Lym, you get 4200 gp to start. I'll allow both the Cypher Magic feat and Cypher Mage PrC.
I was going to wait for the party to return to Sandpoint, but now doesn't seem like such a bad point to throw Lym into the adventure. You can post in-character when you're ready.
Lym:
Your abilities scores seem too high. I count 23 points spent.
You get an extra hit point at level 4 from your Toughness feat, so your HP should be 30.
It looks like you have 25 ranks in skills. You would get 24 skill points from having 4 levels of wizard with an INT bonus +4. If you choose to have wizard as your favored class, you get an addition skill point or hit point per level.
Female Half-Orc Wizard 5/Cyphermage 1; Init. +2; Perception +3; AC 12 (+2 Dex.); HP 44; Fort +5, Ref +4, Will +7
Varisian Chronicler:
Spoiler:
Eurgh... I made mistakes? I'm taking away the rank in Craft and the channel energy feature (installed when I thought I'd multiclass into Cleric) right now, and adding the hp. I'll recalculate the ability scores tomorrow, I hope; busy with work.
Female Half-Orc Wizard 5/Cyphermage 1; Init. +2; Perception +3; AC 12 (+2 Dex.); HP 44; Fort +5, Ref +4, Will +7
If/when we lose our last melee fighter, I vote we run and snipe. Move action to do just that, standard action to fire ranged attacks and spells at the barghest. Maybe we can whittle it down. As I requested in the IC thread, Rhianni, please keep using Grease to hamper its progress as much as possible if we need to run.
And if you want a bit of toe to toe fighting, then a level or two in fighting can help...using the trait that allows gives you +2 on caster level for your magic. Just a thought if you want to continue in the front line.
I've enjoyed my time here, but I think I'm going to use this as an opportunity to reduce my PBP commitments. Things have gotten busy here in RL, and I know I wasn't giving Quinion the commitment I should have in game, and don't want to do the same to a new character.
Female Half-Orc Wizard 5/Cyphermage 1; Init. +2; Perception +3; AC 12 (+2 Dex.); HP 44; Fort +5, Ref +4, Will +7
Praxim wrote:
Heh! Yeah, he'd be back through that door in a heartbeat, although it's probably already too late.
It was probably too late the moment they died. I don't remember at what point the process occurs.
If I recall correctly, though, killing a Barghest releases the souls it has devoured. So provided we do this in time, we can still save the guys' afterlife.
I've enjoyed my time here, but I think I'm going to use this as an opportunity to reduce my PBP commitments. Things have gotten busy here in RL, and I know I wasn't giving Quinion the commitment I should have in game, and don't want to do the same to a new character.
Good luck with everything :)
If things change, pop back, I'd vote for GG to let you back in the game, if you wanted to. Our party has a strange set up with the 4 remaining character, with no skill money, perhaps we need a clerical rogue!!!
Can we increase Praxim's AC through magical means which would give him some protection against the barghest?
I gave my ideas previously ... maybe we can do something to anchor the barghest, rather than let him phase in and out, any ideas.
Maybe need a weapon with bane against outsiders would be good too, just might not be able to afford one.
F/R/W: +9/+9/+9 AC/T/FF: 21/14/17 Max HP: 52 Current HP: 52
Well, since they don't really have a concept of levels themselves, they're mostly going to be worried about resources and approaches. They need weapons with the proper DR bypassing (Praxim automatically gets past it with smite evil), and some way of neutralizing the blinking. Some way of keeping it at bay, like a magic circle against evil would also be useful. If they realize that they can't do those things at their current "level", they'll probably agree to monitor the situation, alert the authorities in Sandpoint, and actively pursue those abilities, so as to deal with the creature at a later time.
Female Half-Orc Wizard 5/Cyphermage 1; Init. +2; Perception +3; AC 12 (+2 Dex.); HP 44; Fort +5, Ref +4, Will +7
Dispel Magic-scrolls. We could knock the bastard's defences away with those. Add in a couple of Summon Monsters to add to our number and flanking potential.
Female Half-Orc Wizard 5/Cyphermage 1; Init. +2; Perception +3; AC 12 (+2 Dex.); HP 44; Fort +5, Ref +4, Will +7
The forum is acting up again. I can't seem to get into any of my character profiles or the hotlinks to my campaigns. *puzzled* I keep getting redirected to the main page.