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The Weekly Boost
MultiClass Productions would like to announce that further issues of the Weekly Boost will be posted on a biweekly (every two weeks) basis. Since MCP consists of only 5 members, this will allow for sufficient time for creativity, collaboration, and idea generation so as to maintain our release of high quality products.
#7 - December 23rd, 2012
Welcome back! It's
Elghinn Lightbringer again and
Merry Christmas to those who celebrate it!!
The following new staff can be a great addition to any campaign. It's based on an old 1E AD&D spell, and since recreating the spell under the Pathfinder spell mechanics was impossible, I decided instead to create it as a staff. The inspiration for this was an old PC, a halfling who used a staff sling with this very spell placed upon it. You can do the same if you so desire. Enjoy!
Staff of Chromatic Orbs
Carved from darkwood and topped with a small globe of swirling colors, this staff creates small globes of varying hue in the wielder’s hand that can be hurled or fired (as ammunition) at a selected target. The wielder must make a successful ranged touch attack to hit the target. Each orb deals 1d6 points of force damage +1 point per caster level (maximum +20) to the target. If an orb misses the target, it dissipates without further effect. In addition to force damage, each orb creates the following effects according to its hue.
(3 charges): This orb deals 10 points of damage per caster level to the target as the
finger of death
spell. If the target succeeds on its Fortitude save, it instead takes 3d6 points of damage + 1 point per caster level, and is
for 1 round.
(1 charge): This orb creates a burst of crackling electricity in a 10-foot radius spread around the target and deals 4d6 points of electricity damage +1 point of damage per caster level (maximum +20) to every creature within the area (Reflex save for half damage). If a creature is wearing ferrous metal it becomes magnetized for 3d6 rounds. Magnetized metal will stick fast to other magnetized metal items, and non-magnetized ferrous metal items will cling until pulled free. Magnetized metal object can be pulled free if the creature succeeds on a DC 20 Strength check against a Any creature that succeeds on its save negates the magnetized effect but is
for 1d4 rounds.
(1 charge): This orb creates a cloud of noxious gas as the
spell. This is a poison effect.
(2 charges):This orb causes the target to become paralyzed as the
(1 charge): This orb generates a searing explosion of flame that detonates on impact in a 10-foot radius spread around the target and deals 3d6 points of fire damage +1 point of damage per caster level (maximum +20) to every creature within the area (Reflex save for half damage). This explosion sets fire to combustibles and damages objects within a 20-foot radius of the target, and can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the flames may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
(1 charge): This orb generates heat equal to a
(2 charges): This orb cause the target becomes petrified as the
flesh to stone
spell. If the target succeeds on its save, it is
(as the spell) for 1d4 rounds.
(1 charge): This orb creates a burst of light in 20-foot radius equal to that of a
spell. Any creature caught within the light burst must make a Fortitude save of be
for 1 round per caster level of the staff. This effect is unaffected by spell resistance.
(1 charge): This orb causes the target to become blinded as the
spell. If the saving throw is successful, the target is
for 1d4 rounds. A
spell negates the blinded condition.
finger of death
flesh to stone
light, stinking cloud;
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