Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
know arcane 1d20 + 13 ⇒ (3) + 13 = 16 able to be hexed with misfortune? Neltji will target the water elemental with a misfortune unless her knowledge of such creatures tells her that it is immune. If so then she will try a evil eye to reduce it's accuracy in targeting her friends. She then laughs at its misfortune.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
know engineering 1d20 + 6 ⇒ (9) + 6 = 15 Neltji pauses to take an assessment of the tunnels before they enter to make sure they are safe and won't collapse on them. Should they seem secure then she will cast light for the party and step aside for one of the more adventuresome to enter first.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Since we entered near T I say that one first. It looks like there is a building a little over 100ft away to the east of us. Lets head over there and see if we can explore that while we still have some light. Hopefully we can find some place that we can fortify to spend the night.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Neltji studies the wall closely to find some decent hand and footholds. This should work here to climb up and bypass the netting. The wall looks strong enough as well to hold us if we climb one at a time. Take 10 to climb up and over.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
I have no means by which to bypass the netting. Nor do I have the magics available to me to summon a creature to take our place. I doubt that I am strong enough to throw in a rock large enough to affect it. If you can throw one that may work well otherwise we will need to find a way to climb over the wall proper and avoid the gaps. She does have Anthony climb the wall 10ft further down from the gap to get a look at the top of the wall and the area behind it.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Very well, I will follow your leads once I protect myself a bit from anything within that may attack us. Gathering Anthony to her Neltji will cast mage armor on herself. This protection will last for 6 hours and then I can refresh it. Should one of you need magical protection I can grant them the same protection but then I am easier prey later.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Neltji follows along with her eyes wide open taking it all in. Such a place existed only in fairy tales before and even then if you happened to be listening to the right bard as she was selling her seafood. That life seemed so long ago, but now she was here and she wanted to make sure she didn’t miss anything that was going to happen. Where do you think we should start searching? What are we even looking for exactly to direct us to our final destination? Neltji refrained from stating they were looking for Saventh-Yi as she remembers the problems up to this point every time someone knew the reason they were there. Perception 1d20 + 2 ⇒ (5) + 2 = 7
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
So can't get herolab to work but here is what I have for leveling up Neltji... level 6 witch
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Neltji bears the pain with quite a few tears shed yet when they are done she bares her shoulder to inspect the work and show it off to Anthony. They did a great likeness of you. Now I can have you on each shoulder guiding me as we continue on our journey. Turning to the women she wipes the tears from her eyes. Thank you so much. Now I will never be separated from Anthony. Reinstalling herolab so I can level up but taking another level of witch.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Since patron is animal themed for the witch this is a no brainer. Neltji almost squeals with delight as they offer to bind her to her totem animal. This is perfect. I already feel such a kinship with animal life this will just be an extension of that. Then not only would I be able to commune with Anthony but will also have my totem animal to keep me company. When can we start!?
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Ding…awesome. Have to look at what I get and my plans. As for the totem animal I can’t remember how that works or what the benefit is. I ever the dreamesque experience with the shaman but that is vaguely the
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Neltji wakes up eventually staring around at the room in confusion. What happened? Last I remember was feeling a sharp little pain in my arm and then everything went black. When told of the mind control on the 3 women Neltji moves over and gives them all a large hug. Oh my poor things. I can only imagine the horrors you must have seen under her horrible control.The least I can do on repayment is heal some of your wounds as you tend to my companions. Healing hex on them. Looking at her companions, [b]We must harden our mental resistances. We are too weak to resist most of our foes attempts at exerting control over us and others. I will commune with Anthony and see what I can do to remedy this situation. Done have the spells currently available to aid in will saves but at this rate spell penetration and iron will are at the top of my list for next feats.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Neltji looks at Zakkiya and realizes she was wrong about her as well. Well met Zakkiya. It has been too long since we have met by the fire and forged our friendships. We must catch up on old times once this mess is over. If you excuse me one of these other women have offended my companions greatly. Cast spectral hand
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
will save 1d20 + 4 + 5 ⇒ (4) + 4 + 5 = 13 Neltji feels a warm emanating from Osmurae as she realizes that they have been friends for years stretching back to the time when Neltji would write letters to people her father would see on his travels. Guys don't attack Osmurae! We were pen pals when I was growing up. These others though are tricksters trying to get between me and my friend. If possible Neltji will angle in such a way as to cast burning hands hitting as many of the other women as possible even if that means provoking to do so. If that is not a possibility, then evil eye Zakkiya for AC and cackle.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
spellcraft checks... charm person 1d20 + 13 ⇒ (8) + 13 = 21
With the notion that the spell dominate person has been thrown out by Ndombe, Neltji attempts to dispel such a trick and free those that may be so enchanted. Teh lesser enchantments that she identified were of less concern as actual domination over people. dispel magic (dominate person) on Nothus if he failed or Mazosi if he succeeded 1d20 + 5 ⇒ (15) + 5 = 20
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Neltji reacts quickly to the command for the woman to attack by casting her own spell at the furious Zakkiya trying to limit her effectiveness at any spell casting of her own. Blindness fort dc 18 or permanently blinded She then moves back to allow the more martial types to be able to close with the women to subdue them.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Neltji presses Zakiyya just a bit more as she is curious how they are so in tune with each other. Please forgive my questions but I still want to know how you 4 are so in sync. Anthony and I commune daily and can even feel each others emotions. Yet we still don’t agree on everything the way you all do. As Shalissa mentions eating and leaving Neltji gives her a questioning look. But these ladies are offering food and shelter. Besides there may be information that we can learn from them. If others want to leave I will agree with the group.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Perception 1d20 + 2 ⇒ (2) + 2 = 4. Neltji is completely unaware of anything at the moment so wrapped up in thought as she considers the potential of awakened animal spirits. She takes this time to link with Anthony. I am not sure of this. You are already as awakened as I could imagine. I would not want anything to interfere with our current ability to communicate. While I thank you for the offer I will decline as well. Anthony and I are quite comfortable in our current capacity to communicate with each other. I am curious though, where did you learn of this practice and how does it work? As Zakkiya explains her reason for speaking for the group Neltji perks up asking more questions. So do you have a way to speak telepathically to each other and that is why you speak for the group or is there a different way in which your minds are melded together to share thoughts? I would love to hear how this is possible as I would love to have such means with my companions as well? Imagine being able to share thoughts so we are all in one accord in thought and action as we meet with people. But what happens if one of you disagrees? Does it takes time to mentally determine your course of action and the words that you speak?
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Correct in the fly assessment being blinded. Would know up and down but nothing else. Neltji cowers from the horrifying mask for the next 8 rounds unable to do anything at all to help herself or her friends. Hopefully someone can kill the creature or remove the effect upon her.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
How long does this fear effect last? From a mask at DC 20 that is impressive. Oh, and I want that item. At least the necromancer is blind so will make it harder to pursue us or get away.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
will save 1d20 + 4 ⇒ (1) + 4 = 5 Complete and total fear takes over Neltji as the mask proves too much for her to handle. Running for her life she abandons her friends once again to save herself. Have nothing to counter fear at all. We need to have a remove fear spell in the party at this rate.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Neltji focus on the undead troll as that seems to be the most pressing threat as the other is flying away. She hits it with a misfortune hex as she knows the undead are resistant to some of her other hexes. Will save dc 19 or roll 2d20 and take the worse.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
I can heal you once a day my friend Ndombe with but a touch. Would you like me to heal your remaining wounds now or wait till they are more grievous? If healing wanted 2d8 + 5 ⇒ (6, 3) + 5 = 14 Know arcana 1d20 + 13 ⇒ (10) + 13 = 23 As they come across the splayed innards Neltji gets a bit more curious and examines them herself as well. I have never seen this method of divination actually used before. I wonder how reliable it is and how far into the future one can divine? Ndombe do you know if it was the giant sized creature that did this or some other creature? I would hate for whomever to know that we are following them and they set an ambush for us.
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
survival 1d20 + 0 ⇒ (17) + 0 = 17 So...a giant maybe or are you thinking something else? and more importantly are they stalking the first set of prints? I am inclined to follow them and see where they lead but only if we are prepared for a likely combat. After that last fight against the ape I am worried that we are not as prepared as we may be. I know my abilities and given enough time I can wear down any foe to make them susceptible to my spells and hexes...but not if I am fleeing away or caught unawares. To be clear I am all for moving at full speed after the large humanoid thing in case the first creature needs rescuing/looting
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Neltji keeps running away until she no longer can see the ape or hear it roar. She wants no part of the creature that makes her bladder tremble like that. Duration is 1 round per level if failed save
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
will save Neltji 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 Neltji takes 1 close look at the ape and high tails it out of there, her cloak swishing behind as she goes. Will save Anthony 1d20 + 4 ⇒ (14) + 4 = 18 Anthony scoffs at Neltji fleeing like a scared teenage girl (which she still technically is by age mind you) but can't do anything else but hold. How long does the panic last?
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Can't make the sense motive check.. Surprised at the carnage of the mutilated bodies, Neltji is lucky to respond before the ape attacks the group. Falling back on the tactics they used at with the water giraffe she tries to hex the ape. evil eye saves dc 16
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Happy that the creature was driven away Neltji lets go of the hex and does not prolong its agony by cackling at it. Gozreh was indeed with you and us Ndombe. Let’s hope it stays that way. As for opening this chest I don’t have such skill but I can aid someone whom does with magic. Neltji will cast guidance as necessary’s
Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20
Neltji does not want to kill it but simply drive it away. As such she puts a temporary minor curse on it as she hexes it to lower its resistance to charm animal and other spells. will save DC 17 |