Reign of Winter (private, solo)

Game Master Whack-a-Rogue

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Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 12/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

So Boris is getting Armor Training. Can Summer get Finesse Fighting combat talent also from the Equipment Sphere?


Yes, and it'll count as having been taken twice because Weapon Finesse is freely available to all characters.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 12/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

All done, then!


You've been great at focusing on the Black Rider's instructions, but now's a good time to remind you that this isn't a "free Irrisen from the witches" campaign - it's a "rescue Baba Yaga so the world doesn't end" campaign. My last party got very invested in the rebels, so when the campaign moved away from Irrisen, they gradually lost interest and motivation to continue. As such, I'll tell you that you'll be traveling to several exotic locations and often wind up in the middle of some big event - that won't always reach a final resolution by the time you need to move on. Since you're aware of the big surprise in Book Five, I can use that as an example: you're going to travel elsewhere after a certain individual is defeated, but the war you'll have been in the middle of will continue for quite some time. ;-)


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 12/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

No worries! I had known about this misconception. One of the reasons I made Serael such an obvious wanderer, Desna and all.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 12/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Spiritualism is such a cool concept and a satisfying ability to use. I'm kind of doing the same thing with it, for the Cure, but it feels such a "system mastery" power and that I'm still only scratching the surface. Hopefully by the end, I'll make better use for it!

Fighting the urge to dip into other Magic Spheresjust for the versatility of it.


Yes, Spiritualism is a great ability - basically the magical version of martial flexibility. Just remember that grabbing Restore Capacity and Restore Health costs two of your daily uses - even though you're grabbing them simultaneously. ;-)


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 12/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

You're right! Fixed.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 12/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Question: Would it be possible for Summer to go around the ice dome and attack the jadwiga? I'm not sure if the perimeter around the Dancing Hut is mostly for the hut (not able to go outside of it) or if it's very tall, etc?


The perimeter around the Dancing Hut is a bone fence approximately four feet tall. A flying creature can easily go over it, or it can be vaulted over with a DC 15 Athletics check.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 12/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Ok, thanks!! Going to post now!


*DING*
Congratulations on reaching Level Seven. As usual, post all changes here - and don't forget that your deflection bonus to AC increases to +2. :-)


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 12/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Nice! I think I'm done!

- Overall improvement to deflection as you mentioned;
- Feat chosen: Counterspell (making my way to Dispelling Attack);
- Witch level up gains no particular features, but the Magic Talent I chose was Mass Healing [mass], since I've been getting it so much with Spiritualism... (and Mass Enhancement [mass] was so good!)
- Ranger level up got me Woodland Stride and a Ranger Talent. I chose Cheetah's Stride;
- Another Ranger upgrade is that I can Study Target with a swift action;
- Both Summer and Boris had their ACs increased (+1 to natural armor and also +1 to armor for Summer due to Armored Companion), one more HD, one more skill point and +1 to all saves;
- Winter kept investing in Knowledge (Divine) and Knowledge (Planes);
- I topped off all the skills I invest heavily in and put two points in Sense Motive, just in case;

I think that is it! Also letting you know I probably won't be able to post tomorrow, so I'll fix any mistakes when I'm back!


Sounds good!

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