Conwrest Muralt

Aldus Cottontail's page

73 posts. Alias of Roshan.


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Human Witch 3 | HP 20/20

Yarp


Human Witch 3 | HP 20/20

Aldus stands just outside the doorway resting on his staff with both hands, his large buggy eyes darting from detail to detail. Bird, his large hawk combs through Aldus's tangled hair, screeching with glee as it finds a small insect it quickly devours it's prize.


Human Witch 3 | HP 20/20

Ready


Human Witch 3 | HP 20/20
Matt, Game Master wrote:
Aldus Cottontail wrote:
As have mentioned before, I have a free cure light wounds per person per day. I could literally tag EVERYONE in this entire group without using a single spell slot. Why are we casting spells?
Which awesome witch ability is that?

Healing Hex


Human Witch 3 | HP 20/20

As have mentioned before, I have a free cure light wounds per person per day. I could literally tag EVERYONE in this entire group without using a single spell slot. Why are we casting spells?


Human Witch 3 | HP 20/20

"Allright then, Cheerio."

The giant scroll rolls itself and shrinks into the size of a regular scroll before blinking into nothingness. Aldus picks up the remnants of his things and joins everyone in the cave.


Human Witch 3 | HP 20/20
Jevon Ryker wrote:
"Everyone alright here?" he asks.

The quill moves and scratches out the answer

"I believe so yes, how fare you Jevon? Was your bear missing a left forearm?"


Human Witch 3 | HP 20/20

Once all the surviving crew are free and more or less cared for Aldus will meander over to the gathering of people. Waving his hand the air starts shimmering a few feet away from everyone. A closed scroll ten feet across unfurls itself and a quill begins writing out the words...

"So....what is our next course of action?"

...as it stops moving the quill continues to hover on the next line down.


Human Witch 3 | HP 20/20

Going to swap my extra hex for craft wondrous.


Human Witch 3 | HP 20/20

Level 3:
Basic
+1 Base Ref Save
+1 Base Fort Save
+7 Skill Points (Diplomacy, Kn (Arcana) (2), Spellcraft, Profession (Hedgewitch), Spellcraft, Use Magic Device)
Favored Class (Witch) +1 HP
PFS Hitpoints
Feat: Extra Hex

Special Qualities
Flight Hex

Spells
Cure Moderate Wounds
Vomit Swarm

Was anyone going to go item crafter?


Human Witch 3 | HP 20/20

At the Wreckage

Round 2
Init: 11

Aldus rolls back his shoulders and stretches before raising his arms and wiggling his fingers in a wizardly manner at Leon.

Fortune on Leon, Cackle as a move action

Fortune:
Duration
Endrian: 2 Rounds
Leon: 2 Rounds

Fortune (Su) The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made.


Human Witch 3 | HP 20/20
Matt, Game Master wrote:
Has anyone rolled Knowledge (religion) to correctly determine they are indeed Undead Bears?

Forgot that I put a rank into all knowledge skills.

1d20 + 8 ⇒ (7) + 8 = 15


Human Witch 3 | HP 20/20

At the Wreckage

Round 1
Init: 11

Aldus snaps his fingers and bestows upon Endrian a smidgen of luck.

Fortune on Endrian, Cackle as a move action

Abilities:
Duration
Endrian: 2 Rounds

Fortune (Su) The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made.


Human Witch 3 | HP 20/20

Strangely this and my other game's RSS feeds aren't updating. I'll look into that

Initiative 1d20 + 2 ⇒ (9) + 2 = 11
Perception 1d20 + 2 ⇒ (18) + 2 = 20 (Alertness From Familiar)


Human Witch 3 | HP 20/20
Endrian wrote:
"Why.. why thank you... I don't think I caught your name earlier... I am Endrian, and you are?"

Aldus nods with a smile and keeps moving among the survivors, helping where he can.


Human Witch 3 | HP 20/20
Matt, Game Master wrote:
The helmsman is fine, as are a grand total of 8 soldiers. Miss Koyr also stumbles out of the wreckage mostly unharmed. As for Keddemas, unless I've missed something, is still lying face down in the dirt.

I silently offer each of the surviving crew members healing. Looking over and seeing Endrian wounded Aldus frowns. Taking his muddy hand he walks over and draws a sad face on Endrian's shoulder.

Healing Hex 1d8 + 2 ⇒ (2) + 2 = 4


Human Witch 3 | HP 20/20
Leon the Landless wrote:
"Aldus, help us find... oh. Oh, wow. Thank you. Glad you're alright."

Aldus smiles and continues on.


Human Witch 3 | HP 20/20
Matt, Game Master wrote:

Everyone make a Reflex or Fortitude Save

A roll of 15 or lower results in being in the wrong place at the wrong time or not avoiding the debris, resulting in 1d10+5 damage.

1d20 + 2 ⇒ (1) + 2 = 3

ouch.

Debris shifts and a hand reaches up weakly. Bird swoops around and lands on a plank from the Airship that wedged itself between two rocks. He begins picking at the hand and after a few moments Aldus bursts from the wreckage with an extremely alarmed expression. Looking around for a moment he relaxes, wincing as he touches his bruised ribs. Reaching for his belt pouch he finds that it is no longer there, staring down Aldus suddenly realizes that he is no longer wearing pants. Rolling his eyes he reaches down for some mud and rubs it on his bruised ribs.

Healing Hex 1d8 + 2 ⇒ (8) + 2 = 10

With some very loud popping and cracking his bones fit themselves back into place. He rocks his shoulders back and straightens his posture. Dipping down he coats his hand in some fresh earth and heads off to find other injured folk.

If anyone needs healing the pantless Aldus will wander around in his underbritches passing out heals with his healing hex. It's a free cure light wounds once per day per target, just roll the healing yourself.


Human Witch 3 | HP 20/20

The only fireworks here were off magic island. They've banned everything else.


Human Witch 3 | HP 20/20
Leon the Landless wrote:
Shipped.

A convenient and interesting turn of phrase. I'll be sure to use it in the coming days.


Human Witch 3 | HP 20/20
Matt, Game Master wrote:

Cabin 1: Tim, Miss Koyr

Cabin 2: Jevon, Baster, Tiny
Cabin 3: Ithriel, Keddemas
Cabin 4: Empty
Cabin 5: Empty
Soldier Cabins 1-3: Full

Cabin 4 Please


Human Witch 3 | HP 20/20

Next Stuff


Human Witch 3 | HP 20/20

Back to the camp yes.


Human Witch 3 | HP 20/20

Aldus steps into the bar late into the night, a touch of red colors his cheeks and his eyes seem just a tad bit glazed over. Staggering over he laughs and shakes his head. Walking over to everyone he gives everyone he can recognize a reaffirming handshake. Staggering over to the bar he trips over his own feet and nearly falls, catching himself on the edge of the bar. He reaches into his pouch and takes out a pair of coppers that seem to be covered in a colored dust of some kind, licking his sleeve Aldus hands the man his money and drinking horn, waiting for him to refill it before stumbling back outside and into the cold night air, sloshing beer onto the wooden floor.


Human Witch 3 | HP 20/20

Are there any open tables in the tavern?


Human Witch 3 | HP 20/20
Baster of the Peacock wrote:
He extended a mailed fist to resolutely shake Aldus' hand.

Aldus will shake Basters hand and smile, revealing a large gap between his two front teeth. Bird Caws on his shoulder, cocking it's head towards the forest. Aldus looks quizzically at Bird who caws yet again. Aldus nods at bird before waving off Baster and heading in that direction towards the forest.

---------------
Shopping/Gathering List

  • Wand of Cure Light Wounds
  • Eye from a 100 day old Newt
  • Forked Cow Tongue
  • Red Chalk
  • Blue Chalk Powder
  • Moldy Flour
  • Oval Marbles
  • Lace 1 sq ft
  • Water from a brook that runs parallel to a blueberry bush.
  • Knucklebones from a one armed gorilla
  • Day Old Porridge
  • Wizard Cloak and Pointy Hat


  • Human Witch 3 | HP 20/20

    Round 1
    Initiative 5

    Fortune on Jevon, Cackle

    If someone is badly wounded I abandon this action and heal them.

    Abilities:

    Duration
    Baster - 2 Rounds
    Leon - 2 Rounds
    Jevon - 2 Rounds

    Descriptions
    Cackle, The witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

    Fortune, The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

    Healing, A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.


    Human Witch 3 | HP 20/20

    Round 1
    Initiative 5

    Aldus looks to the sky and opens his mouth as wide as he can before returning his attention to the field.

    Actions to be taken

    If Leon is within 30 ft

    Use fortune on him, cackle

    If someone within 30 ft is wounded

    Move up and heal using healing hex

    Abilities:

    Baster - 1 Round (2 if cackle)

    Descriptions
    Cackle, The witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

    Fortune, The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

    Healing, A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.


    Human Witch 3 | HP 20/20
    Tim Deamon wrote:
    In this case you are allowed a save therefore it is intended that there be situations in which you might or might not realize the illusion is real
    Silent Image wrote:
    Saving Throw Will disbelief (if interacted with)

    You are ONLY allowed a save if you interact with the illusion.

    Tim Deamon wrote:
    which can not be achieved by way of your technical definitions.

    ....I touch the illusion, I get a save. How is that unachievable in any sense of the word?

    Sorry, last comment on the subject.


    Human Witch 3 | HP 20/20
    Tim Deamon wrote:

    So it's one way but certainly not casual.

    When would you get a save then? Because interacting in that fashion would simply prove it's falseness and negate the need for a save, the only time time a save would be needed is when you can't be sure of it's falseness which would be before you actually interact with it.

    Please note my differentiation between seeing it and paying attention to it.

    You can't interact with it in your definition anyway, you could try but you would fail.

    Upon interacting with it and failing your save the illusion/situation reacts (at least to your perception) as if it was real. For instance hitting a creature with a sword you'd recoil not because it has mass and force but because your mind perceives there to be mass and force behind the creature, and so your body reacts accordingly.

    Reguardless, the rules clearly define the effect, whether or not it makes sense or not is irrelevant.

    Tim Deamon wrote:
    By the way the effect I have on the computer is the computer is being analyzed.
    Definition wrote:
    Effect something that is produced by an agency or cause; result; consequence: Exposure to the sun had the effect of toughening his skin.

    What result are you bringing about in the computer by analyzing it? Pressing the A key results in change, from keycap to keymatrix to the computer producing an A on the screen. Simply looking at a computer is not interacting with it just as looking at an illusion is not interacting with it.


    Human Witch 3 | HP 20/20

    The large Aldus-headed centipede blinks and quickly disperses, Aldus himself walks out onto the field in it's place. Glancing over towards Baster Aldus digs into his pouch and pulls out a pinch of colored dust, he tosses it in his direction and nods thoughtfully. Holding out his arm Bird lands with a big flap of his wings, Bird cocks his head at Aldus and Aldus nods. Bird begins making a birdlike cackle, all screeches and squawks.

    Fortune on Baster, Cackle

    Abilities:
    Active Abilities
    Fortune (Baster) - Duration, 2 Rounds

    Description
    Cackle (Su) The witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

    Fortune (Su) The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.


    Human Witch 3 | HP 20/20
    Tim Deamon wrote:

    So trying to read whats on the computer screen doesn't count as interacting?

    It doesn't matter if I am next to it or across the room paying particular attention to the computer is interacting with it cause you are actively analyzing whatever you perceive about it rather then dismissing it as background.

    Regardless of whether those perceptions are visual,auditory,tactile,etc.

    So yes I am interacting with a computer from 30' away IF I am actually paying attention to it, but not if I simply take note that it exists.

    The point in such a spell is making a rock over your tent, so the goblins run past but don't stop to eat you because it's just a rock and they don't pay any attention to it.

    Definition wrote:
    Interaction is a kind of action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, as opposed to a one-way causal effect

    What effect are you having upon the computer or the illusion?


    Human Witch 3 | HP 20/20
    Tim Deamon wrote:
    For the illusion I would say that paying attention to it would count as interacting, but that's just me.(aka wouldnt get a save if it was just in the background or if it blended in with surroundings with nothing drawing attention to it)

    Would you consider yourself interacting with a computer if you were looking at it from 30 feet away? I mean there is some room for interpretation with spells but the description is very explicit in saying that no save is allowed unless interacted with. I think Koldir's assumption makes sense however, that if you succeed on the Will Save against the auditory aspect of the illusion it would make you want to take a closer look.


    Human Witch 3 | HP 20/20
    Jevon Ryker wrote:
    Yeah, nice one dude.
    Koldir Shadowhammer wrote:
    I second Leon's approval!
    Leon the Landless wrote:
    Aldus, I love you, you freaky freakchild. Every time I read that description it gets more amazing.

    =)

    For those rolling saves for silent image, keep in mind that there is no save unless you actually interact with the illusion, it just is.


    Human Witch 3 | HP 20/20

    From deep within the shadowy forests comes a shuddering impact and the straining of wood as one of the mighty timbers falls over. Movement appears on the edge of vision, an insectlike creature slithering along the ground like a centipede. It enters on the edge of the fray and seemingly picks up one of the assailants in it's mighty mandibles, pointing it's head toward the sky it swallows the man whole as his muted cries are quickly cut off. In full view the centipede stands over 30 feet high, looming over the battlefield.

    It's head performs some jerking motions, with a gooey *splorgh* sound it's head peels back like a banana revealing a very large Aldus head staring bug-eyed at the battle. The giant Aldus-headed insect doubles over as it's face bulges, from it's mouth comes an outpouring of eggs covered in green goop. After a second the eggs begin hatching and little creatures begin pouring out, fully armored humanoids the size of small dogs also with Aldus heads begin pulling themselves from the eggs and assembling into a battle formation with the Aldus-a-pede sitting behind them.

    Silent Image (DC 15 if interacted with)/Ghost Sound (DC 14 to disbelieve sound)


    Human Witch 3 | HP 20/20

    Can the assailants be clearly seen and identified?


    Human Witch 3 | HP 20/20

    How many actions can we get away with before we enter rounds?


    Human Witch 3 | HP 20/20
    Endrian wrote:
    He makes his way over to Aldus saying, "This is probably not the greatest time to formally introduce myself, but I am Endrian, we fought together against the spiders. I do believe you healed me during that particular foray.

    Aldus nods quickly, eyes searching the darkness for assailants.

    Endrian wrote:
    Have you seen the others?"

    Aldus shakes his head no.


    Human Witch 3 | HP 20/20

    Aldus blinks and looks to the action with a passive face. Glancing at Endiran he snaps his fingers and suddenly Endiran's vision sharpens to unbelievable clarity. He stands up, shaking his head vigorously, letting the berries and leaves that he placed in his hair before he slept shake loose before silently cackling.

    Fortune on Endiran, cackle.

    Abilities:
    Duration
    Endiran (Fortune) - 2 rounds

    Description

    Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

    Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.


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    Human Witch 3 | HP 20/20

    Aldus sits on a log, eyes darting from person to person as they start speaking. His hands tend to the small pouch on his lap as he folds one of his magical scrolls into a paper crane before placing it in a cup and lighting it on fire. He continues adding things to the cup, some wine from his wineskin, herbs from his pouch, a bit of the spider leg split down the middle. A faint aroma wafts up onto the breeze carrying the odd sent of pumpkin and cotton candy. Smelling the brew, absently nodding, he tilts Bird's head back before pouring it down his gullet.

    Spellcraft 1d20 + 9 ⇒ (9) + 9 = 18 Success. Adding a spell to my familiar from a scroll.


    Human Witch 3 | HP 20/20
    Leylyn Rhydoc wrote:
    When Aldus takes improved familiar...
    Matt, Game Master wrote:
    Don't even go there Leylyn... he doesn't need any ideas...

    :)

    Level 2:

    Basic
    +1 BaB
    +1 Base Will Save
    +7 Skill Points (Kn Geography, Local, Religion, Spellcraft, UMD, Diplomacy, Profession Hedgewitch)
    Favored Class (Witch) +1 HP
    PFS Hitpoints

    Special Qualities
    Fortune Hex

    Spells
    Command
    Ray of Enfeeblement
    Silent Image (Shadow Patron Spell)


    Human Witch 3 | HP 20/20
    Ithriel Latairn wrote:
    I agree with Baster, Aldus, you play this character very well.

    Thankyou sir.


    Human Witch 3 | HP 20/20

    Aldus walks over to one of the fallen giant spiders, taking his knife he slices off the tip of one of it's limbs. Sniffing at the severed limb he takes a lick before nodding and placing it into his pouch. He then returns to the formation.


    Human Witch 3 | HP 20/20

    Aldus is going to use misfortune on the swarm. He cackles with his move action in a flat, passive voice "heh, heh, heh..."


    Human Witch 3 | HP 20/20

    Round # 2
    Initiative 17
    Location Center
    Actions to be taken

    Select another spider and use misfortune on it. Cackle.

    If Endrian isn't healed by my initiative:
    If I am able to reach Endrian in a 5 foot step

    Cackle as a move action and using healing hex as a standard, healing for 1d8 + 1 ⇒ (4) + 1 = 5 damage.

    If I am unable to reach Endrian in a 5 foot step

    Move action to move into an adjacent square as far from enemies as possible and use healing hex healing for the amount of damage listed above.

    Ability Descriptions:
    Cackle, The witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

    Healing, A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

    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.


    Human Witch 3 | HP 20/20

    Round # 1
    Initiative 17
    Location Center
    Actions to be taken

    Offensive

    If I see a spider I'm going to use misfortune on it and cackle.

    Defensive

    If an ally is hurt before my initiative I'm going to use my healing hex on them, healing them for 1d8 + 1 ⇒ (2) + 1 = 3 damage.

    Ability Descriptions:
    Cackle, The witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

    Healing, A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

    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.


    Human Witch 3 | HP 20/20
    Matt, Game Master wrote:
    Yup, I need to know if you're with the group having wandered off or still back at the wagons seeing as you haven't replied in a bit.

    Ah yes, Aldus indeed follows the party on the off chance that they might need his abilities.


    Human Witch 3 | HP 20/20
    Matt, Game Master wrote:
    Aldus, you've missed a bit man. Go back up and read the last two of my important storyline posts.

    Unless I'm supposed to look at the spoilers with the peoples names I already read the posts about where we are. We're in the forest and it's dark and storming. We hear something out thataway (at least other people did but enough people talked about it that I'm pretty sure I'd be able to pick up on the fact that something's out there) and we're going to investigate but were you asking whether we're staying with the wagons/going with the party or where we were standing in relation to other people?


    Human Witch 3 | HP 20/20

    Exactly where we stand in relation to what?

    Perception: 1d20 + 2 ⇒ (15) + 2 = 17


    Human Witch 3 | HP 20/20
    Matt, Game Master wrote:
    The next morning comes around soon though and the camp slowly packs up the material and makes preparation to get underway. Halfway through packing one of the wagons a shout followed by exclamations of anger ring through the camp. The sound seems to be coming from one of the rear wagons.

    Aldus will shuffle off in that direction with bird squaking on his shoulder.

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