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M Human Hedgewitch (Entropic Sage) 5
![]() Harkell lashes out with a kick, reinforced with magic. Amulet of Mighty Fists +1 so his unarmed strike is a magical weapon. atk: 1d20 + 8 ⇒ (8) + 8 = 16
1d6+1 is bludgeoning from the unarmed strike, the 3d6 is acid from the Adhesive Blast (blast type) with the Energy Blade (blast shape). ![]()
M Human Hedgewitch (Entropic Sage) 5
![]() Harkell backhands the enemy. Amulet of Mighty Fists +1 so his unarmed strike is a magical weapon. atk: 1d20 + 8 ⇒ (19) + 8 = 27
1d6+1 is bludgeoning from the unarmed strike, the 3d6 is acid from the Adhesive Blast (blast type) with the Energy Blade (blast shape). ![]()
M Human Hedgewitch (Entropic Sage) 5
![]() Assuming there are no "normals" around, since he isn't supposed to talk near them, Harkell says the following. "So, the man is strapped to a camel and kicked out of town for abusing women. The camel tends to focus on women when attacking. The connection is the skull strapped to it. Granted, this is all a leap of intellect. The man's spirit, or some fraction thereof, likely remained in the skull and tainted the camel before the skull became detached. The camel continues on, either tainted by the man's malevolent spirit or currently possesses the spirit, leaving the skull inert. That leads me to my next suggested course of action, we visit the skull. I believe it is in these very archives, or at least what we found would suggest such. Investigating the skull should tell us more, particularly if it is inert OR active." ![]()
M Human Hedgewitch (Entropic Sage) 5
![]() Harkell turns to Leon, the one with whom he saw the horse-like corpse. He pulls out a brush and begins to write on his own hand in gleaming, lighted ink: 150yrs. Same age as corpse. He ensures the camel farmer doesn't see it. Once he is sure that Leon has seen it, he spits on his hand and smears the ink to the point that it loses its light and is unreadable, then puts the brush away. ![]()
M Human Hedgewitch (Entropic Sage) 5
![]() I mean, if it is one guy, then yeah it is hard to see as a company and i see it more as a guy supplementing his income. but still, i mean... to not have backups from a year back is pretty egregious. I'm glad that i rarely used mythweavers (didnt really like it/google drive is a thing). ![]()
M Human Hedgewitch (Entropic Sage) 5
![]() thinking: arcana: 1d20 + 12 ⇒ (4) + 12 = 16 history: 1d20 + 12 ⇒ (17) + 12 = 29 <------- local: 1d20 + 8 ⇒ (12) + 8 = 20 nature: 1d20 + 5 ⇒ (11) + 5 = 16 <------- planes: 1d20 + 5 ⇒ (9) + 5 = 14 <------- arcana: 1d20 + 12 ⇒ (6) + 12 = 18 <-------
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M Human Hedgewitch (Entropic Sage) 5
![]() "Nothing of import, as far as I can tell at this juncture. Its spirit was red with rage, and it is atypical for creatures to make ghosts, much less angry ghosts. It suggests an intelligence above that of a normal creature and either an extreme drive or a horrific death, perhaps." ![]()
M Human Hedgewitch (Entropic Sage) 5
![]() Harkell looks in the area the camel was just in, searching for any ectoplasm, or traces of where it came from metaphysically. knowledge: i roll each twice and take the better result Knowledge (Arcana; Int): 1d20 + 12 ⇒ (2) + 12 = 14 Knowledge (Arcana; Int): 1d20 + 12 ⇒ (11) + 12 = 23 <---- Knowledge (Dungeon; Int): 1d20 + 5 ⇒ (9) + 5 = 14 Knowledge (Dungeon; Int): 1d20 + 5 ⇒ (13) + 5 = 18 <---- Knowledge (Engineer; Int): 1d20 + 5 ⇒ (19) + 5 = 24 <---- Knowledge (Engineer; Int): 1d20 + 5 ⇒ (9) + 5 = 14 Knowledge (Geography; Int): 1d20 + 4 ⇒ (12) + 4 = 16 <---- Knowledge (Geography; Int): 1d20 + 4 ⇒ (5) + 4 = 9 Knowledge (Religion): 1d20 + 12 ⇒ (5) + 12 = 17 Knowledge (Religion): 1d20 + 12 ⇒ (20) + 12 = 32 <---- Knowledge (History): 1d20 + 12 ⇒ (9) + 12 = 21 Knowledge (History): 1d20 + 12 ⇒ (13) + 12 = 25 <---- Knowledge (Local): 1d20 + 8 ⇒ (5) + 8 = 13 <---- Knowledge (Local): 1d20 + 8 ⇒ (3) + 8 = 11 Knowledge (Nature; Int): 1d20 + 5 ⇒ (9) + 5 = 14 Knowledge (Nature; Int): 1d20 + 5 ⇒ (13) + 5 = 18 <---- Knowledge (Nobility; Int): 1d20 + 4 ⇒ (19) + 4 = 23 <---- Knowledge (Nobility; Int): 1d20 + 4 ⇒ (7) + 4 = 11 Knowledge (Planes; Int): 1d20 + 5 ⇒ (19) + 5 = 24 <---- Knowledge (Planes; Int): 1d20 + 5 ⇒ (9) + 5 = 14 Spellcraft: 1d20 + 12 ⇒ (11) + 12 = 23 ![]()
M Human Hedgewitch (Entropic Sage) 5
![]() With the beast up in his face, Harkell attempts to give the beast a taste of its own medicine: a powerful kick. Amulet of Mighty Fists +1 so his unarmed strike is a magical weapon. atk: 1d20 + 8 ⇒ (11) + 8 = 19
1d6+1 is bludgeoning from the kick, the 3d6 is acid from the Adhesive Blast (blast type) with the Energy Blade (blast shape). I guess the entangle wont work (i think it is a 50% chance though "Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature.") ![]()
M Human Hedgewitch (Entropic Sage) 5
![]() Also of note on that page is the Admixture talent and the Thorn Blast talent, I am using all 3. Since Thorn and Adhesive both fall under the Plant category, no additional casting time or SP expenditure is needed to Admix them. I should have been more descriptive, but i did not spend SP on the blast so it is only 3d6. I had planned the character to spend his SP more on non-blast stuff, but if needed pop off a few per day in combat. ![]()
M Human Hedgewitch (Entropic Sage) 5
![]() Harkell draws his strange-looking staff, and looks (perhaps foolishly) ready to strike. readied action to strike with Manticore's tail as part of an energy blade attack. +1 is there because he is presumably on higher ground (on the cart) ranged attack (30ft): 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
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M Human Hedgewitch (Entropic Sage) 5
![]() from what i understand, there was a medium-sized summoner. "You detect no magic, but divine the following details: an hour ago, there was a medium-sized creature, which remained in the area until just a few minutes ago. There was also something larger, but it wasn't just one creature, more like two melded together. It left the area down the tracks Leon found just under an hour ago. Then came two more, one medium-sized and one large. The two moved together until the medium moved apart from the larger - you recognize its position as being that of the sheriff's horse." "From the information gathered, you easily figure that the mysterious creature was in fact here, and moved from the crashed buggy down the specified tracks. The sheriff arrived, rescued the woman, then got back on his horse and ran for help (town is about 20 minutes away by horse). Then the sheriff arrived with the ambulance (a large creature where the horse was, with two medium-sized creatures just behind in a large object) and they tended to the woman and crash site. Then you arrived." Harkell would have related these details to the group for discussion so that he doesnt miss anything by making all decisions on his own. ![]()
M Human Hedgewitch (Entropic Sage) 5
![]() Harkell replays the scene for the others, pointing to the routes various creatures took. Pointing down the tracks found, he concludes, "... and down that way went the creature, where it abruptly disappeared. The mystery creature was large, and immediately vanished. No invisibility was involved. In conclusion, I agree that it was likely a summoned creature and therefore our antagonist is a mage of some sort." ![]()
M Human Hedgewitch (Entropic Sage) 5
![]() "Summons, quite a likely scenario. Permit me to study the tracks a moment." Harkell's eyelids flutter and his lips move to mumble a language none know. A mote of light appears in front of him, taking the shape of a large, ghostly lens. He then looks about the scene for magical signatures. GM: Using Channel Spirit to use two spirits, to gain Divination Sphere and Expanded Divinations. These abilities operate at a range of 150ft. Spending a spell point to change the 10m meditation down to a full-round. Detecting for Magic of course, and in addition will do the following divinations: Divine Time (last 5 hrs): If you possess the Time sphere, you may divine the events that happened within medium range (100 ft + 10 ft per caster level). You can only divine what occurred up to 1 hour per caster level ago. When you divine time you are only given the following details: The number of creatures that were in the area, their size, how long they remained in the area, and any movements they made while in the area. In addition, if objects were left unattended or unattended objects were moved during this time, you learn the size and vague shape of such objects. Divine Illusions: If you possess the Illusion Sphere, you may divine for illusions. This grants you a free Will save or Perception check (in the case of illusionary disguises or invisibility) against any illusions or invisibility within the area. perception: 1d20 + 5 ⇒ (18) + 5 = 23 in case of illusions/hidden things
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M Human Hedgewitch (Entropic Sage) 5
![]() "As I suspected, these marks are the very same as those at the construction site. Cloven-hoofed, very strong indentations, and now we add to the modus operandi the ability to teleport. I doubt it is mere invisibility, due to the loss of scent, but if it was a mere invisibility coupled with scent-masking, we are dealing with a creature of great cunning, if not intelligence."
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