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81
Snowmyst / Wow, it's the DM Snowmyst
« Last post by DM Snowmyst on November 25, 2018, 10:42:24 PM »
I aim to do cool things and help other people do cool things. I'm generally available American evenings. My stories generally don't have a predetermined outcome, so feel free to throw curve balls.
82
Announcements and News / Arcane Blade
« Last post by Incinerator on November 02, 2018, 02:50:34 AM »
Arcane Blade has been modified to be less boring. You can see the details on the wiki here or keep reading:

Quote
Arcane Blade

The search for greater skill and power is one of the oldest, and most universal endeavors known, something that transcends race and heritage. Whether blade, knowledge, or honed abilities put into practice, the desire to grow and improve is principle among every civilization and people. With the discovery of the powers of the arcane, new hopefuls have flocked to it's study to try to unlock secrets that will give them a heightened advantage.

Among the most difficult approaches to this melding of disciplines is that of the Arcane Blade, a name given to those who seek to combine the skills of the warrior with those of the arcanist in equal shares, compromising neither. Aspirants to this path come from all walks of life, the trend running towards mages seeking out the skills of various martial disciplines, although the reverse is not entirely unheard of. Neither path seems to give advantage, though, and many are those who burn themselves out struggling to find the path.

Those few who succeed in discovering the secrets to this discipline are generally viewed as people of potential, and are heavily sought out for their power, skill, and knowledge as well as as potential tutors, if they could be coaxed to share their training. The truth though, is, beyond sheer grit and determination, these individuals possess some mysterious factor, whether it be a trait of character, a quirk of personality, or even a gifted aptitude beyond even the ranks of talented warriors and arcanists who fail to achieve what these few do, and are able after many months of dedicated study, to channel their arcane magic through their weapons of choice, melding the two to some degree.



Requirements

Base Attack Bonus: +7.
Feats: Martial Weapon Proficiency
Spellcasting: Able to cast 3rd level Arcane spells



Class Features

Hit Die: d6
Base Attack Bonus: High
High Saves: Fortitude
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 4 + Int modifier
Class Skills: Athletics, Knowledge (arcana), Perception, Parry, Sense Motive, Spellcraft.

Bonus Feats: At first level, the Arcane Blade gains one feat chosen from the fighter bonus feat list.

Arcane Spellcasting: Beginning at 2nd level, and at each level thereafter, an arcane blade gains new spells per day, plus another effective casting level, as if he had progressed in an arcane spellcasting class that he had prior to becoming and arcane blade. If a character has multiple arcane spellcasting classes when becoming an arcane blade, the progression applies to the class with which the arcane blade has the most levels at the time of taking the arcane blade class, or to the arcane blade's sorcerer levels in the event of a tie.

Arcane Boost (Su): At 2nd level, the arcane blade gains the ability to burn arcane energy to empower his martial abilities. All of the options available to him cost 1 SP per two arcane blade levels, and last for one minute:

Accuracy: +1 to attack rolls per two levels
Damage: +1 to weapon damage rolls per level
Defense: +1 dodge bonus to AC per two levels
Resistance: Resistance to fire, cold, electrical, acid, and sonic damage of 5 per two levels

Amplified Armor (Su): At 3rd level, whenever the arcane blade casts a spell on himself that increases his armor or shield bonus to AC, its bonus is increased by one per three arcane blade levels. This bonus ceases to apply if the arcane blade wears equipment that grants the same type of bonus.

Arcane Weapon (Su): At 4th level, the arcane blade gains the ability to coat his weapons in fire, ice, lightning, acid, or arcane force for a short time. The arcane blade's currently equipped weapons gain a +1d6 bonus of the selected damage type to all damage rolls, or a +1d4 magic bonus if arcane force is selected. This ability has unlimited uses, is a free action, and lasts for one minute per Arcane Blade level, but costs one spell point to use. Unequipping an affected weapon disrupts the effect on that weapon.

At 7th level, the damage bonuses increase to +1d8 for elemental damage types and +1d6 for arcane force, and the spell point cost increases to two.
At 10th level, the damage bonuses increase to +2d6 for elemental damage types and +1d8 for arcane force, and the spell point cost increases to three.

Stability (Su): At 8th level, the arcane blade can maintain more magic around himself. The arcane blade gains ten points of magic absorption. At 10th level, this value increases to twenty points.
83
Announcements and News / Re: Grenadelike items and crafting
« Last post by The Oomgosh on October 31, 2018, 05:04:28 PM »
As it turns out, the ones found in loot are not quite correct either. But I'm pretty sure they'll work if you craft them?
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Announcements and News / Re: Grenadelike items and crafting
« Last post by CrystalDragon on October 31, 2018, 05:00:52 PM »
until the fix is in, any time you log in with the old items the server should update them to the new items, but only if they're in your inventory
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Announcements and News / Grenadelike items and crafting
« Last post by The Oomgosh on October 31, 2018, 01:50:32 PM »
As of our next restage, things like Alchemist's Fires and Acid Flasks, improved versions etc, should be working correctly in the crafting system.

HOWEVER. While the ones found in loot should work right, the ones purchased at stores will not. They will, further down the line, but it will require replacing the borked items in stores with the new, working versions. This is not a massive project, but it will take me some time nonetheless, so please be patient. When this fix is in, I will update in this post.
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Announcements and News / Re: Wiki Updates V4
« Last post by Ast'aera on October 29, 2018, 11:10:54 PM »
In the past month...
Updated:
*Custom Skills
*Divine Champion & Blackguard (not available now pending new update, and/or new class)
*Historical Timeline and Recent Events
*Gameplay Mechanics (deleting characters)
*Eldrae'Nahiir (class skills)
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Announcements and News / Warsanct
« Last post by Laughing Octopus on October 29, 2018, 11:09:50 PM »
Warsancts
Capable of calling upon the power of the gods in the form of blessings and spells, warsancts blend divine magic with martial skill. They are unflinching bastions of their faith, shouting gospel as they pummel foes into submission, and never shy away from a challenge to their beliefs. While clerics might be subtle and use diplomacy to accomplish their aims, warsancts aren’t above using violence whenever the situation warrants it. In many faiths, warsancts form the core of the church’s martial forces—reclaiming lost relics, rescuing captured clergy, and defending the church’s tenets from all challenges.
Warsancts can serve as capable healers or spellcasters, calling upon their divine powers from the center of the fight, where their armor and martial skills are put to the test.
Class Features:
- Hit Die: d8
- Base Attack Bonus: Medium.
- High Saves: Fortitude and Will.
- Weapon Proficiencies: Warsancts are proficient with all simple and martial weapons, as well as their deity's favored weapon.
- Armor Proficiencies: Light armor and shields (except tower shields) at level 1, medium armor at level 2, and heavy armor at level 4.
- Skill Points: 4 + Int modifier per level, x4 at first level.
- Class Skills: Acrobatics, Diplomacy, Heal, Intimidate, Knowledge Religion, Knowledge Architecture, Sense Motive, Spellcraft, and Survival.
- Spells: A warsanct casts divine spells, which are drawn from the cleric spell list. A warsanct must choose and prepare his spells in advance. To prepare or cast a spell, a warsanct must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth).
- Blessings: Warsancts can wield powers granted by their deity and their domains. Each blessing grants a minor power at first level and a major power at tenth level. A warsanct can call upon the power of his blessings a number of times per day equal to 3 + 1/2 his warsanct level.
Blessings that require a saving throw have a DC equal to 10 + 1/2 the warsanct's level + the warsanct's Wisdom modifier.
- Sacred Weapon: A deity's favored weapon can be charged with the power of a warsanct's faith, in addition to any weapon for which he has the Weapon Focus feat. At first level, the weapon can be granted a bonus 1d4 of damage. This bonus increases to 1d6 at fourth level, 1d8 at tenth, 1d10 at sixteenth, 2d6 at twenty-second, and 2d8 at twenty-eighth. The weapon loses its bonus when unequipped.
- Fervor: At second level, a warsanct can draw upon the power of his faith to heal a touched creature of 1d6 points of damage, plus an additional 1d6 points of damage for every three warsanct levels he possesses above second. Alternatively, the warsanct can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Senescian warsancts harm living creatures and heal undead. This ability can be used a number of times per day equal to 1/2 his warsanct level + his Wisdom modifier.
- Bonus Feat: At third level and every three warsanct levels thereafter, a warsanct gets a bonus combat-oriented feat. These bonus feats must be drawn from the feats noted as fighter bonus feats. A warsanct must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
- Anoint Weapon: At fourth level, a warsanct can anoint his sacred weapon with blessed oils, providing it with a +1 enhancement bonus. Every six levels beyond fourth, this enhancement bonus increases by an additional +1. This bonus lasts for one minute, and can be applied a number of times per day equal to 1/2 his warsanct level.
At thirteenth level, this anointing also provides the sacred weapon a bonus 1d6 energy damage. The warsanct can choose from acid, cold, electricity, and fire damage.
- Anoint Armor: At seventh level, a warsanct can also anoint his armor, providing it with a +1 AC bonus. Every five levels beyond seventh, this AC bonus increases by an additional +1. This bonus lasts for one minute, and can be applied a number of times per day equal to his warsanct level.
At fifteenth level, this anointing also provides his armor with energy resistance 10. At twenty-fifth level, this resistance increases to 20. The warsance can choose from acid, cold, electricity, and fire resistance.
- Aspect of War: At twentieth level, a warsanct can channel an aspect of war, granting himself DR 10/- and a 50% speed increase. In addition, the blessings he calls upon don’t count against his daily limit during this time. This ability lasts for 1 minute.

Blessings
Capable of calling upon the power of the gods in the form of blessings and spells, warsancts blend divine magic with martial skill. They are unflinching bastions of their faith, shouting gospel as they pummel foes into submission, and never shy away from a challenge to their beliefs. While clerics might be subtle and use diplomacy to accomplish their aims, warsancts aren’t above using violence whenever the situation warrants it. In many faiths, warsancts form the core of the church’s martial forces—reclaiming lost relics, rescuing captured clergy, and defending the church’s tenets from all challenges.
Warsancts can serve as capable healers or spellcasters, calling upon their divine powers from the center of the fight, where their armor and martial skills are put to the test.
Class Features:
- Hit Die: d8
- Base Attack Bonus: Medium.
- High Saves: Fortitude and Will.
- Weapon Proficiencies: Warsancts are proficient with all simple and martial weapons, as well as their deity's favored weapon.
- Armor Proficiencies: Light armor and shields (except tower shields) at level 1, medium armor at level 2, and heavy armor at level 4.
- Skill Points: 4 + Int modifier per level, x4 at first level.
- Class Skills: Acrobatics, Diplomacy, Heal, Intimidate, Knowledge Religion, Knowledge Architecture, Sense Motive, Spellcraft, and Survival.
- Spells: A warsanct casts divine spells, which are drawn from the cleric spell list. A warsanct must choose and prepare his spells in advance. To prepare or cast a spell, a warsanct must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth).
- Blessings: Warsancts can wield powers granted by their deity and their domains. Each blessing grants a minor power at first level and a major power at tenth level. A warsanct can call upon the power of his blessings a number of times per day equal to 3 + 1/2 his warsanct level.
Blessings that require a saving throw have a DC equal to 10 + 1/2 the warsanct's level + the warsanct's Wisdom modifier.
- Sacred Weapon: A deity's favored weapon can be charged with the power of a warsanct's faith, in addition to any weapon for which he has the Weapon Focus feat. At first level, the weapon can be granted a bonus 1d4 of damage. This bonus increases to 1d6 at fourth level, 1d8 at tenth, 1d10 at sixteenth, 2d6 at twenty-second, and 2d8 at twenty-eighth. The weapon loses its bonus when unequipped.
- Fervor: At second level, a warsanct can draw upon the power of his faith to heal a touched creature of 1d6 points of damage, plus an additional 1d6 points of damage for every three warsanct levels he possesses above second. Alternatively, the warsanct can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Senescian warsancts harm living creatures and heal undead. This ability can be used a number of times per day equal to 1/2 his warsanct level + his Wisdom modifier.
- Bonus Feat: At third level and every three warsanct levels thereafter, a warsanct gets a bonus combat-oriented feat. These bonus feats must be drawn from the feats noted as fighter bonus feats. A warsanct must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
- Anoint Weapon: At fourth level, a warsanct can anoint his sacred weapon with blessed oils, providing it with a +1 enhancement bonus. Every six levels beyond fourth, this enhancement bonus increases by an additional +1. This bonus lasts for one minute, and can be applied a number of times per day equal to 1/2 his warsanct level.
At thirteenth level, this anointing also provides the sacred weapon a bonus 1d6 energy damage. The warsanct can choose from acid, cold, electricity, and fire damage.
- Anoint Armor: At seventh level, a warsanct can also anoint his armor, providing it with a +1 AC bonus. Every five levels beyond seventh, this AC bonus increases by an additional +1. This bonus lasts for one minute, and can be applied a number of times per day equal to his warsanct level.
At fifteenth level, this anointing also provides his armor with energy resistance 10. At twenty-fifth level, this resistance increases to 20. The warsance can choose from acid, cold, electricity, and fire resistance.
- Aspect of War: At twentieth level, a warsanct can channel an aspect of war, granting himself DR 10/- and a 50% speed increase. In addition, the blessings he calls upon don’t count against his daily limit during this time. This ability lasts for 1 minute.

Blessings
Air
Storm Strike
You can touch one weapon and grant it a blessing of stormy weather. For 1 minute, this weapon glows with blue sparks and deals an additional 1d4 points of electricity damage with each hit.
Wind Barrier
You can create a barrier of fast winds around yourself for 1 minute. Ranged attacks suffer a 65% miss chance to hit you, though your ranged attacks are unaffected.
Animal
Animal Fury
You can touch one ally and grant it feral features. The ally gains a +2 bonus to Strength, Dexterity, and Constitution for 1 minute.
Battle Companion
You can summon a battle companion. This ability functions as summon nature’s ally V with a duration of 1 minute. For every 2 levels beyond 10th, the level of the summon nature’s ally spell increases by 1 (to a maximum of summon nature’s ally IX at 18th level).
Artifice
Crafter’s Wrath
You can touch one weapon and grant it greater potential destructive force. For 1 minute, this weapon gains the keen special ability.
Fortified Garb
You can touch a suit of armor and enhance its protection. For 1 minute, this armor gains a +2 Armor Class bonus. For every 5 levels beyond 10th, this bonus increases by +1.
Chaos
Anarchic Strike
You can touch one weapon and grant it a chaotic blessing. For 1 minute, this weapon deals an additional 1d6 points of damage against lawful creatures.
Aura of Madness
You can emit wave of madness for 1 minute. Enemies within this aura are affected by confusion unless they make a successful Will Save.
Cold
Ice Strike
You can touch one weapon and enhance it with the power of ice. For 1 minute, this weapon deals an additional 1d4 points of cold damage with each strike.
Armor of Ice
You can touch any one ally and wreath it in freezing mist. Your ally takes 50% less damage from cold attacks and enemies that strike them take 1d6 cold damage for 1 minute.
Darkness
Enshrouding Darkness
You can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting them 20% concealment.
Darkened Vision
You can place a shroud of darkness around the eyes of one foe within 30 feet. The target must succeed at a Will saving throw or be blinded for 1 minute.
Death
Deadly Fervor
You can use your fervor to channel negative energy into a living target. With a successful touch attack, you deal damage equal to the healing your fervor would otherwise apply.
Death’s Touch
You can make a melee touch attack against an opponent to deliver grim suffering. If you succeed, you inflict 1 temporary negative level on the target for 1 minute. These temporary negative levels stack.
Destruction
Destructive Attacks
You can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your warsanct level.
Ruiner
You can grant your weapon the ability to strike the core of those normally outside the scope of mortal precision. You are able to critically hit constructs, elementals, plants, undead, and incorporeal creatures for 1 minute.
Dream
Dreamscape
You can craft a shared dream that enemies nearby all experience. Those that fail their Will Save are fascinated by their illusionary surroundings, but will be freed from the illusion if they or someone nearby is attacked. This dream lasts for 1 minute.
Perceived Figment
You can touch an ally to grant them a dream-like appearance. For 1 minute, enemies have difficulty perceiving them and require a Will Save to attack them directly.
Earth
Acid Strike
You can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike.
Armor of Earth
You can touch an ally and harden its armor or clothing. For 1 minute, the ally gains DR 1/—. For every 2 levels beyond 10th, this DR increases by 1 (to a maximum of DR 5/— at 18th level).
Evil
Unholy Strike
You can touch one weapon and give it an evil blessing. For 1 minute, this weapon deals an additional 1d6 points of damage against good creatures.
Blasphemous Word
You can utter a dark command at a good-aligned enemy within 30 feet. If they fail to succeed a Fortitude Save, they are stunned for a number of rounds equal to 1/3 your warsanct level. Otherwise they are dazed for the same duration.
Fire
Fire Strike
You can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit.
Armor of Flame
You can touch an ally to wreath it in flames. Your ally takes 50% less damage from fire attacks and enemies that strike them take 1d6 fire damage for 1 minute.
Fury
Spark of Rage
You can touch an ally to send them into a fearsome rage. They gain a +2 bonus to Strength, Constitution, and Will saves, while also taking a -2 penalty to AC.
If your ally has the rage class feature, they gain the bonuses granted by that class feature instead.
Furious Might
You can empower yourself with divine fury, increasing your size and power. You also gain a +4 bonus to Strength, a +2 bonus to Constitution, and a +3 bonus to damage. Your increased size however imposes a -1 AC and attack roll penalty. This blessing lasts for 1 minute.
Good
Holy Strike
You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon deals an additional 1d6 points of damage against evil creatures.
Holy Word
You can speak a sacred declaration at an evil-aligned enemy within 30 feet. If they fail to succeed a Fortitude Save, they are stunned for a number of rounds equal to 1/3 your warsanct level. Otherwise they are dazed for the same duration.
Healing
Provident Healing
You can provide a boon to healing magic to allies nearby. For 1 minute, when your allies are targetted by spells of the healing subschool, they receive 1d8 temporary hit points per level of the spell. These temporary hit ponts last for 1 minute.
Fast Healing
You can touch an ally and grant it fast healing equal to 1/3 your warsanct level for 1 minute.
Knowledge
Danger Sense
You can recieve a brief premonition, warning of deadly attacks. Using this foresight, you are able to avoid and are effectively immune to sneak attacks for 1 minute.
True Assault
You can grant nearby allies a flash of insight. For 1 round, you and your allies receive a clear sight of the perfect opening, and receive a +20 bonus to attack rolls.
Law
Axiomatic Strike
You can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon deals an additional 1d6 points of damage against chaotic creatures.
Divine Edict
You can issue a decree to all enemies nearby, and those that fail the Will Save will suffer a -2 penalty to their Armor Class. This penalty lasts for 1 minute.
Luck
Unlucky Enemy
You can bestow a curse upon a foe within 30 feet, causing them to fumble and slip. If they fail a Will Save, they suffer a -2 penalty on AC and attack rolls for 1 minute.
Lucky Break
You are able to avoid what could have been a dangerous blow. The next attack that would have struck you otherwise swings wide and misses completely. This lasts for the next successful attack or 1 minute.
Magic
Blessed Shield
You can project a magical barrier of force around yourself, providing a +4 AC bonus for 1 minute. This bonus increases by +1 for every 10 levels or warsanct you have.
Magic Exposure
You can reduce an enemy's spell resistance with a successful touch. The spell resistance is reduced by 1/2 your warsanct level, and lasts for a number of rounds equal to 1/3 your warsanct level.
Pestilence
Plague Tolerance
You can grant an ally a bonus to resist poisons and diseases equal to 1/3 your warsanct level. This bonus lasts for 1 minute.
Touch of Rot
You can inflict a virulent pestilence on a foe with a touch. They take damage every round equal to 1/3 your warsanct level for 1 minute. This is a disease effect.

CONTINUED BELOW
88
Announcements and News / Server Updates
« Last post by Ast'aera on October 28, 2018, 01:46:28 PM »
Alright now that the craziness of adding and fixing and re-fixing and re-updating basic crafting is done, you may occasionally see moderate to major updates posted here in this thread, for updates to the server that are bigger than our always ongoing small tweaks.

Starting with:
*Most level 12 & under areas now have crafting resources available for harvesting. Updating more areas is ongoing.
*Most races & factions have updated stores that have appropriate crafting supplies. Militia was updated today for the next restage, along with some of their old/new npcs. (Note that 97% of the updates for Militia are in their 2nd tier store however). The last two stores to be done are the Crimson Crusade and GLADTOMU, and will be updated within the next week or so also.
89
Announcements and News / Planned Server Outage
« Last post by [DM] Daggershard on October 16, 2018, 09:18:27 AM »
The machine hosting MoA will be going down for planned maintenance tomorrow, Wednesday, 17 October beginning at 9 a.m. EST. It is not known how long the server will be down for, it will be a minimum of 30 minutes before the server comes back up. It could, and likely will be, longer. Warnings will be given in-game to remind the players to log out. There will also be a reminder on the Discord channel.

Sorry for the inconvenience.
90
Announcements and News / Re: Wizard Specializations!
« Last post by CrystalDragon on October 04, 2018, 05:10:54 PM »
As the question has come up, Ultimate Magus still gains a second specialization school exclusion (if that sounds confusing it's because my brain couldn't come up with a better way to say it).

Ultimate Magi pay 2.5x SP for their opposed schools.

UM opposed schools are listed along with the regular opposed schools in the Specialization descriptions.
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