tenletter

10 November 2009

Feat Discussion: Aspect of the Rock (and a hard place)

Filed under: Dungeons and Dragons, rpg — Tags: , , , , , , — trashcondor @ 1:37 am

I think it is high time that I present a monk feat. The monk is one of my most favorite classes and I simply haven’t given it the feat-discussion justice that the class deserves :)

Aspect of the Rock [General]
Prerequisites: Improved Unarmed Strike, Stunning Fist, Power Attack
Benefit: When using the power attack feat the DC of your successful Stunning Fist attacks increases by the penalty you take due to the power attack feat.

Note this is designed with the Pathfinder version of the Power Attack feat in mind, other editions should tailor the progression of the feat presented above in a similar way.

5 November 2009

[Cape Town] LFR Weekend – 7 November

If you’re in Cape Town over the weekend of the 7th of November, you may want to check out the Forgotten Realms weekend happening at Outer Limits. Pop over to the Cape of Games blog for more info.

- jatori

27 October 2009

[Blog Carnival] Maybe I should include this in my new player interview kit

This month’s blog carnival topic, Morality: in-game and RL, is quite a whopper of a topic. There’s just so much that I could write about, but luckily, this month’s theme comes with its own internet quiz meme-like list of questions. Memes. I love them. And as some regular readers may know, I was killed by and then replaced by a self-replicating meme 5 months ago.

What are your limits as a player?

Any action that would in any way hamper the fun for the rest of my group. I don’t always get it right though, but I try to learn from my mistakes.

How evil can you be?

Pretty darn despicable, but only on the very rare occassion as a player. As a GM, however, I sometimes take being evil too seriously (note: this does not mean vindictive and mean-spirited), trying my best to unnerve and unsettle my players. Unfortunately, the players end up unnerving and unsettling me more often than the other way round.

Do you just like to play by alignment or do you like a more realistic moral system?

This really depends on the genre and system. The alignment system of DnD is such an integral part of DnDness for me that I can’t play DnD or craft a character (Craft a Character is a 7th level item creation feat) without writing down LG in the alignment box. Then, when playing with WoD, I really get into the vice/virtue system, using it to help flesh out my characters. In BESM, I base character morals on how long they take to power up their big finisher moves.

What’s the worst thing you’ve ever done as a player?

Destroyed the world. Seriously. My character accidentally fulfilled the criteria for the end of the world prophecy. That was the last time I deliberately set out to play CN. LG is so much safer.

How much difference is there between your real life morals and your in-game morals?

As a player, not too much. Sticking with the DnD examples, I tend to stick to a select few alignment choices (LG, NG, LN and occassionnally LE) and then I tend to hammer my interpretation of those alignments to match my RL morals. Works every time.

If a God mandates Kolbolds are evil and must be destroyed, could your character kill a Kolbold pup in cold blood?

Sadly, I must confess to playing the occassional religious zealot and they would follow divine orders to the letter. However, most of my characters tend to be either agnostic (and only carry silver symbols to use as improvised weapons against vamps and wererats) or intelligent/wise enough to question authority when they realise that blindly following a law/order/divine mandate is not necessarily the best course of action. Of course, any attempt to discuss my character’s views and share her concerns with the powers-that-be ends up with the rest of my party getting bored and then starting a thieving and/or killing spree. ^_^

- jatori

P.S. You can see PB’s answers to these questions here.

20 October 2009

Feat Discussion: Transcendent Mercy (Purity unsullied)

Filed under: Dungeons and Dragons, rpg — Tags: , , , , — trashcondor @ 7:51 pm

Here’s your daily feat (for a given value of day). As always, be sure to read, consider and reply:

Transcendent Mercy [General]
Prerequisite: Character level 7th, Cha 15, mercy class feature, channel energy class feature
Benefit: When you channel energy you may apply the effect of your Mercy class feature to the channel, giving all creatures within the area of effect of the channel the benefit of your mercies. Only mercies that are accessible to a paladin 3 levels lower than your character level apply to this feat. Thus a 7th level paladin can apply her fatigue mercy to all creatures affected by her channel, similarly a 6th level paladin/3rd level rogue could apply both the fatigue and the disease mercy to her channel ability.
Special: You may not use the Transcendent Mercy feat in conjunction with the Selective Channeling feat (or any other ability that would allow you to selectively ignore individuals from your channeling). Should you lose your mercy class feature for any reason you irrecoverably lose the benefits of this feat; though you may select the Transcendent Mercy feat again when you gain a feat and qualify for it.

3 October 2009

Alternate Cleric class abilities (Pathfinder)

Filed under: Dungeons and Dragons, rpg — Tags: , , , — trashcondor @ 9:32 pm

Edit:

  • Balance changes: increased the power-level of individual channels, but reduced the total number of domain channels a cleric gains per day

After the barbarian and bard I follow-up with an extensive rehash of the cleric. In this variant cleric the classic Channel Energy ability of the cleric is revoked, instead she can benefit from domain channeling. This particular variant requires extensive study on the part of the cleric making the ability based on the Intelligence attribute, rather than the usual Charisma associated with normal channeling. Unlike the usual alternatives offered in previous posts only one major variant is discussed; however the discussion is extensive and allows for a great variety of different character builds.

Alternate Class Abilities (Pathfinder RPG)

Cleric

1. Domain Philosopher

The study of theology is of great consequence and almost every faith goes to great lengths to teach its values, traditions, dogmas and domains. A few clerics take this to its logical limit – delving ever deeper into the research of domains and their inflections among the gods. Such domain philosophers gain access to a vastly greater and more versatile arsenal of domain manifestations than a typical cleric – albeit at the cost of being able to channel less often.

A cleric that chooses to be a domain philosopher loses the Channel Energy class feature, instead gaining the Channel Domain 1 class feature at level 1. This increases to Channel Domain 2 at level 3, Channel Domain 3 at level 5, and so forth. Unlike Channel Energy, the Channel Domain class feature is based on the Intelligence attribute, and allows the cleric to channel domains 1 + Intelligence modifier times a day. Channeling a domain is a standard action that does not provoke attacks of opportunity. The area of effect is a 30-foot radius centered on the cleric. If desired and applicable a save can be made to resist the effects of a domain channel against a DC of 10 + half cleric level + Intelligence modifier. The cleric may at will include or exclude herself from the effect of the channeling, but other entities are automatically included unless the cleric makes use of the feat Selective Channeling or a similar ability. The effect of channeling a domain often includes “X” as part of the description (for example X rounds, or Xd6 damage), in these cases X refers to the level of Channel Domain, for example “3″ in the case of a level 5 cleric with the Channel Domain class feature.

When a cleric decides to become a domain philosopher, she is able to channel her own domains (as chosen by the Domains class ability) – but she can gain access to additional domains using the Domain Study feat. Thus she can initially channel 2 domains and has the option to get access to more.

When channeling a domain which effect has a duration, the area of effect stays static at the position where it was originally invoked. Creatures that gain a duration based effect (such as an increase to attack rolls) retain the effect even when leaving the area of effect – and creatures that enter the area of effect gain the benefits or penalties appropriate for the remaining duration. Creatures that have been explicitly excluded from the channeling effect (through abilities or feats such as Selective Channeling) remain unaffected except for physical changes to the area that were wrought by the domain manifestation such as difficult terrain from entangling plants created by the Plant domain.

Domain Study (General)
Prerequisite: Channel Domain class feature
Benefit: Chose a domain that is not opposed to your alignment, you are able to channel that domain.
Special: If after gaining the benefit of this feat you can channel three of the domains of your god, you can instead channel every domain of your god as if you had picked Domain Study for each of those domains.

Domain channeling effects:

Domain Flavor Effect
Air The area of effect becomes densely satiated with static and electrical charge, small lightnings crackle along metallic equipment and larger ones streak throughout the area of effect. Xd6 electrical damage, Reflex save for half
Animal All creatures in the area of effect become subtly more feral for the duration of the effect – patches of hair or fur form along skin, hands become more claw-like, muscles firm, teeth elongate slightly. Duration X + 2 rounds, creatures gain a +2 size bonus to Strength for Medium and larger creatures, or a +2 size bonus to Dex for Small and smaller creatures
Artifice The area of effect becomes infused with a vibrancy as non-living materials shift and reform during the process of mending and hardening. Xd6 structural mending, and all inanimate matter gains +X hardness for a duration of X rounds
Chaos The very essence of causality ruptures within the area of effect, causing eddies of inexplicable phenomena all around the area. Rainbows of indescernable colors, actions appearing to happen in reverse, floating debris of unidentifiable objects flittering into and out of existence, and so forth litter the area of effect. Xd8 positive or negative energy (determined by dice roll, 50% chance of each), after the type of energy has been determined the cleric may expend an additional use of domain channeling to change the energy type
Charm Creatures in the area of effect are instilled with a sense of warmth and well-being. Sluggish and distracted, for a duration of X + 2 rounds creatures that fail a Will save take a -4 penalty on attacks of opportunity. This is a charm effect.
Community The area is suffused with a strong sense of camaraderie that bolsters each creatures moral and allows them to work together more effectively in a team. For a duration of X + 2 rounds creatures are immune to the shaken condition and when they make use of the Aid Another action they provide a +3 bonus instead of the normal +2
Darkness The entire area is covered by a tremendous shadow. Wisps and strands of pure darkness shift throughout the area, creating thick strains of night that obscure and limit vision. For a duration of X + 2 rounds the vision of creatures is reduced to 15 feet, Will save negates
Death A subtle shiver overcomes creatures in the area – a hint of decay and dread is in the air – and the very life ebbs from all living things. Xd6 negative energy, Will save for half
Destruction Raw power crackles through the air. Every movement seems harsher, more fierce than before. A will bent on destruction is felt that offers a certainty that each and every assault will wreak havoc. For a duration of X + 2 rounds all damage (including spell damage) is increased by 1, the damage is increased by an additional 1 for every 5 cleric levels the channeler possesses. Additionally all damage is lethal, sources of damage that would deal non-lethal damage deal lethal damage instead.
Earth A violent tremor shakes the ground. The very earth appears to undulate like an enormous beast waking from its slumber. An earthquake shakes the area of effect, all creatures that are standing on a surface fall prone if their CMD fails to save them from a trip attack with a CMB of 5 + cleric level
Evil A malignant aura menaces the hearts of the righteous and bolsters the will of the wicked. For a duration of X + 2 rounds all non-evil creatures become shaken if they fail a Will save, additionally evil creatures are immune to the shaken condition
Fire A nigh unbearable heat lashes out to all that stand in the area of effect. Eddies of fire waver through the air and flames lick along flammable materials. Xd6 fire damage, Reflex save for half
Glory A powerful aura awes all but the strongest of wills. The emanation strikes fear into those who cannot stand their ground in the face of such brilliance – while those that embrace it become more certain in their actions. Duration X + 2 rounds, shake all creatures, Will save to negate – creatures that make the save gain a +2 divine bonus to attack and weapon damage rolls. Creatures immune to the shaken condition naturally do not suffer the shaken condition if they fail the will save, but they still need to succeed on the will save to gain the bonus to attack and damage rolls
Good A sense of benevolence embraces the area allowing those of pure heart to stand firm where others find themselves wavering in their steps. For a duration of X + 2 rounds all non-good creatures become shaken if they fail a Will save, additionally good creatures are immune to the shaken condition
Healing A vibrant vitality floods the area, suffusing all living things with the essence of life and destroying abominations of unlife. Xd6 positive energy, Will save for half
Knowledge Creatures in the area receive a tremendous clarity of thought and concentration – they are instilled with a competence that allows them to access knowledge and apply skills they would not otherwise have access to. For a duration of X + 2 rounds all skills are considered class skills and all skills may be used untrained
Law The environment takes on a settled atmosphere – nothing appears out of place or unexpected. A steady pulse slowly beats, akin to a giant grandfather clock. For a duration of X + 2 rounds creatures are allowed to take 5 on any d20 rolls
Liberation A sense of freedom and independence suffuses the area offering all within sanctity for their body, mind and soul. For a duration of X + 2 rounds creatures are immune to entangled condition and receive a +2 bonus to resist (not maintain) grapples, as well as a +2 divine bonus to all saves against charm and compulsion effects
Luck The area of effect glows with a warm ambience. Fate smiles on creatures within assuring success and immunity from misshaps. For a duration of X + 2 rounds creatures treat rolls of a natural “1″ on a d20 as rolls of a natural “10″ instead. Additionally creatures gain a +4 divine bonus to confirm critical threats.
Madness A thinly veiled lucidity envelopes the area that gives way to madness. A manic laughter tears at the very soul of entities – hauntingly familiar until with a sudden realization they recognize their own voice. For a duration of X + 2 rounds creatures are confused, Will save negates
Magic A raw excess of power boils within creatures in the area. Energy spills forth in showers of colors and words of power spoken physically manifest for all to see. For 1 round spells cast gain a +1 divine bonus to Caster Level for spells up to level X. Additionally all attacks with manufactured or natural weapons are considered magical in that round.
Nobility A tremendous sense of a noble and just purpose empowers the area. For a duration of X + 2 rounds creatures within the area of effect are granted a +2 divine bonus to Charisma. Additionally for 1 round characters able to channel energy or domains do so as if their cleric level was 4 levels higher.
Plant Vegetation both native and alien springs forth on all surfaces creating a shallow though dense foliage that covers the area of effect. For a duration of X + 2 rounds, entangle creatures in area of effect, Reflex save negates but must be remade each round a creature spends in the area of effect. The area is considered difficult terrain
Protection A powerful force imposes on all creatures guaranteeing the sanctity of each. For a duration of X + 2 rounds, creatures gain DR 2/-. This DR stacks with any other untyped DR the creatures may have
Repose A sense of final, everlasting peace comes over the area – a proverb on the final rest of each creature. For a duration of X + 2 rounds, creatures in the area gain the benefits of Ward Against Death (as the Repose domain ability)
Rune Runes trace along the air, scriptures appear on surfaces, letters and symbols both foreign and familiar, ancient and modern spell out paragraphs of destiny. For a duration of X + 2 rounds creatures are beholden to their destiny, granting them a +1 divine bonus to saves versus spells, spell-like abilities and supernatural abilities. This bonus increases by +1 for every 5 cleric levels
Strength Muscles harden and bulge – even fragile and weak characters appear powerfully toned and physically well-built and capable of feats of brute strength. For a duration of X + 2 rounds, creatures gain the Power Attack, Improved Bullrush, Improved Overrun and Improved Sunder feats
Sun The area is bathed in a glaring bright light of almost unbearable heat. For a duration of X + 2 rounds, bright light shines in the area of effect (and increases the light level by one step for an additional 30 feet). Creatures that take penalties in bright light take them while in the area of effect. Undead in the area of effect suffer X divine damage every round. Channeling the Sun domain counters or dispels any magical darkness of level X or lower, though it has no effect on magical darkness of a higher level
Travel Images appear briefly, only to be replaced by new ones: buildings and structures artificial and natural, vistas and views from near and far, indigineous and not of this world. For a duration of X + 2 rounds, creatures gain a +10 divine bonus to their movement speed and may ignore the effects of difficult terrain
Trickery A sense of serenity and trustworthiness fills the area, easing suspicions and soothing fears. This domain may be channeled without the need for motions or sound. For a duration of X + 2 rounds creatures in the area of effect suffer a -5 penalty to Perception and Sense Motive
War The rhythmic thudding of a war drum thunders through the area urging creatures within to fight, to battle, to war. For a duration of X + 2 rounds, creatures gain a +1 divine bonus to attack rolls. This bonus increases by +1 for every 5 cleric levels
Water The ground becomes soggy, water seeps upwards and a clear mist forms – a mist so thick it threatens to strangle those within the area. Xd6 non-lethal drowning damage, Fortitude save for half
Weather Regardless of weather conditions outside, within the area of effect a pleasantly temperate climate prevails. For a duration of X hours creatures ignore climate and weather conditions as if benefiting from endure elements

25 September 2009

Confessions – Escapist

Filed under: Dungeons and Dragons, confession friday, m:tg, rpg — Tags: , , , — zeneofa @ 12:48 am

I have always had a fondness for reading, even more so for fantasy novels. It fascinated me that these simple black and white words could spawn such vivid imagery in my mind; each book, each world, so different. Yet for their difference they held an underlying common thread that span throughout their existence, my thoughts. This was perhaps my first passive embrace with the ideal of passive-role-playing. It was only several year later that I would seek a more active measure to tether the world of fantasy to the everyday world we face.

I had discovered that modern technology could very well be the means to achieve this marriage of two worlds, I had discovered computer games. Here was a visualization of different world that my eyes and not just my mind could enjoy; I remember that we had one of the best computers that one could have at the time. The green and black visage that consumed a significant portion of my waking hours was an old 4×4 truck game, the name of which I have long since forgotten. It truly was a marvel to a young kid, later I would discover that cartridge console games could hold similar enjoyment and that more mundane methods could also provide a portal to the world of fantasy.

With the advancement in technology bringing a new, much broader, scope to the limitless world of fantasy, and my budget leaving me tailing along at an ever-increasing pace, I discovered a new avenue that could provide a tether. I submerged myself into a world of fire and fanaticism, of deception and disease a world of creatures, the world of Magic the Gathering. Here was a game that could challenge the mind, and not just entertain it. It was a wonder to behold, a rules-lawyer’s paradise. Here words held a lot of meaning, every single word carried immense weight and a solitary word could change everything. However with the every present evolutionary flux of the game, if felt as though I was trying keep up with the fashion trend of Hollywood. It is then that the friends that I had made during my brief flirt with the game of Magic the Gathering introduced me to a world of near infinite possibilities…

I finally found my way to a more active role-playing environment, Dungeons and Dragons. My first game was with a few of my fellow tenletter bloggers. I played a Female Halfling Rogue NE, called Kesla, who annoyed the party to no end, so the dm decided to annoy me and gave me the most opinionated intelligent item a.k.a. Talindra. This rather dogmatic item tried its best to convert me from my evil ways by spouting homilies of Yondalla. I was quite fond of this item; fond enough to pawn it off the first chance I got to some evil mastermind, who then used lovely Talindra to annoy me even more. This character was a very memorable one; she created a lot of grief and memorable moments for both player and character.

Dungeons and Dragons has provided me with the tether I sought, it along with other role-playing games have truly presented me with memorable moments and memorable company.

18 September 2009

Confessions – Rolery

I lost my RP virginity when I was very young. Younger than the box prescribed in fact. I was a mere 6 years old when I role played the first D&D basic set setting. I was a halfling (Basic had Fighter, Mage, Thief, Cleric, Elf, Halfling, Dwarf) and my character’s name was Pias. My very first hit severed a tentacle off a carrion crawler.

My story is entwined with that of my eldest brother (the DM, who also played a retainer cleric called Carl Rihack). He is 10 years older than me, and was thus at a somewhat different developmental stage than myself. So the amount of time we spent playing was extremely limited, but the three younger brothers nagged big brother for every time we could get. So much so that our modified combi (we swapped the seats around so they faced each other, and had a table down the middle) was our gaming table every so often… (actually I think it happened only once)

On our way to Pretoria, we encountered a band of undead, and the elf (Silvergrass Leafhopper) was almost down (in basic you’re dead at 0 HP), so I jumped in to protect him. But it was that fateful day that etched the realness of role playing into the minds of me and my family. It was to be my first experience of death, and for a 7 or 8 year old… it was a genuine death.

Post edited: 18 September 2009, to change hobbits to halflings.

16 September 2009

Alternate Bard (Pathfinder RPG)

Filed under: Dungeons and Dragons, rpg — Tags: , , , — trashcondor @ 1:50 pm

Keeping up the groove with my post on the alternate barbarian, here’s the next class in line: new options for the bard. To reiterate, the purpose of the “alternate” line is to provide at least 2 new build options for the class under consideration, and at least one of these options should allow for a different stat-build on the class. In the first post, for example, the alternate barbarian can enter a dex-rage (called a frenzy) instead of the normal str-con-rages that barbarians are famed for. The bard option “storyteller” presented below is a version of the bard that uses Wisdom instead of Charisma for the underlying class abilities.

Alternate Class Abilities (Pathfinder RPG)

Bard

1. Storyteller  (Wisdom based bard)

Not all bards are flamboyant, charismatic individuals that bless the world with their quick wit – some have a far more important function: they recall the great deeds of ancestors and in recounting the history of a tribe they ensure that the values and traditions of a tribe remain strong among their people. Such storytellers rely on their Wisdom and insights to inspire their comrades.

A bard that choses to be a storyteller uses the Wisdom attribute to determine what spells she qualifies for, the Difficulty Class of saving throws of her spells and bonus spells per day – in all other ways it is the same as a normal bard’s spell casting class ability.

A storyteller does not have the skills Bluff and Sleight of Hand as part of her class skills, but gains Survival and Swim as class skills. Additionally Perform (oratory) is a Wisdom-based skill for storytellers.

A storyteller has her bardic performance class ability changed in the following way: a storyteller may use bardic performances a number of rounds a day equal to half her level + her Wisdom modifier. Should the storyteller chose to gain the Extra Performance feat she only gains 2 additional uses of bardic performance instead of the usual 6. A storyteller’s bardic performances are Wisdom based, thus the saving DCs of Fascinate and similar performances use the Wisdom modifier of the storyteller. In addition to the reduction in bardic performance uses per day a storyteller can only initiate a bardic performance, not maintain it in subsequent rounds – however the duration of a storyteller’s bardic performances is equal to her Wisdom modifier. Thus when a storyteller with a Wisdom score of 18 initiates the Inspire Courage bardic performance, then the benefits last for 4 rounds and applies to all allies that can perceive the storyteller in those rounds as well as the storyteller herself. Should a storyteller wish to use longer durations, for example Fascinate, then she needs to expend another one of her limited uses and targeted creatures roll to resist the performance again.

A storyteller’s knowledge is not quite as pronounced as a typical bard, and thus she loses the Lore Master class ability, in exchance she gains Sage Insight at level 5, which allows her to add half her storyteller level to any Wisdom based skill check.

2.  Holy Chanter  (Divine bard)

It is not surprising to find that many churches and temples rely on bards to enspell their congregation and to capture the attention of the audience, the charismatic nature and their innate ability to be knowledgeable orators almost predestines them to religious occupations. Such bards are often holy chanters – bards that make use of divine magics and can call upon some of the benefits granted by their god’s domains.

Bards who wish to be holy chanters give up their normal bard spell list, and instead make use of the cleric spell list; in all other ways spellcasting functions as normal for a bard (thus allowing the holy chanter to spontaneously cast divine magic much like a sorceror can spontaneously cast arcane magic, albeit at a slower spell progression).

A holy chanter is not required to dedicate herself to a god, but if she does and her alignment matches that god’s alignment then she gains the following benefits: at level 1 the holy chanter may chose two of the domains of her god and gain the initial granted power of that domain – though she does not gain domain spells or domain spell slots, nor does she gain access to higher level granted powers of the domain. At level 6 and every 6 levels thereafter the holy chanter may add an additional domain of her god, gaining the initial granted power of that domain but no other benefits. Should a holy chanter lose her alignment or loyalty to her god, then she loses the benefits of domain granted powers until such time where she qualifies for them again.

Once a day a holy chanter may channel energy appropriate to their alignment using her holy chanter level as her effective cleric level; should the holy chanter be lawful neutral, true neutral or chaotic neutral she may chose whether she channels positive or negative energy each time she channels energy. A holy chanter may channel energy as part of the action to initiate or maintain a bardic performance. A holy chanter qualifies for the Extra Channel feat. Additionally, when a holy chanter would gain access to a granted domain power, she may instead chose to gain 2 additional uses of channel energy a day.

11 September 2009

[Confession Friday] The way to all things RPG

Filed under: Dungeons and Dragons, confession friday, rpg — Tags: , , — avianfoo @ 8:00 am
Baldurs Gate

Baldur's Gate

Long long time ago, in land pretty far from where you sit now (depending on the land you are sitting in), there was… me.  I was an innocent boy, not knowing of the dangerous threat known as RPG’s. Then one day, I was given 8 CD’s worth of a computer game by a tall dark stranger known only as dagger>>. The mystical CD’s contained my first introduction into what became an obsession, a curse…a hobby.

Baldur’s Gate is a high fantasy D&D RPG set in the Forgotten Realms just after the Times of Trouble.   While the central story is gripping, it was the exploration of the entire Sword Coast and all its mini-quests that really caught my imagination.

I gathered some school buddies and we played the game together (Nothing is more fun than running away from your own party members because they were charmed by some sirens).  Then it all spiralled out of control with Pen and Paper D&D.  Before long I was DMing my own home-brewed sessions  and… well that’s a story for another time.

println(“foo”);

7 September 2009

Feat discussion: Ether Caller (By the power of…!)

Filed under: Dungeons and Dragons, rpg — Tags: , , , — trashcondor @ 12:46 pm

It has been a while, so I offer to the altar of tenletter this submission:

Ether Caller [General]
Prerequisite: Level 1
Benefit: Your magic is forceful and flamboyant, you caster level is increased by 1 for the purpose of casting spells, but reduced by 1 for all others (such as meeting caster level requirements of crafting magical items). You are required to always make elaborate gestures and scream verbal components at the top of your voice. In addition all spells you cast have verbal and somatic components even if they would normally not have these components and you are unable to cast spells defensively. Special: You are unable to make use of the Silent or Still meta magic feats.

Older Posts »

Blog at WordPress.com.