8 + 6 + 2 + 8 ⇒ (6) + 6 + 2 + 8 = 22
Spear,Augmented,Power Attack: 1d8 + 6 + 3 + 12 ⇒ (7) + 6 + 3 + 12 = 28
Spear,Haste extra attack,Augmented,Power Attack: 1d8 + 6 + 3 + 12 ⇒ (3) + 6 + 3 + 12 = 24
Kukri,Augmented,Power Attack: 1d4 + 6 + 2 + 8 ⇒ (2) + 6 + 2 + 8 = 18
Slam 1,Augmented,Power Attack: 1d4 + 3 + 1 + 4 ⇒ (2) + 3 + 1 + 4 = 10
Slam 2,Augmented,Power Attack: 1d4 + 3 + 1 + 4 ⇒ (4) + 3 + 1 + 4 = 12
Critical Damage Rolls
Longsword,Augmented,Power Attack: 1d8 + 6 + 2 + 8 ⇒ (1) + 6 + 2 + 8 = 17
Longsword,iterative 1,Augmented,Power Attack: 1d8 + 6 + 2 + 8 ⇒ (8) + 6 + 2 + 8 = 24
Kukri,Augmented,Power Attack: 1d4 + 6 + 2 + 8 ⇒ (3) + 6 + 2 + 8 = 19
Slam 1,Augmented,Power Attack: 1d4 + 3 + 1 + 4 ⇒ (1) + 3 + 1 + 4 = 9
Four Augmented Lemures move forward (5' step) and wail on the Retriever (Green).
Lemure(Orange)
Claw 1: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw 2: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Lemure(Red)
Claw 1: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw 2: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Lemure(Green)
Claw 1: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw 2: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Lemure(Purple)
Claw 1: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw 2: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Crits happen!
Confirm critical - Purple Claw 1: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Confirm critical - Purple Claw 2: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

The Contract Devil is only scratched by the Retriever's attack (Damage Reduction 10/Good reduces the damage to 3). With only one limb pinned he concentrates his attacks on the Retriever(Yellow) within the mouth of the beetle.
Current Hit points for the Contract Devil is 142 (total maximum is 162).
As the grappled penalty applies to both the Retriever and Contract devil there is no net penalty or bonus to any of the attacks
Attack 1, Contract: 1d20 + 20 ⇒ (18) + 20 = 38
Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Bleed damage: 1d6 ⇒ 6
Attack 2, Contract: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 1d4 + 7 ⇒ (1) + 7 = 8
Bleed damage: 1d6 ⇒ 2
Attack 3, Contract: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Bleed damage: 1d6 ⇒ 5
Gore with horns: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 2d6 + 2 ⇒ (3, 2) + 2 = 7
Bleed damage: 1d6 ⇒ 6
The Erinyes hovers effortlessly in the air and shoots three more shots towards the interior of the beetle's mouth. She scans the battlefield with her True Sight and informs the party of any illusions.
Bow Attack 1: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Fire damage: 1d6 ⇒ 4
Bow Attack 2: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Fire damage: 1d6 ⇒ 1
Bow Attack 3: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Fire damage: 1d6 ⇒ 2
The contract devil lashes out with his whip at the hive mind in an attempt to break the wizard's spell.
Contract to hit: 1d20 + 20 ⇒ (6) + 20 = 26
Damage: 1d4 + 7 ⇒ (2) + 7 = 9
Bleed damage: 1d6 ⇒ 2
In case he fails to break the spell he attempts to identify it.
Spellcraft: 1d20 + 20 ⇒ (12) + 20 = 32
As Swift actions (Impale ability) cannot be performed off turn. The devil will not attempt to Grab and Impale the creature. :)
The contract devil is tough and his infernal heritage protects him from the acidic sludge (Resist Energy Acid 10).
Current Hit points is 145 (total maximum is 162).
The augmented Erinyes scans the battlefield with her True Sight and notices any possible illusions. She then glides down effortlessly in the air (5 foot step) and sends three flaming arrows toward the interior mouth of the giant beetle.
"This beetle is soft and very juicy on the inside."
Bow attack 1: 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Fire damage: 1d6 ⇒ 5
Bow attack 2: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Fire damage: 1d6 ⇒ 4
Bow attack 3: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Fire damage: 1d6 ⇒ 5

The augmented contract devil is hurt by the bite but less than you would think (DR/10 good). He seems to be relatively unconcerned about the acidic nature of the goo as well (Resist Acid 10).
Current Hit points is 145 (total maximum is 162).
The well versed devil tries to identify the new enemy.
Knowledge check (Arcana,Planes or Religion)(all the same value): 1d20 + 23 ⇒ (12) + 23 = 35
He then attacks the soft interior of the giant beetle with his sharpened scroll and horns.
Attack Contract: 1d20 + 20 ⇒ (10) + 20 = 30
damage: 1d4 + 7 ⇒ (3) + 7 = 10
Bleed damage on a hit: 1d6 ⇒ 2
Attack Contract,iterative 1: 1d20 + 20 - 5 ⇒ (7) + 20 - 5 = 22
damage: 1d4 + 7 ⇒ (4) + 7 = 11
Bleed damage on a hit: 1d6 ⇒ 4
Attack Contract,iterative 2: 1d20 + 20 - 10 ⇒ (14) + 20 - 10 = 24
damage: 1d4 + 7 ⇒ (2) + 7 = 9
Bleed damage on a hit: 1d6 ⇒ 6
Gore (Augmented Strength of 21): 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
damage, Strength 21: 2d6 + 1 + 1 ⇒ (2, 5) + 1 + 1 = 9
Confirm critical on Gore: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Damage: 2d6 + 1 + 1 ⇒ (4, 2) + 1 + 1 = 8
The Contract Devil examines the worm that walks as it casts its spell.
Spellcraft: 1d20 + 20 ⇒ (10) + 20 = 30
The Contract Devil has immunity to Mind-Affecting effects and an SR of 21. I will roll his save anyways if it is relevant.
Will save: 1d20 + 16 ⇒ (14) + 16 = 30
A Bralani arrives and holds back for now at Xilt's command. He understands that he was summoned for post combat healing and not to be used for the combat itself.
The augmented contract devil drops a Delayed Fireball on the wizard's head which explodes immediately and he advances to threaten him with his contract like whip (reach 15 feet).
Delayed Fireball CL 13, Reflex DC 23 for half damage: 13d6 ⇒ (3, 5, 5, 4, 5, 3, 6, 3, 4, 6, 4, 2, 6) = 56
The devil's words are understood by anything that understands language.
"Let us see whose magic is stronger worm!"
The infernal fiend also examines the creature to see if his summoner and pet has missed anything of interest.
Knowledge Arcana: 1d20 + 23 ⇒ (19) + 23 = 42

Betty takes advantage of an opening in her foe's defences before unloading a flurry of martial attacks on the enormous beast.
"Finally, a worthy opponent."
The asura's weapons are infused with magical energy.
Attack of Opportunity,Haste,Augmented: 1d20 + 19 + 1 + 2 ⇒ (18) + 19 + 1 + 2 = 40
Damage,Spear,Magical,Augmented: 1d8 + 9 + 3 ⇒ (7) + 9 + 3 = 19
Full Round Attack Action
Spear attack,Haste,Augmented: 1d20 + 19 + 1 + 2 ⇒ (2) + 19 + 1 + 2 = 24
Damage,Spear,Magical,Augmented: 1d8 + 9 + 3 ⇒ (8) + 9 + 3 = 20
Extra Attack: Haste, Spear,Haste,Augmented: 1d20 + 19 + 1 + 2 ⇒ (2) + 19 + 1 + 2 = 24
Damage,Spear,Magical,Augmented: 1d8 + 9 + 3 ⇒ (5) + 9 + 3 = 17
Kukri,Haste,Augmented: 1d20 + 19 + 1 + 2 ⇒ (2) + 19 + 1 + 2 = 24
Damage,Kukri,Magical,Augmented: 1d4 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Slam,Haste,Augmented: 1d20 + 13 + 1 + 2 ⇒ (13) + 13 + 1 + 2 = 29
Damage,Slam 1,Bludgeoning: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Slam 2, Haste, Augmented: 1d20 + 13 + 1 + 2 ⇒ (13) + 13 + 1 + 2 = 29
Damage, Slam 2,Bludgeoning: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Longsword,Haste,Augmented: 1d20 + 19 + 1 + 2 ⇒ (20) + 19 + 1 + 2 = 42
Damage,Longsword,Magic,Augmented: 1d8 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Longword Crit confirm: 1d20 + 19 + 1 + 2 ⇒ (3) + 19 + 1 + 2 = 25
Possible Crit Damage, Longsword: 1d8 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Longsword (Iterative 1),Haste,Augmented: 1d20 + 19 + 1 + 2 - 5 ⇒ (16) + 19 + 1 + 2 - 5 = 33
Damage,Longsword,Magic,Augmented: 1d8 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Longsword (Iterative 2),Haste,Augmented: 1d20 + 19 + 1 + 2 - 10 ⇒ (6) + 19 + 1 + 2 - 10 = 18
Damage,Longsword,Magic,Augmented: 1d8 + 6 + 2 ⇒ (6) + 6 + 2 = 14
The Ice Mephit lands and starts insulting the ghost hoping to draw its ire.
"We are going to burn down your stupid forest until it is only ash. You are meaningless and pathetic!"
Sorry for the delay. I will reposition my tokens on the map to be in the right room at least.
The Rock summons finishes and only one ice mephit appears. The druid looks around slightly disappointed and then shrugs. The ice mephit lets loose with a barrage of Magic Missiles at the ghostly form.
Ice mephits summoned: 1d3 ⇒ 1
Magic Missile, CL6: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11
A magnificent looking humanoid hound creature bounds up the stairs and draws his sword. He palpitates an aura of holiness and he strikes at the closest enemy (adjacent S on the map).
"Fear not my friends. We will overcome these foul fiends."
Great Sword, Power Attack: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Slashing, Power Attack: 2d6 + 3 + 6 ⇒ (2, 1) + 3 + 6 = 12
All enemies must make a will save DC 16 or suffer -2 to AC, attacks and saves. Magic Circle vs Evil will protect those within 10 feet of the archon.
The last elemental simply explodes under the onslaught.
The Elementals attempt to resist the bad touch ghost.
Fort save Blue: 1d20 + 5 ⇒ (12) + 5 = 17
Fort save Green: 1d20 + 5 ⇒ (19) + 5 = 24
Fort save Green: 1d20 + 5 ⇒ (11) + 5 = 16
Fort save Purple: 1d20 + 5 ⇒ (3) + 5 = 8
The ghost manages to destroy three of the four elementals. The last remaining elemental floats in place in front of the angry ghost.
The elementals have 20 hit points each so a save can make a difference at times. :)
Another water elemental appears and all four of them swarm the ghost.
(Move and Total Defence four all four elementals)
If the Ghost has reach than it can use a reaction to take an attack of opportunity on one of the elementals.
One of the Elementals explodes under the Heliotherm's attack. George 09-23 finishes his summoning spell and another water elemental appears. It swims to fill the vacated position of the deceased elemental.
All elementals avert their eyes and act as a distraction to the angry ghost.
The Techno-wizard speaks a few words in Aquan to his watery servants.
Three water elementals swim forth to act as blockers rather than attackers. They move in front of Celly and Sakorus and take up a defensive position.
Full Defence for all three.
I don't think that blunt damage will do anything to a ghost. :)
The yellow elemental explodes from the attacks but the blue elemental persists and it swims quickly to attack the last remaining monster.
Slam blue vs blue: 1d20 + 9 ⇒ (14) + 9 = 23
Damage vs blue: 1d6 + 5 ⇒ (4) + 5 = 9
Two of the water elemental simply explode as they are attacked however blue remains more or less intact (4 hit points remaining). As George 09-23 finishes his spell another elemental appears and swims to distract red.
Blue:
Blue vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Blue vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Yellow:
Yellow vs Red: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
@Sakorus - Typically you cannot flank elementals. :)
Three water elemental appear and they begin to attack their fellow variant elemental monsters.
Blue:
Slam, Blue vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Damage, Bludgeoning: 1d6 + 5 ⇒ (4) + 5 = 9
Slam, Blue vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10
Damage, Bludgeoning: 1d6 + 5 ⇒ (6) + 5 = 11
Green:
Slam, Green vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Damage, Bludgeoning: 1d6 + 5 ⇒ (4) + 5 = 9
Slam, Green vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9
Damage, Bludgeoning: 1d6 + 5 ⇒ (1) + 5 = 6
Pink:
Slam, Pink vs Red: 1d20 + 9 ⇒ (6) + 9 = 15
Damage, Bludgeoning: 1d6 + 5 ⇒ (4) + 5 = 9
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A well dressed young man from the house Tullian enters the lodge. He finds the opportune time to announce his liege's arrival to the party.
"My lords and ladies and gentle-people. Please allow me to formally introduce Lord Xilt Sphinx of house Tullian. An accomplished wizard and adventurer of the Pathfinder society. He is accompanied by his Mephit companion Tzleztor from the plane of Earth."
As Xilt enters the young man gracefully departs.
The remaining water elemental fights on valiantly. At the very least it can be bait for these fearsome creatures of the sea.
Blue Elemental vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25
Slam Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Blue Elemental vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Slam Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Critical Damage for the first blow!
Slam Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Three small sized water elementals wail on the two strange creatures. They give it their all.
Green Elemental vs Red, Full Attack: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Bludgeoning Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Green Elemental vs Red, Full Attack: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25
Bludgeoning Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Pink Elemental vs Blue, Full Attack, Flanking: 1d20 + 9 - 4 + 2 ⇒ (11) + 9 - 4 + 2 = 18
Bludgeoning Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Pink Elemental vs Blue, Full Attack, Flanking: 1d20 + 9 - 4 + 2 ⇒ (12) + 9 - 4 + 2 = 19
Bludgeoning Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Blue Elemental vs Blue, Full Attack, Flanking: 1d20 + 9 - 4 + 2 ⇒ (3) + 9 - 4 + 2 = 10
Bludgeoning Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Blue Elemental vs Blue, Full Attack, Flanking: 1d20 + 9 - 4 + 2 ⇒ (9) + 9 - 4 + 2 = 16
Bludgeoning Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Critical Damage for Green Elemental vs Red
Bludgeoning Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Small Elementals EAC 12, KAC 13 HP:20, Water Mastery (waterborne creatures suffer a -1 penalty to attack and damage vs the elementals).
The Satyrs' magic no has effect on the sphere so they all draw their bows and each take a shot at the strange creature.
Short Bow, Insight bonus, Black Satyr: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Arrow Damage, Insight bonus: 1d6 + 2 ⇒ (6) + 2 = 8
Short Bow, Insight bonus, Red Satyr: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Arrow Damage, Insight bonus: 1d6 + 2 ⇒ (3) + 2 = 5
Short Bow, Insight bonus, Green Satyr: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Arrow Damage, Insight bonus: 1d6 + 2 ⇒ (3) + 2 = 5
The three satyrs move forward and then all attempt to convince The Corners of Spheres to leave this place while it still can.
Overcome SR if necessary, Black Satyr, Suggestion CL 8, Will DC 17: 1d20 + 8 ⇒ (8) + 8 = 16
Overcome SR if necessary, Green Satyr, Suggestion CL 8, Will DC 17: 1d20 + 8 ⇒ (14) + 8 = 22
Overcome SR if necessary, Red Satyr, Suggestion CL 8, Will DC 17: 1d20 + 8 ⇒ (18) + 8 = 26
The three satyrs advance on to the bridge and attempt to wake the poor soul with song. Each of the trio attempts to outdo the others in their musical performance.
"Come on brothers. We will show these foul creatures that nothing stands above wine, women and song!"
Diplomacy to wake, Black Satyr: 1d20 + 15 ⇒ (13) + 15 = 28
Diplomacy to wake, Green Satyr: 1d20 + 15 ⇒ (9) + 15 = 24
Diplomacy to wake, Red Satyr: 1d20 + 15 ⇒ (6) + 15 = 21

@AbadarCorp Entertainment - Has the drone left the room already? Clearly trying to stop it from destroying the sample has become a new priority.
George's posse pours it on the now damaged and debilitated quorlu while George 09-23 decides how to handle the drone.
Sonic Cannon vs EAC, Full Attack, Green: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10
Sonic Damage: 1d4 ⇒ 4
Sonic Cannon vs EAC, Full Attack, Green: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Sonic Damage: 1d4 ⇒ 3
Sonic Cannon vs EAC, Full Attack, Red: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Sonic Damage: 1d4 ⇒ 3
Sonic Cannon vs EAC, Full Attack, Red: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Sonic Damage: 1d4 ⇒ 4
Sonic Cannon vs EAC, Full Attack, Black: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12
Sonic Damage: 1d4 ⇒ 4
Sonic Cannon vs EAC, Full Attack, Black: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3
Sonic Damage: 1d4 ⇒ 4
Critical Damage, Green and Red
Sonic Damage, Green 2nd attack, Critical: 1d4 ⇒ 3
Sonic Damage, Red 1st attack, Critical: 1d4 ⇒ 3
The Shadow Creatures reach out and try to freeze Lubose with their icy touch.
Shadow Black, Full Attack vs EAC: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Cold Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Shadow Black, Full Attack vs EAC: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
Cold Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Shadow Red, Full Attack vs EAC: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
Cold Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Shadow Red, Full Attack vs EAC: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
Cold Damage: 1d6 + 5 ⇒ (3) + 5 = 8
George 09-23 summons forth another mini robot tank and the miniature tank battalion moves forward and fires at Lubose. The two shadowy creatures are careful in their approach towards Lubose before attacking from the rear.
The movement of the shadow monsters should not provoke attacks of opportunity unless Lubose has 10 feet reach.
Robot (Green), Sonic Cannon vs Lubose: 1d20 + 5 ⇒ (9) + 5 = 14
Sonic Damage: 1d4 ⇒ 2
Robot (Red), Sonic Cannon vs Lubose: 1d20 + 5 ⇒ (10) + 5 = 15
Sonic Damage: 1d4 ⇒ 3
Robot (Black), Sonic Cannon vs Lubose: 1d20 + 5 ⇒ (1) + 5 = 6
Sonic Damage: 1d4 ⇒ 4
Shadow (Red), Cold Touch (EAC) vs Lubose: 1d20 + 9 ⇒ (10) + 9 = 19
Cold Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Shadow (Black), Cold Touch (EAC) vs Lubose: 1d20 + 9 ⇒ (9) + 9 = 18
Cold Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Robots: EAC: 11 KAC: 12 HP:6 Size:Tiny
Red - HP: 6/6
Green - HP: 6/6
Black - HP: 6/6
Shadow Creature: EAC: 12 KAC:13 HP:20 Size:Small
Black - HP: 11/20
Red - HP: 20/20

The black robot explodes under Lubose's assault while the shadow creature absorbs the punch from the zombie and its energies flicker momentarily as it regathers its form right before attacking again.
The red and green robots fire a full on salvo at the red zombie hoping to damage it while the shadow creature attempts a frosty double attack on yellow hoping to connect with at least one blow.
Sonic Cannon, Robot (Green) Full Attack vs Red: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Sonic Damage: 1d4 ⇒ 1
Sonic Cannon, Robot (Green) Full Attack vs Red: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Sonic Damage: 1d4 ⇒ 4
Sonic Cannon, Robot (Red) Full Attack vs Red: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15
Sonic Damage: 1d4 ⇒ 4
Sonic Cannon, Robot (Red) Full Attack vs Red: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15
Sonic Damage: 1d4 ⇒ 2
Critical Damage for Robot Green 1st attack:
Sonic Damage: 1d4 ⇒ 3
Shadow Creature, Full attack, vs Yellow (EAC): 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Cold Damage vs Yellow Zombie: 1d6 + 5 ⇒ (6) + 5 = 11
Shadow Creature, Full attack, vs Yellow (EAC): 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
Cold Damage vs Yellow Zombie: 1d6 + 5 ⇒ (5) + 5 = 10
As George 09-23 summons finish another shadow creature appears. It lashes out at the red zombie.
Shadow Creature, Full attack, vs Red (EAC), Flank: 1d20 + 9 - 4 + 2 ⇒ (5) + 9 - 4 + 2 = 12
Cold Damage vs Red Zombie: 1d6 + 5 ⇒ (4) + 5 = 9
Shadow Creature, Full attack, vs Red (EAC), Flank: 1d20 + 9 - 4 + 2 ⇒ (13) + 9 - 4 + 2 = 20
Cold Damage vs Red Zombie: 1d6 + 5 ⇒ (1) + 5 = 6
Robots: EAC: 11 KAC: 12 HP:6 Size:Tiny
Red - HP: 6/6
Green - HP: 6/6
Shadow Creature: EAC: 12 KAC:13 HP:20 Size:Small
Black - HP: 11/20
Red - HP: 20/20
The three robots advance towards the zombies. They then begin to fire in turn on Blue in an attempt to take it down. If Blue falls they rotate to Red.
Sonic Cannon,Robot (Green) vs Blue: 1d20 + 5 ⇒ (12) + 5 = 17
Sonic Damage: 1d4 ⇒ 3
Sonic Cannon,Robot (Red) vs Blue: 1d20 + 5 ⇒ (15) + 5 = 20
Sonic Damage: 1d4 ⇒ 1
Sonic Cannon,Robot (Black) vs Blue or Red: 1d20 + 5 ⇒ (9) + 5 = 14
Sonic Damage: 1d4 ⇒ 4
George 09-23 spell finishes and he drops a small sized Shadow creature right in front of yellow. It attacks twice with its frosty touch.
Touch vs EAC, Full Attack vs Yellow: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
Cold Damage vs EAC: 1d6 + 5 ⇒ (1) + 5 = 6
Touch vs EAC, Full Attack vs Yellow: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
Cold Damage vs EAC: 1d6 + 5 ⇒ (2) + 5 = 7
Robots: EAC: 11 KAC: 12 HP:6 Size:Tiny
Shadow Creature: EAC: 12 KAC:13 HP:20 Size:Small
Stell Z-Linn notices the zombie horde nearing her position and calls out for some help.
"A little help here people?"
The operative shoots for Green attempting to thin the herd.
Trick Attack, Bluff, Skill Expertise: 1d20 + 13 + 4 + 1d6 ⇒ (16) + 13 + 4 + (2) = 35
Trick Attack Damage: 1d8 ⇒ 8
Tactical Semi-auto pistol, vs KAC: 1d20 + 6 ⇒ (6) + 6 = 12
Damage, P: 1d6 + 2 ⇒ (3) + 2 = 5
Three mechanical mini tanks appears out of the ether. They begin to fire their sonic guns at Green.
Tank 1 Sonic Gun, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Tank 1, Sonic Damage: 1d4 ⇒ 4
Tank 1 Sonic Gun, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12
Tank 1, Sonic Damage: 1d4 ⇒ 3
Tank 2 Sonic Gun, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
Tank 2, Sonic Damage: 1d4 ⇒ 1
Tank 2 Sonic Gun, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
Tank 2, Sonic Damage: 1d4 ⇒ 1
Tank 3 Sonic Gun, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
Tank 3, Sonic Damage: 1d4 ⇒ 2
Tank 3 Sonic Gun, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Tank 3, Sonic Damage: 1d4 ⇒ 4
The protean flies directly at the last remaining enemy.
Bite (+possible grab) vs Red: 1d20 + 9 ⇒ (11) + 9 = 20
Piercing Damage: 1d6 + 5 ⇒ (6) + 5 = 11
The remaining protean lashes out at the blue robot.
Bite (+possible grab) vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Piercing Damage vs Blue: 1d6 + 5 ⇒ (2) + 5 = 7
Bite (+possible grab) vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
Piercing Damage vs Blue: 1d6 + 5 ⇒ (2) + 5 = 7
You have to love it when your summons soak up a critical hit. That is a lot of damage to a party member that was prevented. :)
At verbal direction from George 09-23 Red and Green converge on the Blue robot attempting to gain a tactical advantage. Red is easily able to fly around Blue so as to not provide any possible openings for attack. Both proteans float effortlessly over any obstructions.
Green (Bite) (+possible grab), Flanking vs Blue: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Green, Piercing vs Blue: 1d6 + 5 ⇒ (2) + 5 = 7
Red (Bite) (+possible grab), Flanking vs Blue: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Red, Piercing vs Blue: 1d6 + 5 ⇒ (1) + 5 = 6
The creature will be automatically grappled if an attack hits KAC+4.
George 09-23 finishes another summoning spell and this time a red protean snake creature appears behind green (robot). It lashes out twice at green. The green protean tries to take advantage of the fact that it got the better of yellow (robot) previously and lashes out twice with two bites.
(Red Protean)
Bite vs Green(+possible grab), Full Attack: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
Piercing Damage vs Green: 1d6 + 5 ⇒ (2) + 5 = 7
Bite vs Green(+possible grab), Full Attack: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Piercing Damage vs Green: 1d6 + 5 ⇒ (6) + 5 = 11
The creature will be automatically grappled if an attack hits KAC+4.
(Green Protean)
Bite vs Yellow(+possible grab), Full Attack: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
Piercing Damage vs Yellow: 1d6 + 5 ⇒ (1) + 5 = 6
Bite vs Yellow(+possible grab), Full Attack: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Piercing Damage vs Yellow: 1d6 + 5 ⇒ (5) + 5 = 10
The creature will be automatically grappled if an attack hits KAC+4.
Small Protean, HP:20 EAC: 12 KAC:13
A shifting odd looking flying snake like creature appears in front of yellow and lashes out with a pair of bites at the robotic creature.
Bite (+ possible grab), Full Attack vs Yellow: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19
Piercing Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Bite (+ possible grab), Full Attack vs Yellow: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Piercing Damage: 1d6 + 5 ⇒ (1) + 5 = 6
The creature will be automatically grappled if an attack hits KAC+4.
Small Protean, HP:20 EAC: 12 KAC:13
George 09-23 summons a trio of tiny robots who open fire on Blue in an attempt to strip the combatant of his images.
Robot 1, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10
Robot 1, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Robot 2, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
Robot 2, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9
Robot 3, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
Robot 3, Full Attack vs EAC: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
Sonic Damage, Robot 1: 1d4 ⇒ 2
Sonic Damage, Robot 1: 1d4 ⇒ 1
Sonic Damage, Robot 2: 1d4 ⇒ 4
Sonic Damage, Robot 2: 1d4 ⇒ 2
Sonic Damage, Robot 3: 1d4 ⇒ 1
Sonic Damage, Robot 3: 1d4 ⇒ 1
Critical Damage, Robot 1, 2nd attack: 1d4 ⇒ 3
The shadow creature glides quietly over to Blue (Double Move action).
The shadowy form attempts to strike down Red looking to take advantage of the weakness in her defences.
Attack of Opportunity vs EAC: 1d20 + 9 ⇒ (20) + 9 = 29
Cold Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Critical Damage: 1d6 + 5 ⇒ (2) + 5 = 7
A solid black form with ragged edges appears out of thin air. It lashes out with a flurry of attacks at Red attempting to freeze him in his place.
Cold Touch vs EAC, Full Attack: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
Cold damage: 1d6 + 5 ⇒ (5) + 5 = 10
Cold Touch vs EAC, Full Attack: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Cold damage: 1d6 + 5 ⇒ (6) + 5 = 11
Summon Creature II, Shadow Creature Graft.
EAC 12, KAC 13. HP: 20.
Red and Blue both advance before firing their electro-tasers at Blue.
Blue:
Blaster: 1d20 + 9 ⇒ (7) + 9 = 16
Electricity, Non-Lethal: 1d4 + 1 ⇒ (1) + 1 = 2
Red:
Blaster: 1d20 + 9 ⇒ (12) + 9 = 21
Electricity, Non-Lethal: 1d4 + 1 ⇒ (1) + 1 = 2
Red will disappear from the battlefield on the top of Round 8 right before its turn.
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@GM Jhaeman - This robot entered the battlefield on round 3. It has two more rounds to go. :)
The sentry robot (now red) next to Bodo bleeps out a warning as the icy creature is needlessly killed.
***Improper procedure. Improper procedure.***
It then turns its attention to red. It flies in closer and blasts it once with electricity.
Blaster: 1d20 + 9 ⇒ (1) + 9 = 10
Non-Lethal Electricity: 1d4 + 1 ⇒ (2) + 1 = 3
George 09-23 conjures another robot (blue). Who attacks red with two blaster shots.
Blaster, Full Attack: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Non-Lethal Electricity: 1d4 + 1 ⇒ (4) + 1 = 5
Blaster, Full Attack: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Non-Lethal Electricity: 1d4 + 1 ⇒ (2) + 1 = 3
The robot sentry fires at yellow twice with its pulse cannons.
***Initiating, non-lethal protocol***
Pulse Cannon, Full Attack: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25
Electrical Damage, Non-Lethal: 1d4 + 1 ⇒ (3) + 1 = 4
Pulse Cannon, Full Attack: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19
Electrical Damage, Non-Lethal: 1d4 + 1 ⇒ (2) + 1 = 3
Critical Damage for attack #1 - Non-lethal:
Critical Damage vs Yellow, Electrical: 1d4 + 1 ⇒ (4) + 1 = 5
The robot lashes out at white twice hoping for a lucky hit.
Full Attack vs White: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Damage, Bludgeoning: 1d6 + 3 ⇒ (5) + 3 = 8
Full Attack vs White: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
Damage, Bludgeoning: 1d6 + 3 ⇒ (5) + 3 = 8
Rattus moves up a bit and tries to put a bullet into the last elemental.
To hit, Semi-Automatic Pistol vs KAC: 1d20 + 7 ⇒ (10) + 7 = 17
Damage, Weapon Spec.: 1d6 + 2 ⇒ (5) + 2 = 7
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