GM Choon presents The Witchwar Legacy (Inactive)

Game Master Choon


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Female Human (Australian) Photographer 4 / GM 3 / SSO 1

I'm still plodding along here. I feel like I'm holding this up, and I apologize.


The Man. The Myth. The Mask!

It's ok. How's everyone else doing? I think there is only one that is fully completed. Maybe two.

Could everyone post with the alias you will be using so I can do a quick check of our progress?


Uhm, haven't uploaded/fixed up the last of my backstory yet. I'll get on it when I get home today : )


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

this is the alias, i do have the skills spent minus like i said those ten, just sort of wanted to see if any skills were lacking, Will post them in today as well after lunch... i did just want to mention hello +23 to perception.... oh and +31 to stealth


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

I don't have an alias yet (haven't settled on a name) but here's what I have for crunch so far.

Spiritualist:

Unnamed Hero
Human spiritualist (fractured mind) 17 (Pathfinder RPG Occult Adventures 72, 109)
N Medium humanoid (human)
Init +6; Senses Perception +2
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 187 (17d8+51)
Fort +13, Ref +7, Will +11; +2 trait bonus vs. death effects, +8 bonus vs. mind-affecting, +2 trait bonus vs. emotion spells and effects
Defensive Abilities greater spiritual interference
--------------------
Offense
--------------------
Speed
Special Attacks bonded manifestation (37 rounds/day), phantom recall 3/day
Spiritualist Spell-Like Abilities (CL 17th; concentration +23)
. . 4/day—bungle[UM] (DC 26)
. . 3/day—doom (DC 24), stricken heart[ACG]
. . 1/day—crushing despair (DC 28)
Spiritualist (Fractured Mind) Spells Known (CL 17th; concentration +23)
. . 6th (3/day)—eyebite (DC 22)
. . 5th (5/day)—feast on fear[ACG] (DC 21), suffocation[APG] (DC 21)
. . 4th (5/day)—aura of doom[UM] (DC 20), confusion (DC 22), crushing despair (DC 24), terrible remorse[UM] (DC 22)
. . 3rd (6/day)—ray of exhaustion (DC 19)
. . 2nd (7/day)—death knell (DC 18), spectral hand, touch of idiocy
. . 1st (7/day)—cause fear (DC 17), chill touch (DC 17), identify, magic fang, remove fear, summon monster I, touch of gracelessness[APG] (DC 17)
. . 0 (at will)—detect magic, grave words[OA], mending, message, read magic, stabilize
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 16, Int 10, Wis 12, Cha 22
Base Atk +12; CMB +11; CMD 23
Feats Emotional Conduit[OA], Empower Spell, Greater Spell Focus (enchantment), Improved Initiative, Persistent Spell[APG], Quicken Spell, Scarring Spell[OA], Skill Focus (Intimidate), Skill Focus (Stealth), Spell Focus (enchantment), Spell Penetration, Spell Perfection[APG]
Traits grief-filled, inured to death
Skills Bluff +12, Heal +5, Intimidate +17, Knowledge (arcana) +6, Knowledge (history) +4, Knowledge (planes) +6, Knowledge (religion) +4, Perception +2 (+0 while away from your love interest), Sense Motive +9, Spellcraft +20, Stealth -1, Use Magic Device +11
Languages Common
SQ bonded senses (At will), emotional power, emotional spellcasting, etheric tether, fused consciousness, lovesick, phantom (Phantom, despair), shared consciousness, spiritual bond
Other Gear 410,000 gp
--------------------
Special Abilities
--------------------
Bonded Manifestation (37 rounds/day) (Su) When phantom is in consciousness partially manifest it on self.
Bonded Senses (At will) (Su) As a standard action, share the senses of your manifested phantom.
Emotional Power Gain a variety of spell like abilities based on Phantom's emotional focus.
Emotional Spellcasting Use Charisma as casting stat instead of Wisdom.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Fused Consciousness (Su) Bonded senses and shared consciousness are constant, can use shared consciousness even when manifest phantom, but ends manifestation.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Greater Spiritual Interference (Ex) Allies can benefit from Spiritual Interference, at half the normal bonus.
Grief-Filled +2 trait bonus to save vs. emotion spells and effects.
Inured to Death +2 to save vs. death effects.
Lovesick (Phantom) If you are away from your love at the beginning of a day, -2 initiative and perception
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Phantom Recall (3/day) (Su) Dimension door your phantom to your side or into your consciousness.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scarring Spell When crea fails sv, take -2 vs. your emotion and fear eff, -1 for others, for 24 hrs.
Shared Consciousness (1/day) (Su) Gain skill focuses and +8 vs. mind-affecting when not manifesting a phantom.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Crushing Despair) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spiritual Bond (Su) Damage that would reduce you below 0 hp is transferred to your phantom.

--------------------

Phantom
Female phantom (Pathfinder RPG Occult Adventures)
N Medium outsider (phantom)
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 31, touch 15, flat-footed 26 (+5 Dex, +16 natural)
hp 36 (13d10+26)
Fort +9, Ref +9, Will +8 (+4 morale bonus vs. enchantment spells and effects)
DR 15/magic, 15/slashing
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 slams +15 (3d8+1)
--------------------
Statistics
--------------------
Str 12, Dex 21, Con 13, Int 7, Wis 10, Cha 20
Base Atk +13; CMB +14; CMD 29
Feats Combat Reflexes, Dazzling Display, Disheartening Display[ACG], Improved Natural Attack (slam), Shatter Defenses, Toughness, Weapon Focus (slam)
Skills Fly +21, Intimidate +21, Stealth +21
Languages Common
SQ despairing shout, devotion, ectoplasmic phase lurch, magic attacks, miserable strike, power from despair
--------------------
Special Abilities
--------------------
Aligned Attacks (Su) Slams count as magic and alignment for overcoming DR.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (15/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display (Slam) Intimidate check to demoralize can affect those within 30' who see you.
Despairing Shout (3/day, DC 21) (Su) As a standard action, mimic crushing despair effect
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Disheartening Display (Slam) Increase the fear of Dazzling Display by one step.
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Miserable Strike (Su) Slam causes foe to take -2 to att and dam for 1 rd (Will neg).
Power from Despair (Su) +2 to att and dam vs. foe affected by fear or despair condition.


The Man. The Myth. The Mask!

Well that's a right scary amount of depressing CC ya got there, Ronza


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

Sorry, I'm rather out of it right now (heat exhaustion brought on by Australian summer). What do you mean exactly? Am I doing something wrong?


The Man. The Myth. The Mask!

No. Definitely not! Your build has fanatic CC potential and all of it seems to be related to sadness. Or fear.


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

Is this where you tell me everything we face will be immune to fear? >.> But yeah, I had the idea, picked a Despair phantom, and went with it. I still have a long way to go, but I'm getting there.


The Man. The Myth. The Mask!

No, not everything is. You could run into it occasionally, but a fear based CC will not be useless.


Erp. Home was filled with stuff that had to be fixed, sorry bout yet another delay. But I'll get that last stuff up on/before friday, even if it means fleeing to a remote cottage somewhere to get some peace of mind ... :P


Kobold HP 30/30 | AC 19| F+7 R+7 W+7
Skills:
Acrobatics+7 Athletics+8 Stealth+7 Survival+5
↺ No Escape Darkvision | Perception+7 (Expert) | Resist (Frost) 1

I've... got nothing, I'm sorry.

It might be better to ask someone more reliable than me to join.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

There. It is still Friday in some parts of the world, so I consider my promise finally upheld :P

The backstory is basically written as an origin story and I was thinking of adding/reworking the little fluff blubs at her items and weapons to hint of what came next, instead of typing ~10 levels worth of adventure out. Hopefully, this gives a good picture or Rosa. And equally hopefully, I didn't screw up anything major due to the late hour :P
____________________________

Question: How valuable/relevant will planehopping be? I am considering changing Planeshift (back) to Flamestrike. But then again, banishing someone to the Positive Energy Plane has a certain sadistic charm to it ...

Notice: I think I need to look at the concentration scores again and really sort it out. It is a mess of different bonuses and class features and items and whatnot that contributes to it - and I'm not sure if I got everything tallied correctly.

Other then that, I think I am finally ready to rock : ) //Lessah


The Man. The Myth. The Mask!

I just had a crazy week.

Anyway, we have one Go. How's every one else doing. Did we get things nailed down?


The Man. The Myth. The Mask!

ummm. Poke?


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

GAH. I thought I posted the other day, but I was having internet issues. Mustn't have gone through.

Crunch:

Unnamed Hero
Human spiritualist (fractured mind) 17 (Pathfinder RPG Occult Adventures 72, 109)
N Medium humanoid (human)
Init +6; Senses Perception +15
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 187 (17d8+51)
Fort +13, Ref +7, Will +11; +2 trait bonus vs. death effects, +8 bonus vs. mind-affecting, +2 trait bonus vs. emotion spells and effects
Defensive Abilities greater spiritual interference
--------------------
Offense
--------------------
Speed
Special Attacks bonded manifestation (37 rounds/day), phantom recall 3/day
Spiritualist Spell-Like Abilities (CL 17th; concentration +23)
. . 4/day—bungle[UM] (DC 26)
. . 3/day—doom (DC 24), stricken heart[ACG]
. . 1/day—crushing despair (DC 28)
Spiritualist (Fractured Mind) Spells Known (CL 17th; concentration +23)
. . 6th (3/day)—disintegrate (DC 22), eyebite (DC 22), harm (DC 22), leashed shackles[UM] (DC 22)
. . 5th (5/day)—breath of life (DC 21), dominate person (DC 23), feast on fear[ACG] (DC 21), feeblemind (DC 23), suffocation[APG] (DC 21)
. . 4th (5/day)—aura of doom[UM] (DC 20), bestow curse (DC 20), confusion (DC 22), crushing despair (DC 24), debilitating portent[UC], terrible remorse[UM] (DC 22)
. . 3rd (6/day)—bestow curse (DC 19), blindness/deafness (DC 19), fly, gaseous form, haste, ray of exhaustion (DC 19), tongues
. . 2nd (7/day)—death knell (DC 18), emotive block
[OA] (DC 20), ghoul touch (DC 18), inflict pain[OA] (DC 20), life pact[ACG], spectral hand, touch of idiocy
. . 1st (7/day)—chill touch (DC 17), doom (DC 17), identify, mage armor, magic fang, remove fear, touch of gracelessness[APG] (DC 17)
. . 0 (at will)—detect magic, grave words[OA], mending, message, read magic, stabilize
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 16, Int 10, Wis 12, Cha 22
Base Atk +12; CMB +11; CMD 23
Feats Emotional Conduit[OA], Empower Spell, Greater Spell Focus (enchantment), Improved Initiative, Persistent Spell[APG], Quicken Spell, Scarring Spell[OA], Skill Focus (Intimidate), Skill Focus (Stealth), Spell Focus (enchantment), Spell Penetration, Spell Perfection[APG]
Traits grief-filled, inured to death
Skills Bluff +12, Heal +5, Intimidate +17, Knowledge (arcana) +6, Knowledge (history) +4, Knowledge (planes) +6, Knowledge (religion) +4, Perception +15 (+13 while away from your love interest), Sense Motive +20, Spellcraft +20, Stealth -1, Use Magic Device +11
Languages Common
SQ bonded senses (At will), emotional power, emotional spellcasting, etheric tether, fused consciousness, lovesick, phantom (Phantom, despair), shared consciousness, spiritual bond
Other Gear 410,000 gp
--------------------
Special Abilities
--------------------
Bonded Manifestation (37 rounds/day) (Su) When phantom is in consciousness partially manifest it on self.
Bonded Senses (At will) (Su) As a standard action, share the senses of your manifested phantom.
Emotional Power Gain a variety of spell like abilities based on Phantom's emotional focus.
Emotional Spellcasting Use Charisma as casting stat instead of Wisdom.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Fused Consciousness (Su) Bonded senses and shared consciousness are constant, can use shared consciousness even when manifest phantom, but ends manifestation.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Greater Spiritual Interference (Ex) Allies can benefit from Spiritual Interference, at half the normal bonus.
Grief-Filled +2 trait bonus to save vs. emotion spells and effects.
Inured to Death +2 to save vs. death effects.
Lovesick (Phantom) If you are away from your love at the beginning of a day, -2 initiative and perception
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Phantom Recall (3/day) (Su) Dimension door your phantom to your side or into your consciousness.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scarring Spell When crea fails sv, take -2 vs. your emotion and fear eff, -1 for others, for 24 hrs.
Shared Consciousness (1/day) (Su) Gain skill focuses and +8 vs. mind-affecting when not manifesting a phantom.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Crushing Despair) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spiritual Bond (Su) Damage that would reduce you below 0 hp is transferred to your phantom.

--------------------

Phantom
Female phantom (Pathfinder RPG Occult Adventures)
N Medium outsider (phantom)
Init +5; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 31, touch 15, flat-footed 26 (+5 Dex, +16 natural)
hp 156 (13d10+26)
Fort +9, Ref +9, Will +8 (+4 morale bonus vs. enchantment spells and effects)
DR 15/magic, 15/slashing
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 slams +15 (3d8+1)
--------------------
Statistics
--------------------
Str 12, Dex 21, Con 13, Int 7, Wis 10, Cha 20
Base Atk +13; CMB +14; CMD 29
Feats Combat Reflexes, Dazzling Display, Disheartening Display[ACG], Improved Natural Attack (slam), Shatter Defenses, Toughness, Weapon Focus (slam)
Skills Bluff +15, Fly +21, Intimidate +21, Perception +16, Sense Motive +9, Sleight of Hand +21, Stealth +21
Languages Common
SQ despairing shout, devotion, ectoplasmic phase lurch, magic attacks, miserable strike, power from despair
--------------------
Special Abilities
--------------------
Aligned Attacks (Su) Slams count as magic and alignment for overcoming DR.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (15/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display (Slam) Intimidate check to demoralize can affect those within 30' who see you.
Despairing Shout (3/day, DC 21) (Su) As a standard action, mimic crushing despair effect
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Disheartening Display (Slam) Increase the fear of Dazzling Display by one step.
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Miserable Strike (Su) Slam causes foe to take -2 to att and dam for 1 rd (Will neg).
Power from Despair (Su) +2 to att and dam vs. foe affected by fear or despair condition.

Still gotta do all the fluffy bits, as well as gear. I'm clueless in that regard, at any rate, so if anyone wants to help me equip him, please say so! >.>


The Man. The Myth. The Mask!

Looks good so far. As you said, just needs gear and meat on the bones. That makes two. If we loose the others I'll post for open recruitment to pull in what we need.


Kobold HP 30/30 | AC 19| F+7 R+7 W+7
Skills:
Acrobatics+7 Athletics+8 Stealth+7 Survival+5
↺ No Escape Darkvision | Perception+7 (Expert) | Resist (Frost) 1

Um, I'm still here I guess, I just haven't gotten anything done. Sorry.


The Man. The Myth. The Mask!

No worries. That's three!


@Gear - the efficient way is just coughing up for the best possible of the big 6 I think (Ring of Protection, Amulet of Natural Armour, Armour, Weapon [optional for a caster I guess!], Cloak of Protection and Physical & Mental stat boosters). It is not necessarily the *best* nor most efficient build, but it is very quick and probably close enough.

Then pad the gaps with scolls and small trinkets as fancy strikes. I like the Traveller's Any Tool and a Luckstone.

Some way to fly and a few restorative items are always handy. And a small stash of niche protective/counter gear (something for swarms, some resist X scrolls/potions ect).

The metamagic rods are quite handy for casters, but I'm not sure how they interact with psychics.

Something to eat and some way to survive the northern environments. Clothes maybe if one bothers to keep track.


The Man. The Myth. The Mask!

Due to personal reasons, Ronza won't be paying for a while and has withdrawn her application. We are down to two.
Do you want to open this up to general recruitment or no?


A shame. Was looking forward to see how the Spiritualist would do. And I certainly hope nothing catastrophic happened!
______________________________________________________

Could double check with the Screamingtree first? Not sure, the tree seemed hyped but maybe the situation changed.

Other then that, I have no objection to 'going public' : )


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

I am always up for a game, would seem a shame that I went to all the trouble to make a high level fellow and then not use it, up to you guys though!


Indeed : )


The Man. The Myth. The Mask!

Ok then. We have screaming tree, Toska, and Rosaline.
Risks still needs to edit his story.

When the recruitment thread is up (will be this morning) please post there so the applicants can know what we already have. I'll pull in one or two. Not many.


Kobold HP 30/30 | AC 19| F+7 R+7 W+7
Skills:
Acrobatics+7 Athletics+8 Stealth+7 Survival+5
↺ No Escape Darkvision | Perception+7 (Expert) | Resist (Frost) 1

I'll hopefully get off my ass and make Toska...


The Man. The Myth. The Mask!

If you're just not feeling it Rysky, don't worry about it. Few things kill the posting rate faster than a lack of enthusiasm


Kobold HP 30/30 | AC 19| F+7 R+7 W+7
Skills:
Acrobatics+7 Athletics+8 Stealth+7 Survival+5
↺ No Escape Darkvision | Perception+7 (Expert) | Resist (Frost) 1

I want to play in this, I really do...


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

anything we can do to help?


Kobold HP 30/30 | AC 19| F+7 R+7 W+7
Skills:
Acrobatics+7 Athletics+8 Stealth+7 Survival+5
↺ No Escape Darkvision | Perception+7 (Expert) | Resist (Frost) 1

I just need to make myself make the character is all.


The Man. The Myth. The Mask!

In that case, *cracks whip* :P


Kobold HP 30/30 | AC 19| F+7 R+7 W+7
Skills:
Acrobatics+7 Athletics+8 Stealth+7 Survival+5
↺ No Escape Darkvision | Perception+7 (Expert) | Resist (Frost) 1

Thankies.


The Man. The Myth. The Mask!

Everyone please post in recruitment with your build or intentions for the recruits to reference.


Posted : )

Also - I just thought I'd point out some thing about the CR race thing:

1) Your very generous buy-mode *might* be rather breakable so keep a close look on that one.

(For example, a CR 7 creature could add 15 class levels. A creature with spell casting level=CR can get 9th level spells. Nymph with some PrC's is a good example of both : ) [hmm but that might actually be fun to play ...])

2) You didn't mention how to handle starting attributes for them. I think the default assumption is Creature Stats -10/11 as racial modifiers but might be worth mentioning : )


@Choon - Background skills are in effect?

Hmm that could be fun : )
________________________________________

Also, what are peoples thoughts on the Spheres of Power?

I mean the Light Sphere seems kinda nifty and the Conjuration seems really funny to play with and so - but I'm not sure how it stacks up to 'real' casting.

There seems to be a trade-off between thematic stuff and consistent power and normal pathfinder's much more versatile magic.

But Invocations and 'Spells' and stuff seem to be able to patch many holes - with generous applications of those one could probably recoup almost every lost utility spell.

Thoughts ?=)


Okay it seems as if the above was ninjaed by Choon himself in the recruitment thread and this is a go!

Now - hmm. To try and covert or not?
_____________________________________________

@Choon - I'd like to hear your thoughts on the Oracle and Rage Prophet conversions to the spheres of power linked in the recruitment threat. In my eyes, they seems mostly solid but both contain misses/oversights/inconsistencies with the other classes - looking mainly on how the Sorcerer and Wizard was split.

@Oracle conversion - The link with all the converted classes does include the Oracle. But for some reason it only gains 0.5 magical talents per level (Wizards get 1.5, Sorcerers 1.0, Bards 1.0, Clerics ~1.2).

I suspect that like the Cleric they are supposed to gain Talents either in their Life/Death focus or in their Mystery, so that they also gain 1.0 talents per level.

@Rage Prophet conversion - The Rage Prophet doesn't gain anything for his Mystery spells in this conversion. Most logical would be to grant Divination bonus talents, but that would inflate the Rage Prophets talent gain to a higher level.

Instead I suggest simply giving 1spell power per level just like Oracles & Sorcerers get instead of their bonus spells. This retain the split in mechanics between Spontaneous (more spell points) and Prepared (more talents) casters have when converted.

Thoughts :)?


The Man. The Myth. The Mask!

Honestly, I read just enough to notice that it wasn't terrible. I'll reserve complicated thoughts for when I see it in play. I have a source that knows it pretty well, so I can ask him if there's anything you want to know


Think I managed to slip in a new post there :P

(Which I think might already need some of your [complex] thoughts^^)


@Oracle conversion - There was actually a pdf called 'Spheres of Power Expanded Options' in the store, which I nabbed, that contains a Oracle conversion. So that one is solved at least : )


@Choon - will you be wanting input for The Day of Judgement? :P

@Team - anyone wants a hand or tips or moral support or something : )?


Also - I looked a little bit at the Spheres of Power. It seems really nice. But it kinda cuts away all the helpful spells (Death Ward, Restoration ect) as well as kinda screws the team over ('capstone' in Light magic spreads Bright Light in a 2 mile radii [which would be doubleable with a Solar Mystery :P]).


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

Not sure if you want to ask my poor bounty hunter if he wants hands or tips or somethings, he might take you up :P


We seems to have a different definition of hands or tips :P

But it was mostly aimed at those with incomplete characters, a helpful nudge or a second set of ideas might push things in the right direction : )


Female Human (Australian) Photographer 4 / GM 3 / SSO 1

I'm back, baby! ... by which I mean, I have a bare-bones backstory which I'm fleshing out, and am working on gear selection with a friend's assistance.


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

yay!


yey +1!


The Man. The Myth. The Mask!

If youall have a character you would LOVE to play with, let me know, ya. I'm plodding through submissions now.


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

None that I love per say, bacause its hard to fall in love so quickly but there are some interesting ones out there.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

That the yelling tree said.

But! I declare the right to whine endlessly if you pick the wrong ones /s

:P


The Man. The Myth. The Mask!

Well then give me preferences, dagnabbit! :P

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