I remember a while back there was an article all about rings that multiple writeres contributed too. I believe it was mentioned that in the coming months there might be another, but with rods instead. Just wondering if this was still on, or if it passed me by.
I really like the idea of having multiple writers contribute to one article. One of the things that worries me is that if I ever was asked to write something I wouldn't be able to do it, for right now I think I feel more comfortable only being responsible for a part of the article.
Mike McArtor wrote:
Makes sense. Thank you, I will do that right away. I should try writing sometime, I have a few ideas that might be interesting. Only thing, if I did write I would spend more time reading over rulebooks (not like I don't) just making sure I got details and rules right instead of actually writing.
I'm sorry, but I'm new to this and a bit unsure of the process. I sent my digital painting in September and still haven't heard anything about it. I don't mean to be impatient and I understand that these things take time, but I'm just worried that maybe it got lost along the way. It's a picture of some shadow creature things, if that means anything, perhaps somebody has seen it?
On the topic of misspelled names, people can almost never get mine right. I don't mind because I've gotten so used to it, but it can get tedious. My name is Isaiah and people keep coming up with new ways to spell it. From Isaih to the strangest, Izaha, or something like that. As for the book, sounds pretty cool. I want to know more now. :) About ZeustariaElf Wizard (Diviner[Foresight Subschool]) 1
Primary Stats (20 pt buy)
Size: medium
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Traits: Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.) - Snapdragon Fireworks Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. - Snapdragon Fireworks Feats: Disruptive Spell, Alertness (with familiar) Prohibited Schools: Necromancy and Enchantment Skills: Knowledge(arcana) +7
Languages: Common, Celestial, Goblin, Elvish, Sylvan, Draconic Racial traits: Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Keen Senses: Elves receive a +2 racial bonus on Perception checks. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits. Class abilities: Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. Spells:
Spellbook:
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Mundane Equipment: Backpack (2 gp)
Money: ----------------------------------------------------- |