Cleric of the Moon

Aleece's page

29 posts. Alias of AGM Lemming.


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Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

I heard that something happened and it's been delayed to the 10th.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Aleece agrees, but adds, ”Sure. But we might as well glance into the buildings we pass getting there.”

Check out A5 and A12 on the way to A10?


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Aleece sets her pack with the others. ”Good strategy. I was just thinking of a good place to stow my pack so I wouldn’t have to carry it while we searched the town. Using them as a lure makes good sense.”


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Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Aleece shoulders her pack. "Well, we knew there wouldn't be a welcoming party. Guess we should find a place to stow gear and stay while we search here and figure out what happened."

Is the area A2 on the map, Talmandor's Bounty, tents or something? I think we should stay out of the "town" until we've had time to search it.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Aleece glances at the damaged boat and listens. "Maybe pull it up on the sand? We might want to fix it.... Later."

She takes the rope to pull it along the dock and on to the beach. Once there she stops to look around.

Perception to scan the area. Any trails or signs of recent occupation?: 1d20 + 7 ⇒ (16) + 7 = 23


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Aleece accepts that the two want to swim down to check out the craft. She applies the Protective Luck hex on both, then renews the Water Lung hex on Ommerra to let her breath underwater.

"Good point. There might be something hidden under the boat, left by the colonists. Be safe.

Water Lung lasts for one minute. Does Ma'oa need it as well or does your class ability let you breath underwater too?


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Aleece glances back at those still in the boat. ”Maybe wait for your swim until after the canoe is pulled up with the grapple. There could be a shark, or some other dangerous creature hiding under it. Aren’t there ghouls and such things that live underwater? The colonists are missing. Maybe whatever took them is there. I’d rather face it together where everyone can breathe and work together.”


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Aleece looks down to the capsized canoe. "Does anyone have rope, and maybe a grappling hook? Or do we have an anchor that maybe could hook the canoe? Depending on how long it's been down there something might have made it their home."

"Investigate, but let's not add any risk that we don't have to. And maybe we should get up on the dock? It's more stable than this boat."

She takes her own advice and gets up on the dock.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

As the combat has ended Aleece looks toward the shore and wonders what has happened. Unless there were a lot more of these beasts around that wouldn't have run the colonists off. She hopes they find records explaining what happened, and maybe they just moved to a different location?

"Maybe let's get to shore before more predators come for the blood?"


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

With the usual chaos of any melee Aleece considers her options. She has a daze cantrip, but the creatures aren't really humanoid. Most of her spells that might be useful require a touch. Since the creatures are fighting the two that are in the water she decides Ommerra needs help more than Ma'oa.

She refreshes the Protective Luck hex on Ommerra. Without armor it is less effective, but it should stop a critical hit....


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Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Aleece watches the melee, a little bit in awe of Ma'oa, but really just to decide on who to protect. When Petre was attacked she decided to renew his protective hex again, but then saw Ommerra falling. As Ommerra goes over the side Aleece instead activates her Waterlung hex, targeting Ommerra with it. "Relax and breath deep Ommerra."

Water Lung (Su): An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.

Ommerra is the only one still protected by the Protective Luck hex.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Aleece yells at the creatures in Aquan. "மற்றவர்கள் பலராக இருந்திருக்கலாம். ஆனால் நாங்கள் பலமாக இருக்கிறோம். புறப்படுங்கள், நாங்கள் உங்களை வாழ அனுமதிப்போம். போராடுங்கள், நீங்கள் இறந்துவிடுவீர்கள்!"

Aquan:
"The others may have been many. But we are strong. Depart and we will let you live. Fight and you will die!"

Seeing the wound she refreshes the Protective Luck hex on Petre. 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. The surprise round activated the hex for those attacked. Ma'oa and Tiye are no longer protected....


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Knowledge-Dungeoneering? Nope. Position is good.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

As the team moves over to the long boat Aleece casts a spell on herself to make her comfortable regardless of heat or cold. Endure Elements Probably unnecessary, but it wouldn't be available to cast again once they land. Then she adds a protective hex to each of them just in case they got attacked by anything. It would only help against the first attack, but it might be a life saver against a surprise.

Using Soothsayer to grant the Protective Luck hex to each except herself. Without Cackle she can't extend it past the first round. But she can re-apply it later and it will protect against the first round of attacks, if any. Duration of Soothsayer if not activated is 24 hours.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Aleece has all of her gear with her and was expecting to go ashore. While she enjoyed the ocean, she wouldn't mind having a steady bed to sleep on tonight.

Hearing of possible trouble she scans the beach area, then steps up, nodding at Ma'oa then Ramona. "We'll find out what happened. How long will you wait at the extraction point? Hopefully we'll be rescuing the first team and joining you with them. Maybe they found a better site and left instructions here."


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

What she said! RL beats the game every time.

Sounds good Tiye. If we make it to 5th level Aleece will take craft Wand. I figure the 'stick' is easy. Just need to figure out something for the rest of the material components. Some how I have trouble seeing that you pile gold coins around an item, cast the spells, the gold disappears and the item becomes whatever you were crafting.... But we'll just have to figure that out as we go.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Worship? What's that?
Aleece honors and respects Jaidi. But the closest she gets to worship is her connection with her Patron....
She doesn't disrespect or bother anyone that does worship a Deity. but would only shrug if asked.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Good find with the goggles. Diving suit is a relatively cheap equipment bonus to swimming.

As for spell selection, we need to see how well we work together and make any changes then. Is this a combat focused AP? Or mainly exploration? Or??


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Good one. Can it stack with guidance? Since more than just the cleric can cast it.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Divine Favor is good for one person. Lasts as long as any battle is likely to and gives +1 to hit and damage.
Stacks with Bless.


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Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Love the additional d6 for any of the rolls where you can use inspiration. When it’s free you always add it. When it’s not free you can decide whether or not you want to add it after the roll but before you know if the roll is enough, or if the d6 bonus can make it enough.

I love the questioner options.


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Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

@Tiye, I agree. I did a count of the applicants and just thought 'Well, I'll be the spider of the wall to see how it goes. Maybe someone will drop and my character might be a possible replacement.'

But.... While I've never played this one I have heard that the party is remote from civilization. So replacements would be hard to work in to the narrative!

@AJM4885, Don't worry about disappointing unless you ghost the game. It's your game first and foremost. And we're all hear to have fun! I'm just happy to have been selected and ready to get posting in the game!

So we have:
Allece - Witch, focused on protective magics
Ma'oa - Skinwalker, Ranger
Ommerra - Investigator (Questioner)
Petre Costu - Cleric (Varisian Pilgrim)
Tiye Soumral - Psychic

Interesting party. Should be fun!


@Ironperenti, I agree. Love creating characters.
Got the core work done....


I've wanted to play this for a long time....

So, Stats: 15 + 1d4 ⇒ 15 + (3) = 18 Recruitment closes on the 1st. Plenty of time.

I'm planning a human witch, plain, no archetype, Wisdom Patron perhaps....


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Hearing Rayse's question about the papers Treesa/Aleece calls out, "Sir Rodass. You have the papers. Remember you needed to review them because of the strange name. You wanted to have the pronunciation right before we arrived."


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

"Certainly Captain Sambryl." Treesa/Aleece replies. "Sir Rodass, Paladin of Mitra and my personal enforcer can assist with any of the cargo that you need to inspect. We are on a mission for the church, which he will be glad to explain in detail, to you."

"I will stay here on the deck with your lieutenant." She turns to the officer, "What is your name Lieutenant? I will need it for my report to the church once we return. It's good to see that the patrols here are still being conducted properly."

1d20 ⇒ 13 Not sure which is appropriate, Bluff +11, Diplomacy +6, or Intimidate +7. ??


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Treesa/Aleece stands slightly behind Rayse with her Holy symbol held out and murmuring prayers along with the man.

Bluff auto aid: 1d20 + 11 ⇒ (8) + 11 = 19


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Treesa quickly shifts into her Aleece persona and quietly warns the others. "Mitran's. Be ready."

She walks to the Captain and asks, "Unless you'd prefer that we 'teat-sucking', traveling actors stay out of the way? We can handle this."


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Treesa touches her symbol and changes as well. She grows a couple of inches and adds at least fifty pounds to her appearance, and about thirty years to her age and 100 years to the annoyed expression on her face, and the religious trappings she wears.

"And I am Aleece, High Priestess of Mitra and religious advisor to this expedition. If they dare to ask any questions of me count on my religious rebuke!"