MrWakka |
One of my players characters died, and decided for his next one he wanted to try his hand at a Qedeshot from the "Testament: Roleplaying in the Biblical Era" 3.5 book.
The class itself could be summarized as a divine bard of sorts. This had no issues until he started using one particular spell, cramps.
The spell is a close ranged 3rd level spell which causes the target to take 1d10+10 damage per round and unable to act unless they make a fort save, and then they only take half damage. Regardless, it also prevents the casting of spells for the duration, save or not. It lasts 1 round per level.
Maybe you guys will have a differing opinion, but this seems a bit strong to me, able to essentially shut down casters completely for a fight, and he is more than able to memorize enough castings to shut down more than the number of casters I typically have in a encounter.
The class doesn't get a lot of offensive spells, mostly heals and buffs, so I am reluctant to simply ban the spell, and am I hoping someone might help me find a fair way to make it more balanced for use in pathfinder.
I am thinking of potentially a second save, perhaps will, in order to cast while under this effect, any thoughts?
HaraldKlak |
I am thinking of potentially a second save, perhaps will, in order to cast while under this effect, any thoughts?
Question: Is the class in question a full caster?
To me, the spell sounds way too strong. What are it's limitations - especially target?
It seems like a much more potent version of Hold Monster, a lvl 5 spell that you get a save against each round.
I can't really find an easy fix. Perhaps you should adjust it so the save each round will end the spell instead of only limiting it. But without knowing the spell in question, I cannot offer better advice.
MrWakka |
Level: Qed 3
Components: V, S, Special
Casting Time: Standard Action
Range: Close (35ft +5ft 2/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: Yes
Spell causes cramps in the targets body. Every action the victim attempts requires a Fortitude save; failure means the victim suffers 1d10+10 damage and may not perform the action. If the save is successful, the victim takes half damage and may perform the action without penalty. If the action was casting a spell, the victim loses the spell whether he saves or not.
The class is basically a bard with divine magic instead of arcane. Max spell level is 6, etc, standard bard stuff. So he would have access to this spell at 7th level.
If not adapting this spell, any suggestions to a replacement spell for his spell list?
Spes Magna Mark |
My initial thoughts:
Level: Qed 3
Components: V, S, Special
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
Spell causes cramps in the target's body. Every round for the duration on the spell, the victim must make a Fortitude save at the start of its turn. Failure inflicts 2d6 points of nonlethal damage, and the victim is staggered for that round. If the save is successful, the victim takes 1d6 points of nonlethal damage, but it is not staggered. If the victim takes no standard or move actions on its turn, it gains a +4 bonus on the saving throw for that turn.
N.B. The damage is much more reasonable, and it won't kill. Cramps can be painful, but they're not fatal. Since the spell's effects take place on the victim's turn, it could disrupt spellcasting. The staggered effect reduces actions per round, but leaves the victim capable of doing something.
HaraldKlak |
N.B. The damage is much more reasonable, and it won't kill. Cramps can be painful, but they're not fatal. Since the spell's effects take place on the victim's turn, it could disrupt spellcasting. The staggered effect reduces actions per round, but leaves the victim capable of doing something.
I like this fix, and it is more balanced than classical save-or-suck spells.
However I think the 'spend a turn to get +4 to the save' should be removed. It is a very bad choice, since a succesful save does not end the spell (unless i've misunderstood something).
It simply isn't worth spending a standard + move action to increase the chance of getting 1d6 non-lethal damage less.
The option is worse than failing the save (which is still a possibility), where you get to take an action.
MrWakka |
My initial thoughts:
Level: Qed 3
Components: V, S, Special
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: YesSpell causes cramps in the target's body. Every round for the duration on the spell, the victim must make a Fortitude save at the start of its turn. Failure inflicts 2d6 points of nonlethal damage, and the victim is staggered for that round. If the save is successful, the victim takes 1d6 points of nonlethal damage, but it is not staggered. If the victim takes no standard or move actions on its turn, it gains a +4 bonus on the saving throw for that turn.
I like this, thanks alot for the help.
Digitalelf |
Testament was written for 3.0, not 3.5...
Targum Magazine #4 had part one of a 3.5 update to the material. The quedesha class (Quedashot is the plural name for the class; like saying "fighters, rogues, clerics, etc. while quedesha is the singular name) was given a 3.5 update...
Unfortunately, part two was never published, so the spells were never updated to 3.5...
Targum Magazine #4 can be found here in PDF for $3.48: RPGNow.com
Pagan priest |
One of my players characters died, and decided for his next one he wanted to try his hand at a Qedeshot from the "Testament: Roleplaying in the Biblical Era" 3.5 book.
The class itself could be summarized as a divine bard of sorts. This had no issues until he started using one particular spell, cramps.
The spell is a close ranged 3rd level spell which causes the target to take 1d10+10 damage per round and unable to act unless they make a fort save, and then they only take half damage. Regardless, it also prevents the casting of spells for the duration, save or not. It lasts 1 round per level.
Maybe you guys will have a differing opinion, but this seems a bit strong to me, able to essentially shut down casters completely for a fight, and he is more than able to memorize enough castings to shut down more than the number of casters I typically have in a encounter.
The class doesn't get a lot of offensive spells, mostly heals and buffs, so I am reluctant to simply ban the spell, and am I hoping someone might help me find a fair way to make it more balanced for use in pathfinder.
I am thinking of potentially a second save, perhaps will, in order to cast while under this effect, any thoughts?
How did you deal with the issue of converting the Fertility domain into Pathfinder terms?