Roper

Dolarre's page

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




The subject says it all.


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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.


Is there a way to add a dose of poison to a damage dealing spell? A feat, class option, magic item, another spell?

Not much more to say than asking the question.


And we are open.


A huge rat appears before you and hisses. It paws at the ground and prepares to leap.


The opportunity of a lifetime has arisen. The priests Pharasma are allowing a select few entrance into the broken tombs of the city of Wati. Relics and treasures a thousand years lost can be yours, so long as you don’t mind a little . . . oversight. The Half-Dead City is dangerous. The tombs of the dead are sacred. Why then are the doors being opened?

The church of Pharasma is looking for something. A grand lottery is being held. The winners delve deep into the dead-infested boroughs of Wati accompanied by a single observer from the church. Are you adventurer enough?

As soon as Mummy’s Mask is in my hands, I will be starting up a pbp inspired by the first adventure. The first adventure will likely cleave closely to the written word, but the player’s actions and my whims can shift the focus greatly. I will be adding subplots, minor adventures aplenty, and fiendish and friendly NPCs to delight and confound.

It has been years since I’ve been a DM, but in my heyday, I headed tabletops for years. I enjoy it, but life got in the way. I’ve been playing and DMing since 1980, even wrote a thing or two during the first d20 glut. I recently discovered this subforum, joined a few games, and have enjoyed a renewed interest in the game I thought lost to me.

I am recruiting characters for a game inspired by John Williams scores and 80’s fantasy movies. If you loved Krull, sign up! If you still hear the lamentations of the women in your dreams, sign up! If you searched for One-Eyed Willy’s gold in your backyard as a kid, sign up!

What I need: 5(ish) players with a focus on character. Power doesn’t bother me, but I want characters. Tell me what brought you to Osiron, or has kept you here your entire life. What motivates you from day to day? What keeps you alive when you’ve been trapped in the darkness empty of belly and hope for weeks on end. I want characters worthy of a franchise. Stats come second, but are important. You can tell a lot about a player by the kind of PC he creates. Make your mechanical choices reflect more than just pure power, they should support a history and a personality. The best won’t have to sacrifice power for concept. As for crunch, give me a 25 point buy – I will target dumped stats, so do so at your own risk. All Paizo allowed with one exception. Core races for everyone. I may allow ONE non-core race, but it will have to truly impress me with the depth of the character, and it won’t be two. Two traits, one drawback if you want it, but expect to be kicked in the teeth with it on occasion. You can use a Mummy’s Mark campaign trait, but not required. Max gold, no magic unless you have the crafting feat yourself. Include a section telling me where you intend to take the character mechanically.

Post in character for bonus points, and if you want to spend some time interacting with other prospectives, please do. It will give me an idea on your posting habits, roleplay style, and posting frequency. Adventure awaits!


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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)
-----------------------------
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.

------------------------
AWARDS
------------------------
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%.


I am beginning a new alchemist character and am excited by the prospect, but I want to use his abilities to their fullest.

Could folks kindly tell me what Pathfinder products have new alchemical items? I'm not asking for rules or anything; I am happy to purchase. I just want to know where to spend my money. <smile>

Thanks in advance.


I can't seem to find the message boards rules. I would like to post a new journal to the Journal section, and it contains some bad language. Do I need to make adjustments before posting. I don't wish to inadvertantly break some rules

Thanks in advance,

Dolarre


I just saw this on ENWorld:

http://www.4shared.com/file/21699099/bbf743b7/Condition_Cards.html

This is a great idea, and I think it would be a fantastic addition to GameMastery card line. All the common status effects and perhaps the more common buffs from the SRD to fill it out to a full 54 cards. I would buy multiple decks.

What do people think?


This may seem odd, but what do people think the Forge-spurned from D1 might have as a level adjustment. I am investigating an undead cohort, and they are just incredibly flavorful. I can just see a burning smoking dwarf as the general of an undead legion (from the undead leadership feat). I am leaning toward about 4 giving an ECL of 10. Sound about right?