
Seth86 |

Roll a 1 and you fail :-P skills can fail. Only exception is knowledge skills. If you roll a 1. Your mind went blank for a second. You may get a retry. I like your wording for the ability. Yes, any spell or spell like ability
But i made a mistake with the rules. I went to reread wild magic. You need a level check. 15+spell level.
Edit: on others, move action. For yourself, swift.

Paladin of Baha-who? |

Is that a house rule for this game? Generally, skills don't automatically fail on a 1 unless the rules say they do, which most of them don't. I'm not sure about the caster level, either, although in practice only the highest-level spellcasters would have a chance to not fail on a 1.
OK so the revised wording of the ability would be:
Dragon ward (Su) A number of times per day equal to 1 plus your Charisma modifier, you can touch a creature as a move action to grant the ability to cast spells without risk of a wild surge when outside the calming influence on magic inherent to true dragons. You can use this ability on yourself as a swift action. This effect lasts for 1 minute.
I didn't realize before you were using the planar adventures section of the gamemastery guide for the wild magic effects, which answers my questions about That makes sense, however, and would make characters with lots of SU and EX abilities very valuable. Oracles and Alchemists, I'm looking at you. :D (Alchemists, in particular -- their extracts aren't spells, so they wouldn't be affected by wild magic. Hmm. Now I kinda want to do an alchemist instead. But nevermind, I'll stick with Nyroba.)

Seth86 |

Wild Magic: On a plane with the wild magic trait, spells and spell-like abilities function in radically different and sometimes dangerous ways. Any spell or spell-like ability used on a wild magic plane has a chance to go awry. The caster must make a caster level check (DC 15 + the level of the spell or spell-like ability) for the magic to function normally. Failure means that something strange happens; roll d% and consult Table 7–16: Wild Magic Effects.Table: Wild Magic Effectsd%Effect
01–19The spell rebounds on its caster with normal effect. If the spell cannot affect the caster, it simply fails.
20–23A circular pit 15 feet wide opens under the caster's feet; it is 10 feet deep per level of the caster.
24–27The spell fails, but the target or targets of the spell are pelted with a rain of small objects (anything from flowers to rotten fruit), which disappear upon striking. The barrage continues for 1 round. During this time the targets are blinded and must make concentration checks (DC 15 + spell level) to cast spells
.28–31The spell affects a random target or area. Randomly choose a different target from among those in range of the spell or center the spell at a random place within range of the spell. To generate direction randomly, roll 1d8 and count clockwise around the compass, starting with south. To generate range randomly, roll 3d6. Multiply the result by 5 feet for close-range spells, 20 feet for medium-range spells, or 80 feet for long-range spells
.32–35The spell functions normally, but any material components are not consumed. The spell is not expended from the caster's mind (the spell slot or prepared spell can be used again). Similarly, an item does not lose charges, and the effect does not count against an item's or spell-like ability's use limit.
36–39The spell does not function. Instead, everyone (friend or foe) within 30 feet of the caster receives the effect of a heal spell
.40–43The spell does not function. Instead, a deeper darkness effect and a silence effect cover a 30-foot radius around the caster for 2d4 rounds.
44–47The spell does not function. Instead, a reverse gravity effect covers a 30-foot radius around the caster for 1 round.
48–51The spell functions, but shimmering colors swirl around the caster for 1d4 rounds. Treat this as a glitterdust effect with a save DC of 10 + the level of the spell that generated this result.
52–59Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up, an item loses charges, and the effect counts against an item's or spell-like ability's use limit.
60–71Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from the caster's mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item's or spell-like ability's use limit.
72–98The spell functions normally
.99–100The spell functions strongly.Saving throws against the spell incur a –2 penalty. The spell has the maximum possible effect, as if it were cast with the Maximize Spell feat.

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dotting for interest. this sounds wicked cool!
I'm going to make a divine caster (either oracle or cleric) that worships one or more of the dragons.
Ok so what I've come up with so far is an oracle with the spellscar mystery and the deafened curse. At some time in his past, my character witnessed a dragon tap into the primal forces of magic (weather in anger or loss or another altering event) and the resulting explosion/magical flux caused him to be able to better tap into the roots of magic, but the actual noise left him deafened.
And now I have some questions for this, mostly about communication and interacting with others. Would my character have naturally picked up the ability to read lips? Or do I need to take a feat/trait/train a skill/etc? I want this concept to work, please advise!

Seth86 |

The way i see it, language:lips combined with language you know. But it will go with perception/linguistics too. Distance and visibility will alter your linguistics/perception check
How did your character come to join the little band of black opps people?
I rather say you glimpsed the magic used. If you were fully aware of what happened, you would be.... uhm .... nothing. True dragon magic not only keeps the natural forces together, it's the source of magic in the material plane.
They use words of power to create and destroy. To simply survive the full view of their magic you need a DC100.
That's why the ancient Wyrms are forbidden to wage war against each other personally.
Ps: i like spell scar idea. If you don't mind, I'd like to add one thing for you if you do take the class.
On a wild surge, 20% that it affects you in a way you can control it. Roll twice on table, pick which one you want.
But also, 10% it overwhelmed you. Roll twice, i pick what happens.
1-10 i pick
81-100 you pick
But only if you like this idea. I think it fits well with your story

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The way i see it, language:lips combined with language you know. But it will go with perception/linguistics too. Distance and visibility will alter your linguistics/perception check
How did your character come to join the little band of black opps people?I rather say you glimpsed the magic used. If you were fully aware of what happened, you would be.... uhm .... nothing. True dragon magic not only keeps the natural forces together, it's the source of magic in the material plane.
They use words of power to create and destroy. To simply survive the full view of their magic you need a DC100.
That's why the ancient Wyrms are forbidden to wage war against each other personally.Ps: i like spell scar idea. If you don't mind, I'd like to add one thing for you if you do take the class.
On a wild surge, 20% that it affects you in a way you can control it. Roll twice on table, pick which one you want.
But also, 10% it overwhelmed you. Roll twice, i pick what happens.
1-10 i pick
81-100 you pick
But only if you like this idea. I think it fits well with your story
Oh yes, by no means would my character understand what happened. It was almost like him seeing the coming of a God, the event nearly killed him. Sounds cool, I'm glad you like the idea!
I really like that wild surge thing too. I'm imaging my character getting a wild surge, getting this look of panic on his face, and trying to redirect the backlash of primal magic coming back at him. Sweet, I'll start drawing him up!

Hitoru |

@hitoru : i think he tried to con, unbeknownst to him, the one who literally wrote the book about cons. And he was duped into a game where the looser has to go on the mission. I doubt hitoru would win ;-)
Great idea, this is even better. I was not sure if Hitoru could meet the lord himself. I will work it into the background.

Paladin of Baha-who? |

Jeffy: RAW, extracts and potions are not spells, so no. Alchemists have no caster level, for one thing. The choices one has to make when casting a spell are made when crafting the potion, so that's the point where the casting occurs. Scrolls, wands, staves, and spell-like abilities do count, because one is casting a spell (or SLA) in each case, just the spell in question is stored in the object rather than in your mind.
Seth86 may house rule otherwise, of course.
An Alchemist would be a particularly useful character for a campaign that involves dragons, as well, because bombs and other alchemical effects ignore Spell Resistance.

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In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura.
The alchemist uses his level as the caster level to determine any effect based on caster level.
An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains.
A few choice sentences from the alchemist class. Just to offer some insight.
Perhaps they risk of them going bad would be at the start of the morning, when they create them? Just some thoughts

Marcus Ironskin |

Hey Seth86 would like to submit Marcus for consideration. Don't know how you feel about Synth summoner, the can be full of cheese, but I don't like the I murder things with pouncing natural attacks. I love them for how versatile and cool they can be. So here goes.
Marcus would go on to win many fights with his new power granted to him by the mighty Bahamut. Soon rumors spread around the land until a powerfull gold dragon heard of the tales. The gold dragon took the form of a human and witnessed a match for himself. He purchased Marcus that day and left the harsh lands. Once home the Dragon revealed himself. He saw Marcus as a chosen and decided his purpose was to serve and aid in the wars. He gifted Marcus with a powerful weapon to use against Dragons and taught him a great deal about Dragons and history. Now Marcus has been sent to join up with a team heading back into the lands of his oppressors. With Bahamut on his side he can not fail.
Thanks for the consideration and let me know if you have any questions.

Seth86 |

Two things from your stats.
1. I suggest drop ignan and take elven . Since you learned from elves
2. Add the special "Primal Wild Surge" explaining what happens if or when you do trigger a wild surge
Your background
Looks good, just maybe add a bit on how/why you joined the groupgoing from copper to black dragon lands

Arim Zeather |

Two things from your stats.
1. I suggest drop ignan and take elven . Since you learned from elves
2. Add the special "Primal Wild Surge" explaining what happens if or when you do trigger a wild surgeYour background
Looks good, just maybe add a bit on how/why you joined the groupgoing from copper to black dragon lands
1: I did languages before background, and was kinda like "Ignan, why not!" but you're right, elven would be much more appropriate.
2: Now funnily enough, under the spellscar mystery I found an ability that functions very close to what you came up with (Primal Mastery). I thought it would be appropriate if I took it. I'll add the fact that it applies to Wild Surges and change the name appropriately.
Background: Ah I forgot that particular part of character creation, my bad. It has been added in.

zinya |

Hey ya all, i'm new to this. would like to join.
Nyavani is a ranger elf chaotic good.
ABILITIES:
Tracking.
Low-Light Vision.
Immune to magic sleep effects.
Elven Magic.
Keen Senses.
LANGUAGES:
Elven, common, orc
WEAPON FIMILIARITY:
Ranged - longbow
Melee - rapier
OCCUPATION:
adventurer
trading
Still to work on a bit of history and such

Hitoru |

I finalized the stats + equipment and added appearance and personality. Now I just have to expand the background as currently it only explains how and why Hitoru got the mission...
But as I thinking about keeping it more or less a secret, do you want me to do it now or is the concept of the character clear enough?

Traskdar |

jeffy 2 wrote:Can someone message me or something and tel me how to do the whole alias thing? I cant figure it out for the life of meClick on 'my account' in the top right hand corner. On the left side, about halfway down, there will be a button that says 'create new alias'. easy peasy
Thank you

Hitoru |

I thought better of it and decided to provide at least some background for Hitoru.
I try to keep it as vague as possible as so little is known (at least to me) about the setting. Also Hitoru is not really a type of person to share his personal info with just anyone ;-)
Any proposed changes to the backstory (to make it better fit the world of The Dragon Wars )are more than welcomed...