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HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() This things gotta be undead right...So Aggrah fires a bolt of positive energy at it(Calain) Disrupt Undead:
Disrupt Undead
School necromancy; Level inquisitor 0, magus 0, sorcerer/wizard 0 CASTING Casting Time 1 standard action
EFFECT Range close (25 ft. + 5 ft./2 levels)
DESCRIPTION You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. rta: 1d20 + 4 ⇒ (20) + 4 = 24
CRIT CONFrta: 1d20 + 4 ⇒ (8) + 4 = 12 ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Sorry big guy Aggrah hates to see her former companion made into a pincushion but she can't think of any other alternatives.. She moves forward with the group but does not enter the clearing and keeps a wary eye out for the headless horseman ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Aggrah says a quick prayer to Pulura asking for aid against this fearsome foe Misfortune DC17: (Su) (Advanced Player's Guide pg. 66): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Aggrah Wards Ulfrec blessing him with benevolent energy Ward (Su) (Advanced Player's Guide pg. 67): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1. ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Regaining her senses Aggrah turns around sees the distance and decides to slow the horseman down to give Bradan a chance to stick some arrows in it Aggrah activates her scarshield and the beautiful tattoos on her skin glow briefly in a pleasant light +2NA....ac18
1rst Scarshield: (Su): At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments. This ability replaces the witch’s 1st-level hex. ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Aggrah brings down righteous misfortune upon the remaining vine Misfortune DC19: Misfortune (Su) (Advanced Player's Guide pg. 66): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() evil eye is a mind affecting effect.... Misfortune lacks that verbiage. My interpretation is that the Misfortune hex is tugging on the strands of Fate, unlike evil eye which introduces doubt and fear into the targets mind ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Aggrah Brings down Celestial Wrath on the vine nearest her Misfortune DC19: Misfortune (Su) (Advanced Player's Guide pg. 66): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Aggrah moves with the group...As a squishy caster she needs to keep close to her friendly meatshields. She'll stay with the group even if it means slogging her way through mannerless veggies. reflex if needed: 1d20 + 4 ⇒ (17) + 4 = 21 ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() reflex: 1d20 + 4 ⇒ (19) + 4 = 23
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HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() know nature: 1d20 + 9 ⇒ (1) + 9 = 10
Aggrah has Darkvision but for the sake of the humans will have a Dancing Light cantrip floating about in front of the group ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Aggrah sends a casting of Dancing Lights out towards the source of the disturbance dancing lights: Dancing Lights
School evocation [light]; Level bard 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0 CASTING Casting Time 1 standard action
EFFECT Range medium (100 ft. + 10 ft./level)
DESCRIPTION Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell. ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Duly noted. Aggrah doesn't really have any buff spells but I will keep it in mind that you'll need to make a save vs any healing spells cast on you. This obviously makes in combat healing very risky as she wasn't originally built as a primary healer, its more of a secondary role. Witches just can't pump out healing like an oracle or cleric. Her healing spells are limited in number and would hate to lose one because you made the superstition save. ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() hp: 1d6 + 2 ⇒ (6) + 2 = 8 +1lvl Scarred Witch Doctor
2 3rd lvl spell prepped/day, 1,+1 int bonus 5th lvl feat: Extra Hex, Misfortune Skills: +6
At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat. This ability otherwise functions like and replaces the standard witch familiar. ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Beorn the Divine wrote: I ache for a good warm bath. Magic can only do so much. Plus clean clothes! *sigh* I feel your pain Beorn...and freshly washed clothes Aggrahs not feeling so lady-like being in desperate need of a bath ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Well we can't have our meatshield limping around at half hp Wow you look like crap. That thing was huge. Hope this helps cure moderate: 2d8 + 4 ⇒ (5, 8) + 4 = 17
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HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Aggrah casts a clw: 1d8 + 4 ⇒ (1) + 4 = 5 and then activates her Healing Hex as well on Poke-Poke clw: 1d8 + 4 ⇒ (1) + 4 = 5
Aggrah has one cure moderate left and everyone except Poke can still benefit from her 1/day Healing Hex 1d8+4....How ya doing on hp Calain? ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Aggrah was about to cast a healing spell on the barbarian but before she can do so he yells out calling for a retreat... She obeys the order and runs to the trees all the while thinking about how nice the croc boots would have been ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Well Beorn...You've got the Slimy Doom. Aggrah laughs. But don't worry. Looks like you've got a mild case. You'll be fine. Just give it time. Ulfrec...Beorn might still go blind. But that's a different malady. If he starts losing his sight, I'll paste his hands with hot peppers. For some reason that usually cures the vision loss. ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Beorn the Divine wrote: I am feeling very ill and my hand is slimy! I am certain that it is some foul malady and not by doing something inappropriate. Oh come now Beorn...You were probably thinking something dirty though. I know you, sweet-singing bards, always up to something. Come'ere let me take a look at you heal: 1d20 + 9 ⇒ (16) + 9 = 25
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HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Poke Poke wrote:
always felt annoying that HIPS has to be selected multiple times to work in each environment, wish you could select it once and have it work all the time...although that would probably be too good....there's got to be a happy medium ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() Bradan Finn wrote: "We find this map, you think it'll actually lead to treasure? And if so, you think it wont be cursed? I know you dont believe in them, but curses are for sure real, Mrs. Turner." And so are Witches Ms Turner. I'm still worried that one whose house just burnt down is still out there waiting for revenge ![]()
HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2
![]() I'm not sure if any others are having this problem...I've tried multiple times over the last 2 days to post a simple perception check in gameplay without success. I've logged out and back in again, tried from laptop and cell, no luck. It's weird. I've had no problem posting in other campaigns...just gameplay here |