Ruling on a spell's effect on certain classes


Advice


I am trying to figure out how a spell might affect certain class abilities (like the progression of familiars or eidolons)

The mechanics for the spell I am working with are:

This curse causes recurrent amnesia. This does not affect the recipient's current memories, but makes it difficult for new memories to stick. Each day, the victim awakens with no memory of anything that has happened on the day before, and only the vaguest recollection of any event since the curse was laid. Short-term memory remains sharp; a target does not become forgetful in the midst of a conversation or battle. But long-term memories never form, so the target wakes up with no idea where he or she is, who his or her companions are (other than those known before the curse took effect—who may seem from his or her perspective to have suddenly aged), or what the current mission is. Some targets suffering from this curse keep detailed diaries to re-orient themselves. The curse does not halt level advancement. Thus spellcasters can learn new spells and advance in level normally, but forget that they can memorize higher-level spells unless reminded. New skills cannot be acquired; the recurrent memory loss makes it impossible. Feats can however, but again the victim forgets he or she has them.


This is advice. Flagged.


Pathfinder Maps Subscriber

Since the familiar or eidolon wasn't the target of the curse, there's no direct effect on them. Since you've capped skill advancement, the familiar's ability to share its master's skill would be affected. Since the master can still gain levels, the familiar's abilities based on the master's level still advance.


Thank you.


Since you learn feats, skills can be learned. Not well remembered, and may take longer to learn. But affecting character advancement as a curse is too metagamey for me.

Make it a knowledge check (arcane, divine, local, ?) to relearn about himself each morning. Failure = cannot use higher abilities. Reminders from others = Aid Another on check. Bonus points for preparatory casters: Natural 1 lets them "memorize" spells they cannot normally cast, but cost their top slot plus one top slot per level over. Surprise, extra power at terrible price.

Curse probably affects social skills negatively, as he cannot recall info. The more major the curse, the more likely a quest is in order to remove it. If the curse robs the player's fun, then it failed. If it makes more RP, then it works.

/cevah

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