| Knitifine |
If you are part of my campaign or know me personally ignore this thread as it contains major spoilers for an upcoming game.
Now then, for those who remain let's get straight to the point.
For [story reasons] there are a set of people who are intrinsically tied to the positive energy plane. I found a Jyoti ability that I think represents the effects of their ties.
"Positive Energy Affinity (Ex) A jyoti can exist comfortably on the Positive Energy Plane, and does not benefit (or suffer) from that plane's overwhelming infusions of life-giving energies. Whenever a jyoti is subjected to a magical healing effect, that effect functions at its full potential, as if enhanced by Maximize Spell."
Normally I would be okay giving this to an NPC as one of those custom DM plot abilities, but playing as one of those people is an option for the game.
And so I am tasked with making a campaign trait that includes that ability as well as a large enough downside to compensate, and frankly I'm stumped.
Easy Mode: My campaign will not included divine or arcane spellcasters, only Alchemists and Psychic Spellcasters.
Additional Class Choice Note: It does include Paladins with either of the archetypes that removes spellcasting (Temple Guardian or Warrior of the Holy Light)
| Azten |
Does it have to be that exact ability? Change it to Jyoti Descendant and give them a +2 to the damage healed or it's always, at minimum, average healing.
The first means a caster level 1 cure light wounds heals 1d8+1+2.
The second would make a caster level 1 cure light wounds heal 1d8+1, but always heal at least 5 points.
| My Self |
Go and talk to your players and agree that they won't build a character all around this. Or give them the trait without them knowing all of what it does or whatever. There's no way you're going to patch all the holes through solid rules.
Consider: Fey Foundling + Paladin + Greater Mercy = lots and lots and lots of self-healing. Bonus if Tiefling.
| Knitifine |
Go and talk to your players and agree that they won't build a character all around this. Or give them the trait without them knowing all of what it does or whatever. There's no way you're going to patch all the holes through solid rules.
Consider: Fey Foundling + Paladin + Greater Mercy = lots and lots and lots of self-healing. Bonus if Tiefling.
I will keep this option open. I'm certain that my players would be mature enough to handle it with care, but I would still like to explore mechanical options.
For what it's worth feats from The Inner Sea World Guide are not allowed, nor are tieflings.
Does it have to be that exact ability? Change it to Jyoti Descendant and give them a +2 to the damage healed or it's always, at minimum, average healing.
The first means a caster level 1 cure light wounds heals 1d8+1+2.
The second would make a caster level 1 cure light wounds heal 1d8+1, but always heal at least 5 points.
It doesn't have to be that exact ability, but it definitely need to be close. I'll explain why I chose such a powerful ability in case that might enlighten people.
The campaign trait in question is only available to a specific person, a person who fused the [cosmic keystone] of the positive energy plane with their soul, which did the following things [campaign specific cosmology].
1. Destroyed the positive energy plane.
2. Made them the positive energy equivalent of a ghostly empyreal lord type end game boss for the PCs.
3. Cause their 'essence' to be duplicated all over the material plane.
Basically [send in the clones]. I want to give the players the option to play as a clone (who are intrinsically linked to their positive energy creator). But I don't want them to know they're a clone, and I want to give the Jyoti a very concentrate reason for hunting them down beyond second hand vengeance.
Since the Jyoti won't be cooperative I was hoping to give this trait as a way to follow the steps towards figuring out what all transpired to make this all possible. (The players are in the dark about what happens with the original, jyoti and positive energy plane at the start of the game).