Reign of Winter (private, solo)

Game Master Whack-a-Rogue

Current Map


151 to 194 of 194 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Yeah, December is pretty busy, but I've leveled up. Let's see if everything is correct. Highlights:

- +1 Deflection to AC;
- Even level, so all DCs increase by one!
- 3rd Studied Strike and 3d6 Sneak Attack per Ranger level up;
- Speaking of Ranger level-up, I got a Ranger Talent, in this case it was Bolster Companion. (There is going to be some clash of immediate action due to Martial Focus recovery, but we'll see.);
- And also I got a Martial Talent. I chose Augmented Grip since I've been Barraging so much;
- For the Witch level up, I got the Agony Major Hex. I've been barely using the Hexes, even though they are good, due to Standard Action economy (and most of the time Barraging feels it's more useful), but if Agony works it's a great use of the action;
- The Magic Talent chosen was Mass Aegis, I really need to bolster the companions' ACs, they've been battered a lot in book 3;
- Background feat chosen: Magical Aptitude. Haven't rolled UMD as much, but I feel I'm going to get even more dependent on magic items due to being only one person, even if gestalt. Speaking of which, since it's level 10, the Skill Focus bonus I have on Influence increased;
- For the companions: Winter got +1 natural armor and both Summer and Boris got +1 Str (for damage and, in case of Boris, for attack bonus as well), +1 on their good saves and more HP as well.


That looks good. I forgot that you unlock Major Hexes at 10th level and was briefly concerned about Agony. ;-) Unfortunately, using hexes with attacks is almost impossible outside of a few niche cases, so action economy is going to continue to be an issue.

Unrelated: If you ever elect to take the Bolster Beast talent, I'll let you automatically apply it on each level-up. I've been noticing that Horns regularly comes close to death due to only being a CR 4 creature, so if you're wanting to increase his survivability, that'll help. Regardless, there'll be a few more animals in Book Four, so you'll finally have opportunities to use your Tame ability.


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Ah, fair enough, I looked into it and Bolster Beast is great. I'm well aware Horns is on a countdown and will probably die soon. It is what it is! I'll do my best, though.


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Hey YBD, I'm going on a trip tomorrow for Ney Year's Eve and I'm not sure I'll be able to post. I might be, just on a slower pace and I'll be back by January 2nd or 3rd.
So, just in case, happy new years! Thanks a lot for running this for me, I'm enjoying it a lot.


1 person marked this as a favorite.

Happy New Year! I've been having a lot of fun, too. Take all the time you need; the game will still be here when you get back from your trip. :-)


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Buying and selling with Zilvazaraat:

Held gp: 9716 gp

Selling:
Horn of the Fog (2000 gp)
Pipes of Haunting (3000 gp)
Hyperboreal Robe (3500 gp)
Eye of the Void (5000 gp)
Attentive Mirror (900 gp)

Subtotal (selling): 14400 gp

Buying:

defiant (chaotic outsiders) mithral buckler (5050 gp) [4000 gp for +2 + 1000 gp for mithral (which includes masterwork) + 5 gp for buckler, right?]
Spell Engine - Ghost Sight (9000 gp)
Elemental Gem (Fire) (2250 gp)
Oil of Bless Weapon (50 gp)

Subtotal (buying): 16305 gp

Total: 9716 gp + 14400 gp - 16305 gp = 7811 gp

If it's all okay, I'll carry on posting!


Sounds good!


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

How does attunement work now that I also have a shield? Does it count as a +2 Shield and +2 armor or does the attunement (since it's all under the same name "attunement") only apply once?


I couldn't figure out a more accurate name, but you don't actually attune to anything. At the designated levels, your character gains +X to attack, damage, AC, CMB, and CMD. It applies regardless of the armor/weapon/shield you have equipped.

In other words, you have +4 AC from your MW Chain Shirt, +1 shield AC from your new Buckler (which grants an additional +2 shield AC vs chaotic outsiders), and a total of +5 AC (+2 attunement +3 deflection) from leveling.


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Ah. My AC calculation is correct, but I'm pretty sure I got there by accident and "the wrong way". Thanks for the clarification!


1 person marked this as a favorite.

No worries! This is the primary difference between official ABP and my version, so it's an easy thing to overlook. The point is that the character is getting stronger, not the gear, so you can use any of the cool armor/weapons that show up without unnecessarily nerfing yourself due to lack of attunement. :-)


Apologies for the delay: earlier this week, I received news that (with the exception of me) my entire team is being let go at the end of the school year. As I've worked closely with them for the last four years, and we're friends outside of work, this was a heavy blow.


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities
Your Benevolent Dictator wrote:
Apologies for the delay: earlier this week, I received news that (with the exception of me) my entire team is being let go at the end of the school year. As I've worked closely with them for the last four years, and we're friends outside of work, this was a heavy blow.

I'm so sorry, YBD. It is absolutely understandable if you want to take longer, I'll wait, it's no problem.

I haven't gone exactly through what you are going through, but as someone whose job security will be brought into question by the end of the year, I understand the anxiety it brings. Hope it gets better for you.


Thank you. Hopefully your situation resolves in a positive way. In my case, I'm district staff, but the rest of my team works for an outside agency. Due to office politics, the district decided to go with a different agency next year. The current sentiment is that this will be an absolute disaster (the new agency is twice as expensive and has difficulty fulfilling all the work requirements), so we're hoping they'll be offered the bid again the following year.


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Thank you! Hopefully you can work with your close friends again in the near future, it just sucks that best case scenario still is "you have to deal with a terrible year of work" for that to happen.


My week gets even better as I'm now sick. Normally I get over illness in 24-48hrs, but this one's a bit worse than usual, so we'll see how it goes.


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Oof. Take care! Feel free to take a few days off, it's fine!


As there are a few hours in-game before the attack, this is a good time to reach Level 11. :-)


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Nice! And I think I'm done.
What has changed:

- +1 attunement to weapons and armor;
- Skill distribution as usual;
- 'Quarry' is the only new class feature which might be useful right now. It's a standard action, but considering I got 11 BAB, I can barrage for one more shot and if the general has high AC, it might be useful since I absiolutely need to rush him down;
- New feat chosen was Counterspell Mastery! Now I can properly counterspell as an immediate action. Might have saved Summer.
- Summer and Boris had their statistics updated and each got the same feat: Toughness! My companions are dying left and right.
- Winter has changed as usual, focusing skill points in two Knowledges I don't have.
- Finally I picked up Restore senses (cure) for my Magic Talent. Feel like I've been using Spiritualism to increase my healing mostly and this one seemed the most useful so Spiritualism can even enhance it further now that the HP values are balooning or get more specialized talents.

If everything's fine, ready to keep going!


I don't expect the descriptions of the two new magic items to make a lot of sense. The inhabitants of this planet (Triaxus) use a different magic system. Essentially, there are a number of 'spirits' that a creature can allow to possess them. In order to do so, you need to research them (several specific Knowledge checks) and then make a 'binding check' (1d20 + binder level + CHA modifier) to see how effective the possession is. Doing this grants a variety of constant and/or at-will abilities. Rolling well upgrades an ability; rolling poorly means the spirit gets to influence your personality a bit. Being bound to a spirit lasts for 24hrs but can be repeated each day if desired. It's sort of like Paizo's Medium class.

The two items are a way for you to sample the system if you're so inclined, so the effects aren't particularly powerful, and the personality influence is something that Serael should be able to handle. If you aren't interested, though - especially I'm intentionally not telling you the mechanical benefits/detriments - feel free to sell them. ;-)


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Oh, that's so interesting, I do want to try it! I assume my binder level is 0 (before using the Tooth) or does it have any relation to the caster level?


Binder level has no relation to caster level. Normally, the only way to gain a binder level is through certain classes or archetypes (like the Medium Oracle in my homebrew) ... or a magic item like the tooth of Marat. :-)

EDIT: There are over 100 spirits, but only a few have a legend that's longer than a sentence or two. :-)


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Yeah, I was gonna ask, because that description of Marat was "long", considering there are 100+. But it was awesome! I love Marat.


Spirit binding is typically a replacement for spellcasting, so it gives quite a few abilities - especially since most people can only be possessed by a single spirit at a time. For reference, Marat is a 1st-tier spirit, so his granted abilities and personality influences are fairly minor. A 9th-tier spirit, for example, might be able to slay a creature with a spoken word (Will negates), raise their corpse as an undead under their control, and radiate a desecrate aura to buff their minions. However, if the DC 35 binding check is failed, you'll revel in killing living creatures and must destroy life at every opportunity - or suffer ability damage each time you refuse. Green Glomairah (from Marat's legend), by the way, is a 5th-tier spirit that grants a variety of druidic powers. The other balancing measure is the fact that spirits are inaccessible unless researched. Unless you find certain magic items (like your tome and tooth), adding a new spirit to your repertoire takes in-game time and effort in addition to investment in at least four separate Knowledge skills.


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

That sounds sick. Remind me to ask you what suplement you are using for these, but don't tell me before we finish. Not like I'm going to look it up, but better keep it a mystery so I can be surprised by their magic!


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Just making a quick post, my partner is in need of medical attention and I'll stay with them in a clinic. It is nothing serious, but I should only be home tomorrow night or Thursday!


Oh no! I hope they're okay!


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Thank you! I'm back home. It's not 100% yet and maybe I'll be busy due to it again off-and-on but should be fine now!


ICE RUNNER (CR 6)
Advanced variant boreal axe beak
N Large magical beast (cold)
Init +5; Senses low-light vision; Perception +10

DEFENSE
AC 19, touch 14, flat-footed 14 (+5 Dex, +5 natural, -1 size)
hp 73 each (7d8+42)
Fort +11, Ref +10, Will +4
Immune: cold
Weaknesses: vulnerable to fire

OFFENSE
Speed 50 ft.
Melee bite +12 (1d8+7/19-20), 2 talons +11 (1d4+7)
Space 10ft.; Reach 10ft.
Special Attacks: sudden charge (when charging, make a free trip attempt on a successful bite attack)

STATISTICS
Str 25, Dex 21, Con 22, Int 2, Wis 15, Cha 14
Base Atk +5; CMB +13; CMD 28
Feats: Improved Critical (bite), Improved Natural Armor, Run,
Skill Focus (Perception), Weapon Focus (bite)
Skills: Athletics +10 (+18 when jumping), Perception +10,
Stealth +5 (+9 in snow), Survival +4 (+8 in snow)
SQ: trackless step (leave no trail in natural terrain)


With your successful navigation of Rimekeening Crevasse, the mantle of the Black Rider has raised you to Level 12. :-)


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Aah, awesome! Unfortunately, I'll only have time for levelling up tomorrow! I'll do the usual and post back here when I'm done.


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

And leveled up! Here are the changes:

- +1 Resistance;
- Stat Increases: Dex, Con and Int. This combined with the Resistance changes and the level up itself particularly increased the Fort and Reflex saves;
- The Int increase also gave a boost to skill points, which shored up the Knowledge skills that were not at max yet (and still are not, but getting there);
- The only class feature I got was Camouflage for Ranger;
- As a witch, chose the Delicious Fright major Hex;
- Spell Points increased by 3, due to Int increase, the level up and the casting tradition that gives +1 for each 6 caster levels;
- In a similar way, DC increased by 1 for Combat Talents (it's an even level) and +2 for Magic Talents (even level + Int Increase);
- Talents chosen were Walking Fire for Combat one and Energy Resistance for Magic one;
- Winter just had the usual upgrades, investing his points at the Knowledge skills I do not have at all;
- Summer and Boris had 0 numerical changes, but Boris got the Master of the Wild feature (cold climate);

I'll post as well, tell me if anything is wrong!


Sounds good to me. :-)


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Hey YBD, just letting you know I'll probbly only be able to post by Saturday, sorry for the late notice!


Not a problem!


Triaxus uses a different system for martial combat as well, so Cesseer has zero Sphere talents. ;-)


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Makes sense! She also uses the spirits, then?

Regarding the enhancement breakdown, thank you! I'll keep in mind and probably spend one more sp from now on to put the Starknife in (and Boris' natural weapons when I can use him again) the buffing rotation.


No, the spirit-binding is a magic system; martial combat is an entirely different thing. ;-)

EDIT: On another note, there's actually an active antimagic effect on the combat arena, but since you're using Spheres, you get to bypass it.


As promised, here's the info on the alternate combat/magic systems used. :-)

Ceseer of Ning used martial techniques from Path of War by now-defunct Dreamscarred Press. Based on the 3.5e Book of 9 Swords, this allows martial characters to prepare 'maneuvers' from various combat disciplines in a way rather similar to Vancian spell slots. There are four main types of maneuvers: Strike (attack), Boost (buff a strike), Stance (passive benefit), and Counter (skill-based parrying). Cesseer used maneuvers from the Broken Blade (unarmed), Mithral Current (iajutsu), and Thrashing Dragon (multiple agile attacks) disciplines.

The system of allowing entities to possess you in return for powerful boons comes from Grimoire of Lost Souls by Radiance House Press. It's based on the 3.5e Binder class. I simplified this for the campaign, but the full version includes astrological signs tied to the various "categories" of spirit that grant additional minor boons. There's also an option to swap a spirit's "use every five rounds" ability for a familiar or animal companion.


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Ah, that's so interesting! I've heard a lot about Path of War (and Book of 9 Swords as well), but never have played with it, or read it for that matter. Grimoire of Lost Souls I had never even heard of, I'll add to my pile to buy and read!

---

Regarding the level up, here are the highlights:

- Increased HP, Skill Points (distributed as usual, bumped up Heal a bit more) and BAB;
- Gained +1 Deflection, increasing AC;
- Spiritualism does not gain any new charges, but at lvl 13 I can take 3 talents at once (and, importantly, one as a free action);
- Regarding Feats, I forgot to pick my background feat for lvl 12! I've picked Far-Roaming Familiar. I haven't used Winter for scouting but at this level, he finally gets Scry on Familiar, so I can properly use him.
- Speaking of Winter, he gains nothing new aside from that, just the regular increases in HP, Int and Skill Points;
- The feat for lvl 13 I chose is Gang Up. This is the one I have some questions about: Does this let me get a flanking bonus from ranged?
- New Favored Terrain! I've chosen Forest. Old ones get a +2 each;
- Magic Talent chosen is Restore Capacity. I've been getting battered, so I want to power-up the healing without spending more Spiritualism or allow to use Spiritualism (specially with a free action now) to get x3 caster lvl on the healing roll;
- Ranger talent chosen is Favored Attack! No Combat Talents at this level;
- Summer and Boris get an increase in HD, BAB and Good Saves, but that is it!

---

Regarding the Animal Companions:

I have the Greater Trainer Combat Talent (picked it at lvl 6!) which allows me to tame more than 13 HD. I can tame up to 26 HD, actually. But even so, I do not necessarily want to fill all 26 slots because I think it'll get too unwieldy to post (and also won't be able to buff them all anyways).

With that said, I wish to look for a Bronthotherium! As a second option if that fails, a Dogmole Juggernaut.


Grimoire of Lost Souls is a very interesting book that includes spirit-binding archetypes for many classes. There's also a new class that can bind multiple spirits simultaneously.

Good question regarding the Gang Up feat. I did a bit of research, and there's an official answer. Flanking explicitly states that it only works with melee attacks, and since the feat doesn't say that it adds ranged functionality, it doesn't apply. The easiest workaround is the Barrage Sphere's Vigilant Sharpshooter talent - especially when combined with the Close Combat Specialist talent. Alternately, the Snap Shot feat chain lets you use Gang Up to perform ranged flanking.

Let's grab you a Brontotherium! Taming one is a DC 21 check, and since you can take10, you'll automatically pass. Since you have the Greater Trainer talent, you're welcome to take two of them if you're so inclined (or also tame a dogmole juggernaut), but I agree about things potentially becoming too unwieldy. As someone who enjoys playing necromancers, I've learned that having an army of skeletons isn't fun for the rest of the party - and they'll all immediately die to a fireball so it's better to have a few strong minions. :-)


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Make sense (the Gang Up thing)! I've swapped it for Improved Initiative, then, with a +8 hopefully I can start some fights not being hit by an AoE!

And, yeah, I got Greater Trainer to have more latitude in having one strong minion. It's literally the unoptimized option, but I'll only take one Bronthotherium! They take a lot of space.


Female Half-Elf Witch/Ranger 13
Vitals:
HP 159/195 | AC 27 T 20 FF 21 | F +16 R +16 W +14 | CMD 30 PSD 28 MSD 24 | Init +8 | Perc +17
Abilities:
Hit Dice 13/13 | Spell Points 13/22 | Martial Focus 1/1| Spiritualism 8/9|DC 23 for Magic Sphere Abilities|DC 18 for Combat Sphere Abilities

Hey YBD, my partner is going through a surgery tomorrow (related to those procedures a few months ago and another surgery is expected by the end of the year). This one should not be problem, at least comparatively with last one, but I'll disappear for 3 days or si, at least!
Thanks for the patience! I tried posting this earlier but the forums were off.


I hope everything goes well.

151 to 194 of 194 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Reign of Winter (private, solo) All Messageboards

Want to post a reply? Sign in.