Reign of Winter (group two) (Inactive)

Game Master Whack-a-Rogue

Ruined Temple
Loot List


5,351 to 5,400 of 5,571 << first < prev | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | next > last >>

Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

retraining into Ninja


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

My ladyfriend was diagnosed with cancer in her lady parts friday...and they are still waiting the results for her stomach, intestines and other lower parts.

Goodnews is, if... its just confined to the ladypart region, outlook is good, if its in the other stuff.. well not so good. But she is strong and im a hopeful optimist so . . .I will still be about and continue on, but if you dont hear from me for a few days, please just message me and remind me. Sort of brain addled at the moment and distracted


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

*offers hugs*


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Wow, that sucks. :(

Yea, just do what you need to.


I'm sorry to hear that, Silence. :-( I'll send some good vibes your way so you can pass them along to your friend.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Same. I would be in shambles, so bravo for getting on here to let us know.


Sigrun raises a fair point: there are a few scenarios that the party's very weak against. Namely alternate movement modes, flying opponents (minus Hobbes), impaired vision, and arcane stuff in general. This presents a problem when those are considered level-appropriate challenges for your level AND many opponents (including the campaign BBEG) are Winter Witches.

Originally, this was less of an issue, but I'm noticing it's becoming more apparent now that Vashti and Zses are gone. I'm open to suggestions. Recruiting a 6th PC IS possible, but I have concerns with bringing someone new into a group this long-established. Something I thought of earlier today is inserting a "basically nonexistent NPC caster" that's essentially just a list of a few "problem-solving" spells (glitterdust, communal fly, resist energy, restoration, etc) you could request as needed. Or we could do something else OR continue as-is. Like I said, I'm open to suggestions.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

I can cast for the party when I remember what wand I have (thanks, Sigrun). My problem is action economy. I have like 6 rounds of stuff I can do right now not counting separate castings of Air Walk.

Can we say we cast that pre-fight? Because I completely forgot about it.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

A ghost caster might be handy, actually. I can take care of Winter Witches. That's my thing, kinda. But having a truly dedicated support caster would be nice.


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

It is probably the best option, but it's also kinda lame. Even having a GMPC would be a little bit better, like someone in-game that we've met.
There's no easy solution methinks.


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

There's always the leadership/caster cohort route which is a little more believable, but eats up a feat for someone.


1 person marked this as a favorite.
Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

You know what. I have a feat I didn't assign and wasn't going to until this fight was over due to fairness. Time to start a cult!


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

... yay?


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

The Cult of Gorgeous? Sign me up!


If Percy wants to go the Leadership route, I can make that work (minus the followers). Two options there: 1) Triaxian cohort (spherecaster) 2) rescue someone from the next Dancing Hut configuration (Vancian magic).

If you take either of those options, let me know, and I'll give you some rules. Or we can come up with a different suggestion entirely. Like Hobbes said, there's no easy solution here, so I'm flexible and open to input.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Does Animate Primal Forces allow me to summon any kind of Elemental after lvl 7? because that could be useful...


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

What kind of support caster can spheres make? I know nothing about the system.


@Percy: as written, it's any of the ones from the first Bestiary, but I'm open to expanding the options depending on what you had in mind.

SoP has a lot of support abilities. Lifehas healing and condition removal, Alteration has alternate movement modes and various special abilities, Enhancement has attribute/size increases, and that's only 3/20 Spheres. XD

This wiki is a good place for information about the system.

-Posted with Wayfinder


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

and can you cast from more than one sphere?
Edit: link is to the campaign tab. :)


Just fixed the link. XD

Think of SoP like Skyrim. As you level, you gain "talents" that can be spent either unlocking a Sphere or gaining a new ability in a Sphere you already have. Think "talent trees" instead of "spells known." Each Sphere has at least one at-will default ability that can be buffed by spending points from your pool of "Spell Points." These refresh every day. You can use spell points on any Sphere ability you know.

-Posted with Wayfinder


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Time to go find that book on being a ghost I guess. :)


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

If youall don't murder that dragon to death for me I'm going to be very cross when I come back. Just sayin' ;)


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

As far as I can tell you've only taken damage from the breath and the crushing. Did you take damage from something else?

63 - 50 - 22 = -9


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

You are a literal lifesaver. Post edited.


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

You were saved by math. I am only its messenger.

Also, Hobbes couldn't handle another Percy death.


1 person marked this as a favorite.
Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Then Percy's gonna need some sweet sweet magical lovin'. :)


If Percy's still wanting to take Leadership, now would be a good time for us to start talking about it.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Level 13

HD: 1d12 ⇒ 12
+18 HP
+1 BAB
+1 Fortitude
+1 Will
+1 Natural Armor
+1 perception

Feat: Either Extra Rage Power, Raging Vitality, or Blood Vengeance

Linnorm Form (Sp) 1/Day

At 7th level, a Lirnnom disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the Linnorm disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

If you don't want me to have actual followers do you have any ideas for replacing them? They could all be fey subjects of of Imbrex come to aid one of his favored servants. :)


Well, currently, you'd have 30-40 followers, and that's a lot of bodies. XD I have a few alternatives, but since this adventure involves a lot of traveling, most of them won't work for you. Instead, how about this?

One cohort as usual. In addition,
1) You have access to a sage who can make Knowledge checks for you. This individual has a skill bonus equal to your Leadership score (max of your level + 8).

2) You have access to a mage who can cast spells for you. This individual has a CL equal to your Leadership score (max of your level) and access to Wizard and Cleric spells equal to half your Leadership score (max of half your level). You pay for any expensive material components and can have a total number of spell levels cast each day equal to your Leadership score.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

I can't find that divine obedience class for fey...


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3
Your Benevolent Dictator wrote:

Well, currently, you'd have 30-40 followers, and that's a lot of bodies. XD I have a few alternatives, but since this adventure involves a lot of traveling, most of them won't work for you. Instead, how about this?

One cohort as usual. In addition,
1) You have access to a sage who can make Knowledge checks for you. This individual has a skill bonus equal to your Leadership score (max of your level + 8).

2) You have access to a mage who can cast spells for you. This individual has a CL equal to your Leadership score (max of your level) and access to Wizard and Cleric spells equal to half your Leadership score (max of half your level). You pay for any expensive material components and can have a total number of spell levels cast each day equal to your Leadership score.

That sounds reasonable. In addition to the store we got earlier we should be able to rebel properly. :)


Here's what you're looking for. XD
Feysworn PrC


@Percy: Also, since you're going the Leadership route, I'll be building most of the cohort - especially if you go the spherecasting Triaxian route. In regards to the sage/mage that I mentioned previously, I'll put them inside the Dancing Hut for the party to find shortly into Book Five.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

That's fine. Will the cohort in the hut (the vancan one) be arcane or divine?


Your preference

-Posted with Wayfinder


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

HP: 1d10 + 4 ⇒ (7) + 4 = 11
BAB+1
Favored Terrain: Urban
Feat: ??? No idea what to take.
+1 Disable Device
+1 Dungeoneering
+1 Geography
+1 Nature
+1 Perception
+1 Sleight of Hand
+1 Stealth
+1 Survival


Female Adorable Winter Wolf Puppy 11 HP: 112/112 | AC: 25; T: 13; FF: 22; CMD: 31 | Fort: +13; Ref: +11 Will: +8| Init: +3; Perc: +10; Survival +7; Scent

HP: 1d8 + 5 ⇒ (5) + 5 = 10
BAB +1
+1 Survival
Feat: Also don't know yet.


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

1d12 + 4 ⇒ (12) + 4 = 16
+1 BAB
Feat (Extra rage power: Increased Damage reduction)
8 skill points (Acrobatics, Intimidate, Jump, Knowledge Nature, Perception, Sense motive, Stealth , Survival )


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

+1 UMD, spellcraft, perception, bluff
+2 diplo

hp: 1d8 + 2 ⇒ (8) + 2 = 10

Feats: leadership and divine interference

Spells: sending, true seeing, wind walk


@Percy: regarding the Leadership cohort, what are you wanting in general terms. Preferred race, class (if Vancian), and general role (buffer/healer/control/traps/etc).


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Race: something that doesn't mind taking orders from a flower-colored gnome
Class: Whatever
Role: Buffer so I can play with my more offensive spells a bit more.


SoP or Vancian casting?


2 people marked this as a favorite.
Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

SoP. I think the Barbarians liked being as big as houses.


Okay. I'll have a framework up in a day or two.

-Posted with Wayfinder


@Percy: I believe you currently have a Leadership score of 20.
13 class level + 6 CHA + 2 base (Dancing Hut) - 1 constant travel

Also, your cohort is a Gathlain. It seemed appropriate. ;-)


Cohort Update: I'm mostly done. Lots of buffs and options for movement and vision. Flight and invisibility will no longer be problems for the party. XD The character has almost no offensive capabilities, though, as damage-dealing has never been something the party struggles with.

@Percy: I'll finish up tomorrow. There'll be a few things you'll need to determine yourself (like skill selection and some gear), but the majority of the crunch is complete. You'll need to make a profile, as I don't plan to run the cohort myself. When I send you the crunch, I'll make sure everything's explained, as I know you're unfamiliar with the system. Spherecasting's honestly really intuitive, though, once you've seen it in action, so I know you'll be fine.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Sweet. Thanks!


Alteration:
At-will as a standard action, can grant up to 3 of the following traits to an ally within Close range. Effects last as long as you maintain concentration, or you can spend a Spell Point to keep them active for 11min.
- Darkvision 60ft
- Low-Light Vision
- 2 primary claw attacks (1d4)
- Primary bite attack (1d6)
- Primary gore attack (1d6)
- 2 primary slam attacks (1d4)
- 2 secondary pincher attacks (1d6)
- disguise self
- enlarge/reduce up to 3 size categories (max Huge, min Diminutive)

You can spend an additional Spell Point to grant the selected traits to up to 5 additional targets simultaneously.

Size Modifiers
If reducing size, the following modifiers apply cumulatively for each category changed:
+1 attack rolls
+1 AC
+2 to Fly checks
+4 to Stealth checks
+2 DEX
-2 STR (additional -2 if Tiny or smaller)
-5ft reach (only if Tiny or smaller)

If enlarging size, the following modifiers apply cumulatively for each category changed:
-1 attack rolls
-1 AC
-2 to Fly checks
-4 to Stealth checks
-2 DEX
+4 STR (if shifting from Small to Medium, this is only +2)
+2 CON (when becoming Large – and again when becoming Huge)

Destruction:
At-will as a standard action, can make a ranged touch attack against a target within Close range. If successful, deal 5d6 magical bludgeoning damage. If you spend a Spell Point, attack does 11d6 damage instead.

Enhancement:
At-will as a standard action, you can give a weapon, armor, shield, or natural attack a +3 enhancement bonus to attack and damage. This doesn’t stack with existing enhancement bonuses. Effect lasts as long as you maintain concentration, or you can spend a Spell Point to keep it active for 11min.

You can spend an additional Spell Point to enhance up to 5 additional targets simultaneously.

Fate:
This sphere has multiple options.

Consecrate
At-will as a standard action, you can grant a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws to all allies within 20ft of you. Effect lasts as long as you maintain concentration, or you can spend a Spell Point to keep it active for 11rds.

Freedom
You can spend a spell point as a standard action to grant freedom of movement to a single ally within Close range. Effect lasts as long as you maintain concentration (max 11rds), or you can spend an additional Spell Point to keep it active for 11rds.

Hallow
You can spend a spell point as a standard action to grant a single ally within Close range a +2 bonus to attack rolls, AC, and saving throws for 11min. This bonus is either sacred or profane (your choice, since cohort is Neutral) and only applies against creatures of Lawful alignment. In addition, the ally gains protection from mental control as per protection from law for 11min.

FYI, Hallow becomes more versatile if the caster has a non-Neutral alignment. If you want the cohort to be CG (with the corresponding penalty to your Leadership score), for example, it will work against EITHER Lawful or Evil creatures (chosen at the time of casting).

Light:
Glow Talents
At-will as a standard action, you can make a touch attack against a creature or object within Medium range. If successful, target is affected with a Glow for 12min. This can have one of the following effects (chosen at time of casting).
- all creatures gain +1 circumstance bonus to attacks rolls against the glowing creature. If the creature is shining bright light, this bonus increases to +4.
- everything invisible can be seen normally if within the area of bright light. Activating this effect requires spending a Spell Point at the time of casting.
- create normal light with a 40ft radius OR bright light in a 90ft radius instead of the normal area.

In addition, Glow effects can dispel magical darkness effects with a successful MSB check.

Instead of targeting a single creature/object, you can spend a Spell Point to affect all creatures in a 30ft-radius burst within Medium range with a glow.

Glow talents can be manifested at various illumination levels, and this can be changed once per round as a free action.
- non-visible light doesn’t increase the light level or impose a Stealth penalty but functions normally in even magical darkness.
- candlelight gives affected objects/creatures a -20 penalty on Stealth checks and negates any bonuses usually bestowed by invisibility, blink, darkness, etc.
- torchlight functions as candlelight but also shines normal light up to a 30ft radius and increases the area’s light level by one step in up to a further 30ft radius.
- bright light affects up to a 70ft radius and raises the light level by one step in a further 70ft radius (max of normal illumination). Bright light is not natural sunlight but can affect creatures with Light Blindness or other conditions. Unlike the other illumination levels, bright light is maintained through concentration, or you can spend a Spell Point to keep it active for up to 12min or the expiration of the Glow (whichever comes first).

Infravision
At-will as a standard action, you can make a touch attack against a creature within Medium range. If successful, target ignores miss chances due to anything less than total concealment on living creatures. In addition, target can easily track creatures via lingering body heat. Effects last as long as you maintain concentration, or you can spend a Spell Point to keep it active for 12hrs.

Telekinesis:
This sphere has multiple options.

Telekinesis
At-will as a standard action, you can lift up to 12 objects or creatures within Close range and move them up to 55ft. They keep levitating as long as you concentrate, have line of sight, and remain within Close range. Alternately, you can spend a Spell Point to keep them airborne for up to 11min. While you can lift multiple objects/creatures simultaneously, their combined size cannot be greater than Huge.

Sustained Force
After spending a Spell Point to allow your telekinesis to continue without concentration, you can give objects you’ve lifted simple orders as a move action. These orders cannot be complicated or combat-related. Alternately, you can give a lifted creature a fly speed 55 (perfect) and allow them to control their own movement.

Hostile Lift
You can spend a Spell Point to telekinetically lift up to 12 unwilling creatures with a combined size of Huge or smaller. The target/s is/are allowed a Will save to negate, plus an additional Will save each round the effect is maintained.

Bludgeon
Once per turn, you can attack a creature with one or more lifted objects within range. This attack roll uses your BAB + CHA mod and deals damage appropriate to the object’s size. If the bludgeon is a weapon, it instead deals appropriate damage for its type. While you can attack with multiple bludgeons per round, you are limited to the number of attacks you’d normally be allowed by your BAB.

Catch
As a readied action, you can attempt to telekinetically stop a projectile or thrown object within your size limit. The originator of the attack is allowed a Will save to negate this ability. If you successfully catch an object, it deals no damage, and you may telekinetically move it as normal.

Time:
This sphere has multiple options.

Haste
At-will as a standard action, you can touch a target to allow it to make an extra attack at full BAB whenever it makes a full-attack. This does not stack with other similar effects such as a speed weapon. You must concentrate and remain within Close range of the target or can spend a Spell Point to keep it active for 11rds.

Slow
You can make a melee touch attack against a creature as a standard action. If successful, target is staggered (Will negates) for as long as you concentrate and remain within Close range. If you spend a Spell Point, this effect lasts for 11rds.

These effects counter each other if the second caster passes a MSB check.

Fast Time
You can spend a Spell Point as a standard action to accelerate time within a 30ft-radius burst. All effects in the affected areas have their durations reduced by 11rds. Unwilling targets are allowed a Will save to negate this for themselves. You can choose whether or not to affect yourself with your own Fast Time.

When casting Haste or Slow, you can spend an additional Spell Point to affect up to 5 additional creatures. When casting Fast Time, you can spend an additional Spell Point to increase the affected area to a 60ft-radius burst.


@Percy: I'm almost done with the cohort. In the meantime, here's the write up of its spherecasting abilities. You can find more info here: Spheres of Power Wiki. Once I'm finished with the cohort, I'll put the info in a new Discussion post, but I wanted you to be able to start looking over the spherecasting stuff.

5,351 to 5,400 of 5,571 << first < prev | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / *A warm campfire (group 2) All Messageboards

Want to post a reply? Sign in.