Kirthfinder - World of Warriorcraft Houserules


Homebrew and House Rules

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Everything wasn't there the first time I looked, but it's all there now.


Everything was there like the day after I looked. All in all, decent changes, but I notice that since domain abilities are replaced with domain feats, the Domain Access feat is a little bit weaker now, since it doesn't actually give you a domain feat, just the ability to select domain feats.

I'm attempting to remake Eshkeval, since I really like the character and still have hope that we might one day continue the game. At any rate, I'm realizing that my entire modus operandi of casting, where I store my "spells" as pictures in my sketchbook and then produce them as cards, is basically the exact same thing as Runic Spell Metamagic, which is now a Domain Feat for the Rune Domain.

So in order to better approximate the idea for my character, it seems like the best thing for me to do, would be to take the Rune domain at Level 1, and then simply retrain the domain when I get to level 5 (and get Rune Domain for free, as an Archivist).

The change to Silent Spell and verbal components, allowing a free quicken effect on spells that only target me (ignoring the action for other components), makes this rather useful for me, especially given the fact that my Sleight of Hand check is high enough to pull out material components as a free action.

The problem with this though, is that it locks me out of taking the Magic Domain (which means no ritual teleportation unless I look into further metamagic cost reducers). This is especially an issue if I need to take Domain Access for something like the Time Domain, in order to keep up my cantrip versions of create food and create water respectively.

Which brings up another thing. Archivists gain a Domain Feat from each of their class-granted domains as soon as they first get them, right? So at level 1, I'd have 2 Domain feats, one from the Knowledge Domain and one from a Domain of my choice.

If I take Domain Access, I can replace the Domain feat from the Knowledge Domain with the Domain feat for the domain I've chosen with Domain Access, correct? This way, I can take Domain Access: Time and still keep access to Extend Spell Metamagic, which is one of the Time Domain's Domain feats.

My last question is on Domain spells. Do I get 1 extra spell known from each of my domains, or do I only get 1 extra spell know period, and must choose from each domain which spell that will be?


Kaouse wrote:
Do I get 1 extra spell known from each of my domains, or do I only get 1 extra spell know period, and must choose from each domain which spell that will be?

You get one bonus domain spell for each spell level. It can be filled with any spell from a domain to which you have access, and you can change that selection every day when you prepare spells.


Ok, this is the updated Eshkeval, I think.

Eshkeval, Level 2, Renewed:

-----------------------------------------------------------------
Male Human Archivist 2
Init +4; Senses: Perception +3
Languages: Common
AC 17, touch 17, flat-footed 13 (+4 Dex, +3 insight)
hp 13 (2 HD; LW 9/HW 3/Dead -14); Hero Points 1 + 1*
Fort +3, Ref +5, Int +6, Will +6
Spd 30 ft.
Melee: dagger +1 (1d4, 19-20)
Ranged: bolt of force +4 touch (1d6 force)
Base Atk +1; CMB +1; CMD 14
Special Atks: channel positive energy 6/day (1d6, DC 14), Lore Keeper (DC 20 Knowledge results by touch)
Domains: Knowledge*, Rune
Spells Known [In Spell Book / Prayer Book]
1st (3 base + 1 Level Up + 2 Domain = 6 total)
--> Bestow Feat
--> Creation
--> Dimensional Skip (Arcane)
--> Remove Condition
DK> Location Loresight (AUG)
DM> Bolt of Force
DR> Trigger Rune (RR)

0 Level (4 seed spells + Domain Spells)
--> Attribute Boost
--> Blessing
--> Light
--> Wisp
DK> Lore Keeper (CRB)
DM> Dispel
DR> Copy (CWH)

Divine Spells Prepared (CL 2)
1st (DC 14, check +5)— 1(base) + 1(domain) + 1(WIS)
-Runic [0] Location Loresight*
-Runic [0] Location Loresight*
-<Intentionally Left Blank>

0 (at will, DC 13, check +7)—4
-Runic [0] Lore Keeper
-Runic [0] Extended [-1] Create (Food)
-Runic [0] Ritual [-1] Dimensional Skip
-Runic [0] Ritual [-1] Bolt of Force

Attributes: Str 10, Dex 17(18), Con 12(14), Int 11(12), Wis 16, Cha 15(16)
SQ: activate scrolls, wands, etc.
Feats: Canny Defense*[Prof.], Racial Heritage (Defiant Luck)[HRF1], Skill Focus* (Fine Art)[HRF2], Skill Synergy* (Sleight of Hand, Spellcraft)[HRT], Domain Access (Magic)[LVL1], Extend Spell*[DF1a], Runic Spell*[DF1b], Ritual Spell*[BF2]
Skills: Concentration* (2/+8), Craft* (fine arts) (2/+8), Knowledge* (linguistics, lore, the planes) (2/+6), Heal (2/+8), Sleight of Hand (2/+8), Spellcraft (2/+8)

Possessions: PC gear (mojo 3000; min. 780, par 1000): Pen of Creation & Destruction [Holy Symbol], Card Binder [Spell book / Prayer book]
Overflow (2000; max. 3,000): 1000 (+1 Enhancement bonus to DEX)
1000 (+1 Enhancement bonus to INT), 1000 (+1 Enhancement bonus to CHA)
-----------------------------------------------------------------

I got rid of Domain Access (Time) in favor of Domain Access (Magic) as my Level 1 Feat. This way I could stick with the Arcane version of Dimensional Skip, which turned out to be pretty instrumental to the story, IIRC.

It's Domain Feats include "Any [Arcane] Feat," which I believe includes Metamagic. Thus at first level, when I get 1 Domain Feat from each of my Domains, I replaced the Domain Feat I got from the Knowledge Domain with the Domain Feat I get from the Magic Domain, choosing Extend Spell Metamagic.

Now, I don't think Domain Access gives me the Archivist skill for the Domain, so I need to get rid of Planar Sense in order to maintain my Spellcraft. At level 5, when I get the Rune Domain for free, I'll retrain my level 1 Domain back to the Magic Domain, at which point I can choose Domain Access (Time) instead.

For offense, I'm using a Runic Ritual Bolt of Force as a cantrip attack. This replaces the Magic Domain's Arcane Bolt reserve ability as a spammable attack. Also, I noticed Lore Keeper seems to be a spell now, so it's the spell I chose for the Knowledge Domain. That said,I got rid of Create Water for it. I mean, creating Watermelon is basically the same thing as creating water, right? At least for the purpose of sustenance, right?

At any rate, I think that's about it. Let me know if this all works out the way I envision, or if I made a mistake somewhere.


Actually, wait a minute. I just looked into the spellcasting section again and I noticed that the section on bonus spells for high attribute mentions this:

Quote:
You gain additional spells prepared (if a prepared caster) or spells per day (if spontaneous) for a high spellcasting attribute (+1 per level of spells you are able to cast, to a maximum level equal to your spellcasting attribute modifier).

What does this mean, exactly? Do I get a number of bonus spells up to my Casting Mod, split up among the spells I have access to? Do I decide that split?

Right now, Eshkeval has a casting mod of +3. This means he gets 3 extra spells per day, right? And he can decide where those extra spells go (i.e. 3 0-level vs 2 0-level & 1 1-level vs 1 0 level & 2 1-level vs 3 1-level). Is that correct?

If so, that's pretty cool. I could definitely get Create Water then, and still have 2 more slots for 1st level spells.


1 person marked this as a favorite.

Hmm...alternatively, the most conservative interpretation is that you only ever get +1 spell per level, regardless of how high your modifier gets. So with a +9 spellcasting modifier, I'd only ever have +1 to each spell level by the time I get 9th level spells. A spellcasting modifier any higher than +9 does nothing for me, under this interpretation.

Furthermore, having a mod higher than +1 does nothing for me at levels 1-2, since I only ever get a +1 for my level 1 (and level 0) spells. In other words, there's zero benefit (as far as spells per day are concerned) to having a spellcasting mod higher than your maximum spell level, if this interpretation is correct.

There's also the least conservative interpretation, wherein I get + casting mod spells for every level of spell I have access to, but the more I thought about Kirthfinder's design philosophy of reigning in caster supremacy, the less I thought this was the case.

Either way, Eshkeval should still get 1 bonus level 0 spell, which will be spent on Create Water. Now that I think about it though, since Domains now have level 0 spells, should level 0 spells now also gain a "+1" bonus spell slot?


I'm guessing that the Favorite on my post from Kirth Gersen is affirmation that my thinking was correct. Ok. In other news, I'm noticing that it seems as if Magical talent and Magical Talent Array have somewhat subsumed a bunch of the old Reserve feats. I don't particularly have a problem with this, but there was this section here that I'm not 100% on:

Magical Talent wrote:
Alternatively, you can increase the spell level as you gain ranks in Concentration, by adding various Metamagic effects (Chapter 8) to the base spell-like ability. You need not know the metamagic feats in question in order to improve an existing magical talent.

Just to clarify, I can choose a specific Magical Talent, then apply whatever Metamagic I want to it without even knowing the metamagic feat first?

So, if I took Magical talent: Lore Keeper as a feat, then at 2nd level, I'd be able to apply "Reach Spell" to it, changing the range from touch range to close range, right? And I wouldn't need to actually know Reach Spell Metamagic in order to do it. Could I also apply more than one metamagic feat without knowing it? Could I apply Metamagic feats with a negative cost to increase the amount of times I can use it per day?

Furthermore, what happens in the case of something like Magical Talent: Metaphysical Feat? Do I still need the Metamagic Feats for the spell to work?

And while we're on the subject, is it just me or is Augment Spell something of a feat tax? Wouldn't it be better to have the spell augmentations tied directly to Heightening?


1 person marked this as a favorite.
Kaouse wrote:
And while we're on the subject, is it just me or is Augment Spell something of a feat tax? Wouldn't it be better to have the spell augmentations tied directly to Heightening?

If I understood it correctly while building Kolmac's spells out, Augment effects listed as part of the spell seed (e.g. changing the brightness of a light spell) do not require the Augment Spell feat to use. The Augment Spell feat is a separate effect that modifies scaling numerical effects.


Kaouse wrote:

this section here that I'm not 100% on:

Magical Talent wrote:
Alternatively, you can increase the spell level as you gain ranks in Concentration, by adding various Metamagic effects (Chapter 8) to the base spell-like ability. You need not know the metamagic feats in question in order to improve an existing magical talent.
Just to clarify, I can choose a specific Magical Talent, then apply whatever Metamagic I want to it without even knowing the metamagic feat first?

Yes. In essence, you are retraining your magical talent, which is consistent with the retraining guidelines in Chapter 1.

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