Lane Coursey's page

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I've recently been in a couple threads on the subject of clerics and clerical spellcasting. In each, I ended up posting this home brew revision of the Healing domain, and a home brew spell. (Despite the resemblance my spell has to certain protected content, I made it first and I can prove it.)

I just revised both, prettied them up, and Pathfinderized them all the way. So, I thought I'd share them :

Healing Domain
Domain Spells: 1st—deathwatch, 2nd—restoration, lesser, 3rd—remove affliction (see below), 4th—restoration, 5th—breath of life, 6th—heal, 7th—restoration, greater, 8th—regenerate, 9th—heal, mass.

REMOVE AFFLICTION
School: conjuration (healing); Level: Cleric 3, Druid 4, Ranger 3
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Fortitude negates (harmless); Spell Resistance: yes (harmless)

This multipurpose spell has five possible functions:
• End any and all of the following conditions affecting the subject: dazed, nauseated, sickened, and stunned.
• Free one creature from the effects of temporary paralysis or related magic, including spells and effects that cause a creature to gain the staggered condition.
• Cure blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged. Remove affliction counters and dispels blindness/deafness.
• Cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others. Since the spell's duration is instantaneous, it does not prevent re-infection after a new exposure to the same disease at a later date.
• Detoxify any sort of venom in the creature touched. You must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.

The caster chooses which function at the time of casting. Note: This may require that the caster first determine what the affliction is. Remove Affliction does not restore ability damage, ability drain, hit point damage, or negative levels.

I realize that Remove Affliction seems like a powerful spell, but my group sees all of the various affliction removing spells as very weak. Because there are so many, they are rarely prepared, or else they are on scrolls in which case they are just as powerful as this spell. Even with this great utilitarian spell, you still need a few prepared to ward off a major assault through afflictions. If you don't like it then I encourage you to use my revised healing domain anyway, substituting remove disease for this spell at 3rd spell level.

-Cheers


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I have my own plans to alter the AC system while instituting Armor as DR, as well as some kind of Wound point mechanic. But I've been holding those plans up awaiting the arrival of UC and Paizo's versions of these alternates. Well, I received my copy late last week and, while I appreciate some aspects of these rules, I was disappointed.

So, I would like to discuss possibilities for all three of these alternate systems: Armor Class (specifically the DC of to hit rolls), Armor as DR, and Wound/Vitality point type mechanics.

How have you/would you work these, and what are your experiences (if any) with them?

PS(I know this is futile, but): If you simply object to these ideas, or wish that we would "just play a different game", etc. please, just go to a different thread.


My game group had decided to embrace a version of the (in)famous E6 that we dubbed E20 (this does not refer to the E20: System Evolved rules by Gary M. Sarli). Apparently some few others have also taken up this moniker, great minds and all.

So I thought it might be useful to outline our take on Epic 20, and perhaps have a discussion of possible variations, and other options for this type of Epic game.

The basic premise is that no value based on level (be it hit points, caster level, spell access, base attack, sneak attack, smite, base saving throw bonus, whatever), can have a value higher than 20th level. Whatever classes and abilities you have, you always take your "best 20" levels to calculate the values.

Unlike E6 and it's other iterations, you [i]do[/] continue to gain class levels after level 20. However no class can have more than 20 levels (10 for prestige classes). You gain all class features for the levels over 20, but again, you always take your best 20. So a Fighter16/Barbarian10 has a +20 BAB, and a +12 base Fortitude save; he also has fighter bonus feats, weapon training etc. of a 16th level fighter, and rage and other features of a 10th level barbarian (and 10 d12/10 d10 hit dice).

We have long used the fractional BAB and save bonus optional rule (years before it was published in UA), so adding up the "best 20" is second nature to most of us.

That's pretty much it in a nutshell. Anyone have any similar/varying rules for their Epic fix?


Really......no one has anything scathing to say on this topic....at all?