whit10 wrote:yes, he will block
Go ahead and calculate it for yourself this time
whit10 wrote:yes, he will block
whit10 wrote:The first number is current, the second is max.
Chris wrote:
Initiative tracker
Herger - 21\26 (Bleed 1)
bloodlash 1 - 21 (-10hp)
Grim - 18
bloodlash 2 - 16 (stun 1, blind 1, dazzled 10)
bloodlash 3 - 7 (STUNNED, blind 10)
Jace - 6 (7\24 HP) Bleed 3
Zontreaux - 0* (5\32) Bleed 1
Chris wrote:
Initiative tracker
Herger - 26\32 (Bleed 1) shield 5\10
bloodlash 1 - 21 (-19hp) frightened 1
Grim - 18
bloodlash 2 - 16 (stun 1, blind 1, dazzled 10)
bloodlash 3 - 7 (STUNNED, blind 10)
Jace - 6 (7\24 HP) Bleed 3
Zontreaux - 0* (27\32) Bleed 1
bloodlash - resistance piercing 5, afraid of fire?
whit10 wrote:It says that Bleed damage ends if you are healed back to max HP.
But there is also this:
Persistent Damage
RULE
×
Core Rulebook > Chapter 9: Playing the Game > General Rules > Special Checks > Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, a
Persistent damage is a condition that causes damage to recur beyond the original effect. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Unlike with normal damage, when you are subject to persistent damage, you don’t take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC 15 flat check to see if you recover from the persistent damage. See the Conditions Appendix on pages 618-623 for the complete rules regarding the persistent damage condition.
Persistent Damage
Persistent damage is a condition that causes damage to recur beyond the original effect. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Unlike with normal damage, when you are subject to persistent damage, you don’t take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC 15 flat check to see if you recover from the persistent damage. See the Conditions Appendix on pages 618-623 for the complete rules regarding the persistent damage condition.
whit10 wrote:flat roll:
Mon Aug 28 2023 10:04:20 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 0 to total : 15, TOTAL: 15
nice. Done Bleeding for now
Chris wrote:
I would prefer to use 1 metric that is easily understandable to everyone. Here are a couple issues that we need to work through as a group though, just so we are all on the same page:
1) I need stat blocks with accurate information posted each time you take a turn (minimum) and (better) each time you take damage, including anything relevant like status effects, equipment damage, etc
2) how do I notate (sincere question) for monsters when you don't know their max HP? all you know is damage dealt, which I is why (I think) I started mixing metrics in the first place.
I could just reveal monster HP or I could track monster HP as (-5) damage taken and track PCs as 27\32 (HP remaining). Since you are all new to PF2E, I was going with revealing less information since we don't have all the stat blocks memorized like we do in 5e.
Thoughts? Suggestions?
whit10 wrote:
Herger
HP: 26\32
AC:20\22*
F\R\W 8\8\5
*Shield raised
Bleed 1
panache
*nimble dodge wording*
other stats you want like movement or perception, etc
Chris wrote:
Initiative tracker
Herger - 21\32 (Bleed 1) shield 5\10
bloodlash 1 - 21 (-19hp)
Grim - 18 (23\28) bleed 1
bloodlash 2 - 16 (stun 1, blind 1, dazzled 10)
bloodlash 3 - 7 (STUNNED, blind 10)
Jace - 6 (7\24 HP) Bleed 3
Zontreaux - 0* (27\32) Bleed 1
bloodlash - resistance piercing 5, afraid of fire?
Chris wrote:
Initiative tracker
Herger - 21\32 (Bleed 1) shield 5\10
bloodlash 1 - 21 (-27hp)
Grim - 18 (23\28) bleed 1
bloodlash 2 - 16 (stun 1, blind 1, dazzled 10)
bloodlash 3 - 7 (STUNNED, blind 10)
Jace - 6 (7\24 HP) Bleed 3
Zontreaux - 0* (27\32) Bleed 1
bloodlash - resistance piercing 5, afraid of fire?
navyik wrote:You’re also flanking Matt.
Chris wrote:
Initiative tracker
Herger - 21\32 (Bleed 1) shield 5\10
bloodlash 1 - 21 (-27hp)
Grim - 18 (22\28) bleed 1 (shield)
bloodlash 2 - 16 (-25) ( dazzled 9)
bloodlash 3 - 7 ( -8 ) ( blind 9)
Jace - 6 (7\24 HP) Bleed 2
Zontreaux - 0* (27\32) Bleed 1
bloodlash - resistance piercing 5, weakness fire 5
Chris wrote:
Initiative tracker
Herger - 21\32 shield 5\10bloodlash 1
Grim - 18 (26\28) (shield)bloodlash 2 - 16
bloodlash 3 - 7 ( -8 ) ( blind
Jace - 6 (7\24 HP)
Zontreaux - 0* (27\32)
bloodlash - resistance piercing 5, weakness fire 5
Chris wrote:
Initiative tracker
Herger - 21\32 shield 5\10bloodlash 1
Grim - 18 (26\28) (shield)bloodlash 2 - 16
bloodlash 3 - 7 ( -17 ) ( blind 8 )
Jace - 6 (7\24 HP)
Zontreaux - 0* (27\32)
bloodlash - resistance piercing 5, weakness fire 5
whit10 wrote:Time to turn on the Herger lawn mower...
Two swings (if needed)
first attack:
Thu Aug 31 2023 09:11:12 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 10 to total : 14, + 10, TOTAL: 24
that should hit
damage:
Thu Aug 31 2023 09:11:42 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d8 + 4 to total : 4, + 4, TOTAL: 8
is it still up?
whit10 wrote:"anybody want a salad?"
Second swing:
Thu Aug 31 2023 10:11:32 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 5 to total : 10, + 5, TOTAL: 15
I think that hits?
If so, minimum damage is 5, so it's dead if he hits.
whit10 wrote:"pillage, pillage, pillage; loot, loot, loot" (if you can ID this reference without using the net, then you're a good 80s/90s kid)
look for any loot or what not.
Perception?
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