Dexinis

Azmythe's page

210 posts. Alias of Dax Thura.


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Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe will translate for the rest of the group (ie read the spoilers if you'd like).


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Sylvan:
"I would like to sit and chat for a while, ya'know? What would you like to talk about?"

Azmythe joins them, adding a bit of song to the mix.

Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

I am personally no expert, but I think smoke and water are used. And a long stick.
Take 10 for 19 or Knowledge (nature): 1d20 + 9 ⇒ (3) + 9 = 12
Maybe Nigel can alchemy up something.

If all else fails, Azmythe just got Burning Hands.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Ruined Homestead
Is there some way we could pick apples and not disturb the hornets? Or is there some way for us to get rid of the hornets that doesn't involve being stung by thousands of them?

At CampAzmythe spends some time among the refugees as well. He will serenade them with a soft song of courage and hope.
Take 10 on Perform (sing) for 17.

He thanks Taidel for the scrolls. Azmythe offers the scroll of longarm to Hedran first. If Hedran doesn't want it, then, he will make a paste of it to feed to Enoch.
Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"Yes. Let's go look into the homestead. Maybe there's still something to be found there, ya'know? Azmythe wonders if he handled the interaction with the Molthrouni scouts the right way. *He shrugs* Oh Well.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe looks at his companions before speaking. "We're, like, getting away from the horde of hobgoblins that overran our town. We're travelling to safe refuge where we can get help. Like, you should go warn your people about them."

When the scout undoubtedly denies his allegience, Azmythe says, "Keep your distance! We know who you are. Some of my companions think it was you who hired the Ironfang Legion to attack our town. Come closer and we will kill you, Molthuni."

Azmythe readies Sleep and casts it if they get even 10' closer.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"This is not about them. This is about us. If you just want blood, go ahead. Attack them. But that could work against us, ya'know? One could get away. Or even the remnants of a fight could lead them to our people. But go ahead. Collect your blood."


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe just shakes his head at Ratells anger at the Molthuni. "We have enough trouble, ya'know? Let's not go grabbing more of it."


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"We should, like, warn them about the hobgoblin attack."


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe will use his Slumber Hex (dc 15) on the last one.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Can you train them? Mabye with some help from Ratel? That will at least keep the two NPCs on the roster.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"I can, like, take care of Norris. It's kind of what I do, ya'know?"

Heal: 1d20 + 8 ⇒ (9) + 8 = 17


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

As Azmythe sidles past, he tosses a tanglefoot bag at the wolf.

Tanglefoot Bag DC 15 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16 range touch, throw into melee


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

No. The accent is fine. Azmythe shouldn't be able to understand everyone anyway. This will work well for their relationship.

"Positivity, Victor. Like, see past the wolf to the safety of the forest, ya'know? Then make it happen."

Azmythe can't be bothered by small details like a ravenous wolf.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

It's getting harder to understand Kinning's accent.

Azmythe looks at Kinning for a moment after she's done talking. Then, after he's pretty sure he understood the dwarf, nods his head once. "OK."

"You heard the dwarf. Let's get to the other side and, like, get ready to push." Azmythe will help carry anyone who needs help.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"Okay. Get started. What help will you need?"


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"Can it be done, like, quietly and quickly?""


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"Like, I realize that, but can you do it?"


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"Kinning, can you destroy the bridge? Make it so they can't follow us right away and give us time to make our escape?"


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe turns around when he hears the hobgoblins exit the shed. He casts Daze (dc 14) on the first one.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe steps up and takes a shot.

Long Bow:
to hit 1d20 + 2 ⇒ (6) + 2 = 8 Damage 1d8 ⇒ 3


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe Daze (dc 14) the hobgoblin before going to help Jet and Aubrin. He wants to give support and confidence to Aubrin. He also wants the others to see Aubrin and Jet as leaders.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe Daze (dc 14) the hobgoblin before going to help Jet and Aubrin. He wants the others to see Aubrin and Jet as leaders.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe will not stop trying to get Nigel to partake of the positivity.

Cure Light Wounds for Bear: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

EarlierIf Aubrin doesn't heal them, Azmythe will.

At Trading Company
Azmythe targets red.

Long Bow:
to hit 1d20 + 2 ⇒ (10) + 2 = 12 Damage 1d8 ⇒ 7


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"We have to get her out of here." He says to Jet, before turning to Daze (dc 14) the last orange. "Help me get her up." Azmythe puts her arm around his shoulders and, with some help, lifts Abby up.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe tries to help Jet to help Aubrin. "Yeah, like, we're here, ya'know. And so are you. Like, come back to us, Abby. We need you here."
Not sure what this will be.

1d20 ⇒ 9
Diplomacy +1
Heal +8


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe will try a spell. Sleep (dc 15) centering on yellow to encompass all three hobgoblins.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"Be at peace, my friends. Yes. There will be fire and thunder, but know that it will usher in an age of sunshine and fruitful harvest. The time to morn the dead will come, but now we must focus on the living, including ourselves. Now gather all the supplies you can. Take a single memento, if you must. We must hurry."" Azmythe speaks to the townsfolk trying to keep there morale up and minds focused on mission.

Diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"You are wrong." Azmythe will Daze (dc 14) the hobgoblin by the alter.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

At the Shrine

Goblin:
[b]"We are not intruders. We are your death. And no one is coming to save you. You will see spike again as Pharasma judges you."


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"The best thing is not always the easiest thing, ya'know?" Azmythe quickly gathers any necessities. Ordering the townsfolk to do the same. "We only have a few minutes. We'll, like, morn once we're all safe."


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

For some reason, my post to the game play thread, it shows an error, so here it is. I hope this works.

Azmythe will offer one of his rations.

Azmythe makes a quick sign of respect. "We need to worry about the living right now, ya'know. Where's Rhyna and the rest?" Azmythe starts looking for Tarethelan, Lorethiel, and Rhyna.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe will offer one of his rations.

Azmythe makes a quick sign of respect. "We need to worry about the living right now, ya'know. Where's Rhyna and the rest?" Azmythe starts looking for Tarethelan, Lorethiel, and Rhyna.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe will offer one of his rations.

Azmythe makes a quick sign of respect. "We need to worry about the living right now, ya'know. Where's Rhyna and the rest?" Azmythe starts looking for Tarethelan, Lorethiel, and Rhyna.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe will offer one of his rations.

Azmythe makes a quick sign of respect. "We need to worry about the living right now, ya'know. Where's Rhyna and the rest?" Azmythe starts looking for Tarethelan, Lorethiel, and Rhyna.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe will offer one of his rations.

Azmythe makes a quick sign of respect. "We need to worry about the living right now, ya'know. Where's Rhyna and the rest?" Azmythe starts looking for Tarethelan, Lorethiel, and Rhyna.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe continues to try and smash red

Lt. Mace: silver
to hit 1d20 + 1 ⇒ (6) + 1 = 7 Damage 1d6 + 1 ⇒ (5) + 1 = 6


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe moves up and swings his mace at blue

Mace: silver
to hit 1d20 + 1 ⇒ (8) + 1 = 9 Damage 1d6 + 1 ⇒ (6) + 1 = 7


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Asmythe gets close enough to Daze (DC 14) red hobgoblin.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe will heal him.

Cure Light Wounds: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe will try to Daze (DC 14) him.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe targets the hobgoblin with Daze (DC 14). He then goes over to Aubren to help with her.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

"Fire and thunder! The Ironfang Legion!"


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

When Aubrin gets done. Azmythe stands up full of good drink and good food. "I have here a blue ribbon and 3 gold for any who can best that tale." He stands there holding up his offered prize for a few moments until someone takes the challenge or not.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe winds his way through the festival. He isn't afraid to fail or look silly. He spends freely and often purchases things just to give them to children. He won't be happy until he gets the hoop over the bottle and wins a goldfish.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe declines the tea. "I'm, like, already on a high, ya'know? And I don't want to, like, contaminate the results."

In his enlightened state, Azmythe wanders throughout the festival.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe greets his friend warmly. "We haven't had time to sit and, like, talk, ya'know. Bears, and wolves, and skeletons, and death, and teleportation, and life. Like, wow! Ya'know?" He offers Robert a smoke.

Azmythe would have only mild intoxicants. Along the line of marijuana, of course. All of it would be legal.


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4
GM Mort wrote:

.... When Azmythe donates 200 gold pieces to the shrine, Rhyna asks, "Wait - have you managed to get Geran and Victor raised yet?"

Remember that Geran and Victor's first stop is with Kinning.

"Oh! Like yeah. We did. They spent some time with their families, ya'know. I think they're, like, making their way through the festival. Letting folk see them and stuff. I'm sure they'll come here to."

Afterwards, Azmythe will go find a nice place to partake of his herbal remedies. Preferably out in the open with a lot of space. He brought enough to share. Hopefully Robert will come by or Bear. This stuff will blow their minds. Speaking of, where is that wizard? Did he perfect his stuff yet?


Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

Azmythe gives over the copper. He takes an offered bow and pulls it a couple times to get a feel for it. Finally, he's ready. He steps up to the mark.

Longbow to hit 1d20 + 2 ⇒ (2) + 2 = 4
Longbow to hit 1d20 + 2 ⇒ (18) + 2 = 20
Longbow to hit 1d20 + 2 ⇒ (11) + 2 = 13

Full Name

Sam

Classes/Levels

Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7

Gender

M

Size

M

Age

40

Special Abilities

spells+ Phantom (fear)

Alignment

Lawful Good

Deity

none

Location

Absalom

Languages

Taldane(Common)

Occupation

Psychic Investigator

Strength 14
Dexterity 14
Constitution 13
Intelligence 11
Wisdom 20
Charisma 7

About Samuel Cabot

Sam
male human Spiritualist (Haunted) 11
LG medium humanoid
Init+2 ; None; Perception +31(39 while adjacent to Whisper)
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Defense
--------------------
AC17(19), touch 12, flat-footed 15(17) (+5 armor, +2 Dex, (+2 shield while adjacent to Whisper)
hp69 (11d8+11)
Fort+8(+10 while adjacent to Whisper), Ref+6(+8 while adjacent to Whisper), Will+13(+15 while adjacent to Whisper)
Resist resist 10 vs. negative energy
--------------------
Offense
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Base Atk+8; CMB+10; CMD22
Speed30 ft.
Melee
whip +10, +5 (1d3+2/ X2) (reach15’)
kukri +10, +5 (1d8+2/ 18-20X2)

Ranged
Javelin +10,+15 (1d8+2/X2) Range 30’
Spiritual Weapon (spell) +13,+8 (1d8+3/X2) Range: per spell

Special Attacks
Spell-Like Abilities
At will Detect undead
1/day- Calm spirit
1/day- See invisibility 10 minutes
Spiritualist Spells Known (CL 11th, concentration +16(+20 to cast defensively))
4th(3/day) Dimension Door, Freedom of Movement, Invisibility (greater), Feast on Fear++(wDC19)

3rd (5/day) Fly, Vampiric Touch(fDC18), Displacement, Haste, Fear++(wDC18)
2nd(5/day) Ghoul Touch(fDC17). Invisibility, Spiritual Weapon (longsword/hammer), Cure Moderate Wounds, False Life, Scare++(DC17)

1st(7/day) Burst of Adrenaline, Burst of Insight, Doom(wDC16), Sanctuary(wDC16), Mage Armor, Shield, Heightened Awareness++
0(at will) Daze (wDC15), Detect Magic, Grave Words, Read Magic, Stabilize, Message
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Statistics
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Abilities:

Str14
Dex14
Con11
Int13
Wis20
Cha7

Feats:

Vigilant Phantom, Exotic Weapon (whip), Combat Advice, Emotional Conduit, Combat Casting, Skill Focus, Phantom Fortification

Traits:

Seeker, Inspired

Skills:

Know:(arcana) +14, Know:(local) +6, Know:(nobility)+5, Know:(religion)+5, Know:(planes)+11, Spellcraft+14, Heal+19, Intimidate+8, Perception+31(+39 while adjacent to Whisper), Sense Motive+19, Stealth+9

Languages:

Common,

SQ: Usurp Manifestation (Su), Bonded Senses, Etheric Tether (50’), Phantom (Whisper, fear), Phantom Recall(2/day), Shared Consciousness, Spiritual Interference (14 rounds/day), Fused Consciousness,

Equipment:

Combat Gear
Mithril chain shirt +1, kukri, whip,

Other Gear
Vestment, Mnemonic, Xorn Robe, Cloak of Resistace +1, Viridium Moonbeast, Lens of Detection, Handy Haversack, (blanket, 5 days rations, Wayfinder, Sunrod, Waterskin, Pouch, spell components, flask o' ectoplasmic residue, Wand o' Cure Lt Wounds(25), Wand o' Shield(45), Wand o' Mage Armor, Wand o' Telempathic projection (39), Nexus Crystal(res. 10 vs. neg. energy), scrolls ( 1st-Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Evil, Endure Elements, Expeditious Retreat, Mindlink, Obscuring Mist, Protection from Evil, Remove Fear, Remove Sickness, Sanctuary, Touch of Gracelessness, Unseen Servant, Ventriloquism, 2nd- Blur, Calm Spirit, Detect Thoughts, False Life, Levitate, Protection from Arrows, Purge Spirit, Remove Paralysis (x3), Resist Energy, (x5) Restoration (Lesser), See Invisibility, Spiritual Weapon, Surmount Affliction, 3rd- Clairau./Clarv., Dispel Magic, Gaseous Form, Helping Hand, Invisibility Purge, Locate Object, Minor Creation, Phantom Steed, Protection from Energy, Remove Blindness, Remove Curse, Remove Disease, Speak w/ Dead, Tongues, Wind Wall,(4th)Remove Curse, Neutralize Poison, Restoration, Spell immunity, Dimensional Anchor, Death Ward, Anti-Incorporeal Shell))
Coin
7481 GP


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Special Abilities
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TRACKED RESOURCES
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Wand o' Cure Lt Wounds(15/50)
Wand o' Shield(45/50)
Wand o' Mage Armor (50/50)
Wand o' Telempathic proj. (39/50)