Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Seelah attempts a recovery saving throw to see if she gets better or worse. 1d20 + 3 ⇒ (19) + 3 = 22 Okay, so she was at Dying 1 before, and she improves 1 step to...Dying 0? I presume that's alive...?
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Strike 1: 1d20 ⇒ 1 Strike 1: 1d20 ⇒ 13 -2 if shield bash/+0 if longsword
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Religion: 1d20 + 2 ⇒ (16) + 2 = 18
Seelah takes a Strike at White, moving on to Purple if White falls (cos Lawful).
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Seelah will Strike at White.
Then Strike White again (or Red, if White falls).
Then Raise her Shield.
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Seelah Strides...
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
I know not what those foul things were, Seelah says, acutely aware that there is actually no way to use Recall Knowledge to identify beasties currently in the playtest rules, but praise Iomedae we were able to vanquish them!
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Seelah Strides over the water trough and into an advantageous position next to the flying thing. Strike (longsword): 1d20 + 5 ⇒ (20) + 5 = 25 ooh, CRIT
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Fort saves are the new Will saves: 1d20 + 3 ⇒ (20) + 3 = 23 ...hey, a crit success reverses all the poison damage, right? ;-) Strike (longsword) vs. Black: 1d20 + 5 ⇒ (6) + 5 = 11
Then a Shield Bash at Black (or move as applicable):
Then she will Raise her Shield.
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Strike (longsword) vs. Black: 1d20 + 5 ⇒ (1) + 5 = 6
Then a Shield Bash at Black (or move as applicable):
Then she will Raise her Shield.
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
I can verify that it does, in fact, hurt. A great deal. FORT save: 1d20 + 3 ⇒ (9) + 3 = 12 So, per Slack, -2 to AC and a d6 of damage.
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Seelah will apparently spend the rest of her life with the Sluggish condition.
FORT (1): 1d20 + 3 ⇒ (15) + 3 = 18
Emulating a cork, Seelah stays in place, knowing full well if she moves, all six will come out to play.
Then a Shield Bash at Blue (or move as applicable):
Then she will Raise her Shield.
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Seelah wobbles a bit at the multi-legged assault, but keeps her feet, taking a Strike at, I dunno, Blue I guess since it's under everything else.
Then a Shield Bash at Blue (or move as applicable):
Then she Raises her Shield.
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Seelah wipes off her blade. I'm very glad that we won't be seeing any of those little murderous, pyromaniac cretins as allies of the Society anytime soon.
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Seelah begins her assault on Red Action 1: Raise Shield
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Away from PC, cannot see map at the moment. Seelah's first goali s to protect Maliit, so she Raises her Shield, then moves to Strike attacks the goblin the gnome struck ineffectually. Will take Move or Step action as needed to get at least adjacent to Maliit and be able to use Retributive Strike. Will take AoOs if need be. Strike: 1d20 + 5 ⇒ (6) + 5 = 11
Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Seelah measures the distance and quickly surmises she can't make it there just yet. Instead, she moves in front of the impetuous gnome and raises her shield. Stride, then Raise Shield. |