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navyik
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    The Tomb

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    Post  MAS Wed Nov 26, 2014 10:46 am

    Standing by to take turn, requesting current map.
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    Post  whit10 Wed Nov 26, 2014 11:34 am

    It will have to wait till tonight then, I don't have the most current map on my hard drive at work... thought I did, sorry. I wasn't planning on updating until the next round.

    I just discovered a new WTF? as well... my power point maps don't register on my work computer. If I have time at lunch, I'll try to get the map updated.
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    Post  MAS Wed Nov 26, 2014 12:34 pm

    whit10 wrote:It will have to wait till tonight then, I don't have the most current map on my hard drive at work... thought I did, sorry.  I wasn't planning on updating until the next round.

    I just discovered a new WTF? as well... my power point maps don't register on my work computer.  If I have time at lunch, I'll try to get the map updated.  

    No hurry. In this format, a GM really needs to update the map after every player/creature takes its turn. Waiting a full turn means that things are going to get mucked up, skipped over, and forgotten. Of course it isn't necessary if nothing moves, or no effects are generated. If I would have skipped updating till the end of the round in my PF games, the maps would have been hopelessly broken.
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    Post  whit10 Wed Nov 26, 2014 12:58 pm

    uh, no. That's too cumbersome and you can manage to figure your position w/o my having to update it 6 or 7 times a round. I'm not doing that and no one else has done that thus far either (that I'm aware of) for obvious reasons.

    Map is updated

    The Tomb - Page 6 Encoun33
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    Post  MAS Wed Nov 26, 2014 1:35 pm

    I did it in all of my games, pretty sure Chris did to, dont remember if Rob did.

    Its the only way to keep everything straight. If you dont move the stuff when it moves, its going to be a mess, and your going to be in constant retcon mode.




    CJC moves into 1604, with his hound "squeezing" into the space at his left at 1704/1705.

    Swift action, Judgement, Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses.

    CJC AC is +2, now 22.

    CJC has no LOS on targets from there, so he will ready action, "fire rifle at creature" conditions "target enters LOS and CJC has clear firing lane".

    Turn finished.

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    Post  whit10 Wed Nov 26, 2014 1:44 pm

    Fine, I'll do it but it's going to slow progress down.

    So you're holding your action again?

    Actually, the dog will have to occupy a different space (you can't occupy the same space as someone else)... That was a map discrepancy, I have corrected it. The hallway is only 5' across.

    Is the dog's position ok?

    The Tomb - Page 6 Encoun34
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    Post  Chris Wed Nov 26, 2014 1:48 pm

    I think JT is up, so I am going to go....

    JT will make a Scout's Charge past Elliot (friendly sq) and attack the zombie he shot at 1409.  JT will use quick sheathe to stow his pistol and switch to a 2H grip

    Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.

    +2 for charge +2 vs undead (favorite enemy)

    attack with dwarven war axe (+1)
    Roll(1d20)+14:
    12,+14
    Total:26

    if that hits, damage:

    Roll(1d10)+7:
    6,+7
    Total:13

    +2 vs undead

    sneak attack +3d6
    Roll(3d6)+0:
    2,6,5,+0
    Total:13

    13 + 2 + 13 = 28 total damage

    JT's AC is now a net +1, -2 for charge + 3 for Offensive Defense talent (+1 ac per die of sneak attack rolled for 1 turn)

    Offensive Defense** (Ex): When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for 1 round.

    JT should be at 1509
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    Post  MAS Wed Nov 26, 2014 1:57 pm

    whit10 wrote:Fine, I'll do it but it's going to slow progress down.

    So you're holding your action again?

    Actually, the dog will have to occupy a different space (you can't occupy the same space as someone else)...  That was a map discrepancy, I have corrected it.  The hallway is only 5' across.  

    Is the dog's position ok?

    The Tomb - Page 6 Encoun34

    Thats the way the cookie crumbles.

    Without the room for both of us, CJC will stay behind Olivia, so the hound remains adjacent. Move has been taken, action has been readied, turn is over.
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    Post  Arcturus2 Wed Nov 26, 2014 3:31 pm

    Chris wrote:I think JT is up, so I am going to go....

    JT will make a Scout's Charge past Elliot (friendly sq) and attack the zombie he shot at 1409.  JT will use quick sheathe to stow his pistol and switch to a 2H grip

    Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.

    +2 for charge +2 vs undead (favorite enemy)

    attack with dwarven war axe (+1)
    Roll(1d20)+14:
    12,+14
    Total:26

    if that hits, damage:

    Roll(1d10)+7:
    6,+7
    Total:13

    +2 vs undead

    sneak attack +3d6
    Roll(3d6)+0:
    2,6,5,+0
    Total:13

    13 + 2 + 13 = 28 total damage

    JT's AC is now a net +1, -2 for charge + 3 for Offensive Defense talent (+1 ac per die of sneak attack rolled for 1 turn)

    Offensive Defense** (Ex): When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for 1 round.

    JT should be at 1509

    Nice hit, JT! cheers That Scout's Charge is a pretty sweet ability. With the 24 Elliot did and that 28, baddie numero uno should be feelin' the pain..
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    Post  whit10 Wed Nov 26, 2014 4:17 pm

    JT will need to make a Fort Save please....

    the rotting corpse nearly explodes from JT's mighty swing (and the earlier damage from Elliot). It's greenish, pus filled body falls apart with a horrid squelching sound as it falls... a cloud of green filthy germs belches forth from it's body.

    Olivia is now up again... I think. lol

    map updated (dead zombies should appear green)

    The Tomb - Page 6 Encoun35
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    Post  Chris Wed Nov 26, 2014 5:32 pm

    JT howls in disgust, "Stay back, these puss-bags are volatile!"

    Fort Save
    Roll(1d20)+7:
    10,+7
    Total:17

    +4 if it counts as a spell, spell-like ability or poison

    study nice monster GM!


    It would help if the GM re-posted the initiative order at the top of each round (now), especially since the order changed.

    I believe the plague zombies are up, actually


    Last edited by Chris on Wed Nov 26, 2014 6:40 pm; edited 1 time in total
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    Post  whit10 Wed Nov 26, 2014 6:28 pm

    I will post it when I do their moves... that will have to be a bit later tonight.

    You made your save... though the stench of these creatures betrays that they are essentially walking diseases, you seem to be immune to whatever plague they carry... for now.

    Update will come soon.
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    Post  whit10 Wed Nov 26, 2014 11:05 pm

    I thought it best to go back and make sure we're all on the same page...

    Round one: Everyone but JT waits until Olivia casts her spell... the zombies rise and move all of 5'. Olivia casts her spell, gaining control of one of the fiends and then JT takes a shot at another.

    Round two: CRIII takes a swing at one and cuts off a couple fingers, Elliot drills another in the center of his head, staggering him... JT finishes him off. The colonel has moved to a cover position at the tail of the column with his trusty hound.

    At some point the zombies were missed... but they go now. Then Olivia will be up.... if I am wrong about this order, please correct me. Everyone waiting for the spell to be cast sorta shot the initiative order to hell. lol!


    Anyway... the zombies move forward muttering something guttural as they move to the attack. They do not move fast but ramble forward with an irresistible force... one attacks JT with a powerful blow:

    Roll(1d20)+5:
    12,+5
    Total:17

    ...and misses. Another moves up to Elliot to do the same:

    Roll(1d20)+5:
    14,+5
    Total:19

    ... and misses (me thinks I should have gone with nastier monsters.. hmm)

    CRIII is attacked by the one whom he lopped the fingers off of... we'll call him 'lefty'

    Roll(1d20)+5:
    6,+5
    Total:11

    Lefty also misses. Two more stack up behind those that attacked JT and Elliot. A third moves to one of the broken sarcophagi and picks up a portion of it with foul ghostly strength...

    Map is updated

    The Tomb - Page 6 Encoun36


    Olivia should be up.
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    Post  MAS Wed Nov 26, 2014 11:24 pm

    Good roll up GM, thanks!
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    Post  Arcturus2 Wed Nov 26, 2014 11:30 pm

    MAS wrote:Good roll up GM, thanks!

    +1
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    Post  Chris Wed Nov 26, 2014 11:32 pm

    yeah, that was confusing, but this is only the start of rd 2

    I don't think the zombies got skipped, but I could be wrong....

    but I agree, nice job on the re-cap
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    Post  whit10 Thu Nov 27, 2014 1:33 am

    We can always do another initiative but I'd rather not... I swear this is right as to order
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    Post  Chris Thu Nov 27, 2014 2:08 am

    Chris wrote:
    whit10 wrote:  

    I have posted the map with everyone where they should be.  Since everyone waited (and your enemies just moved).  We can now just go with normal Initiative order:

    CRIII: 18
    Elliot: 16
    CJC: 9
    Plague Zombies: 8
    Olivia and JT: 6 - highest Dex.

    I think everything has been taken care of... CRIII is up.


    Ok, I am a bit confused here....  CR3, Elliot and CJC all delayed (so Olivia could cast her spell), so we should all be stacked on a 6 Initiative, behind Olivia.

    you just said the Plague Zombies moved

    so now we all get to go, before the Zombies go again.  as I am reading what you wrote, the zombies would get to act again before JT had a single action.  wouldn't the new initiative order be:

    rd 1
    Plague Zombies - already moved
    Olivia (since everyone waited for her) - already cast
    CR3
    CJC
    Elliot (waiting on CJC)
    JT

    with CR3, Elliot, CJC and JT all going before rd2 and the zombies again

    we are just now at the start of rd 2

    Zombies went for the 2nd time, they have not been skipped

    Now it is Olivia, for the 2nd time

    You are making 2 rds out of 1.
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    Post  Robyo Thu Nov 27, 2014 9:17 am

    Olivia moves up to hex 1607. She casts Command Undead on the zombie in hex 1009.

    "Listen to my words, tomb dweller! Do not approach us. Go stand in the corner and let us pass!"

    DC 17
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    Post  whit10 Thu Nov 27, 2014 11:32 am

    yes, sorry, it is still round two.

    Will Save:

    Roll(1d20)+3:
    11,+3
    Total:14

    He fails and is under your control.

    Map updated

    The Tomb - Page 6 Encoun37

    ok, I have it that CR III, then Elliot then the Colonel are up... that's right?
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    Post  Chris Thu Nov 27, 2014 11:37 am

    whit10 wrote:
    ok, I have it that CR III, then Elliot then the Colonel are up... that's right?

    I think that is correct, Mr GM

    JT raises an eyebrow at Elliot as if to say, we have to hang out with Olivia's undead entourage?
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    Post  whit10 Thu Nov 27, 2014 12:39 pm

    thanks... and lol!
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    Post  navyik Thu Nov 27, 2014 10:43 pm

    With a flurry, CR3 kicks the creature in the knee, then the ribs.

    3+10=13 to attack
    Dmg 7+4=11

    13+10=23 to hit
    Dmg 8+4=12

    Then, summoning his ki, CR3 slings the kusarigama around with the momentum of his spinning body to lash out for the zombie's ankle for a trip.

    9+11=20 vs zombies CMD
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    Post  whit10 Fri Nov 28, 2014 10:35 am

    1st attack misses, second one hits... he is also tripped and hit the ground with disgusting splat (he's still 'up' though).

    Map updated.

    The Tomb - Page 6 Encoun38

    Elliot is up
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    Post  Arcturus2 Fri Nov 28, 2014 12:37 pm

    Elliot grits his teeth and brings his weapon to bear on the deadite that's moved directly in front to him..

    Shot 1: 1d20+11 (7+11)=18
    I think that hits, so damage: 1d10+4 (+2d6 vs undead)
    6+4+2+5=17

    Shot 2: 1d20+6 (11+6)=17
    Not sure on that one, but if it hits, damage: 1d10+4 ( 2d6 vs undead) 10+4+3+5=22

    Elliot pops off 2 quick shots, the muzzle flashes briefly illuminating the forgotten chamber.. the noise echoing in his ears in the enclosed space. He winces and prepares himself for a shower of gore..

    Elliot fort save, in case that pops him: 1d20 + 8 (12+Cool=20
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    Post  MAS Fri Nov 28, 2014 6:42 pm

    How tall are the sarcophagi?
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    Post  Chris Fri Nov 28, 2014 7:25 pm

    MAS wrote:How tall are the sarcophagi?

    GM said they counted as difficult terrain in one thread, but that's all I know.

    cover?
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    Post  whit10 Fri Nov 28, 2014 7:55 pm

    The sarcophagi are no more than 3' high and most are in rubble or at least broken larger pieces. Difficult terrain to move through, partial cover only if prone... ya pansy Wink

    Elliot gave his target two large holes in his head and torso but he's still kicking at the moment.

    The map has not changed so I don't really need to update it here...

    Colonel?
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    Post  MAS Fri Nov 28, 2014 8:08 pm

    Move to 1606, with the hound ending in 1707.

    "Damn these stubby legs!" curses the Colonel as plods his way into the room, his hound trotting dutifully at his side.

    "STEP LIVELY, Rothschild!" he shouts, warning his compatriot to clear his firing lane, and swinging his rifle to the ready.

    CJC readies action, shoot creature adjacent to Rothschild with rifle, condition = Rothschild clears out of LOS.
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    Post  Chris Fri Nov 28, 2014 8:17 pm

    GM - JT has probably made 10-20 perception checks while being inside the tomb. He has been inspecting the first room and hallway on the floors, walls and ceilings for traps, with a bonus for stone, which is what the tomb is built out of.

    Based on all those checks, does JT think the room\tomb is stable enough to handle a TNT blast without collapsing it?
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    Post  whit10 Fri Nov 28, 2014 8:27 pm

    lol... I've been waiting for you to ask me that.

    Give me a knowledge Engineering check for that please.

    Colonel... your condition and action is noted for next round.

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    Post  Chris Fri Nov 28, 2014 8:30 pm

    JT just so happens to have Know: Engineering Very Happy

    know (engineering) 5 +3 +2= 10

    Roll(1d20)+10:
    14,+10
    Total:24

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    Post  whit10 Sat Nov 29, 2014 10:32 am

    You're pretty sure that this room is only maybe 10 ft or so below the surface... it very well could cause a cave in
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    Post  Chris Sat Nov 29, 2014 11:31 am

    whit10 wrote:You're pretty sure that this room is only maybe 10 ft or so below the surface... it very well could cause a cave in

    JT assesses the structural integrity of the tomb and the new positions of his friends.  JT still tries to follow the original plan of using himself as bait to draw the undead attention away from his companions.

    JT does a low dive roll through hex 1408, which is occupied by a plague zombie, to hex 1308

    Acro DC to avoid AoO is 5 + CMD

    "Hey puss-bags.... (dive roll)  I'm over here!"

    Acro check
    Roll(1d20)+18:
    20,+18
    Total:38

    affraid  that makes up for the 1 on initiative, I guess

    attack the zombie at 1407 from a flanking position with Elliot

    2H swing +10 to hit, +2 vs undead + 2 flanking, he is denied his dex to AC as well
    Roll(1d20)+14:
    14,+14
    Total:28

    if that hits, damage +2 vs undead
    Roll(1d10)+9:
    2,+9
    Total:11

    sneak damage
    Roll(3d6)+0:
    1,1,5,+0
    Total:7

    FORT save if he pops
    Roll(1d20)+7:
    9,+7
    Total:16

    +4 if it is poison, spell or spell-like effect
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    Post  whit10 Sat Nov 29, 2014 2:25 pm

    He explodes all over you and Elliot... you make your Fort Save.

    Elliot needs to make a Fort Save and then it's the Zombies turn...

    All three of them slam attack vs. JT (who just so happened to move right amongst them

    Roll(1d20)+5:
    3,+5
    Total:8

    Roll(1d20)+5:
    17,+5
    Total:22

    Roll(1d20)+5:
    10,+5
    Total:15

    Chris, what is JT's AC currently? I can't seem to find if you have bonus due to anything...

    Otherwise... two of them miss and the other one hits (the one farthest to the east, for what it's worth)...

    Damage:
    Roll(1d8)+2:
    2,+2
    Total:4

    I will also need another Fort Save from you. Olivia will be up, then CRIII (the Colonel is holding his action to act)

    map is updated

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    Post  Robyo Sat Nov 29, 2014 5:58 pm

    whit10 wrote:map is updated

    Olivia commanded the 2nd Zombie (in blue) to go stand in the corner. Just wanted to be clear. Maybe you forgot to move him, or maybe he's just not listening to her.
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    Post  Arcturus2 Sat Nov 29, 2014 6:08 pm

    Sorry for delay, Elliot's FORT save:

    1d20 + 8 (10+Cool=18

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    Post  whit10 Sat Nov 29, 2014 6:30 pm

    Sorry Rob, just forgot to move him, I will on the next update.

    Elliot makes his save
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    Post  Chris Sat Nov 29, 2014 6:51 pm

    JT's AC is currently 23 (20+3) +3 is from rogue talent Offensive Devense which gives him +1 AC per die of sneak attack damage he inflicts for 1 turn.

    JT is a rogue tank Twisted Evil
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    Post  whit10 Sat Nov 29, 2014 10:56 pm

    aha! nice one my friend.
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    Post  Robyo Sun Nov 30, 2014 7:15 am

    Olivia bursts into a controlled rage and steps forward to hex 1508. She unleashes flurry of blows on the stricken undead at 1408.

    1st attack): 11 + 9 = 20

    2 + 8 = 10 damage

    2nd): 15 + 9 = 24

    1 + 8 = 9 damage


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    Post  whit10 Sun Nov 30, 2014 10:43 am

    you hit the target each time. the zombie you control has moved.

    CRIII is up

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    Post  MAS Sun Nov 30, 2014 11:02 am

    Friendly reminder, CJC is located at 1606, with the hound at 1707.
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    Post  whit10 Sun Nov 30, 2014 11:13 am

    dammit! Sorry 'bout that.

    Map is 'correctly' updated. lol

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    Post  navyik Sun Nov 30, 2014 12:01 pm

    "Right-O Colonel," CRIII tumbles away to 1509, kusarigama trailing like a lightning bolt. With his confidence restored he leaps into a flying kick at 1408.

    Flanking +2

    17+11+2=30 to hit

    Dmg 7+5=12
    Snk att 2d6: 3+3=6
    Total 18 dmg
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    Post  MAS Sun Nov 30, 2014 1:55 pm

    Conditions for readied action have been met, CJC attacks creature at 2006 with rifle -

    BAB +5, +1 rifle round, +2 Bane = +8 Attack
    Target is inside first range increment, attack is vs touch AC

    1d12 + 2d6 (Bane) + 1d6 (Fire) +1 (rifle round) DMG

    Rifle attack vs creature at 2006:
    Result of the throw of dice "1d20 +8" :

    11 + 8 = 19 vs touch AC

    DMG if hits =

    Result of the throw of dice "1d12 +3d6 +1" :

    12 + 3 + 6 + 3 + 1 = 25 (3 of which is fire dmg)



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    Post  whit10 Sun Nov 30, 2014 3:40 pm

    CR III lands his kick to the creatures mid-section with a sickening thud...

    The Colonel blasts the head clean off of his target.. it bursts, but everyone is out of it's range.

    Elliot is up. (I think)

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    Post  Robyo Sun Nov 30, 2014 4:13 pm

    whit10 wrote:you hit the target each time.  the zombie you control has moved.

    +6 retcon damage for Olivia raging. Sorry about that.
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    Post  Arcturus2 Sun Nov 30, 2014 5:01 pm

    Elliot shakes off the shower of undead guts and fires again, this time at the creep in 1307...

    1st attack: 1d20+11 (20+11) =31

    Hah! To confirm crit: 1d20 + 11 ( 6+11)=17

    Damage: 2d10 +4 + 2d6 vs undead ( 7+4+6+3)=20

    2nd attack: 1d20 + 4 (10+4)= 14

    Think that misses but just in case: 1d10+4+ 2d6 vs undead
    ( 4+4+1+2)=11

    That's it for Elliot this round.

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    Post  whit10 Sun Nov 30, 2014 6:51 pm

    Damage is noted Rob, no worries.

    Elliot, is that your critical damage roll? You did, in fact, confirm your critical. The second attack missed.

    Rifle or Pistol Crit mod is x4

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