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No. My players make whatever they want. Levels are an abstraction for development. Mechanics are simply the means they use to do the cool stuff. Each of the GMs at my table feel this way (3-way rotation). Case in point: my tengu has 2 levels in monk, but is wearing full plate, and nobody really cares.
Panther Parry wrote:
This is the very definition of interception in PF, which is why I push for it. Otherwise, I'm with everyone that Dragon Style is badass. I agree that losing flurry is probably bad for this. Flowing Monk is also quite good for this idea as well ("Be water, my friend"). Sacred Mountain... I can take it or leave it for this idea. If Dragon Style, take this, if Panther Style, don't take this, and other styles or archetypes, maybe. Just remember you lose evasion with it.
Certainly the Dragon fits the flavor, but I was thinking of Jeet Kune Do mechanically. After all, he was not at all about "styles" anyway. Besides, most of what dragon style does is make you hit harder, but Bruce not only hit hard but was also extremely fast. If this is still a point of contention, just make him a Master of Many Styles and he can do both.
I make a LOT of stuff up, but mostly because I want the game to be more fun. I follow the rules plenty, but especially with APs, I change things up for my games to make them run smoothly and overall keep the players' attention (not that I always succeed, but that's the idea). If the players need help figuring stuff out (hardly ever), I remind them of the stuff that they've already been up to that would lead them in the direction most helpful.
Are you referring to programming, or laws? I'm quite familiar with the Bank Secrecy Act, having to enforce its use every workday. I work at a casino. That said, most people are incredibly paranoid about it, and are very much misinformed regarding its use. Many of them think its about taxes, and actually go out of their way to avoid the paperwork. What they don't realize is how much employees already know ahead of them actually cashing anything out, and how efforts to avoid reporting only makes things worse. [rant] It's like the guy trying to get money out of his credit card, and when it's declined, talks like he pays the electric bill of the casino with how much he gambles. No you don't, and you're making a spectacle of yourself saying you do. [/rant] I can't really help you if the BSA is your problem; we need that to curtail financial crimes, and is probably the least invasive method of discovering them. OTOH, transparency of banks themselves, especially the largest ones isn't at all a bad idea. But, for the US at least, one of the biggest issues is enforcement and punishment of violations, not discovering them.
Kthulhu wrote: Thing is, after even a single successful adventure, a 5-use limit per pouch won't really be a big deal, money-wise. And on that first adventure, you're gonna be reduced to flinging ineffectual cantrips way before you get beyond the uses of even a couple of pouches. This is much worse than you realize. Five wizard cantrips have material components.
shallowsoul wrote:
Sorry if it breaks some sense of immersion for you, but this is a game. As a game, it makes many (and many more) abstractions to simulate something that models a fantasy adventuring life. In short, it's the rule of cool: if it's fun, have at it. If it's not fun, do whatever you can to de-emphasize it or get rid of it entirely. What you propose seems to get in the way of the "game" part of this.
memorax wrote: Another issue I see with enforcing spell components is that the DM also has to give players the opprtunity to buy the more common items and go adventuring for the less common to rare components. If the Cleric and the Wizard in the group are missing at least half of the components the party is not going to continue on the standard quest the DM wrote up. That gets put on hold until at the very least the Cleric is full up on the components he needs to cast all of his spells. So that adventure the DM spent two weeks writing up is not going to happen until the necessary compnents are found. So that means a change in focus. More likely sidequests to get the missing components. That's the thing DM forgot who make players track everything. Adventuring groups imo want to go on a adventure fully loaded up. Who wants to take a wizard along who can't even cast the majority of his spells. Or a cleric who can't raise dead. This is the sort of thing I'm thinking about when looking at this thread. There's a lot of attention being paid to something that's not really all that fun to fuss over. When it comes to components, and the games at my place, all that's worrisome is what components they are, and if material, a potential GP value, and nothing else. One thing I like about 3.5:
Shadowcasters. Only somatic components for their mysteries. One feat, still mystery, and BAM, no components.
Captain Sir Hexen Ineptus wrote: Its untyped so it stacks with everything, plus it also grants you full attack after 15ft movement. For the latter part, one set of boots already did that. If you don't like that, then don't allow the second pair of boots. For the former, the movement must be through an enemy's space. Unless that is an error, that means that the enemy will be closer than 15 ft. in the first place in order for that to work. Also, as I said, it's 3 times a day. Even totally stackable, for the price, it doesn't sound too bad to me.
Cold Napalm wrote:
*sigh* I was never on a mission to prove to anyone that the premise of the thread is true, only that I felt like it was. When I started to post on my experience, questions were asked. Fantastic, a discussion. I said pages ago that posting the offending synthesist would go beyond the scope of what I intended to do here, which was simply to share and talk about it (plus, expounded on my view that theorycraft is nigh useless and wouldn't solve anything anyway). But if you really really want a build, I've given you enough information to make one just like it over the course of my posts on this thread. Being of opposing viewpoints doesn't mean we're antagonistic, man.
Cold Napalm wrote:
I'm not exactly trying to prove anything to you, just to tell you about what I've experienced. Take it or leave it.
Sangalor wrote:
If I came across as dismissing any possible solutions to what happened in my game, it's either because I tried them and they didn't work, or I thought that what was proposed didn't make enough of a difference or made much sense from my point of view. I'm the last person that wants to come across as bull-headed. Limited spaces weren't that big of an obstacle. His items weren't problematic. Conditions didn't change much. He was tested fairly thoroughly, and through it all, most of the damage went to his friends, and he lost more than a few of them. The player also helped make the other characters, too, so the same level of optimization went into them. He didn't need any wands of rejuvenate eidolon; he rarely got hit. I will freely say that a synthesist is a good choice for CC, even though, or especially because, there are plenty of non-combat encounters in the AP. A lot of people imagine the worst sort of synthesist is the one with loads of natural attacks and a massive strength score. That's certainly one route to an offensive monster. Try giving it just one attack, but give it grab, constrict, reach, combat reflexes, and grappling for nearly every action for something I think is much worse.
Seranov wrote:
I believe I just said that it doesn't mean everyone needs to follow suit and ban synthesists. Heck, I said just as much even earlier in the thread. I've also said that we were wracking our collective brains for most of the game seeing if everything was as it was supposed to be. That included looking up every FAQ available and retreading and rebuilding just to be sure. You're not the only one to come to the conclusion that my group simply didn't think it through. How you guys came to that conclusion baffles me because I've had a lot to say on this topic. It's not one experience; it's 6 months. A lot can be learned during that time. I've just tried to explain what happened, and why, and for my trouble I get a lot of accusations playing the game incorrectly, being too lazy and all sorts of stuff, and not all from one person. I'm not at all bothered by this, but it does make me lose interest in the forum.
Seranov wrote:
Hrm... this isn't good. I've already stated that the synthesist in my game didn't dump his physical stats. And I misspoke earlier; he was middle age, not old. I've allowed lots of crazy builds in my game because I could handle them, and I trust my players. I've never sat with them for building a character; we're all adults who have done this for years (save for my little brother). Don't forget, the synthesist player is on my side as well. We haven't had any other summoners in a game, so I have no frame of reference for you there, and I can't tell you what I think of them. We're a group that emphasizes speedy turns, though, so it's not that likely that one of those other builds would actually be played at our table. I've also already said that the synthesist posted above isn't broken; it's also not even slightly optimized. It's obviously possible to not break games, but what I've said is that it's very possible TO break games. And considering what I'm up against... See my table is pretty much half casual half serious-optimizers, and a good majority of the time the character builds are made (or helped along) by one half of the table. There's a good mixed bag as far as decision-making goes, but nearly every character is built to win. That I manage to kill quite a few of them anyway says I can hold my own against the guys who look at AM BARBARIAN and think it's a good idea. So what it comes down to is I can't let anyone make a synthesist, because we're nearly incapable of making a synthesist like the one posted above. Call it what you like, but our table is in a consensus. So it's as I said; for my table, this is what works, YMMV, but for us, we can't do a synthesist again.
lantzkev wrote: have you seen what a 2hand barbarian can do? or even a 2hand figher? Ignore dex and focus on strength and you'll put anything a summoner can do to shame. I have seen what a level 20 2-handed fighter can do. It's amazing. That was the same game (Savage Tide) I had a level 20 monk. It was amazing in its own way.
Seranov wrote:
The synthesist's attack bonus is so close to the paladin's that bad rolls can more easily explain the whiffing than the build does itself. That said, this synthesist looks pretty harmless as far as breaking any games. It's pretty likely I'd allow something like that at my table.
That's likely going to open a serious can of worms on the side, if what I see on the thread already is to be believed. It would go far beyond the scope of this thread. So what I'll do instead, is find the sheets, post them as a post-mortem for Carrion Crown, and then go from there. This might be a while; I can't seem to find any of the character sheets from the game. It will be there that all the speculation and finger-wagging can go on.
lantzkev wrote:
No. Banning something without thought is a knee-jerk reaction. This was 6 months of gaming. I've already told you, we've been gaming for more than 10 years, and playing PF since the beta. We don't ban anything without thought or consideration. We are, it seems, pretty open about that. We've allowed lots of other things other GMs seem squeemish about, and not had to ban those options at all. I don't know what to tell you, maybe it just needs to be seen in action to get the whole picture. In a way, I am asking you to just trust me, but only on the fact that I've had such a problem, not that you need to do the same as me and ban it at your games too.
lantzkev wrote:
The reason I've not mentioned any extras for characters as far as guidelines or general rules it's because there aren't any. For this game, I literally said, "20 (or 25, I can't remember) point buy, no necromancers, and it'd work better with the whole horror theme in mind." So my friend decided on a Jekyll/Hyde synthesist sort of thing, and that was that. Odd or not, calling it a knee jerk is disingenuous. This was from 1-13, and for almost the entire thing we were trying to figure out why it was he was so much stronger than we intended him to be. Dismissing my group as a whole as being off or not playing right or simply exaggerating is not constructive. Tell me my experience is illegitimate, and I can easily tell you the same, and we'd get nowhere doing it. I don't have the sheet handy, sorry about that, but with such freedom as some would call it, just figure some of the best options possible for what I told you already and the build is done.
One thing my roommate and I noticed is that we could, mechanically speaking, more accurately replicate a couple of our favorite characters from 3.5. Problem was, these characters, while surprisingly good, were not epic or mythic at all; they were just good for their level. They went on to feel legendary to us, because of the stories we could tell with them, so maybe that's the point, but super powers they had not.
Nelith wrote:
I can't vouch for the first part of this, but I can easily believe it. Our table, since our time is usually limited, has pressure for quick turns. A small hourglass timer will help things move along, we found out.
lantzkev wrote:
We did the fatigue thing. It wasn't an insurmountable problem, much like size wasn't either. Anyway, my game is over, has been over, and we as a group agree that the synthesist itself is an issue, and barring any rewrites/erratas, it will remain alone in the banned pile (unless something else like it manages to show itself in Paizo material).
Artanthos wrote:
There were also long periods of the party, but especially the synthesist being awake, but this wasn't why. It was actually because tragic things were happening while he slept, so he didn't sleep. Yeah, come to think of it, the game was pretty brutal. In some ways.
Seranov wrote:
We've yet to find this out for ourselves, as we're hesitant after the synthesist scenario. I feel like we all want to try a summoner of some kind or another, but none of us are planning one yet.
Yeah... camp ambushes generally lead to the synthesist casting dimension door. As a spell or SLA, as he had both. And yes, I did do things that required him to concentrate. Lucky rolls, I guess. Still, one of the few ways to guarantee damage and probably kill the rest of the party. He didn't dump physical stats as he needed a dex score for the feats he had, the grappling stuff and combat reflexes, so it was at least 13, and 14 by the end of the game. All his age category stuff only made his defenses unreasonably strong while he was pummeling things to dust. He toned it down at the end of the game doing bunches of sub-optimal things just so the gunslinger can use some more bullets.
Bigtuna wrote:
I think the variability of experience with such a customizable class is the only reason I have such opposition at all. So much that it can't be the archetype, it must be the problem of something else. Describing my game, it's been accused of everything being wrong but the archetype. Whatever went wrong, it can't be the precious synthesist that was the issue. Since allowing leadership and undead lords seems also on the level of extra permissive to some of you guys, wouldn't way more of my games have a similar issue to what I experienced with the synthesist? Wouldn't there be more examples of things it turns out I have to ban because of super-optimizing players?
Seranov wrote:
Who decides what is permissible? Who decides what is too much and too little? Maybe what I do is just fine and your group is just fine, too. The synthesist player is same guy I've gamed with for more than 10 years. He's not trying to pull one over on me every time he makes a character. What I was getting at was that while the age rules are not meant for what a synthesist does, they are both part of the rules in the books. If the age rules can be taken advantage of to make overpowered synthesists and nothing else, it is the synthesist that is wrong, not the age rules. So my question again becomes do I make special rules that only apply to synthesists, change them so they work better, ban them outright, or do nothing and see my next AP steamrolled by a party of them?
lantzkev wrote:
We do allow leadership, with occasional caveats such as picking NPCs from a pre-made list and making efforts in-game to be a leader. There were a couple of games I didn't allow necromancers because they would have been on the wrong side of the conflict. Otherwise, if they can keep all that paperwork in line and have decently quick turns there's nothing really stopping them from trying.
Sangalor wrote:
Maybe you didn't recall my entire explanation, but the decision wasn't made lightly. My group doesn't ban anything, except now synthesists. We've been the same group for years; we know what to expect out of each other. This was far too much even for our optimizing player.
Sangalor wrote:
I generally take it as the given assumption that multiclassing is always possible. Class design was certainly affected in this regard when moving to PF versus 3.5, I have no doubts about this. It is a big part of 3.x design, and is in no way in spirit of play that it shouldn't be there. In other words, should my group ban synthesists, or ban multiclassing with synthesists? Does the latter actually solve what went wrong in CC? I'm not yet convinced that it does.
Sangalor wrote:
We did the Carrion Crown AP, but we skipped a bit at the end of the last book so we went to level 13. There indeed were flying enemies. He had wings (or at the least a fly speed, I forget which). A few things had freedom of movement, which did dramatically drop his damage output, but by then the rest of the party was good enough they could make up the difference, so it didn't show up as a big weakness. Plus, he still could slam, buff, or cast any other spells while being really really hard to hit in the first place. I can visualize the types of monsters that are made to be difficult to grapple or otherwise touch. I can't see too many of them making up the majority of any AP. Carrion Crown had a few of them; he dealt with it anyway. It just wasn't that big of a deal.
Ilja wrote: Aren't people saying you won't benefit from the Eidolon armor all the time? Isn't that pointed out as one of the major drawbacks of being a synth? He wasn't up all the time. Most of the time, sure. When it mattered, almost all the time. He did cast spells. He did summon creatures. Those were still part of his toolbox, so certainly he used them when it called for it. One part of the AP, and how I ran it, is that there were a lot of surprise encounters. Ambushes and such. The party either died or adapted (and boy were there deaths in this one). He, quite simply, was ready for nearly anything.
The other part about that is that as far as I know, PF doesn't have any other class that outright replaces physical stats like that. Druids don't in PF for, what I thought, was this very reason. In hindsight, of course. And for the record, it wasn't like he had all 6s in physical stats or anything. He didn't try that hard with this particular character to make it very powerful, which makes it all the more insulting that it was. So when somebody brought up fixing the synthesist, my first thought was the stat replacing madness. Second, was the HP. EDIT: I'm also not sure what you mean by abusing the age rules. Then again, I might just be a bit more permissible as a GM.
I don't have the sheet handy right in front of me, but it wasn't that complicated. He was a grappler. He got a bunch of those grappling feats, he'd just Zangief all over the place, combat reflexes and his eidolon was big and had reach. One level in a monk, not sure about archetype, but tetori would probably make sense there. Old human. Sorry I can't be more specific, but the game was a while ago. EDIT: I had to talk to the group for a couple of details I missed upthread, to give you guys an idea of how much we've moved on since this game.
Cold Napalm wrote:
My overall point in that was that the hat was not the problem. Therefore, I didn't target it for removal by some idiot NPC who would simply mess with a hostile giant versus actually trying to kill it. By the way, there was a time when he rolled a 1 on a reflex save vs. a fireball and lost his hat. Not much changed, really, during the time it was gone. And no, being large or huge wasn't that big of a problem. Penalties are in place for those situations, but not much harder to deal with than other conditions in the game (sickened, shaken, slowed etc). These are not the major drawbacks you make them out to be. In other words, we both were paying close attention to how big each room really was. If it needs to be said, he is the best optimizer in the group. He generally does have the best characters. We have certain expectations in place for each of us. This group has been playing for years. That said, the synthesist went above and beyond what any of us were expecting, and even the player agrees that they are too powerful. I don't at all have a problem with the player. The character was too much. So when any of us GM, including him, synthesists are banned.
Cold Napalm wrote:
Having a mook run off with the hat... implies that a mook could get that close and escape. Also, that they know its value immediately, and that it's worth the risk. Further, that targeting several hats, assuming he kept replacing them, on the same character, implies that the hat is the actual problem, and it's not, when I can simply talk to my player and tell him ways in which to tone his character down (like ruling a more solid action economy for the magic item if that's really the issue, and looking back, I'm not convinced it was). I'm not saying the hat was run just fine; I can be convinced that I needed to shore that up (and your case for that is compelling enough for me to listen), but when I look at the whole picture, the hat was hardly cause for concern considering the rest of the character. The player who played the synthesist is on the forum; I'll let him post it if he wants to. IIRC, he was large size for most of the AP. His size did come as a detriment at times, but not nearly an insurmountable problem. He would either work with the penalties in place or change strategies so he didn't have to melee that much. He is a pretty savvy player; he knew when he needed to crush things and when to alter tactics. And really, it's as I said before: making something come up as dangerous against him would usually mean certain death for his friends.
Cold Napalm wrote: ... We have what I imagine to be a typical table, with 20-25 point buy for nearly every game, and most of the time it's all available PF material only. That said, the greater hat of disguise was used by the synthesist at our table, but it was largely used to blend in with the people, and making it very simple to be combat-ready (a free action to lose the hat, if I remember that right), and not in any way used to work himself into tight spaces and still fight like that (not that I'm sure how that's supposed to work anyway, losing his reach and all, too). I threw all the tricks available to me by the AP at him, and killed the rest of the party instead. His defenses were just too good, and none of what people are saying on this thread should have worked on him did. It was my deadliest game, and he barely had a scratch on him. To all of us, then, it was enough to know that we can't do this again. Maybe it was our game that was in the margins, but thinking upon our setup, I kinda doubt that.
Cold Napalm wrote:
Carrion Crown is a PF AP. It came after Kingmaker and Serpent's Skull. I also recognize that different tables are run differently, YMMV and all that, and will be the first to say anecdotes aren't science. However, theorycrafting isn't at all practical. Let me explain. I was here on the boards when everyone was saying how broken gunslingers are (mostly because of the gun rules). There are still people here who feel that way. What I did, to find out for myself, is play one. Well, he died. Level 1. My brother decided he'd play one for my new game after losing a couple of characters of his own. His gunslinger did survive, but it didn't in any slight way break any part of the game. He was good enough, and not at all overpowered. You know which character was more than a little too powerful, though? The synthesist. When everyone was saying how weak monks were, I played one. The BBEG of Savage Tide couldn't move past me, and didn't hit me once. My table isn't one that likes to ban anything; depending on the GM or AP, 3.5 material might make its way in. Synthesists are banned by all GMs at my table.
Ed Girallon Poe wrote:
Lol these boards... I like how everybody ignores the guy who actually played a synthesist. In an AP, no less.
Laerlorn wrote:
Levels in an archetype are levels in the related class. That's how it replaces all those 1st level wizard features. And the rules text for the archetype does indeed not specify that any spell cast through the gun must be on the wizard spell list, or that any other feature requires wizard spells to be used to activate them. In fact, since I've played a Spellslinger, I encourage you to check out all the things you can do with the archetype, as going straight Spellslinger levels will be a bit painful in the beginning.
I am writing my own game system and setting at the moment. Unfortunately, not in a capacity worth sharing yet (I shared a tiny sliver of it during the ARG play-test), but I hope for it to be at least my favorite and the favorite of a few more out there when it's finished. A genre-blending tactical fantasy RPG, with easy rules that promote tactical depth and pick-up-and-play action, a cooperative storytelling atmosphere that's easy to improvise, and a diverse setting you won't see anywhere else. At least, that's my lofty goal.
Okay. If I don't put these two up, I think I'd regret it. I have two similar but different characters I'd like to put up for illustration. Ghost Hammer (formerly, Hammer of House Bluecrest)::
NE Rogue/Fighter/Barbarian/Ghost Face Killer
Hammer was a slave. His normal job was cooking, and his favorite part was working with the meat. It helped him feel some control over his life, exactly how he could seem to do whatever he liked to it. Feeling trusted, his masters sent him along on assignment that lead him to adventuring. Over the course of this adventure, he was killed. When he was brought back, he was free. A new man with new power, he was capable of scaring people to death with a sudden strike. His favorite moments were in the heat of battle, when he was spilling blood. Hazard Stormwalker: :
NG Half-Giant Duskblade/Fighter/Electrokineticist/Lasher
*Crack*. The sound of a whip cracking against his lump of a back. This is the earliest memory he has. With no idea of his origins, he found himself as a slave to hairy creatures with dog-like faces. He didn't know what they were saying, but he knew to do as he was told. He understood the whip more than the barking. The desert sun provided no respite or rest. Long under the service of the cracking whips and cackling gnolls, he hated his lot in life. One fateful night, he had had enough of his servitude. He and his brother decided it was time to set themselves free. A storm broke out, and the thundering from above sounded just the same as their masters' instruments of persuasion. An infuriating reminder, he thought, but one that will change... Hazard weakly stands in the pouring rain, lifting his large figure slowly. Looking at his newly-favored weapon, he unfurls the whip with intention to strike. *Crack*, *crack* again. One last *crack*, and it's the most thunderous ever heard. As he strikes one last time against his former owner, a flash of light brighter than the sun fills his eyes. Lightning struck. Hazard blacks out in a moment, and forgets many moments in his past. Hazard Stormwalker is a unique sort of guy. Half human, half giant, his giant half being half cloud giant and half storm giant. Wearing a shiny full plate, his two weapons a shocking, thundering whip and one made entirely of electricity. With not a hair on his body, any and all of his magic items are themed around a lightning storm. His specialty is mixing magic and melee together, delivering magic attacks with his whips.
Okay. If I don't put these two up, I think I'd regret it. I have two similar but different characters I'd like to put up for illustration. Ghost Hammer (formerly, Hammer of House Bluecrest):
NE Rogue/Fighter/Barbarian/Ghost Face Killer Originally a Rhood (small humanoid with frog-like features), he was reincarnated as a human, but he maintained some resemblance of his former self. He has green hair, slightly bulging green-blue eyes, extended limbs and fingers, and a bit hunched over. He wore light armor and ragged clothes, all black. In his hands were oversized weapons; a sword and a hammer, clearly meant for wielding in two hands each, but his wiry frame swung these weapons with ease. Hammer was a slave. His normal job was cooking, and his favorite part was working with the meat. It helped him feel some control over his life, exactly how he could seem to do whatever he liked to it. Feeling trusted, his masters sent him along on assignment that lead him to adventuring. Over the course of this adventure, he was killed. When he was brought back, he was free. A new man with new power, he was capable of scaring people to death with a sudden strike. His favorite moments were in the heat of battle, when he was spilling blood.
Hazard Stormwalker:
NG Half-Giant Duskblade/Fighter/Electrokineticist/Lasher Some of this post is copied from elsewhere in the forums; I have an online journal of the game this character comes from. *Crack*. The sound of a whip cracking against his lump of a back. This is the earliest memory he has. With no idea of his origins, he found himself as a slave to hairy creatures with dog-like faces. He didn't know what they were saying, but he knew to do as he was told. He understood the whip more than the barking. The desert sun provided no respite or rest. Long under the service of the cracking whips and cackling gnolls, he hated his lot in life. One fateful night, he had had enough of his servitude. He and his brother decided it was time to set themselves free. A storm broke out, and the thundering from above sounded just the same as their masters' instruments of persuasion. An infuriating reminder, he thought, but one that will change... Hazard weakly stands in the pouring rain, lifting his large figure slowly. Looking at his newly-favored weapon, he unfurls the whip with intention to strike. *Crack*, *crack* again. One last *crack*, and it's the most thunderous ever heard. As he strikes one last time against his former owner, a flash of light brighter than the sun fills his eyes. Lightning struck. Hazard blacks out in a moment, and forgets many moments in his past. Hazard Stormwalker is a unique sort of guy. Half human, half giant, his giant half being half cloud giant and half storm giant. Wearing a shiny full plate, his two weapons a shocking, thundering whip and one made entirely of electricity. With not a hair on his body, any and all of his magic items are themed around a lightning storm. His specialty is mixing magic and melee together, delivering magic attacks with his whips.
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