Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa moves back to her position in the aft section of the ship. "I'll finish up my watch. Everyone should probably try to get back to sleep." "Rendylyn? Do you have any more scrolls of that spell? I should have thought of that. I can add spells to what I know by a process, basically feeding them to my familiar. Had I thought of it I would have been able to cast it."
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
All good
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
@Rendylyn: Hmm.... My very first witch took the cauldron hex, and a lot of points in craft alchemy. Got an alchemist's kit and a Cauldron of Brewing. Add a minor bag of holding and that sounds like fun! I think we might have to take crafting feats to make some of the magic items though. Being persona-non-Grata in the kingdom doesn't lead to just go waltzing into places where we can purchase magic items. The only issue then would be where we get the crafting supplies for crafting the magic items. The rules list gold piece cost for it. But I've never felt that you could just dump a pile of gold on as table and cast the spells, then 'bam' and the item appears? I mean, put a stick and 375 GP down. Say the magic words and the gold disappears and you have a brand new wand of Cure Light Wounds.... ??
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Soothsayer with Fortune: No. I don't like the Fortune hex. I would only be using Soothsayer to put Protective Luck on one target. Trouble finding the hexes on CS: They were under Class. I reorganized and put them under their own spoiler so it is easier to find. Also added how/when they were taken.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Rendylyn wrote: ...Cook People... You know, I had forgotten that one cause I never get to play evil characters. That one is really cool if you have a virtually endless line of people to kill/cook! And then it's just "Here's a cookie for you. Takes care of what ails you, or makes you stronger/faster/etc. for an hour!" Is it overpowered? not at that level. I might want to work that in on my list!
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
So, what you originally said about it. ??
GM Therenger wrote: We'll play Soothsayer as written. So you will not allow Soothsayer for anything other than the hexes listed in it? "evil eye hex, fortune hex, misfortune hex, or retribution major hex" Just checking so I can leave it, or remove it from my "build plans". (Around level 8 considering other things that are more important....) And thanks for your patience.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
GM Therenger wrote: This is lousy writing. LOL! Yes it is. They've never been known for great rules writing. That's why people are constantly hitting them for FAQs. If you've been playing for as long as I have you know that these rules are actually much better than the original. Those were pretty much, "the DM is in charge" and makes his/her own house rules for anything not covered, and "The rule of cool" sometimes covered anything! But, it's really mostly about having fun, and rules lawyers spoil that. In a different game I have a witch that uses the soothsayer hex and protective luck but does not have cackle. All of the characters (except the witch since she can't use it on herself) start every encounter with protective luck active. When they get attacked, individually, it is active for one round. Then it ends. If I'm not doing anything else I can target one of the characters again.... This gets REALLY tedious as it makes my 1st level witch a 1-hit wonder for most encounters. Also, I find that I have to track who has been attacked so who still has the PL hex active. But, it ruins any surprise attacks, so it's not all bad. "What is best in life?"
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
I'm also trying to play Treesa as growing in to her power with her situation. I chose evil eye and cackle first because she was alone and needed a way to weaken any enemies. Now she has team mates so she needed a hex to protect them, to make the team stronger. I considered the slumber hex, but I've heard lots of complaints that it is over-powered. It really is a save-or-suck effect as long as someone can CDG the enemy if it falls asleep. I still plan to take it, but not yet. Looking ahead at the major hexes and grand hexes.... There are some really powerful things there! Ice tomb, restless slumber, withering, animal servant, forced reincarnation....
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Lines from:
Protective Luck: "Hexes that affect the fortune hex, such as cackle, also affect protective luck." I'm fine with limiting it to a single target. And I agree with Rendylyn. It's powerful at second level. But once our armor classes make it harder for us to be hit there are more useful things to be doing with hexes and spells.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Interesting. I've heard it argued that protective luck was similar to the fortune hex and therefore shouldn't be usable more than once per day on any one person. That is wrong because fortune covers all d20 rolls, not just physical attacks. Also that cackle should only be able to extend one instance of any hex. And finally that soothsayer shouldn't work with it. I prefer your limitation to any of those. The second is definitely wrong since you can hit one target with multiple applications of evil eye and extend all of them. There are obvious weaknesses to hexes. Protective luck only affects physical attacks. No effect on magic. And I can't move, cackle and do another hex. Personally I hate that one. And, all of my hexes, including cackle are limited to 30'. And cackle is canceled if it isn't heard. So, Would I be allowed to use protective luck on one ally, and evil eye on an enemy and extend both with cackle? And if/when I take soothsayer, can I use that with protective luck to cover one ally? I'm fine with the limitations. Just need to know before I choose my hex if we survive to reach third level.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa steps forward to the edge of the mist and targets Rayse with her protective luck hex. She kneels down for cover from the creatures in the water and continues her cackle to extend the hex on Vormog.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa moves forward trying to locate Rayse, staying low and moving amongst the cargo on deck. She cackles to continue the Protective Luck hex currently on Vormog. And she quietly tells Rayse to try and stay close. "I can't activate the hex on you if I can't see you."
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
FYI for Rayse. Treesa cast Mage Armor on you. So you aren't totally unarmored.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
I agree, we need every moment we can get. Tritons are CR2 monsters and we don't know about their leader. They aren't stupid so I would assume the battle is meant to have them target spellcasters first. Any prep time we can get is needed if we are going to have a chance to not have some of us killed.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa moves up to Vormog and applies her protective luck hex, then kneels down for cover and starts chanting. Any attack on Vormog is roll twice and take the worst roll. Cackle to extend it an extra round.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
I think they went below deck. ?? Might be better to do that once a couple of the enemy have been killed. Let him know that we're just asking if he wants to join in the 'mop up'. Might be an easier sell.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
That sounds like a job for the Posh man! Bards are all about talking fools into doing things, right? I plan to boost my Diplomacy. Even plan to take the Charm hex. The Legendary version of it makes Diplomacy a class skill and I will use INT instead of CHA for it. And it makes it so it isn't dependent on language.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Been a while since I played an Inquisitor so I had to re-read it. It does say that with a swift action you can change the judgement type. Does not indicate any cost to do so. So you could start with a protection bonus right now. Switch to a judgement that increases either your to hit or damage rolls. Change it again to healing if/when you get hit. Only one swift action per round. But, if you get knocked out, the judgement goes on hold until you are brought back into the battle. Posh? Did you hurt yourself while sleeping? Your status bar shows HP: 17/21.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Posh is easy. He hides below the level of the rail and uses Bard song to buff his allies.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa sees/hears her companions waking up. She ducks down and casts Mage Armor on Rayse. Unable to see the enemy she calls Rufus to her to wake Posh, then stay nearby to protect against any enemy that boards near her.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
He has plate armor. Definitely not sleeping in that! I'll start with him then. After he wakes everyone I'll call Rufus to guard me then.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
I agree, but we do have to deal with the one that is already on board. I already told Rufus to wake people up. I can have him attack the one on the bow of the ship. I hate risking my familiar, but, if he's a caster of some sort we probably need to keep him busy. Treesa will try to use the protective luck hex and cackle, and/or cast Mage Armor on 2 more people?
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa barks a couple of times. And ducks if she sees any of the Tritons flinch like they are about to fire at her. Using Feral speech Treesa orders Rufus to wake the others by running/hopping over them. I'm imagining my sister-in-law's 80 pound dog jumping on someone asleep. Why? Because she has jumped on me/ran over me a couple of times while I was comfortably napping!
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Good point.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
She would want a warrior up. 1-3 Vormog, 4-6 Rayse: 1d6 ⇒ 3
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Regardless of character build we are being ambushed at night so we aren't remotely prepared. And, we are outnumbered with monsters at the same level (or better for the leader) as the characters. This seems like an encounter slanted for a TPK. The previous encounter seemed similar but at least we had a chance to prepare for that one.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
I'm assuming that with the sound of the scales sliding through water, the crew all moving below deck and the captain gazing at me before also moving below deck, I have a round or two to cast a spell for myself? Mage Armor on myself and Rufus? Treesa steps forward, (stepping on the sleeping men) responding very loudly to the creature that has climbed aboard the ship. "Hello Nerianus, knight of the waves, sworn champion of Mitra. But I think you are mistaken. Why are you speaking of us as servants of the fallen prince, breakers of chains, defilers of light. We aren't the ones committing a dishonorable sneak attack. Where is Mitra's Light as you commit such an evil act!?"
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
I put pictures of us on the ship. Treesa and Rufus would prefer the 1st or 5th watch.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa keeps her voice down. While they plan to kill everyone, Captain and crew, there's no reason to share their signals with them. Besides, the Captain had been very clear on how little he appreciated the value of the team's planning! "Good idea Rendylyn. I think I'd add 'create a distraction'. And I'm sure everyone else would have an idea or two."
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa sniffs at the spiced rum but takes water instead. She smiles at the men. "Sorry, but that doesn't make me drunk, just sick." She joined Rayse and Vormog at the rail to watch. "Yes. Stay vigilant. We may be moving slow but that doesn't mean we're safe here." Knowing that she'll need some sleep before her watch she tries to find a quiet spot to lay down and sleep. It isn't as easy as usual though. Her mind keeps slipping back to the encounter. Should they have attacked? Would they have been able to defeat all of the men, without any of their own slain? If a couple of the crew had died how would the Captain and crew taken it? How about if the Captain had been killed? Would the men have accepted our orders? Followed the contract? She didn't think so. They would have needed some way to control them....
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa calls Rufus over and scratches the dog behind one ear. With the link she has from him being her familiar she knows he really likes it. "I hope I won't be in that book.... But once we've killed them will you still need to have them recorded?"
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa stays quiet while Captain Sambryl wraps things up and sails away. She really wanted to kill the men, but is concerned that they'd take casualties even if they won. She stands beside Rayse watching as the ship moves away, waiting until it was just a small triangle in the distance. She changes back to her normal shape and smiles at him. "Well Sir Rodass, maybe we can track him down later. Bring some real trouble to 'his waters'!"
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
The plan wasn't to stop the Captain from inspecting the cargo. It was to explain it to him. We are on a holy mission, arming the 'enemy' to become Mitran guided 'friends' that will fight the other non-Mitran worshiping monsters.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Rayse is a "missionary" knight in plate armor with the holy symbol of a Knight. We are meeting with the northern tribe that has accepted the Mitran worship. The weapons are only so they can conquer other tribes and bring them into the light!
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa snuggled against Rayse. The lack of privacy limited her actions, but.... "Routine helps, as long as we keep our focus. I don't think this trip will be long enough for us to let things slip. Besides, I'm sure we'll run into something before we get to our destination."
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
While the good weather slowed progress and was monotonous and boring, Treesa found it relaxing. By now she had learned where to be on the ship to stay out of the way, and the sights, sounds, and smells were new to her and Rufus. Treesa had been a little bit embarrassed by Rufus at first, The dog had never been on a boat and had been almost like a curious child. As her familiar his intelligence was similar. But none of the crew was aware of that. If Treesa hadn't been able to clearly speak with him in his language they might have gotten in to trouble. She wonders if the crew might have tried to throw him overboard.... But, that hadn't happened so nobody had died, yet.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa accepts the responsibility of the watch as Rayse had set it up. It did give her a short opportunity for a quick kiss and hug with him, out of the observation of the crew. She knew they couldn't show any connection openly. Such connections could be seen as weakness and exploited. The watch was an important responsibility, whether the Captain or his crew accepted that planning was needed. She didn't have the armor to clean and polish or weapons to keep sharp like Rayse. But she did focus on keeping herself and her equipment clean and dry. And she enjoyed spending time to get to know Rufus better. Conditions on the ship were primitive, and privacy non-existent. But things could be done. The first time she'd had to relieve herself she looked for any privacy, not wanting to expose herself like the men did. When she realized that wasn't an option, and saw some of the not-well hidden leering gazes of the men, she smiled an evil smile almost similar to Rendylyn. Calling on the circlet she changed her appearance to how she imagined a medusa might appear, complete with the snakes for hair and scaly skin. When she dropped her trousers to do her 'business', none of the men were watching.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa is slightly surprised by the Captain's response but grins to herself. Obviously the man thinks that they care about his opinion? Well, if they ran into any official ships they'd see how it was handled. And his attitude would almost make it fun to kill him. As they get under way and the crew adds to the rudeness? Well, they wouldn't be killing any friendly crew! She stays out of the way then, spending time along the rail talking quietly with Rayse and her friends. "If we get rough weather we'll have to be extra careful. It's not likely any of them will suffer sea-sickness. Remember to watch the horizon rather than the near water. Most of motion sickness is mental."
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Did we just tell the Captain details of the mission? We were told "The captain is a ruthless mercenary and not to be trusted. He knows nothing of the specifics of our mission and you should keep it that way. He knows he is smuggling cargo to the north beyond the Watch Wall. That is all he need know."
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa changes back and laughs. "I don't think we all need to change shape. I just find it easier to be the pious b***h when I take that appearance!!"
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
LOL! Hope the surgery went well!!! Sending a virtual CLW your way!
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa grins in response to Rayse. ”I thought you were awake when I woke up. You responded properly, until I heard your quiet snore. It was cute so I let you sleep a little longer. I’ve got to get to my room to pack and get Rufus. Then off to the ship and our mission.” With a quick kiss she leaves to let him clean up and pack. She dresses herself in sturdy clothing, picking trousers rather than a dress. A treated leather cloak with a hood covered her in case of rain. She didn’t want to count on any cover on the ship. And the last thing she wanted was to catch a sickness from a cold rain. Arriving at the ship Treesa looks it over with a critical eye. While it didn’t look comfortable, it did seem proper for the mission. Not a vessel that would draw attention. ”Good. Sturdy.” She looks the captain over with a similar manner. Knowing that they would be killing him at the end of the trip made her feel less respect than she might normally feel. But judging by his men he did command their respect. ”We’re strong enough.” She mentally projects calm to Rufus, keeping him from growling at the strangers.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
No objections.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Treesa wakes, initially confused. She is wrapped around Rayse but doesn't remember joining him in his room, in his bed. Normally she would be concerned, not about her location but how she had gotten there. But today.... The raw emotion she feels is her only concern. She accepts the emotion, the desire, but the logical part of her mind won't relax. Is this some magical compulsion? Is this normal for the morning after the Darkness Eternal ritual? If so she understood worshipers of Asmodeus hating the Mitrans since they had outlawed it! Logically she could also understand the Mitrans wanting to get rid of it. Would a non-worshiper that joined the 'party' also get the compulsion? She decides not to ask that question. At least, not now. Rayse: With an almost girlish grin she nibbles on Rayse's ear to wake him, only to find that he was already awake.... "I'm not sure whether or not I had more fun. But it was, intense! Think we've got time for round two?"
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Rendylyn wrote:
That depends, can your ship make the Kessel Run in less than twelve parsecs?
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
LOL! I laughed when I read the description. And 25 gold for a life jacket? And it doesn't provide any protection like the studded leather armor that costs the same. Top that with it gives you a -2 to your swim check. The only positive is that you don't go underwater unless you fail the swim check by 10. Since you normally only go under by failing it by 5, that's only a "bonus" of 3. Better to just stow the heavy armor for the trip. I'll have Mage Armor prepared.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
As the night approaches Treesa returns to her room to dress properly. She didn't want to use the illusion from the circlet so she picks out the gaudiest, most revealing, bright red dress that she can find. Adding an excess of jewelry, such that she would never wear otherwise she smiles. The Darkness Eternal! She had never properly celebrated it before. But tonight? She tops it off with the silver unholy symbol of Asmodeus. Can't be without it tonight! She joins Rayse and the others to strut into the room. Her 4' 11" frame is dwarfed by Rayse, but she still is a presence by his side with Rufus on her other side. When Elise makes her claim Treesa just smiles. Taking up her wine glass she raises it in reply. "Indeed. To Darkness Eternal! To Asmodeus, the Lord of Darkness, Master of Witches, and King of Hell! Indeed to Cardinal Thorn, General of the War that we will win! And to the White Ravens. But mostly to the Nessian Knot, the Final knot, as we tie the efforts together to win the battles and destroy all of our enemies!" She moves the glass to her lips and drains it, then throws it across the room to smash against the wall. Rufus stands tall and joins his bark to the others' laughter until Treesa hands a plate full of meat to him. For herself she heaps a plate high with meat and cheese, more than she'd normally even try to eat in three days. Most of the selected meat was barely cooked, and she lets the blood run down the her chin before wiping it with a cloth. If a little dripped on her chest, she grins and ignores it.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
How about a Cork Vest then? Mundane item. 25 GP for a life jacket. We are at or near a port right? I assume so since we are boarding a boat.
Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 4/4 | Mage Armor on myself for 2 hours
Once Treesa and Rayse have the chance to talk Treesa approaches the servants to ask about Dostan. "What does Dostan prefer to drink? Bourbon? Rum? Let him know that Rayse and I would like to meet with him after dinner for a drink or two." Returning to her room she spends some time with Rufus, then chooses a white, 'peasant style' dress for the evening with white sandals. She looks at the clothing and knows that she'll miss having this available in the future. Her adventuring clothing was sturdy and served the purpose. But it didn't look 'nice'.... She also wears the iron circlet and the silver medallion symbol of Asmodeus. She has the circlet take the appearance of a simple silver hair clip and changes her hair color to a strawberry blond, but otherwise doesn't use it for anything else.
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