Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
Magt grabs the Xill treasures and head towards the upper deck. On his way out, Magt continues to look for anything he can bring back to the venture captain. If I even see anything with writing on it that is a part of something or might be a control surface, Magt will give a quick try at just ripping it off the wall, pedestal, or whatever. I am assuming the original control crystal we messed with is too large. If not he would gladly try to retrieve that. He looks around for anything else to grab quickly while running to the upper deck. Then he leaps into the ocean with a huge splash and begins swimming away from the ship in case the field extends some distance from the ship. I have to say, if this was a campaign, I would so totally stay on the ship just to see where it goes!
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
buffs:
Power! bite att: 1d20 + 16 ⇒ (14) + 16 = 30, if hits, bite dam: 1d8 + 14 ⇒ (8) + 14 = 22
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
buffs:
Leader dead, now for you! bite att: 1d20 + 12 ⇒ (6) + 12 = 18, if hits, bite dam: 1d8 + 12 ⇒ (8) + 12 = 20
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
buffs:
Thanks for staying, I would much rather kill you all! bite att: 1d20 + 12 ⇒ (12) + 12 = 24, if hits, bite dam: 1d8 + 12 ⇒ (5) + 12 = 17
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
buffs:
fort save: 1d20 + 13 ⇒ (12) + 13 = 25 Magt would have been really upset if he had rolled another '1' on this save. Kyra, I believe you can take another action while directing the spiritual weapon. Might be a good time for the Holy Smite spell.
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
buffs:
Magt drops the pole arm and lashes out with fang and claw! bite att: 1d20 + 12 ⇒ (9) + 12 = 21, if hits, bite dam: 1d8 + 12 ⇒ (6) + 12 = 18
Edit. Oops. Forgot miss chances. Rolling now.
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
buffs:
Magt casts shield then moves forward growing in size with a roar of, Xill all die or flee now! Shurely I can't roll another 1 on a fort save. I have 15' reach. If any of the Xill generate an AoO, I will claw them. claw AoO 1: 1d20 + 12 ⇒ (8) + 12 = 20, if hits, claw dam 1: 2d6 + 12 ⇒ (6, 3) + 12 = 21
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
None should be enslaved and consumed either by the ship or the Xill. I can agree with helping you out of that level of your predicament. Know that we are quite aware of the reputation of you people. Hostility toward us will not go well.
I must keep an eye on this one. Betrayal is nearly a certainty.
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
caster level check for wand of infernal healing: 1d20 + 1 ⇒ (2) + 1 = 3 Kyra, do you think you can do anything about this wound? It doesn't want to heal from my wand. Maybe just try a CLW to see if it will bypass the SR of the curse. Magt looks paranoid constantly swiveling his head looking for another attack from nowhere. Then he begins tapping on the walls and floor with the haft of his polearm, listening for a hollow spot.
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
Can, the heal checks tell if this is the kind of paralysis that will be resistant to Removal (ie caster level check)? A lot of my characters actually have a scroll of Remove Paralysis by this level. But Magt has such a high fort save, it didn't seem worthwhile. Doh!
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
buffs:
fort 1: 1d20 + 13 ⇒ (17) + 13 = 30
Magt also collapses to the ground.
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
buffs:
knowledge arcana: 1d20 + 12 ⇒ (18) + 12 = 30
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
buffs:
Magt again grows in size with a roar of, Pull Ignatius away from them! claw att 1: 1d20 + 12 ⇒ (9) + 12 = 21, if hits, claw dam 1: 2d6 + 12 ⇒ (1, 2) + 12 = 15
Attack yellow first (then black with a +2 to hit from flank if yellow goes down), using power attack with flank, the claws count as magic weapons, the bite does not
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
Magt looks in to see if he thinks he can move his large frame through the room without touching the spooky plants.
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
buffs:
Magt again grows in size with a roar of, Destroy the ghost! claw att 1: 1d20 + 12 ⇒ (10) + 12 = 22, if hits, claw dam 1: 2d6 + 12 ⇒ (6, 1) + 12 = 19
using power attack, the claws count as magic weapons, the bite does not
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
buffs:
Well, with that much encouragement, I have to try the re-roll with 1 GM star for an additional +1. bull rush with charge: 1d20 + 16 + 2 + 1 ⇒ (14) + 16 + 2 + 1 = 33
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
buffs:
With an inarticulate roar, Magt grows in size while rushing forward to knock the crystal thing over the side.
bull rush with charge: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
Ha! I actually forgot this guy has knowledge arcana. knowledge arcana defense construct: 1d20 + 12 ⇒ (16) + 12 = 28 The big crystal thing is not affected by most magical attacks and it's wounds are long lasting.
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
This large fellow obviously has fiendish blood on a near branch of his family tree. (If not clear down to the roots.) He carries a large polearm and grins with a mouth full of vicious fangs. From the rumors and the meeting point, I assume you want me to board and capture the strange ship out in the harbor. Correct?
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
Magt is a crossblooded abyssal and aberrant bloodrager. Can grow large when he rages from abyssal. And he has a reach polearm. So he potentially has a lot of reach. Though on a ship, that might not come up too much. He also has resistance 7 to all 4 standard energy types. His bot instructions are pretty simple since he is usually a pretty straightforward kind of guy. Outside of combat, he might attempt to intimidate. In combat, pretty much charge the biggest, baddest, ugly he can see.
Bloodrager 7, HP:67/67, AC:21, Touch:12, Flat Footed:19 F:+11, R:+8, W:+6, Init:+2, Perc:+13
Oops, I figured my turn was just catching up. Bring your best no-neck! Magt charges forward slashing at the goblinoid with his polearm. horse chopper att: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21, if hits, horse chopper dam: 1d10 + 4 ⇒ (2) + 4 = 6 Not certain if it gets cover from the crates. I can't move my icon on the phone. Please move me 5 squares to the right and one square up. |
