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Your feedback is appreciated. Regarding your points:

1. Your point is valid, thankfully this is a home game and my players are all on the same page as me regarding

2. I originally had it where the first level of the class was the non-progression, except then I had a level where all that really happened was gaining +2 concentration and losing 2 schools of magic. I was unsure if that was too heavy-handed, making what was effectively a dead level. I will take your point into consideration, however.

3. I see your point, and will see if I can adjust the effects accordingly. Just a note that the effect of Temperance heals back on the CUMULATIVE total damage dealt to all creatures. (so if it hits 6 creatures for 10 damage, it deals 60 total damage and heals allies for 15). I may adjust this to account for a change in uses per day.

4. The net goal there was to bring the other schools back to par while having the chosen school be 1 level ahead, since this class causes overall spell progression to fall behind by 1.

5. What if I limited it to 7th level or lower? This would prevent the Wish abuse at higher levels.

6. I'll certainly add in 2nd-level spell restriction, but I probably won't add arcana since this is meant to be usable for this specific home game, and only 1 of my players has ranks in arcana. I may add arcana if I ever re-use this in a later campaign.


There is a mistake in the file.

The final ability, Harbinger of Ancient Ways, should have an additional clause at the end:

"These spells are treated as though they are from your associated school."


Had several of my players introduced to the idea that Thassilon's Sin Magic was somehow different than regular, modern magic. I went and looked into the Sin Magic webpage on the SRD as a basis for how to approach this thematically, and settled on the idea of creating a PrC based around 2 things: the core concept of Thassilonian magic being hyper-specialization of spellcasting, and that it was tied to a person's core beliefs (ie a wrathful person being a wrath sin mage, a zealous person being a zeal virtue mage, etc).

Thus, we get the Soul Scholar, a 5-level PrC usable by any spellcasting class.

https://www.dropbox.com/s/gmz13x9ai59ymp0/Soul%20Scholar%20PrC.pdf?dl=0

Looking for feedback on how it looks, functionally speaking. I want to make sure this is something a player would take. That being said, this isn't meant to be a mix-max build, so any comments about how "losing a level of spell progression is worse than X or Y options, therefore this is bad" won't even be considered. Just that if this is too weak and needs buffing to be usable, or too strong and literally always the best choice are things I want to avoid.


Let's use an example: Hamatula Strike, Weapon Versatility, and a Hammer. Or any weapon lacking P as a base damage type.

Does weapon versatility allow one to use a selected weapon with Hamatula Strike? (Assuming they have used the swift action to change their grip as necessary)


Would you recommend Paladin 2, Oracle 3 then, entering Vindicator at character level 6? My main concern is losing immunity to disease effects from Paladin, because some of those can be really debilitating.

My feats would also end up looking like this:

Human) Fey Foundling
1) Extra Revelation (Channel Energy)
3) Alignment Channel
5) Selective Channeling
7) Quick Channel
9) Prestigious Spellcaster
11) Prestigious Spellcaster
13) Beacon of Hope
15) Divine Interference

I'd likely also end up going sword and board, since without Power Attack, there isn't much reason for me to wield a 2-Handed weapon. I guess I could take a reach weapon, but still.


Hey all, looking for help optimizing an Oradin/HV build I've been working on.

Couple of things to note: In the game this'll be played in, Paladins get 4+INT skill ranks, and d10 or higher classes gain Combat Stamina for free. Background Occupations and Background skills are used, and the campaign is pretty heavy RP-wise (It's Hells' Rebels)

Human Oracle (Divine Herbalist) 3 / Paladin (Hospitaler) 4 / Holy Vindicator X
Deity: Milani

Oracle Mystery: Life
Oracle Revelation: Life Link
Oracle Curse: Deep One

ABILITY SCORES
STR 17
DEX 12
CON 14
INT 10
WIS 8
CHA 14

First levelling bonus @4 makes STR 18, after that all ranks to CHA

Favoured Class: Paladin (HP)
Background Occupation: Con-Artist (Perception is class skill)

Traits: Magical Knack(Oracle), Fed-Up-Citizen

Feats:
Background) Deceitful
Human) Fey Foundling
1) Extra Revelation (Channel)
3) Alignment Channel
5) Selective Channeling)
7) Quick Channel
9) Power Attack
11) Beacon of Hope
13) Greater Mercy
15) Ultimate Mercy

Priority Magic Items to Obtain:
-Boots of Striding and Springing (makes move speed 35ft after curse)
-Grayflame Weapon (Been looking at Grayflame Keen Nodachi)
Phylactery of Positive Channeling
Gauntlets of the Merciful Knight

This is the first time I've genuinely tried optimizing a class, within the limits of a concept. I want this character to be an Oradin, but the main draw to Holy Vindicator is a ruling my GM made when I discussed what I was going to play:

They ruled that Holy Vindicator's Channel Energy stacks with BOTH life oracle and paladin, meaning it does double-duty on channel progression. Thus, having a channel-focused Vindicator seemed like a solid way to take advantage of the Oradin Life-Link shenanigans, and double-down on AOE healing with utility options.

I'd have Holy Vindicator's Divine Class Spell progression be tied to Oracle.

Any input helps!


So, simple situation. Synthesist summoner. My player wants to play one, but there's a few things that he finds awkard:

First of all, temporary HP. It cannot be healed by anything, ever. The fused link function is the only exception, and can only be triggered when the temp HP reaches 0 (there's no clause for allowing the drain before that, meaning he can't heal it up between combats without literally stabbing himself, which RP-wise, he wants to avoid).

We came to the conclusion that, for a synthesist, the spell Rejuvenate Eidolon would target the eidolon (since it's not targeting a creature type, it's targeting the eidolon) and then would apply the healing to the summoner, since they are targeted together and functionally share an HP pool.

He wants to know if, instead, he can have Rejuvenate Eidolon heal the temporary HP (and thus be the only way to do so outside of self-mutilation).

Is there a corner case where this could get abused, and is this grossly overpowered in a way we are not realizing immediately?


So I'm a DM in a campaign. I have an arcanist player whose whole concept is a fire mage and they have asked if they can do spell research to create custom spells. I agreed on the condition that I must give the green light for any spell they want to make. They so far have not abused this to make a million new spells and I doubt they will, so no worries there.

For this particular query, the player wants to create Greater Burning Hands at spell level 2. After looking into it, I felt as though the only way to balance it would be to make it a level 3 spell.

Their reasoning is that it functions like giving Intensify spell but only to 1 spell on their list, which is less expensive than a Lesser Wand of Intensify Spell for this specific purpose.

In short, we're an an impasse. They want a "good" second level aoe damage spell, as they are convinced none exist. I have been trying to come up with something that works at the power level of a second level spell.

I need ideas because so far all of my offers have been shot down in seconds.


I'm an Oracle of Waves mystery (yes I know it's sub-optimal, the character is flavour-based). In my personal quest to unlock my oracle stuff, etc, I was able to discover a Soothsayer's Raiment keyed to the Water Form revelation, which allows me to assume the form of a water elemental as per "Elemental Body"
Here's the thing though: cool as it is, wouldn't using the ability cause me to lose the armor bonus of the EXPLICITLY +1 chainmail raiment? Considering a fair number of oracle mysteries contain polymorphing revelations, this feels like an oversight. Should using the ability from the armor allow me to retain the armor bonus? Note that Water Form in particular explicitly grants a bonus to natural armor that is LOWER than the total armor value of the raiment, meaning activating the armor would actually LOWER my AC, assuming polymorphing rules as normal.

Does the armor which grants the ability meld into my body as well or would I continue to retain the bonus?