Goblin Snake

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Sorry for the delay in my response, I have not been able to get near a computer since I posted it (poor timing on my part).

his intention is to be able to get 9th level spell, though they would cost 9 points each to learn (thus 9 levels of saving, and I believe that you have to have the lower level spells in order to get the higher ones…I'll update this once I clarify this with him)


So a DM friend of mine wanted all classes to be able to cast spells without needing the take levels in a spell casting class. He posted this to reddit, but he did not get very helpful feedback, and since he does not have a paizo account (and does not really want to make one), I am posting this in his place.

Sorry for the weird formatting, and thank you all for your feedback

• Anima points
o Can be gained instead of a favorite class point on level up
o These points can be used to increase your vim pool
• At 1:1 ratio
o Or to buy new spells known
• Spells cost 1 point per spell level.
• You must know 1 spell from every level before you can take one from a higher level
• You must have an ability score equal to 10+ the level of the spell to learn a spell
o Your caster level for your vim powers is equal to your max vim pool
• Casters levels do not stack, you use your highest for all your spells between your normal class caster level or your vim caster level

• Vim points
o You only gain a vim pool if you buy one with anima points
o Are expended immediately upon casting a spell
o Regain after 8 hours of rest.
o You gain bonus vim points based on your vim casting ability score. The number of bonus points you get each day is equal to the highest level of bonus spell you would be able to get tied to your casting ability score.

• Casting
o When using vim points, you cast as a level 1 caster of the spell list you chose
• This is for armor, and arcane spell failure chance.
o The first time you get an anima point, you must choose a mental ability score that is not already in use for casting, and you will now use that ability score to cast spells with vim points.

• You may cast spells by taking ability point damage to this ability score equal to the vim point cost of the spell instead of expending vim points.

Some Extra feats

Powerful Spirit
• No Prereq
• Acts as toughness but for Anima Points

Boundless Spirit

• Prerequisite: Powerul Spirit
• Permanent +3 Anima points

Physical Caster
• Prerequisite: 1 Anima Point
• You may use one of your physical ability scores to determine if you are able to learn a spell or not. As well, you can use this ability score to cast spells instead of your mental ability score. Your mental ability score still determines the save DC for your vim spells.
o Int Casters use Str
o Cha casters use Con
o Wis casters use Dex

Will be adding more feats later.


So here is what I have decided on

Curse of Madness:

Your mystery's influence on you has left you with a few screws loose, but strengthened your ability to resist magical effects on your mind.

You take a -4 penalty on Wisdom-based skill checks (not will saves). You gain a +2 competence bonus on saves made to resist Mind-Affecting effects, as well as gaining a +2 to bluff checks against an opposed sense motive check.

lv 5: when someone attempts to scan mind/read thoughts (telepathy, detect thoughts, etc.), they have to make a will save* or suffer the effects of lesser confusion.

lv. 10: When someone attempts to scan mind/read thoughts (telepathy, detect thoughts, etc.), or dominate you (dominate person/monster, etc), they have to make a will save* or suffer the effects of confusion.

lv. 15: When someone attempts to scan mind/read thoughts (telepathy, detect thoughts, etc.), or dominate you (dominate person/monster, etc), they have to make a will save* or suffer the effects of insanity.

*DC + 10 + (1/2 class level) + charisma modifier


i like the idea of sense motive….im not sure if it should be a percentage for failed info or simply they take a penalty (-2?, −4?)


I would say no as the reason they are getting injured is due to the fact that they trying to make sense of such an insane mind ( as well as I feel that being able to use it offensively would be too strong).

On a different note, I am thinking about changing the wisdom drain for insanity (as per the spell) instead. Thoughts?


hmm…what about something along these lines:

lv 5: when someone tries to scan mind/read thoughts (telepathy, detect thoughts, etc.), they have to make a will save or suffer the effects of confusion for x time

lv. 10: same thing, but scan mind/read thoughts and mind control (dominate person/monster, etc.)

lv. 15: Same thing, but add on wisdom damage to the confusion effect.

Thoughts?


The reason the will save did not affect will saves was because the madness made it harder for other people to mind control you as your mind is a pretty scary place.

I really like the idea of making reading your thoughts dangerous for for other people to try on you, though how would you go about making it? % chance of when someone tries they get x condition? if they pass their save by x or more, the person trying to read your thoughts gets x?


Yeah, immunity is pretty strong. The will penalty wouldn't have applied to the saves.
I must prefer the updated version though (gets rid of immunity), seems more balanced.


Hey guys!

While I have been reading posts here for a while now, this would be my first time posting something (let alone starting a thread).

I'm going to be running a campaign shortly (ROTRL anniversary edition to be precise), and one of my pcs wants to play an oracle, though he does not like any of the curses available. As such, we have worked out a variant curse loosely based off the wasting curse:

Curse of Madness: Your mystery's influence on you has left you with a few screws loose, but strengthened your ability to resist magical effects on your mind.
You take a -4 penalty on Wisdom-based skill checks. You gain a +2 competence bonus on saves made to resist Mind-Affecting Effects.
At 5th level you gain immunity to Fear effects;
At 10th level you gain immunity to Charm effects;
At 15th level you gain immunity to Compulsion efects.

One of the things that we (my pc and I ) are trying to work out is whether the 5th, 10th, and 15th levels should grant immunity or +4 bonuses that stack with the level 1 +2 (for a total of +6 against fear, charm, and compulsion respectively.)

Any feedback about this curse (be it balancing issues, or just general thoughts) are most welcome as I want to let him play the curse he wants, but i want it to be balanced.

Thanks!

Edit: This idea was put forth on reddit…looks much better to me

You take a -4 penalty to all wisdom-based skill checks and initiative. You gain a +2 competence bonus to will saves.
At 5th level your competence bonus increases to +4 vs fear effects, and the initiative penalty deceases by 2.
At 10th level your competence bonus increases to +4 vs charm and compulsion, and you no longer suffer an initiative penalty due to your madness.
At 15th level you gain SR 10 + Oracle level against Mind-Affecting spells and spell-like abilities.