Summer Street
Thurs May 6, 1889/9:27 AM
Round 2
Moradin cursed as the spider thing dodged his pellets and rammed another shell into the barrel. Shrapnel from one of the spiders peppered his armor, but failed to pierce, as did the mecha-beastie’s sharp mandibles.
But there were bigger things to worry about right now. Literally. Large, lumbering undead monstrosities shuffled into view, one moving toward him. The kobold yells out a warning that the flesh constructs aren’t much damaged by bullets, so Moradin lets his shotgun swing on its sling strap and yanks out his dwarven battle axe, swinging out at the construct’s knee, but just misses the monstrosity.
[sblock=Actions]
Standard:
Battleaxe attack on flesh golem: 1D20+4 = [5]+4 = 9
Move:
Swift: Draw battle axe
Free: Let shotgun dangle
Ammo: 5/6/39 (1 reload move action; full reload full round)
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[sblock=Stats]
DR: 4 (Chain shirt)
FORT: 18
REF: 16
WIL15
*Dwarven Resistances: +2 vs poison and magic.
*Earth Anchor: +5 vs Bull Rush, Charge, Grapple, Trip when on the ground.
*Bear’s Endurance: +5 vs attacks that cause fatigue or exhaustion.
*Trap Sense: +5 Reflex vs traps.
Vitality: 16/16 Wounds: 11/11
Special abilities:
*Identify (1h, 1 vit): identify all properties of a magic item
*Piloting: +10 1/day
*Resist Energy (5m, 1 vit): +10 DR vs a specific energy, or +2 DR vs all energy types
[/sblock]