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Old 12-09-2020, 03:31 PM   #1
hcobb
 
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Location: Pacheco, California
Default Armored starting wizard

Wouldn't you rather have an elf?

Wittwoman
Human wizard, age 20
ST 8, DX 13 (11), IQ 11, MA 10 (8)
Talents: Knife, Literacy, Whip
Spells include: Aid, Fire, Illusion, Reverse Missiles, Staff II
Weapons: 5*Whip (1d-1), Silver Dagger Staff II (1d-1, 1d occult)
Attacks and Damage: Punch (1d-4)
Armor: Leather stops 2 hits
Special note: Casts fire in her own hex when swarmed by vermin, then steps away.
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Last edited by hcobb; 12-09-2020 at 06:27 PM.
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Old 12-09-2020, 05:39 PM   #2
larsdangly
 
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Default Re: Armored starting wizard

What's the purpose of carrying 5 whips?
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Old 12-09-2020, 06:27 PM   #3
hcobb
 
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Default Re: Armored starting wizard

Quote:
Originally Posted by larsdangly View Post
What's the purpose of carrying 5 whips?
To switch to a new whip once an entagle is placed.
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Old 12-10-2020, 01:34 AM   #4
Steve Plambeck
 
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Yes, along these lines I would rather have an Elf. If a wizard's ST has to be low, then DX must be high because it can't afford to waste ST on missed spells. I'd only take the ST down to 7 though, keep the suggested IQ 11, and try to get by on DX 14 (12). I'd much prefer DX 15 (13) but ST 7 is already too anemic for my taste. The very nice thing about putting an Elf in leather armor of course is that starting MA of 12 only going down to 10, whereas a human would be at 8 in the same armor. If you think of MA as a 4th Attribute, then an Elf starts with two more points than a human.
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Old 12-10-2020, 06:28 AM   #5
hcobb
 
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Default Re: Armored starting wizard

Witelf
Elf wizard, age 20
ST 7, DX 14 (12), IQ 11, MA 12 (10)
Talents: Literacy, Lasso
Spells include: Aid, Dark Vision, Fire, Illusion, Image, Reverse Missiles, Staff II
Language: Elvish
Weapons: Staff II (1d, 1d occult), 5*Lasso (?, adjDX -1)
Attacks and Damage: Punch (1d-4)
Special Ability/Weakness: scared of bugs
Armor: Leather armor stops two hits

Illusion duplicates herself to make multiple lasso attacks per turn.
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Old 12-11-2020, 02:39 PM   #6
RobW
 
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Default Re: Armored starting wizard

Quote:
Originally Posted by hcobb View Post
Witelf
Elf wizard, age 20
ST 7, DX 14 (12), IQ 11, MA 12 (10)
Talents: Literacy, Lasso
Spells include: Aid, Dark Vision, Fire, Illusion, Image, Reverse Missiles, Staff II
Language: Elvish
Weapons: Staff II (1d, 1d occult), 5*Lasso (?, adjDX -1)
Attacks and Damage: Punch (1d-4)
Special Ability/Weakness: scared of bugs
Armor: Leather armor stops two hits

Illusion duplicates herself to make multiple lasso attacks per turn.
With one-hex illusion spell, the clone's lasso can only be used within the clone's hex
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Old 12-11-2020, 08:39 PM   #7
Axly Suregrip
 
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Default Re: Armored starting wizard

Quote:
Originally Posted by RobW View Post
With one-hex illusion spell, the clone's lasso can only be used within the clone's hex
That is an interesting take on it being a one-hex illusion. Certainly you are not saying this due to splitting an illusion. That is, the illusion may not let go of his whip to ready another whip. What you are saying it the limits of a one-hex illusion must be contained within the one hex.

So, then how does an illusion strike a foe in an adjacent hex? What if he has a spear and tries to jab two hexes away? And a pike at 3 hex?

I thought the one-hex illusion was limited to create a one hex sized object or creature. And if it has a weapon that may strike further as long as it never separates.
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Old 12-12-2020, 03:12 AM   #8
hcobb
 
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Default Re: Armored starting wizard

Would this rule out a spear jab?
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Old 12-12-2020, 06:05 AM   #9
RobW
 
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Default Re: Armored starting wizard

Quote:
Originally Posted by Axly Suregrip View Post
That is an interesting take on it being a one-hex illusion. Certainly you are not saying this due to splitting an illusion. That is, the illusion may not let go of his whip to ready another whip. What you are saying it the limits of a one-hex illusion must be contained within the one hex.

So, then how does an illusion strike a foe in an adjacent hex? What if he has a spear and tries to jab two hexes away? And a pike at 3 hex?

I thought the one-hex illusion was limited to create a one hex sized object or creature. And if it has a weapon that may strike further as long as it never separates.
We agree a one-hex illusion creates something that fits in one hex. The scale of at the game means that a one-hex figure can reach into adjacent hexes, so a 1-hex illusion attacking an adjacent hex is clearly fine. A fighter with a spear also fits into one hex, I have no problem with a jab. Hmm, maybe I should?

The pikeaxe is an interesting one, that's never come up in our games. Anything that fits in a cylinder about 1m diameter x 2m high is an easy yes, but feels to me like a 3m pole is too big, go for a 4-hex illusion instead. I could be persuaded on that one.

But given that a one-hex illusion has confines of one hex (give or take), I wouldn't allow a 1-hex illusion of a bucket of paint to paint a megahex. Nor a 25 foot ladder standing on end. Likewise a 1-hex illusion of 100' coiled rope can't be uncoiled across the map, eg for a 5-a-side tug of war contest or lasso.
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Old 12-13-2020, 02:09 AM   #10
Steve Plambeck
 
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Default Re: Armored starting wizard

A 1-hex figure is still a 1-hex figure regardless of its weapon. Or do I now get to ignore the rules of engagement against other 1-hex figures because I'm carrying a spear and they're not? Or trample someone as if I was a 3-hex giant because I've got a pike? Methinks no, and no.
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Last edited by Steve Plambeck; 12-13-2020 at 02:17 AM.
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