Yep, Light is one of the Cantrips available to Witches. Once she gets her Familiar back, Mina will be able to prepare any Cantrips from the Witch spell list.
That would be awesome, but I have a feeling we're still going to have to fund the Familiar summoning ritual one more time to restore Pepper. After that, however, she'll be set.
I'm pretty happy with the build's effect on her Slumber Hex. At DC 16, it has a decent chance of overcoming the standard Morlock Will save bonus of +5.
@Goldfish I just realized that narratively Mina has something of an uncanny appearance. You should replace Naive with Foul Brand (Face). It is not the symbol of an evil god, but her appearance will have a similar impact when not disguised.
@Goldfish I just realized that narratively Mina has something of an uncanny appearance. You should replace Naive with Foul Brand (Face). It is not the symbol of an evil god, but her appearance will have a similar impact when not disguised.
Hopefully Gorok doesn't see any future familiars as an emergency food source either, lol. Than again, as a ranger he might understand idea of a hunting pet better than most lizardfolk would.
[X] Mina Build -[X] Attributes: 8 STR, 14 DEX, 12 CON, 18 INT, 12 WIS, 12 CHA -[X] Languages (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common) -[X] Witchborn Changeling --[X] Ever Shifting Tongue: The Changeling will address any intelligent interlocutor in their native tongue unless blocked by Mind Blank or equivalent magic. The effect does not trigger on writing or any recording that does not have an intelligence behind it. --[X] Hag Magic: The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: Dancing Lights, Detect Magic, Disguise Self, and Pass Without Trace. The caster level of these spell-like abilities is equal to the changeling's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the changeling's Charisma modifier. This racial trait replaces the claws and natural armor racial abilities. -[X] Traits & Drawbacks --[X] Child of the Temple --[X] Foul Brand (Face; Unusual Appearance) --[X] Mediator --[X] Precise Treatment -[X] Class: Witch --[X] Patron: Spirits --[X] Feat: Potent Hex --[X] Skills (6 points): +1 Heal, +1 Knowledge (Arcana), +1 Knowledge (Religion) +1 Knowledge (The Planes), +1 Spellcraft, +1 Use Magic Device ---[X] Background Skills (2 points): +1 Knowledge (History), +1 Knowledge (Nobility) --[X] Hex: Slumber --[X] Spells Known (once Familiar is restored): ---[X] Cantrips: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue ---[X] 1st Level: Cure Light Wounds, Hermean Potential, Ill Omen, Mage Armor, Recharge Innate Magic, Sleep, Web Bolt --[X] Familiar (after being restored) ---[X] Pepper the Imaginary Smarty Cat (*Figment-Sage); *with DP's approval ----[X] Pepper's Skills (3 points): +1 Knowledge (Arcana), +1 Knowledge (Local), +1 Knowledge (Nature)
[X] Mina Build -[X] Attributes: 8 STR, 14 DEX, 12 CON, 18 INT, 12 WIS, 12 CHA -[X] Languages (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common) -[X] Witchborn Changeling --[X] Ever Shifting Tongue: The Changeling will address any intelligent interlocutor in their native tongue unless blocked by Mind Blank or equivalent magic. The effect does not trigger on writing or any recording that does not have an intelligence behind it. --[X] Hag Magic: The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: Dancing Lights, Detect Magic, Disguise Self, and Pass Without Trace. The caster level of these spell-like abilities is equal to the changeling's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the changeling's Charisma modifier. This racial trait replaces the claws and natural armor racial abilities. -[X] Traits & Drawbacks --[X] Child of the Temple --[X] Foul Brand (Face; Unusual Appearance) --[X] Mediator --[X] Precise Treatment -[X] Class: Witch --[X] Patron: Spirits --[X] Feat: Potent Hex --[X] Skills (6 points): +1 Heal, +1 Knowledge (Arcana), +1 Knowledge (Religion) +1 Knowledge (The Planes), +1 Spellcraft, +1 Use Magic Device ---[X] Background Skills (2 points): +1 Knowledge (History), +1 Knowledge (Nobility) --[X] Hex: Slumber --[X] Spells Known (once Familiar is restored): ---[X] Cantrips: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue ---[X] 1st Level: Cure Light Wounds, Hermean Potential, Ill Omen, Mage Armor, Recharge Innate Magic, Sleep, Web Bolt --[X] Familiar (after being restored) ---[X] Pepper the Imaginary Smarty Cat (*Figment-Sage); *with DP's approval ----[X] Pepper's Skills (3 points): +1 Knowledge (Arcana), +1 Knowledge (Local), +1 Knowledge (Nature)
It's the waiting that gets to you, or not even that. The feeling of empty space behind you where you could run, but won't. After all, you are no stranger to being backed into a corner, but what to do when the corner isn't solid, but the enemies very much are? They come with shocking suddenness, with the sound of skittering from above mingled with guttural utterings and shards of words whose meanings are as obscure to you as you hope the shadow of your presence is to the pale-bellies.
The first among them is perhaps the largest, though it is hard to tell for sure as they crawl along the stone, gripping the enormous antennae of a pack beast with unyielding and painful grip. Part of you wonders why it does not rebel and snap its tormentor in two with its heavy claws, but in your heart you know all too well: This is the only life the benighted thing has ever known.
Along its ridged belly you mark a chest of half-rotted wood and peeling silver leaf that seems to weigh more on the beast than it aught lashed to two thin blades fine as any dwarf-craft you have seen, though you cannot imagine one of the chain-smiths making something so... flimsy-looking. The other two morlocks, flanking the crab, seem far the worse for wear compared to their leader, covered in blotchy purple bruises and and half-healed cuts all over their shoulders and backs. Whoever or whatever they had claimed that chest form, they had not given it up easily.
"Careful, careful..." you hear Cob hiss, his voice rising with sudden fear, but it as you snap your head towards Mina you realize it is already far too late. Cracked leather a dozen times reused before it had even been made into footwear for a slave rips on the stone she had not noticed in the dark, sending her stumbling and drawing six lantern eyes upon her.
Stealth on Approach
Mina Gets a +2 to her Stealth from Cob's Aid Another
The pair of guards leap towards you, brandishing a crude cudgel and a knife wrapped in rags, though their skill proves unequal to their zeal. Each of them fall short of where Gorok stands protecting Mina with his armored bulk, landing instead a good six feet short with bone-jarring force, yet even as they scramble towards you Mina motions towards the remaining foe, humming a sleep song under her breath. Alas, the magic does not catch and with a snarl it starts jumping down the wall, more cautious than its fellows, though caution serves it little in the end as it slips on a patch of lichen and tumbles backwards to strike its head on the cold floor.
Morlock 1 takes 4 Damage -> Now at 18/22
Morlock 2 takes 3 Damage -> Now at 19/22
Morlock 3 takes 2 Damage -> Now at 20/22
Seeing their chance, Gorok and Cob's stonebows go off almost at the same time, though only the latter finds his mark with a meaty thunk against the head of the foe closest to you. All too aware that your weapon is not as easily cocked as theirs you take aim, calm and steady as you can among the screams of rage and pain, sinking a bolt.
Morlock 1 takes 7 Damage -> Now at 11/22
It is not enough, nowhere near enough. You watch in horror as Gorok is pummeled about the head with a cudgel by one morlock while the other stabs him in the side. Then as the hot blood spurts onto the savage's slug-pale chest it tries to latch on to the underside of the warrior's throat where the scales are thinner, but by chance or by shadow-bound sorcery it cannot find purchase. Seeing his chance the saurian warrior hooks the crook of bent metal under the foe's ribs, pulling out his guts like worms though living flesh
Gorok takes 11 Damage -> Now at 3/14 Morlock 1 takes 9 Damage -> Now at 2/22
Again Mina tries to send one of the foes into slumber, and again the will to live and kill proves the stronger. Perhaps were Cob a more sensible fellow he would have fled already, but in the face of the carnage he shows in full the mad courage of his small kindred. Dropping the stonebow the goblin charges, dagger raised high. As the half-dead morlock scurries around the Goroks side, perhaps to flee, perhaps to deal one more spiteful blow, he earns himself a dagger in the leg which sends him stumbling back to the tunnel floor, thrashing like an eel on a bank, not in water but his own blood.
Morlock 1 takes 7 Damage -> Now at -4/22 (Unconscious)
As emboldened at the sight as you are sickened you rush to the side of your allies, raising a fistful of blue-white light to pour through Gorok's flesh and stitch some of the warrior's wounds closed.
Gorok heals 4 Damage -> now at 7/14
Relief makes your knees go weak when you see the leader of the foes turn his head away for a moment. Maybe he's had enough, maybe he'll pull back. The hope is stillborn as he looks up towards the crab thing and whistles like a dying slurk. A command to attack, you realize, though at least for now not one the beast seems inclined to follow.
The frenzied attack spent and fear now in his bones the cudgel wielder finds no purchase against scales of bronze and iron, though neither does Gorok's hood find its mark. Cob, you realize, had slipped around the side and over the fallen morlock trying to catch them out, but neither of the remaining pair seems inclined to offer any eyes to his dagger. Somewhere far away Mina is still singing, but the cries of agony are louder by far. None fall to slumber, only death will do it seems. So you do the best you can to ensure that it will be their death and not yours. Healing light flows from your hands like water from a broken goblet.
Gorok heals 6 Damage - Now at 13/14
Alas, your word is undone at once with a cudgel blow to the side of the warrior's head... as the leader charges you, the befouled short sword in his hand all too sharp. Luck in shadow holds... or perhaps luck in company as Cob's dagger cuts the sinews under the knee in a howl of laughter.
Gorok takes 5 Damage -> Now at 8/14
Morlock 3 takes 13 Damage -> Now at 7/22
Thump... the sound resounds in the tunnel like the herald of victory, the herald of doom, for the cudgel wielder had finally succumbed to Mina's power. Gorok does not waste the chance, carefully aiming the hooked blade at his neck, though he stirs just enough at the horse screams of his fellow not to perish at once.
Morlock 2 takes 10 Damage -> Now at 9/22
Soon the struggle is lost to your sight as the filthy sword in the leader's hand flashes and dirty teeth snap towards your neck, each missing the mark, though alas so does Cob's dagger, the little fellow almost fumbling his dagger in the excitement. A moment later the cudgel wielder falls, trying to scramble to his feel only to have his head ripped from his shoulder.
Morlock 1 takes 10 Damage (AoO and Normal Attack) -> Now at -12/22(Dead)
The last of your foes tries to scramble towards the riding beast... far too late as Cob slips a dagger under his ribs.
Morlock 2 takes 11 Damage -> Now at -2/22 (Unconscious)
The warmth of the blood forms abstract patterns on the stone, cooling to black and black of death-stillness shall be the remaining morlocks unless you are minded to heal them, but the beast and its treasure is still very much unharmed.
What do you do?
[Morloks] Heal one of them for interrogation
[Morloks] Heal both of them for interrogation
[Morloks] Let them die of their wounds
[Beast] Hunt it down
[Beast] Let it go it's too dangerous
[Beast] Try to coax it down with some food (No one has Handle Animal)
OOC: See that part up there where Gorok went down to 3 HP, initially I had forgotten about his Protection from Evil, the bite landed and he went down. I imagine the fight would have gone rather differently then.
Kori's 1st level spells are spent for the day, so he's down to Cantrips now. The Protection from Evil spell on Gorok and the Divine Favor on us should still have at least 4 or 5 more rounds left, so if we're going to attack the bug we should do so now. Mina's Slumber Hex isn't going to do any good against any sort of Vermin.
I think we should attack it now, while we have the minor advantage of the buffs still in effect.
[X] Don't let the loot escape!
-[X] Kill the beast, with Gorok taking the lead. He and Kori will attempt to split it's attention, flanking it if possible, with Gorok fighting defensively due to his wounded state and higher AC. Cob will attempt to flank it so he can Sneak Attack with impunity. Mina will try to take a shot at it with a stonebow before the others close to melee range, but if she can't she'll just try to avoid being a distraction while assessing the health of the two unconscious Morlocks.
@DragonParadox , I have two questions, if you do not mind.
1) In the winning plan Akorian "cast Protection from Evil on Gorok and Divine Favor on himself". Then he used two Cure Light Wounds. He has only four 1-level spells for day. This means that he does not have any first-level spells left. Or does healing means "Mina tries to heal morlock's wounds with mundane means"? And we even does not have Stabilize, which is a shame.
2) Mina tried her hex four time total: "Mina motions towards the remaining foe humming a sleep song under her breath"; "Again Mina tries to send one of the foes into slumber, again the will to live, to kill proves the stronger"; "Somewhere far away Mina is still singing, but the cries of agony are louder by far. None fall to slumber, only death will do it seems."; "Thump... the sound resounds in the tunnel like the herald of victory, the herald of doom, the cudgel wielder had finally succumbed to Mina's power.". There were three morlok foes. According to Slumber hex: "Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day." How did Mina managed this?