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DragonCon 2013 - Day 1

8/30/2013

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If you havent made the trip before... then do yourself a favor. And buy a ticket.
this convention is just a huge collection of cosplayers, gamers, RPers, artists, whovians, trekkers, and other various nerdists.pics, vids, and articles soon to come...i gotta go prep for a magic booster draft now... oh and scope out the room filled with poison ivey cosplay girls.
literally... a room... with like 30 scantily clad busty redheads.... i love dragoncon.
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August 22nd, 2013

8/22/2013

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I enjoyed trying my hand at game design last week so much that I've decided to try and post up some interesting home brew concepts at every conceivable interval. Starting now I'd like to post at least a few new ideas for some spells, feats, races, classes, and perhaps even an adventure (time permitting) each week whenever I can. Don't think this means I intend to put up all of those things every week, but rather that I'd like to take a shot at at least one of those things every week.

This weeks ideas were Abjuration based. I had this great idea for some interesting ways to interact with other spell casters and possibly a brand new way to cast certain spells. There are two spells I designed to round out some of the interesting decisions you can make as an abjurer, as well as a feat which is... well let's just say it is ambitious. Hope you enjoy! -Z-
Spell Deflection
School abjuration; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, F (a silver hand mirror)
Range personal
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You become more difficult to hit effectively with certain spells, and may influence where such spells do eventually hit. You gain a +2 deflection bonus to armor class against ranged touch attacks made as part of casting a spell, this bonus increases by 2 for every four levels beyond third. If an affected spell misses, you may designate a square adjacent to you, and the spell effect ends there. You may instead designate an object or creature within such a square, and attempt to deflect the spell at them which requires you to make a ranged touch attack with a -5 penalty to hit. Success indicates that the spell hits and all the deflected spells effects are applied to that creature normally.

Spell Flux

School abjuration; Level sorcerer/wizard 4
Casting Time 10 minutes
Components V, S, M (two ivory statues worth 300 gp, three
strands of silk thread, vial of pure water)
Range personal
Area 100 ft. radius spread centered on you
Duration 24 hours or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Spell flux creates an invisible field around you which illuminates the flow of magic to and from yourself, allowing you to pick up on certain subtleties, and even alter certain effects as they take shape.

As long as this spell is in effect you can instantly identify whether any spell effect targeting you is intended to “harm,” “hinder,” or “heal” you. Harm effects include those that damage hit points, reduce ability scores, apply negative levels, or can otherwise result in death. Spells that hinder are typically spells which apply conditions such as panicked, nauseated, blind, paralyzed, or other effects which reduce your efficacy in combat. Spells which attempt to both harm and hinder you are always treated as harm spells. Heal spells need not necessarily heal you, but rather refer to any beneficial spell cast by an ally or neutral party. Spells which are cast by enemies that are situationally beneficial do not count, nor do spells cast by ally's which do not target you specifically, or whose effects are only beneficial to you indirectly. Making a spellcraft check to identify the actual spell being cast functions normally, albeit with a +2 circumstance bonus for the information provided by this spell.

Once a spell has been categorized as harm, hinder or heal, it may then be affected slightly, by altering the magical threads which tie the casters spell to his intended target. Spells which rely on a touch attack or ranged touch attack cannot be manipulated in this fashion because they are literally aimed and fired by the caster himself, and do not rely on latent magical guidelines to link him with his target. The following alterations can be made to a suitable spell in progress once it has been categorized.

Mitigate Harm (harm) – You may as an immediate action interrupt the flow of magical energies between yourself and the spell's caster. He must succeed on a concentration check in order to negate this bothersome action or all hit point and ability damage caused by the harmful spell is reduced by half. For spells that deal in ability drain, negative levels, or other suitably powerful effects this instead reduces the save DC of the spell by 4.

Linked Hindrance (hinder) – You may as an immediate action entwine the threads of magic joining yourself and the spell's caster. He must then succeed on a caster level check (DC = your caster level + relevant modifier + level of the spell being cast) or be affected by the spell exactly as you are for the same duration, with no save allowed. Once this ability has been activated you may save normally against the spell or forgo your save entirely.

Empathetic Enhancement (heal) – You may as an immediate action expend one prepared spell or two spell slots of the same level or higher than the helpful spell being cast upon you, to enhance the effects of said spell. You must succeed on a spellcraft check to identify the spell in order to know which level spell or slot will be required. If this check fails the enhancement fails and spell flux ends normally. Successfully enhancing the spell allows you to apply one of the following metamagic feats to its effect; empower spell, or extend spell.

Utilizing any of these spell modifications requires you to make a spellcraft check (DC equal to 10 + spell's caster level + spell level). Whether this check is successful or not the duration of spell flux immediate ends. Spell flux may only be cast once per day.

Reactive Abjuration

You can cast Abjuration spells as an immediate action by suffering some severe side effects.

Prerequisite: Dexterity 15, Spell Focus Abjuration, Improved Initiative, able to cast 5th level arcane spells.
Benefit: Abjuration spells with a casting time of 1 round or less can be cast as an immediate action at any time by losing two prepared spells or three spell slots of the appropriate level (in the case of prepared spells one of the two must be the spell you are attempting to cast). Doing so reduces the duration of the spell to a maximum of 1 round (lasting until the end of your next turn) after which time you become exhausted for a number of rounds equal to the spells level.

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Gaming Geeks Etc.

8/16/2013

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We want to share with our fans, and visitors... even our hatemailers.  A facebook page that is very cool, and very demographically appropriate.

Gaming Geeks Etc.

They are not only very funny on a regular basis, but have been hugely helpful, not only to 1d4Rounds, but also to gamers the world over. They regularly assist gamers new to a region in finding a gaming group, and have great admins, that do anything they can to help a fellow gamer.

So, if you like having funny D&D/Pathfinder Memes everymorning, or are looking for a gaming group in your area. Or if you just want to support a group supporting us, and fellow gamers.
 
Please head on over to their page and click "LIKE".  It only takes a second, and will mean a lot to both us and them.  

Thanks everybody.
-Deece, Zack, and Savage  (The 1d4Rounds Crew)
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Calling all cosplayers

8/16/2013

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1d4Rounds is looking for talented cosplayers. Got an awesome Kenada jacket? How about some baller Master Chief armor? Rockin some suspenders and pokeballs as Misty? Well, if you do... and if you are... Check out DragonCon 2013 in Atlanta, GA this year. 1d4Rounds will be in attendance, and we would love to get your take on how the convention is going, and take a few pics for our coverage.

Granted, we'd love to see anyone there... But we'd really like to see our favorite characters from comics, games, and film. (I mean... Who doesn't want to hang with Lt. Data, and Boba Fett, while drooling over a gorgeous Bayonetta?)

So if you are going to be there, and you'd like to be memorialized in 1d4Rounds' DragonCon 2013 Photo Journal... Contact us prior to, or during the event. 

Game on Nerds!
-Deece
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Share-o-mancy

8/13/2013

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I recently had some ideas for a few necromancy spells that would go great in one of my campaigns, and since I'm such a sharing and caring type of guy I thought I'd type some of them up for any pathfinder/d&d 3.5 loving friends of mine to use if they so choose.
Arrythmia

School – necromancy [evil]; Level - sorcerer/wizard 2, witch 1, inquisitor 1
Casting Time 1 standard action
Components V, S, M (heart of a small bird or fish who died in excruciating pain)
Range touch
Target living creature touched
Duration 1d4 rounds, or 1 round
Saving Throw fortitude partial; Spell Resistance yes

By succeeding on a melee touch attack you issue forth waves of diffused negative energy which temporarily disrupts the rhythm of the targeted creatures heart.

Subjects who fail a fortitude save are staggered for 1d4 rounds. While the subject remains staggered any standard action or move action at more than base speed causes them to suffer from a mild heart attack, reducing them to zero hit points and temporarily granting them the disabled condition for any remaining rounds. If the subject takes no further strenuous actions during the remaining rounds the spell ends and all hit points lost are returned to the subject.

If the subject of this spell succeeds on its save it is instead sickened for one round and may act normally.

Pulsating Pustules

School – necromancy [acid]; Level - sorcerer/wizard 3, cleric 4
Casting Time full round action
Components V, S, M (vial of pus, lye, handful of dried moss)
Range medium (100 ft. + 10 ft./level)
Area multiple 10 ft. radius bursts, see text
Duration instantaneous, see text
Saving Throw reflex half, fortitude negates, see text; Spell Resistance no

You cause hideous green and black pustules to erupt from the surrounding scenery, growing and pulsating and eventually bursting to splash their surroundings with acidic slime.

Upon casting this spell two pustules form within range, each taking up space as a medium creature. Pustules must be placed at least 15 feet from each other, as they each must draw minerals from their surroundings in order to form. Living creatures always treat pustules as hostile and may not pass through a square currently occupied by one.

As an immediate action you may burst any existing pustules you have created, which ends the spell. Each pustule sprays forth acidic slime in a ten foot radius burst, dealing 3d6 acid damage. Creatures caught within the radius of a bursting pustule may attempt a reflex save for half damage. Those unlucky enough to be caught within the radius of two or more pustules take a -4 penalty on their reflex saves and must save separately for each one. This slime is created from raw materials absorbed by the pustule and is therefor non-magical and not subject to spell resistance.

Pustules have an AC of 10 and and burst immediately when struck with a weapon, spell or other damaging effect. You may only have one casting of this spell active at any time. For every two levels beyond fifth you gain additional pustules – three at 7th, four at 9th, to a maximum of five at 11th.

On Swift Wings

School – necromancy [evil]; Level - sorcerer/wizard 4, anti-paladin 3
Casting Time 1 standard action
Components V, S, M (one bat wing, huecuva bone dust)
Range Long (400 ft. + 40 ft./level)
Target 1 or more undead creature you control
Duration 1 round per level
Saving Throw fortitude negates (harmless); Spell Resistance yes (harmless)

Upon completion of this spell undead you control sprout appropriately themed wings (skeletal wings for skeletons, leathery gaunt wings for ghouls) and gain a flight speed of 40 ft. (poor). Undead with 5 or more HD instead gain a flight speed 50 ft. (average), and undead with 10 or more HD are also granted the flyby attack feat as a bonus feat for the duration of this spell. Skeletal creatures appear to have cobwebs or finely woven strands of sinew stretched across their new wings.

This spell may effect any number of undead you control, so long as they do not exceed 2 HD per caster level, or half the total number you control rounded down, whichever is less.

Undead casters such as liches can themselves benefit from this spell, growing ghastly undead wings alongside their minions and taking to the skies to harry opponents. In this case the casters HD count towards the total number of HD that this spell can affect. Anti-paladins may also benefit from the effects of this spell, but they do not count towards the total HD affected and the appearance of her wings is up to the anti-paladin or her patron deity.

Patient Swing of the Pendulum

School – necromancy [death] [curse]; Level - sorcerer/wizard 6, witch 5
Casting Time varies
Components V, S, F (masterwork clock or metronome consisting
of costly materials worth at least 1000 gp)
Range Unlimited, see text
Target 1 intelligent creature
Duration varies
Saving Throw none or will negates, see text; Spell Resistance yes

You place a curse upon a persons intended time-line, hastening them to their grave, and driving them mad in the process. The targeted creature immediately begins to hear a faint ticking sound that gets louder and more drawn out over the duration of the spell. The subject knows intuitively that this sound represents a countdown, but unless diagnosed they can only guess at what awaits. Immediately following the end of this spells duration the targeted creature is slain.

You may cast this spell as long as you have line of sight to the target as a swift action, standard action, full round action, or taking even more time if you so desire. If you do not have line of sight to the target creature you must spend at least ten minutes casting, and the subject receives a Will save to negate the effect. This Will save functions identically to the save provided by the Scrying spell.

The duration of this spell becomes shorter the longer you spend casting it.

6: Swift action – 1 year
5: Standard action – 1 month
4: Full round action – 1 week
3: 10 minutes – 1 day
2: 1 hour – 1 hour
1: 24 hours – 1 minute

Depending on the HD of the target creature this duration may be increased or decreased by one or more steps. Creatures with 21 or more HD cannot be affected by this spell.

1-4 HD = -1
5-8 HD = 0
9-12 HD = +1
13-16 HD = +2
17-20 HD = +3
21+ = X

In this way, if you spent 24 hours casting patient swing of the pendulum on an 18 HD creature, it would still take one full week for the spells duration to expire, since an 18 HD creature automatically increases the duration by three steps, from 1 to 4.

Remove curse, miracle, wish, and time stop will all safely dispel the effects of patient swing of the pendulum. The caster of the spell may dispel the effect at any time which will not harm the creature either. A successful dispel magic may also be used to dispel this effect, but since it causes the spells duration to expire normally this would kill the targeted creature. If both spells were cast by the same caster the spell is dispelled normally. You may only affect one creature with this spell at any time.

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After School specials for would-be adventurers

8/8/2013

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"I got it, I found his spellbook." The Wizard's voice took on an identity this time. Normally there was this half-rasping whispery quality to it, like the sound a seat-cushion makes under a fat person. Now though he sounded jovial, even enthusiastic. This could only mean bad things.

"What's so special about the book Wizard?"

"Special? More like magnificent! All of my enemies spells were in here, I now have access to each of his greatest powers."  

Something seemed off here. We have gone through this before. Find spellbook, steal spells, sell book, profit. It's all very good, the party benefits, we got it. He's just so damned smiley this time though.

" 'sat right?"

"Yes. Every spell of destruction, every powerful enchantment, every last spell he had... I-I can't wait man, I've got to open it."

That was the last time I ever saw him. *Poof*, black smoke, and all that was left was his gear. When people say, friends don't let friends read strange magic texts they aren't kidding. He died because I didn't see the warning signs of trapped magical texts. Here are some tips for things to look out for.

1: Books just lying around. Don't read them until you know what they are!!
2: Books that say, "read me," on the cover or verbally.
3: Books that seem too good to be true. Remember, some things seem better than they are, these things are usually charmed.
4: Books, pretty much. Fear books.
5: Words. Don't trust them. They belong in books anyway.

We hope this has been an informative experience. Hopefully none of you will have to know the Horrors of Trapped magical texts. See you next time!

Brought to you by the Cult of Shrak.

-Shrak he'll 
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DRAGON*CON 2013

8/6/2013

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We have been planning our trip to Dragon Con 2013 for quite some time now... and we would love it if you were to come out, and see us around the convention halls.

We are looking forward to seeing all of the cosplayers, the gaming presentations... and personally... The tremendous list of incredible artists.  

So that week, keep an eye on 1d4Rounds.com.
Updates will be coming each hour... Pictures, Blogs, and Articles...
And don't worry... we won't forget our weekly comic.
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Sidequest comics

8/6/2013

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I have something in the works now...  As an aspiring "comic dude," as I was referenced as earlier in an email... that I would really enjoy doing. 
We do a comic release each week... you all know that. But I really wanted to do something else also. But when we started this whole thing, I... didn't have any prior knowledge of photoshop, of how to use an upright tablet (sounds easier than it is... adjusting for paralax is tricky at first), and I had only done a few short, hand drawn sketch comics in my time.

I wanna do something cool... And I got hit like a bolt of lightning earlier... BLAM!
I don't want to say exactly what it is right now. But I do want to brag vaguely about it... I guess this blog hasn't really been very descriptive, or even useful up until this point... so let me drop a mild spoiler...

There will be these 3 things.

1) Undead Clerics
2) A "NEW" 1d4Rounds Player Character
3) Frank & Pigshank -aka- "The Goblin Guild"

So... We won't miss any weekly action... Don't slice an artery, Comic Junky... you'll get your fix.  But I personally, would like to hammer out something cool, for everyone that digs our stuff.

Keep coming back guys... Hopefully, if all goes well... you will get it pretty soon.
-Deece
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