Roper

Dolarre's page

239 posts (546 including aliases). No reviews. 1 list. No wishlists. 8 aliases.



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It took me ten minutes to even find the forums. I can’t download anything. I can’t find the daily blog at all.

What was so bad about the old site! I could get to anywhere I needed to go in one or two clicks. Now it’s ADVERTIZING with a side of unfindable community content. When WOTC changed their site to its current monstrosity, I stopped going.

I will miss Paizo’s site. One less thing to draw me away from the TV during commercials.


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I am as well!


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I am very happy to have done my part there. :)

I will take your response as an oblique indication my hopes are not in vain.


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I'm going to chime in as a fan as well. I am backing because I always hoped to see more from this series which began with such promise, then faded away almost as soon as it started.


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Occultist from Radiance games.

Medium from Purple Duck


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Ego Whip III is a 5th level spell. The psychic undercasts it as Ego Whip I, a 3rd level spell.

Ego Whip I is NOT a first level spell, and even undercast should not use a first level spell slot.


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I want to be a voice counter to the calls for more spell-casting. We have enough spell casters. The taste that a 4 level caster gives is just enough. If the class needs more to do, shift the lesser powers of the spirits ( or better yet, add something) to some form of active use power instead of a passive ability. Something like the first level powers of soccer bloodlines, that would always be available when you trace into that spirit.

No more spell-casting please!


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chbgraphicarts wrote:

What I proposed, in the main Medium thread, was:

---

There, see? Simpler design, retains most of the Spirits' content, and the class is more versatile since it has spells to back itself up.

It also leaves more design space to further flesh out the class into something other than "I am my options", much like how the other spellcasting classes have been handled.

---

Heck, you could even do away with the "you only know X number of...

With all do respect - please no.

I don't want to be a medium only a few rounds each day. I want to have spirits granting powers and whispering in my ears all the time.

I don't want the constant table arguments that 30+ paladin codes of honor will start when I'm mechanically forced to temporarily role-play influence after every encounter.

I don't want to be tied to only spirits close to my alignment. I want to play with fire and be torn spiritually in two when ridden by LG and CE in turn.

I don't want to be yet another spell caster with a few cool abilities. Please, don't we have enough of these already - 4 in this playtest alone. Don't make it 6/9 caster please! 4 levels of casting is just the right amount of spice, and I love how the spells known are tied to the spirits.

Complicated? I don't just not mind . . . I LOVE it! This was a class designed for my resource-managing obsessed, ADHD, borderline OCD, oh so easily bored heart. I think I see a class with enough internal consistency to feel like the same character for 20 levels (something I never get with a traditional spell caster), but enough internal variety to keep me mechanically interested for the entire time.

There are problems, but don't gut the heart of the mechanics. The class seems perfectly conceived to me. If it is too complicated for some, let them skip it. They have 30+ other choices that appeal to them.

Let me have just this one!


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Hey,

I'm looking for feedback on an adaption of the Force Missile Mage prestige class from the Best of Dragon compilation for 3.5 and a write up of the Arcanists' Circle from City of Strangers using the Magical School rules from Inner City Magic.

Thanks in advance!

Force Missile Mage:
Mages of this class focus on magic missile to push that spell beyond its normal limits.

Requirements
Skills: Knowledge (Arcana) 6 ranks , Spellcraft 6 ranks
Feats: Spell Specialization (Magic Missile)
Spells: Ability to cast Magic Missile once per day.

Hit die: d6

Skill points: 2 + Int

Class skills: Craft, Knowledge (Arcana), Profession, Spellcraft, Perception

Class Features
Weapons and Armor Proficiency: Force missile mages gain no new weapon or armor proficiencies.

Spells: A force missile mage continues training in magic as he gains levels. At each level after 1st, the force missile mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the character has levels in more than one spellcasting class before becoming a force missile mage, he must decide to which class he adds each level of force missile mage for the purposes of determining spells per day.

Bonus Missile: At 1st level, a force missile mage gains increased mastery over his spell of choice. Every time he casts magic missile he creates an addition missile, even if this extra missile exceeds the normal maximum of five missiles that the spell normally allows. Thus, a 1st-levelforce missile mage/6th-level wizard creates five magic missiles, while a 1st-level force missile mage/8th- level wizard produces six missiles. At 5th level, the force missile mage benefits from an additional bonus missile. This means that a high-level force missile mage can create up to seven missiles with a single casting of magic missile.

Still Missile (Ex): All of the force missile mage's magic missile spells lack a somatic component. He casts magic missile as if using the Still Spell feat but without an increase in spell level.

Energy Missile (Ex): A force missile mage becomes intimately attuned to the energies that compose the spell magic missile and may alter them in significant ways. Starting at 2nd level, a force missile mage may add either the acid, cold, electricity, or fire descriptor to any magic missile he casts. The type of energy added to the spell is chosen at the time of casting, and you can choose a different type of energy each time you cast magic missile. This altered descriptor affects all missiles created by a single casting of magic missile. Although still a force spell, any magic missile altered in this way deals additional damage against vulnerable creatures and less damage against creatures with related resistances and immunities.

Swift Shield (Sp): A force missile mage realizes the need to defend himself against the magic missiles of other spell casters. A 2nd-level force missle mage can cast Shield once per day as an immediate action. (An immediate action is like a free action, but only once can be made per round.) This spell is cast in addition to the force missile mage's usual number of spells per day and at the force missile mage's highest caster level.

Overpowering Missle: At third level, the force missile mage's magic missile spells become especially potent, breaking through spell resistance more readily than normal. She gains a +2 bonus on caster level checks to overcome a creature's sell resistance with the spell magic missile. This benefit only applies to magic missile spells she casts. In addition, a force missile mage's magic missiles penetrate shield spells and brooches of shielding as if they didn't offer protection from the spell.

Reflective Shield (Sp): At 4th level, a force missile mage can reflect the spell Magic Missile. For the purposes of being affected by Magic Missile, a force missile mage is constantly treated as being under the effect of the spell Spell Turning, thus reflecting offensive Magic missiles back at the caster. If that caster is protected by a Shield spell or a Brooches of Shielding, these reflected Magic Missiles are negated as normal. Missiles reflected back against a caster who also has Spell Turning in effect require the force missile mage to roll on the Spell Turning mishap chart. (Pathfinder Core pg. 347)

Advancement
Level BAB Fort Ref Will Special Spells Per Day
1st +0 +0 +0 +1 Bonus Missile, Still Missile —
2nd +1 +1 +1 +1 Energy Missile, Swift Shield +1 level of existing spellcasting class
3rd +1 +1 +1 +2 Overpowering Missile +1 level of existing spellcasting class
4th +2 +1 +1 +2 Reflective Shield +1 level of existing spellcasting class
5th +2 +2 +2 +3 Bonus Missile +1 level of existing spellcasting class

Arcanists' Circle of Kaer Maga:

An elite group of wizards and sorcerers who band together in support of a common idea: that shared knowledge benefits all.
Location Kaer Maga (Varisia)
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REQUIREMENTS
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Entrance Fee 200gp
Entrance Exam DC 16 Knowledge (arcana) check
Tuition 100 gp/semester
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EDUCATION
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Education Checks Appraise, Knowledge (arcana), Spellcraft (see special)
Semester 3 months
Flunk fail 3 consecutive education checks
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EXTRACURRICULAR TASKS
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Create Item (+1 Fame) Once per semester, if you create a magic item for sale by the Circle, your Fame score increases by+1. The item created must be worth at least 1,000gp per point of Fame you currently possess.
Journeyman Quest (+1 Fame) Once per semester, you may undertake a journey to retrieve artifacts, books of lore, or rare spell component for use in the Circle’s research.
Unique Contribution (+2 Fame) Once per year, you may donate to the Circle a unique spell, discovered or created by you as an example of your commitments to the expansion of arcane knowledge for all.

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AWARDS
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Adaptive Esoterica (3PP) You may add one spell from any list to your spell list for the purposes of using spell completion and spell trigger items only, allowing you to use scrolls, wands and staves of that spell without the need for Use Magical Device. This spell does not become a spell known, and it is not inscribed in your spell book. It cannot serve as the prerequisite for crafting magic items.
Scholar (2 PP) Your studies have paid off. You become specialized in one of the following skills: Knowledge (arcana), Spellcraft, or Use Magic Device.
Unparalleled Laboratories (2 PP) You can craft a magic item using the Circle’s extensive facilities and using the most efficient techniques. Doing so reduces the time needed for the item to be crafted by 1d3 days (minimum of 1 day to craft an item) and reduces the total cost of the item by 10%.


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prepared spells:
0th - detect magic, mage hand, ray of frost; 1st - magic missile x2, hydrolic push, windy escape; (Sp) Force Bolt (8/8)
Human (Mwangi/Chelexian) Wizard (Thassalonian Evoker)1 HP (11/11) AC:12 (touch:12/ff:10) Saves (F+1/W+2/R+2) CMD:12 Init +6 Per +1

Thanks for the invite! I look forward to a (hopefully) long career of adventure.