Witch

Cicero Aldoran's page

128 posts. Alias of joker 27.


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N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero followed closely behind Talina daggers drawn


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Swap back to the southwest?


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero will say "It seems the cultists down here follow Dahak, he's the god of Evil dragons but from the symbol they use it seems likely that they revere him more as a god of destruction" he then ventures towards the desk to see if there are any paper scraps that made it out of the destruction in serviceable enough shape to read.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Oh sure, thanks for pointing that out, I'd say we can hold off for a few days if others are okay with it!


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Fine with me as well.

as the group is moving towards the door Cicero realizes the sorry state of both Talina and Villar, he looks over at Futin

I figure I'll give futin another day to step in because he should have another lay on hands after Talina repaired her shield but if nothing comes up then

and then calls upon his patron once more to heal them

Casting 2 soothes

Healing Villar: 1d10 + 4 ⇒ (1) + 4 = 5
Healing Talina: 1d10 + 4 ⇒ (4) + 4 = 8

Assuming these go off I'm out of spells for the day.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

I should be back to a reasonably consistent posting rate now!


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

"It seems to track that they could have heard us up above and been ready. after all, they had 3 days to prepare." Cicero will say to Futin as he returns to the hallway

"Where to next, further down the hall or into the alcoves first?"


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero moves up after realizing that no one else would be able to strike the creature from range. he then hurls a projectile at it.

Telekenetic Projectile: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Telekenetic Projectile:
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

◆ Stride
◆◆ Telekenetic Projectile


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Hey, sorry I’ve been unreliable recently, but unfortunately for the next two weeks or so that will likely continue, I have a bit of a family emergency, nothing too terrible though, after that I should be fully active again though I understand if that is an issue. I will still try to make posts at a reasonable rate but may not be able to. Feel free to not me if needed. I am sorry for any inconvenience.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero briefly curses the loss of the mitflit before incanting "
lig do na faitíos cinneadh a dhéanamh"
to cast another telekinetic projectile at orange then whispering a prayer of vengeance to Grandmother Spider well pricking his own finger to cast needle of vengeance on orange with Talina as the prohibited target

Needle of Vengence:
A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a hostile action against the named creature.

Telekenetic Projectile:
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

Attack roll: 1d20 + 8 ⇒ (8) + 8 = 16

Damage: 1d6 + 4 ⇒ (4) + 4 = 8

◆◆ Telekenetic Projectile
◆Needle of Vengence


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero concentrates to maintain his summon hoping to continue to take the heat off of the front line before incanting out a telekinetic projectile to hurl a stone towards yellow

Attack roll: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

◆◆

Telekenetic Projectile:
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

Critical Success You deal double damage.
Success You deal full damage.

◆Maintain spell

The mitflit meanwhile will fly over to yellow and stab at him Provoking an AoO from pink if it has them

Attack roll: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 - 1 ⇒ (1) - 1 = 0

◆Stride
◆Attack


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

The Talina's a badass boon strikes back!

seeing the dire straits the party is in Cicero will attempt to distract the attackers with more targets by casting Summon Fey summoning a Mitflit behind red in a flank with Villar

◆◆◆ Summon Fey

The mitflit will immediately attack red

Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 - 1 ⇒ (3) - 1 = 2

Attack: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
damage: 1d6 - 1 ⇒ (3) - 1 = 2

◆Strike
◆Strike


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Will (Croak): 1d20 + 8 ⇒ (11) + 8 = 19

Will (Bird): 1d20 + 8 ⇒ (11) + 8 = 19

"Focus on the ones we've wounded!" Cicero calls out as he casts Telekinetic Projectile again at blue

Telekenetic Projectlie:
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

Critical Success You deal double damage.
Success You deal full damage.

Attack roll: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

He will then try to recall knowledge on the frog.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero darts forward and lifts a hand well murmuring out a chant to cast telekinetic projectile

Telekenetic Projectile:

You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

Critical Success You deal double damage.
Success You deal full damage.

Attack: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d6 + 4 ⇒ (3) + 4 = 7


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero follows in closely behind Talina slightly less abashed than the previous day, carrying one dagger drawn with the other two on his belt.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

"He's not lying but that by no means indicates that he's benevolent. Hellknights 'Order' often helps prop up authoritarian dictatorships. When you can't keep justice with your order your blind pursuit of it becomes wrong."


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Okay, Updates for me

+6 HP

+1 to all proficiencies

+1 spell slot, +2 spells known (Alarm, Mending)

2nd level skill feat Recognise Spell

2nd level class feat Basic Lesson (lesson of Vengence) gaining needle of vengeance hex and phantom pain spell


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Sos sorry about my absence, my Paizo account randomly changed its passcode and I couldn't get into it so I had to go through a process there. I'll level up and post the changes than a gameplay post later today.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

"Sounds fine to me" Cicero replies to Talina


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

"Agreed, I am also running quite low on resources at the moment. though I do think we should try to press on a bit further. after all its already been nearly a day since we left town."


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero tries to remember anything he can about this wolf before launching a rock into its maw

Telekinetic Projectile:

You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

Attack roll: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

◆ Recall knowledge
◆◆ Telekenetic Projectile


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero runs up next to the group

◆ Stride
◆ Stride
◆ Draw Dagger


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Sorry, I am still waiting silently in the corner. Alak worries Cicero but he doesn't want to alarm Alak so he is keeping out of the way. I figured updating that I was still sitting in the corner wouldn't be much help.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero retreats back into the edge of the room.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Seeing his ally fall causes Cicero too call out again "These things can't fit through the door get back before we take more casualties! no sooner have those words left his lips then another set of familiar words come to them "pallescit omnis tibi prae omnibus iuvabo." he chants as a glowing white energy leaves his lips and travel to Vilar

Casting soothe

Soothe:

You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.

Healing: 1d10 + 4 ⇒ (4) + 4 = 8

Temur then will shout out at the red turtle and wave his arms about attempting to demoralize it

Demorilize:

With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Intimidte (Inculding -4 for them not understanding me): 1d20 - 4 ⇒ (11) - 4 = 7

actions
◆◆ Soothe
◆Demorilize


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

My post is through right?


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

"Back up, we might be able to get them stuck outside!" Cicero calls as he sees Talina take a harsh wound. He tries to recall if he knows anything about these creatures. Knowledge checks are secret if I'm not mistaken.

He then springs to action flinging the judges' gavel at red.

Attack roll: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

I'll draw the crit card!


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero will approach the judges' bench and search around it briefly before acknowledgeing that he is also ready to continue.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero will stay to the back of the group keeping Tal between himself and Alak.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Sorry

Cicero quietly says from the corner "Aye, the extra help would be helpful"


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero shrinks off into a corner trying to keep a bit out of the way worrying that this Hellkight might not take too kindly to an escaped slave


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

"Warbal came to Breachill to entreat the council. There's a tradition there of gathering heroes."


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero will take a swing at the imp before casting Soothe on Talina

Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d4 ⇒ 1

Soothe:
You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.

Healing: 1d10 + 4 ⇒ (10) + 4 = 14


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Oops!

Damage: 1d4 ⇒ 4


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

"Thanks." Cicero calls as he draws his dagger tries to remember any information he can about the pests and then angles a strike in the direction that the man pointed out.

Religion: 1d20 + 5 ⇒ (6) + 5 = 11
flat check: 1d20 ⇒ 12
Attack roll (Flat-Footed): 1d20 + 6 ⇒ (15) + 6 = 21

I don't know if we talked about this before but I'm not taking flat-footed into account because it decreases AC right?


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero darts into the room and incants a spell that lifts a broken piece of wood from one of the training dummies and flings it at the southern imp

Attack roll (Telekenetic Projectile): 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

◆ stride
◆◆ cast Telekenetic Projectile


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

I’ll have a post up tomorrow in the early afternoon, I’m driving cross country right at the moment.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

"Pumpernickle?" Cicero suggests with a touch of sarcasm in his tone looking at Futin.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

It’s looking like west, I am fairly neutral, also I’m away from my computer till late tonight so I can’t see the map.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

As Cicero sees Talina and Futin moving and realizes what Talina has planned he shifts around the camp to get a good angle to watch from. He then passively watched them and murmurs under his breath to Fawn, talking about the progress of the day and comparing notes.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

"Thank you Warbel." Cicero says as he settles back and begins to slowly sip his stew.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero echos the other's sentiments and offers to watch until nightfall as he looks to be in the best health.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

I already grabbed them and failed an attempt at treating wounds.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Villar, you got one after the fire


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

"I don't."


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Cicero had already begun running up to aid Futin, he quietly whispered a prayer to Grandmother Spider Casting nudge fate before leaning down taking Futins healers kit and beginning his attempt to stem the bleeding from the spider bites

Treat Wounds: 1d20 + 5 ⇒ (5) + 5 = 10

but is unsuccessful.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Sorry!

Cicero returns to the spot he had previously vacated before again incanting to launch a stone at the swarm that's in the training room

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Your good, I'll just retcon the Nudge fate to move instead if that's okay.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Reaching toward the broken wall and weakly chanting "Leig leis a ’chlach seo stad a chuir ort" Cicero will cast Telekentic Projectile hurling a broken piece of wall at the swarm before briefly praying to his patron to cast nudge fate on himself

Attack roll: 1d20 + 7 ⇒ (1) + 7 = 8
Bludgening damage: 1d6 + 4 ⇒ (2) + 4 = 6

Telekentic Projectile:
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

Nudge Fate:
You read slightly into the future and give fate a tiny push to achieve the result you desire. Once during the duration, when the target fails an attack roll, skill check, or saving throw and a +1 status bonus would turn a critical failure into a failure, or failure into a success, you grant the target a +1 status bonus to the check retroactively, changing the outcome appropriately. The spell then ends, and the target is temporarily immune for 1 minute.


N Male Elf (Ancient ) | Witch 2 | HP: 18/18 | AC: 18 | F: +4, R: +7, W: +8 | Perc: +6| Class DC: 18 | Spd 30 | Hero: 3/3 | Reactions: Phase Familiar| Conditions: | Explore Activity: Avoid Notice

Fortitude: 1d20 + 3 ⇒ (7) + 3 = 10

Reflex: 1d20 + 6 ⇒ (1) + 6 = 7
Reflex: 1d20 + 6 ⇒ (14) + 6 = 20

I'll use a hero point on the fortitude

Fort (Reroll): 1d20 + 3 ⇒ (11) + 3 = 14
Fort: 1d20 + 3 ⇒ (8) + 3 = 11

I'll wait to take the turn until I see if I'm unconscious.



One thing about great weapons is that you pick them because you want to do a lot of damage. Let someone else try to hit more often, or be more defensive, when you hit, you aim to put the target down hard and FAST.

Not to mention that all weapon styles (even 'duellist', man I HATE one weapon, floppy hand. Modern Fencing is a SPORT, designed for one on one competition, not actual combat, because you rarely face a single foe...) should have their own feat trees, not just Two Weapon Fighting, so without further ado.

(For the record, this is not designed to fix anything, just add options. This is also free to use by anyone, should they wish to. And yes, I'm copying this from the D&DN playtest, just changing it to a feat.)

Reaper's Kiss (Combat)

You swing your great weapon so hard, so fast that even a miss does something.

Prerequisites: Base attack bonus +1, Power Attack, using a two handed weapon

Benefit: If you miss your target, you still do your strength bonus in damage.

Special: It still qualifies as a miss for the purpose of feats that trigger on hits or damage.

Improved Reaper's Kiss (Combat)

Your mastery of your own body and skill with two handed weaponry allows you do more, even when everyone else thinks you missed.

Prerequisites: Base attack bonus +6, Power Attack, using a two handed weapon

Benefit: If you miss your target, you now do double your strength bonus in damage.

Special: It still qualifies as a miss for the purpose of feats that trigger on hits or damage.


Now, first up, I'm on the fence for 4e, I also know very little of how it works outside the few tidbits, so nothing I'm going to suggest is going to try and incorporate anything of the sort.

First up, let's pick on the Races. Drop the racial free martial weapons. They're going to cause silly issues like in the Half-Orc case of being able to Sneak Attack with a Greataxe. They were a bad idea for elves in 3.0, they remain a bad idea. It especially hurts the human and half-elf races due to the fact that they don't have any such weapons

However, one GOOD thing about 3.5 is how you have exotic weapons that are considered martial for the races. Like the Dwarves and their Urgrosh, or the Orcish Double Axe (So I happen to like my fantasy weapons in a fantasy game, sue me.) Why not keep pushing those? Give Elves the Double bladed sword, and such. My only thing is that I don't know what to give the halflings, or just give them a +1 with slings and thrown weapons.

Step Two: Classes. And I'm speaking as a MASSIVE, MASSIVE fighter fan, but I think some of the armour feats are going overboard. Now, I'm FIRMLY in the camp that the casters need to be taken down a peg or two, but I'm not sure I like the direction the Fighter is compensating with... Time will tell.

Step Three: Feats. One thing in 3.x that has always bothered me is that feats are often underpowered and lame. Seriously, who uses Great Cleave at high levels? The odds of taking down something that STILL gives out XP at level 10 in one blow is VERY, VERY tiny.

However, The Complete Warrior, along with the Book of Iron Might, by Mike Mearls under the Monte Cook imprint, gave us good examples as to what can be achieved. And I'd recommend taking a look at them and stealing... Er, adapting some of them. The Tactical Feats from CW as well as the Fighting Style one's from BoIM have a lot of potential.

Step Four: Skills. This is a step in the right direction. But 2+Int skills at first level is just plain painful for some classes. Especially since certain ones (Barbarian) it doesn't make much sense. In fact I'd be tempted to swap that class with with Fighter, and give the Wizard +4 skills because they are supposed to be 'scholars'. Or so the popular perception of them goes.

Other than that, I'd have to see how it works out before saying anything on it.