Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Again, the sylph takes a step forward, her eyes growing more and more wild with each passing moment. The air shimmers again, this time around Ethyl, and the witch's wild cackling echoes through the room.
5 ft step, Standard - Protective Luck on Ethyl, Movement - Cackle
Protective Luck - Alvar, Enoch, Ethyl
I believe that is 30 ft to Ethyl. IF not, I will just move and cackle. Not sure if I can make a 5 ft step there, either, since it might be difficult terrain.
Protective Luck (Su) (Heroes of the High Court pg. 9): The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Nyarai remains close to Ethyl, producing a soft breeze that disperses the strange fog. At least locally. When Alvar shares details on the situation, her eyes widen and she clutches her scarf. "Three?", she mouths quietly and peers around the corner to see for her own eyes.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Nyarai enters the room expecting it to be occupied by someone. When she realises it is actually not, she sighs in relief. She examines the contents of the tables, looking for documents or art, but only finds an unfinished card game. She touches the cards briefly, her fingertips dancing on the table as she looks through the deck.
Perception:1d20 + 9 ⇒ (8) + 9 = 17
She stops, quickly pulling her hand away from the table as if stung. She leans in closer without touching, looking at something. "Interesting art. Maybe our friend's handiwork?", she beckons for others to come closer and take a look.
"Are these even playing cards? Seems like a, uh... soothsayer deck?"
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Well, I wasn't confused initially. I read the scene as "people are too occupied to notice us". Then Alvar threw a wrench into the cogs with "us having 2 rounds of invisibility", and I started looking.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Alvar the Wayfarer wrote:
Apparently we're going upstairs?
Do we have time to cast buffs after we ascend? If we don't, taking three rounds to heal is going to run us out of our invisibility.
Unless Iosif wants to do the whole "Everyone down, there's a gun in the room" spiel, I don't think we can actually do anything about the situation, outside of murdering the especially rowdy inhabitants.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Knowing there is probably little she can do the quell the chaos in the room, Nyarai follows the group upstairs. She briefly brushes her hand against Ethyl and Enoch, whispering soothing words to both. "There, there..."
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Strands of textile appear in the air and quickly swirl around to form a cocoon of clothing before falling to the ground. Where they were forming, Nyarai stands. She looks at Wren and walks closer. "When did deception improve your situation in the long term? Stop lying to these people.", she whispers.
She proceeds to walk to Loomis' corpse and starts pulling things out of her pockets while taking note of the onlookers. In case they try something dumb.
I have some spell juice remaining. Anyone badly injured and needs it? I am at -3 and don't need it that much.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Ethyl feels eyes on her back as the air outlining her person shimmers briefly. Immediately after that, you all hear quiet cackling coming from an unseen source in the room, but it does have Nyarai's voice colour.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Ethyl can feel a slight breeze behind her back as the sylph, hidden from sight, moves away from the wall into a more open position. The rest of the room can only hear cackling laughter of Nyarai emanating through the space.
Move - Move 35 ft, Standard - Cackle - extend Protective Luck on Enoch
Don't worry, guys. I will hex other people, I just needed to get into a better spot.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Nyarai looks at the woman without emotion when she responds, but then the cultists start approaching. She lets out a whisper of a gasp as her eyes find Enoch, the air shimmers around the man, and Nyarai clutches her scarf.
Again, the thing ruptures into a thousand threads that envelop the sylph before dispersing in the wind, leaving nothing in the space where she stood.
Standard - Protective Luck on Enoch, Move - Ghostwalk + 5ft step
Stealth if you need it:1d20 + 20 + 10 ⇒ (18) + 20 + 10 = 48
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
"Oh, lovely!" Nyarai perks up. "If you are Zandalus' both hands, can you tell us anything about the strange standing stone you have drawn? We were quite curious about that one. Where did the inspiration come from?"
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Nyarai smells the soup provided, but grimaces. Out of sight, she quietly spills the contents of the bowl into a corner before returning to the group and sitting down. Her quiet thoughts are interrupted by the elderly woman approaching them.
To Enoch's question, the sylph shakes her head. "We never did. Why start now?" When the woman asks her questions, Nyarai tilts her head in confusion, but gazes at the woman. "Adherents? That is not the case, no. But who are you?", she asks to have her suspicions confirmed. "We have not met."
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
"We left this room with two creatures in it. When we returned, one of them was dead. Better not introduce such an element to the shrine." Nyarai clearly objects the dog's placement with the refugees. "It can be tied up in a nearby hall, but it will not cross the threshold. It may as well be a hungry shapeshifting predator."
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
"Perhaps we are looking at the culprit right now." Nyarai narrows her eyes towards the dog, but is intent on not getting any closer. She scans the pup from a distance.
"Who said that only humanoids can suffer the effects of this place?"
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Nyarai's head turns towards the yelping and the sound of wings flapping. She furrows her brow. "Spooky. Maybe we should leave this conversation for a later time." She follows after Enoch.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
All right. Thank you. I was ordering my notes and I have a theory. I might present it in character soon, assuming I find a way to do so through the crazy filter.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
After coming to, the sylph considers the situation. Others ask their questions while she is thinking.
"You all", she speaks, but her voice is monotonous, as if she is attempting to leave any emotion out of the situation. "came to us. A 'fat cat from up north, a devil, a doctor, a man with an Alkenstar tool, and an angel'." She clutches her scarf, but points to everyone else in the room as she speaks the titles. With the exception of the fat cat, of course. "To Kateer. To acquire a book. Steal it. Not the Chains of Nights. Something else. Something starting with N."
As if straining her mind, she rubs her head with her left hand, her right hand holding the scarf.
"We all clearly have a shared past, even if only briefly. Does anyone remember anything? We should work this out together. Maybe our minds will come back to us, or at least some understanding of the situation."
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
GM, this line: "Three more must be slain [...]"
Was that referenced before and I just missed it? And a follow up question: How many of those artworks by Zandalus did we find, and were they depicting scenes similar to the oneirogen we encountered? I think at least one was depicting Tatterman, but what about the rest?
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Nyarai nods towards Alvar, flashing a humble smile after her attempts to push the fog back are appreciated. She stands there, looking at the man with fog spilling out of his mouth. When Enoch comments, she responds without turning away.
"Can we blame her? Everything and everyone since we woke up here tried to maim, kill, or eat us. With a few exceptions."
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Similarly to Alvar, Nyarai is puzzled by Ethyl's return. She looks back to Alvar when suggesting a boost. "We'll figure it out eventually. It's not too high. But thank you, anyway."
She looks at Ethyl, then back to Alvar and nods her head towards the stairs, indicating she will try to see what's up. When Alvar disappears above the ceiling, she turns to Ethyl and walks closer without breaching her personal space. "We understand you are scared. We all are.", she pauses. "But we need to press on. We will do our best to protect you."
GM, curious question. I have this:
Breeze-Kissed Source Advanced Race Guide pg. 156 Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
Could I use this ability to somewhat hold back the fog? Assuming Nyarai noticed that the fog is the source of Ethyl's fear.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
The sylph walks into the room, laughing for some reason.
Move, Cackle
I would also like to point out that Enoch has Protective Luck on him, and it would have been in effect already on the last round. Meaning the attackers roll twice and take the lesser number on the d20 die, so potentially that claw hit would have been affected.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Nyarai only notices Ethyl is gone when it is pointed out. It seems she was distracted by her own thoughts. Everyone rushes towards the next room, and Nyarai follows. She puts her usual protective charms on the crusader.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Nyarai thinks about the man's response. She looks to Ethyl. "It's baffling. It seems people flocked to Zandalus for some reason when... Well, whatever the hell happened here. But they are crucified, seemingly killed indiscriminately, live in fear and never actually see the man. Makes you think."
Then she looks at the puppy in Enoch's hands, and furrows her brow. "Are pets allowed in this kind of place? Is that normal?"
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Nyarai walks into the room, looking around seemingly casually, but there is a wildness in her eyes if you look closer. She looks at Enoch tending to the whimpering box. "Don't touch it!", she shouts at the crusader. "Is it drinking the water?"
Then her eyes settle on the victims in the room. (one or more of them?) She walks closer to observe his bindings and wounds in silence, outside of arm's reach.
Could I get a brief rundown of their injuries? Heal:1d20 + 6 ⇒ (12) + 6 = 18
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Nyarai focuses her gaze at Enoch once again. The air shimmers around the man, and she lets out a loud, sinsiter chuckle. She steps away from Iosif, just in case.
Standard Protrctive Luck on Enoch, Move Cackle, Free 5ft Step
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
I vote we check the two remaining rooms to the north. There should be stairs, based on the sketch we have. If the party is up for it, I mean Go, democracy!
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Nyarai continues moving south to find rubble and debris blocking the hallway. She attempts to see whether she can clear a path (which, I assume, will not work) , but give up after a while. She returns to the others. "Perhaps...", she looks at the sketch they got from the shrine inhabitants. "there should be a stairway around here."
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 18/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
The pieces of tattered clothing coalesce into a humanoid shape and disperse into dust, revealing Nyarai in the room once more. She is waving the air around her nose, frowning.
"Smells like something died in here. Twice. Ugh. Don't you people smell that?", she looks at the others. "Oh, by the way - Good job." She sticks her thumb up with her other hand.
This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.
The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Cackle (Su) (Advanced Player's Guide pg. 66): 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. The creature must be able to hear the witch to be affected by the cackle.
A witch can only use cackle once per round.
Protective Luck wrote:
Protective Luck (Su) (Heroes of the High Court pg. 9): The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.
So with that all in mind - can Nyarai just cruise around while invisible and use Protective Luck and Cackle? Protective luck just kind of happens, and cackle produces a sound, but would you consider either of those breaking the invisibility? Especially with the "if the subject attacks any creature" clause included in Vanish spell text?
Guys, is this actually a god-tier archetype before invisibility-revealing stuff is in play?