Reign of Winter (private, solo)

Game Master Whack-a-Rogue

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Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 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 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 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 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 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 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 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 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

You're right! Fixed.


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 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 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 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 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 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!


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

I'm buying:

- Efficient Quiver (1800 gp)
- Durable Arrows x 50 (50 gp)
- Barding (Breastplate) (400 gp)

Total: 2250 gp (out of 3526 gp that I possess!)

The Barding is for Boris only, since Horns has no proficiency!


Sounds good. You're welcome to sell items as well if there's anything you were wanting to get rid of.


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Ah, fair enough! For now I'll sell>

- Emberchill: 4403 gp
- Spear of Manhunting: 1925 gp
- Adamantine Breastplate: 1512 gp
- 10 x pearls: 500 gp total
- 1 x MW Panpines: 100 gp

This brings my total gp to 9716. If they won't buy any of these, no problem, I have enough gp with me to buy those itens on the previous post so I'll just change the final gp result.


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Hey, just so you know, my posts have been somewhat infrequent because of workload and also one of my pets went through a surgery and needs more care. It should die down by the end of the week!


1 person marked this as a favorite.

No worries; I figured life's been busy. I hope your pet has a speedy recovery.


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Hey, I'm curious on the wording on Spiritualism. Would I be able to get the Alteration sphere and Avian Transformation so I can transform my companions that do not fly? The doubt is that it can read like I need to have the base sphere ability without Spiritualism first!


Yes, that's definitely possible. Spiritualism is essentially a Brawler's martial flexibility but for magic spheres instead of combat feats. The 5th-level wording of "You may use one of these magic talents to meet a prerequisite of the second magic talent" is what allows you to do it. :-)

The important things to remember are that sphere abilities gained from Spiritualism only last for 1min/level (even if they normally would have a longer duration) and each gained talent costs a use of the ability. Alteration + Avian Transformation would use two of your daily uses, for example.


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Thanks! And can Serael estimate the time it'll take to fly up there?


With the 40ft fly speed granted by Avian Transformation, it'll take six-and-one-half minutes. That gives you a 5-round buffer in case of complications.


*DING*
As you enter Artrosa, the Black Rider's power will cause you to reach Level 8. :-)

I added a map to the usual spot, but it's not going to be used for combat positioning. This is the campaign's obligatory 'megadungeon,' so it'll mainly be used to help me keep track of which room you're in. In case it becomes relevant, it uses 10-foot-squares.


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Ah, nice! I'll probably get started after my own session for the campaign I'm running tonight!


No problem! You might want to level up before posting again in Gameplay. ;-)

Pictures are up in the usual spot.


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

I think I'm done!

- Level 8 means three ability bonuses: +2 to Dex, Con and Int. This meant increases in two saves (together with the usual save increase), in AC (paired with the attunement change from +1 to +2), Initiative, HP, DC for Witch abilities (alongside the increase from 7->8, since the "half your level" part changed from 3 to 4), skill points, etc.
- As mentioned, but deserves to be singularly listed, the attunement increased!
- Background feat chosen was Skill Focus (Influence), since I've been using it a lot.
- To help with communication, the Hex for Witch chosen was Tongues, as well.
- The Magic Talent chosen was the Divination Sphere, for magic item identification and also to lessen the load in Spiritualism when I need to.
- For Ranger class features, I've got Swift Tracker and also a second Favored Terrain. I've increased the previous terrain, Cold, from +2 to +4 and chosen Underground as the new one.
- The Combat Talent chosen is Blitz Focus so I can use Martial Focus in combat more times.
- No changes to the companions, except Winter, who got his usual two skill points.

And I think that is it! If it's cleared, I'll post on gameplay!


1 person marked this as a favorite.

Sounds good! Divination is a very underrated Sphere, in my opinion, so I'm glad you're dipping into it. Don't forget that you have access to a few 'alternate divinations' based on your other known Spheres. Most aren't particularly useful in the majority of situations, but there are a couple interesting ones.


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Tomorrow I won't be able to post, but I'll be back at it on the weekend! Cheers!


I had to slightly rewrite the description of the cookbook to make it functional for spherecasters. If you need an example of how it's supposed to work, let me know. Serael doesn't really have offensive Sphere abilities, though, so I'm not sure how much the item will benefit her. ;-)


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

I was going to ask how it works with my spherecasting, since I mostly buff! Oh well, it sells for a lot!


In case you weren't aware, the Deadly Weapon [enhance] talent might be something for Serael to look into. ;-)


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

And the site's back! Getting back into it. Also, I absolutely will have to take Deadly Weapon [enhance], the DR is killing me.


1 person marked this as a favorite.

Dang, it was down for a while!


I didn't realize until now, but this is sort of an "anti-completionist" dungeon. Most groups explore all three dungeons semi-simultaneously by going from teleportation arch to teleportation arch until they eventually arrive at their destination. Your exploration method gives you a complete map of each dungeon at the cost of some sanity. On the bright side, it's also resulted in the bypassing of multiple puzzles. ;-)


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Yeah, specially for a completionist like me, it DID cost some sanity. But, just in case it hasn't been clear (specially because I had a few busy weeks), I'm really liking it. It's pretty varied!


The boss chamber is in the next room, so while it isn't quite the most thematic time, let's go ahead and advance to Level 9. :-)


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Leveled up!
The changes:

- Evasion as a Ranger class feature, no new combat talent;

- Witch gained no class features, but Spiritualism upgraded, now I can gain one sphere ability as a swift action and two as a move action;

- My magic talent chosen was Deadly weapon (enhance) because DR/cold iron has really slowed me down recently (thanks for the suggestion!);

- All saving throws increased by 1, due to the upgrade in the resistance bonus.

- I chose the feat Shadow Strike for Serael. I do not Sneak Attack as much as I could (I keep forgetting Skirmishing attack), but might as well lessen the number of circunstances it is unusuable, specially since I assume that, like most APs, I'll start encountering many more spellcasters from this point forward;

- Skill point allocation went mostly to the ones I'm fully investing in and the few extra into Knowledge (Martial) to shore it up;

- Speaking of Knowledge, Winter reached 14 Int and invested his 2 points in the skills he was already fully investing;

- Summer increased his DR/cold iron from 5 to 6.

- Both Summer and Boris had their BAB increased and both chose the Iron Will feat, trying to shore up their weaknesses.

My only question is that, according to the Conjuration sphere, Summer gets the Multiattack feat, but am I correct in the sense it does nothing for him? It lowers the penalty on secondary attacks (he has none), but since he has 3 attacks, he does not gain a new one as specified in the Multiattack feature of the Conjuration Companion, right?

If everything's okay, I'll post!


Sounds good! Don't forget that if you use Spiritualism to gain two talents as a Move action, each talent uses one of your daily uses. That's something that people tend to overlook. ;-)

You're correct that Multiattack doesn't currently do anything for Summer. It's mainly there in case you wanted to give him wing buffet attacks (through the Bestial talent), or if he wanted to wield a weapon (like the Pokemon Sirfetch'd).


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Mentioning Sirfetch'd makes it REALLY tempting, haha, but I'll leave Summer as he is! And about Spiritualism, you are right!


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Latest post's first line was supposed to be italics and not OOC, just saw that. Oops!


Quick point of clarification as I don't think I've mentioned it previously: Artrosa's maps use 10ft-squares. Based on that, the room you're currently in is absolutely massive: 250ft between its widest points. At the end of their turns, both enemies are 100ft from your position, meaning Summer and Boris can reach them on a charge but nobody else can. Would you like to adjust your actions at all (keeping your existing dice rolls)?


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Ah, I see! I'll change my turn, then, I apologize. Would you prefer that I post there or here?


No worries; I can't remember if I ever mentioned it, but if I did, it's been quite a while and hasn't mattered until now.

You can post in either spot. We'll keep your original dice rolls if applicable, so I really just need to know what you're doing instead.


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Sure! The animals will walk around 40 ft. (To be more or less 40 ft. From the enemies), all stay8ng next to the other, cutting off the way to Serael (from where the monsters are right now). Serael will move 30 ft. closer (full movement) and Studied target and shoot as rolled.


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Who did the Svathurim attack? One hit each? All of them?


Female Half-Elf Witch/Ranger 9
Vitals:
HP 57/126| AC 22 T 16 FF 17 | F +12 R +12 W +11 | CMD 24 PSD 23 MSD 20 | Init +3 | Perc +13
Abilities:
Hit Dice 1/9 | Spell Points 0/17 | Martial Focus 1/1| Spiritualism 0/6|DC 20 for Magic Sphere Abilities|DC 16 for Combat Sphere Abilities

Disregard my last message, I had not noticed it was up to me!

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