GM: | Initiative
20 – Juno
13 - NTensity, Davos, Diggs and Sovereign
12- Azechatecha Guards, the Spirit and Samuel Silver
[sblock=Rolls and Results]Juno moves behind the security desk and then uses a Readying until Sovereign goes.
NTensity is delaying until Sovereign goes…
Bessy tries to knock other Spirit prone, its resistant vs. DC 12 is Athletics check: 1D20+2 = [7]+2 = 9. So Bessy attack is at advantage so a 12 and a 22, the 22 hits for 10 (halved as it has all spirits have resistance in astral space to all damage) for 5 damage.
Davos takes his Second Wind for +12 hit points and the Acrobatics over the barrier for no movement and then moves outside the door. He then Readies his action.
Diggs takes a ½ move to get over the barrier and then moves another 10ft and then another 20ft as a Dash action to get to be near the security desk. Fluffy comes out to provide him either ½ or ¾ cover from the security personal.
Fluffy moves out to provide cover for Diggs. It then Readies to attack when the barrier is down
Then NTensity, Juno, Fluffy and Davos use their Reactions to go…
NTensity drops the Barrier spell and re-up it to trap most of the guards behind another one.
Juno hits the guard twice. She deals 19-7 =12 damage and 14-7 =7 damage for a total of 19, bringing guard #2 down to 9 hit points.
Fluffy fires at guard #2, Ranged weapon attack roll (autofire), damage if it hits: 1D20+6 = [16]+6 = 22; 2D10+2 = [2, 1]+2 = 5, hits laser sight lets him re-roll 1’s, reroll: 1D10 = [5] = 5, 9-7=2 damage bringing him down to 7 hit points.
Davos shot once and missed
Sovereign uses his Bonus action to Aim so shots at guard #2 (to benefit from Care Aim feat), Ranged weapon attack roll, damage if he hits: 1D20+5 = [6]+5 = 11; 2D6+3 = [3, 6]+3 = 12, but his missed.
Security guard #2 and #3 move up to the barrier and one takes his second wind Second wind: 1D8+3 = [2]+3 = 5 bringing him back up to 12 hit points and crouches down to get Full cover this round. He uses half his movement to replace his almost empty clip with a new one. Guard 3 uses a Autofire to concentrate on Fluffy, Ranged weapon attack roll (autofire), damage if he hits: 1D20+3 = [15]+3 = 18; 4D8+4 = [2, 7, 6, 3]+4 = 22, hits for 22-11 =11 damage, bringing the drone down to 39 hit points. He then uses half his movement to drop back to ¾ cover (+5 AC).
EDIT The other guards and Samuel move to their barrier and then attack the magical Barrier again; autofire vs. barrier (attack rolls below): 4D8+4 = [8, 5, 2, 3]+4 = 22; 4D8+4 = [5, 8, 7, 6]+4 = 30; 4D8+4 = [4, 1, 6, 2]+4 = 17, for 22-6= 16, 30-6 = 24, and 17-6 =11, a total of 52 damage and Samuel shots it with his pistol Double Tap (missed). Security attack rolls vs. the barrier Ranged weapon attack roll (-5 due to Autofire): 1D20+3 = [14]+3 = 17; 1D20+3 = [11]+3 = 14; 1D20+3 = [7]+3 = 10, all hit. Samuel Ranged weapon attack roll (-1 due to Double Tab): 1D20+4 = [1]+4 = 5. The barrier has 23 hit points remaining.
Also these guards and Samuel have ½ cover (+2 AC) next round if the Physical Barrier falls.
The Fire Elemental then tries to escape grapple, Bessy last attack roll was a 7, so its roll Athletics check: 1D20+2 = [2]+2 = 4, it uses its second action to attempt to escape, Athletics check: 1D20+2 = [1]+2 = 3, wow that was some impressive die rolling. So long as Bessy does not get a 1 on its check it has advantage on its attacks next round. Edit this round Bessy missed and then hit the spirit for 2 additional points of damage bring it down to 19 hit points[/sblock] [sblock=Conditions]Juno HP 17/29
Davos HP 13/29
Diggs HP 47/47
Fluffy HP 39/50
NTensity HP 30/30 (+2 temp hp)
Bessy HP 26/26
Sovereign HP 35/35
Security Guard #1 HP 0 Incapacitated
Security Guard #2 HP 12/28
Security Guard #3 HP 28/28
Security Guard #4 HP 28/28
Samuel Silver HP 32/32
Fire Spirit HP 19/26
Big Mutant 0 Incapacitated[/sblock][sblock=Samuel Silver]Medium metahuman (Human), Mage (Street) “Hermetic” Magic User 4
Strength: 10 (+0), Dexterity: 14 (+2), Constitution: 12 (+1), Intelligence: 18 (+4), Wisdom: 11 (+0), Charisma: 13 (+1)
Combat: Colt Manhuner* – attack +5, damage 2d8+2 ballistic
Combat Knife – attack +4, damage 1d6+2 piercing or slashing
Mana bolt spell – attack +7, damage base 1d8 psychic damage
*laser sight, re-roll 1s on damage.
Armor Class: 14 (base 12 +dex; Hardness 1/+1)
Initiative: +2; Karma: 4
Hit Points: 32 (HD 4d6); Second Wind: 1d6+5
Base Speed: 30ft
Wound Damage Threshold: 18 (+3)
Saving Throws: Constitution +3, Intelligence +6, Wisdom +2
Senses: passive Perception 12 (10).
Proficiencies: Light Firearms, Simple Weapons.
Skills: Arcane (+6), Deception (+3), History (+6), Perception (+2), Persuasion (+3), Stealth (+4), Survival (+2). Tools: Vehicle (Bike; +4)
Talents: Astral Projection & Perception (see and project into astral space; Astral Strength 18, attack +6, damage 1d6+4), Caster Focus (Mana Bolt spell, advantage on attack rolls or disadvantage on the save; 4/rest), Spell-casting (cast spells), Spell Shielding (bonus action gain +2 magical DR and +2 vs. magical saves; 1MP aid up to 4 allies), Summoning (summon spirits)
Feats: Combat Caster (advantage on Con save in combat), Determined (Con saves), New Spell (extra spell), Outwit and Outthink (+4 for attack rolls instead of Dex or Str bonus; up to 4/rest), Quick Refresh (with action and either Karma or Exhaustion regain 4d6 Magic Points)
Magnitude: 3; Magic Points: 30 (4d6/8d4 recovery); Magical Attack Bonus: +6 (+7 with focus); Saving Throw DC: 14; Conjuring: +3
Spells: Combat Sense (Time 1 action, Magnitude 2, Range Self, Duration up to 1 minute Concentration), Mana Bolt (Time 1 action, Magnitude base 1d8 psychic damage plus 1d8 per +2 magnitude, Range 120ft), Healing Touch (Time 1 action, Magnitude 1 per 1d8 healed, Range Touch), Web (Time 1 round, Magnitude 2, Range 60ft, Duration up to 1 hour Concentration)
Gear: Armored Clothing (Wt. 8 lbs), Magical Focus (1lb), Colt Manhunter (Wt. 4lbs, range 50/250, DT, heavy, reload/18m), one extra full clips of ammo (Wt. ½lb), Combat Knife (Wt.), Street Cloths (1lb), Comlink (broadcast 1, firewall 20, Wt. ½lb), Gas Mask (advantage and +4 vs. inhaled toxins, -2 to Passive Perception).
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