Player Seeking Trait / Drawback - Weak Against Magic


Advice

Dark Archive

The idea they want it so that magic in general is a bit more likely to work on their character, no matter if that magic is harmful or helpful. That their character's body and mind is less able to resist magic in all its forms.

Any ideas how to offer my player this disability, appropriate for a first level character?


Just have them play a standard fighter or cavalier with a crappy will and reflex save.

After spending one too many combats asleep, stunned, dominated or whatever they'll probably want to rebuild.

Edit: Skimming over the list of drawbacks, I don't see anything specific. Creating a custom drawback of -1 or -2 to all saves vs. magic seems in line with the others.

I'll state again, for the record, that this is probably a really bad idea.

Sovereign Court

Just dump your Wisdom and don't buy a cloak of resistance.

Dark Archive

They are not playing a fighter or cavalier, as such I need a trait or drawback to show this weakness. More, it wouldn't even be fair to force them to play these to classes just so they can use the idea that have. Thanks, but no thanks.

Dark Archive

Dumping a stat or nor taking an item isn't what is being looked for. This is for a non-PFS campaign so please offering something a bit more then this. Homebrew, 3rd party, I am often to advice but it must be that of a trait or drawback that can be taken by any class and be something more from teh character's background.

For example, they are weaker against magic because when young they were victim to a magical accident or perhaps a minor curse of some sort.

The ideas they have had are:
+1 CL to harmful and helpful magic cast on character

or

Labeling it as a drawback where all harmful magic cast on him functions at +1 CL and then take the Fey Foundling feat (which gives a bonus when someone casts healing magic on the character and to death saves, but one take +1 damage from cold iron) but change the cold iron damage to spell damage +1 and then most of it is covered.

Sovereign Court

If you're GMing and they're the player - just houserule something. Something along the lines of "-2 to Fort/Will saves [not reflex as that's mostly dodging - not shrugging it off] and all spells effect you at +3 caster level".

Sovereign Court

You could twist this drawback and remove of restrictions of fey...but that would make a very handicapping drawback.

Fey-taken

Dark Archive

((Not sure what to call this))
In youth, there was a magical accident or other experience which affected your body and mind into adulthood. Because of this, you have found magical effects and spells to be more effective against you. With your resistances weakened, one finds that magic is now much more dangerous to you.
Effect: You take a –2 penalty on saving throws against all the spells, spell-like abilities and supernatural abilities no matter the source.

Sovereign Court

Spell conduit I guess could be a name.


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3.5 Flaws


Pathfinder Lost Omens Subscriber

maybe add a +1/dice to any effect based on dice from all spells?

Sczarni

I would set it to -1 penalty. Drawbacks aren't that nasty usually. They should be equivalent in strength of a trait.

Dark Archive

With the drawback I threw together above my player is asking to take the feat Fey Foundling, reflavored with a different origin and having the +1 point of damage be changed to spells instead of cold iron. I would perhaps remove/change the bonus against death effects.
 
See any problems with this?


Pathfinder Lost Omens Subscriber
JonathonWilder wrote:

With the drawback I threw together above my player is asking to take the feat Fey Foundling, reflavored with a different origin and having the +1 point of damage be changed to spells instead of cold iron. I would perhaps remove/change the bonus against death effects.

 
See any problems with this?

only problem i see is that isn't worth a feat, so just make it a drawback or a trait, or just give it to them.

yeah, just give it to them and then make it a Curse spell was cast on them. and thus can be removed with remove curse or similar effects.

Grand Lodge

JonathonWilder wrote:

((Not sure what to call this))

In youth, there was a magical accident or other experience which affected your body and mind into adulthood. Because of this, you have found magical effects and spells to be more effective against you. With your resistances weakened, one finds that magic is now much more dangerous to you.
Effect: You take a –2 penalty on saving throws against all the spells, spell-like abilities and supernatural abilities no matter the source.

You should definitely exclude supernatural abilities--Spells and SLAs should suffice. For instance, let's say your PC is playing a metal golem or something (this is just the first example I can think of..), he'd get a -2 penalty on his saves vs a rust monster, even though I wouldn't call that magic, just an inherent ability of the monster.

Dark Archive

Update
Spell Fragility (Drawback)
In youth, there was a magical accident or other experience which affected your body and mind into adulthood. Because of this, you have found magical effects and spells to be more effective against you. With your resistances weakened, one finds that magic is now much more dangerous to you. 
Effect: You take a –2 penalty on saving throws against all the spells and spell-like abilities no matter the source.
 
On the Fey Foundling feat, in turning it into a trait, since it is considered a bit weak:
Church Ward
You were found and taken in by a figure of the divine. Through their influence you become more receptive to healing and gained a degree of blessed luck.
Effect: Whenever you receive magical healing, you heal an additional 2 points per die rolled and gain a +1 on reflex saves.

Dark Archive

Update
Patron's Influence (Magic Trait)
You were found and taken in by a figure of the divine arts. Through their influence you become more receptive to healing and gained a degree of blessed luck.
Effect: Whenever you receive magical healing, you heal an additional 2 points per die rolled and gain a +1 on reflex saves.

Dark Archive

Hmm, I worry that the drawback may be a bit too strong for gaining just one trait and really could be strong enough to gain a feat instead. Also the trait is a bit strong.


There is an existing drawback called Shadow-Scarred that gives a -1 to ST's whenever you are in an area of dim light or darkness. It is a bit more restrictive though, but might be useful as a guideline?

Also, tbh, the trait version of Fey Foundling seems absolutely amazing for any kind of paladin/self-healing build. The closest existing equivalent (iirc) called Blessed Touch serves to give a mere +1 to HP received by magical healing. Just something to keep in mind.

Dark Archive

Spell Fragility (Drawback)
In youth, there was a magical accident or other experience which affected your body and mind into adulthood. Because of this, you have found magical effects and spells to be more effective against you. With your resistances weakened, one finds that magic is now much more dangerous to you.
Effect: You take a –2 penalty on saving throws against all the spells and spell-like abilities, when targeted by a spellcaster.

Patron's Influence (Magic Trait)
You were found and taken in by a figure of the divine arts. Through their influence you become more receptive to healing and gained a degree of blessed luck.
Effect: Whenever you receive magical healing, you heal an additional 1 points per die rolled and also may once per day gain a +1 on reflex saves.


You said they don’t want to play a fighter or cavalier, but what class are they planning on playing. Many classes have poor saves. Keep in mind that not all saves are equal. The orders of importance for saves are will, fortitude and last reflex. Most spell casters have good will saves, except the alchemist. Most martial classes except the paladin have weak will saves. The rogue and ninja have bad will and fortitude saves so are already weak against magic.

Considering how deadly a failed save is at higher level you may want to avoid giving penalties to saves. Also this is something that can easily be overcome with magic items and spells. Instead what I would do would to create a custom trait that increases the effectiveness of any spell cast on them

Susceptible to spells (Magic Trait)
Something in you background makes you more susceptible to spells. Treat any spell cast on you as if the caster level is one higher. This affects any level dependent effects of the spell such as duration, damage, and even spell penetration.

This means that if a first level caster cast burning hands on them they take 2d4 points of damage. But it also means beneficial spells work better. A wand of cure light wounds now heals 1d8+2, protection from evil last longer.

Dark Archive

If it helps, they are playing a character of the Multiclass Archetype called Persona Shifter. It was recently created and I offered that they could take the MCA class to use for thier character.

Sczarni

Jon,

You are thinking too hard I think. There are other things more important in the game then this (probably) and I am still suggesting putting -1 penalty on saving throws against all the spells and spell-like abilities. It's equivalent to a trait drawback just barely. Static easy-to-calculate traits are also better then 1/day or such traits simply due to spending less time worrying when to use it or how it's used.

Adam

Dark Archive

Just trying to give my player what he wants, he wanted the drawback pretty much as given, and I'm just here trying to consider balance. He had also asked for the Fey Foundling though refluffed. I like to encourage my players to be creative, especially if they are not building their character with optimization in mind... and having spells be more effective against you is the sort of thing that could get their character killed. -chuckles-

Perhaps I am over thinking it, so I will see if my player is fine with just a trait that is -1 to saved vs spells and spell-like abilities... though perhaps with a small bonus to to counteract the risk since traits are supposed to be mostly positively and much like a half-feat.

Grand Lodge

The mysterious stranger had a really good suggestion with

Susceptible to spells (Magic Trait)
Something in you background makes you more susceptible to spells. Treat any spell cast on you as if the caster level is one higher. This affects any level dependent effects of the spell such as duration, damage, and even spell penetration.

Just give that to him as the drawback and don't give him fey foundling to replace it as what you suggested is way too OP for a trait. (and don't let him pick any trait for this drawback as it also is beneficial).

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