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General Tabletop Discussion
*Pathfinder & Starfinder
Core Class Spell Seed User: Is it viable?
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<blockquote data-quote="Wyrm" data-source="post: 297132" data-attributes="member: 6510"><p>Revised Spell Seed User (name under review)</p><p> </p><p>I've spent some more time thinking about the class and am discarding most of what I wrote above. Here is the revised version:</p><p></p><p>HP: d8</p><p>BAB: Cleric</p><p>Saves: Wizard</p><p>Skills: 6 points/level and Wizard selection if Int primary stat, Sorcerer selection if Cha primary stat, and Cleric selection if Wis primary stat.</p><p>Armor: As cleric (note that spell failure doesn't applies to these spells no matter what the primary stat)</p><p>Weapons: As cleric </p><p></p><p>Class Features:</p><p></p><p>Primary Stat: At 1st level, the spell seed user may choose to use his Cha, Int, or Wis mod to spellcraft and must choose one as his primary stat.</p><p></p><p>Modified Epic Spellcasting Feat: At 1st level the Spell Seed User acquires a modified Epic Spellcasting Feat. The changes are as follows:</p><p>-Max DC for spells created using this feat: 2*level +12</p><p>-No cost/time creation for spellcraft DCs under 40</p><p>-Max Spells created: primary stat mod + level (minimum 3)</p><p>Any spells over this limit cost the Spell Seed User the normal amount divided by their level in gold and one-tenth of that number in experience.</p><p>-Minor Seed knowledge: the Spell Seed User starts with awareness (able to utilize in creation) in 5 seeds. He gains awareness of seeds at the rate of 1/level past 1st.</p><p>-See spells per day below for the number of casts per day for each spell</p><p>-NO bonuses may be used on the spellcraft roll which is:</p><p> Primary stat mod + Spellcraft ranks</p><p>-The final say on any spell created is up to the DM as always. A good rule would be to compare the spell to a spell one level higher than a wizard of the player's level could cast. If it is about of the same power, it should be allowable as long as the DC reflects about a 50/50 chance of casting the spell.</p><p>-Any spell with two different seeds has a -8 DC and any spell with three different seeds has a -16 DC </p><p>-All spells have a casting time of 1 full round (no adjustment to spellcraft DC)</p><p>-A caster may only sacrifice up to 50 X level experience points for a mitigating factor</p><p></p><p>Seed Modifications (necessary to lower Spellcraft DCs):</p><p>Afflict: If you decrease the morale penalty on attack rolls, checks, and saves by 1 (making it -1) the DC goes down 2.</p><p>Animate Dead: Each HD less than 20 that you animate, lowers the DC by 1.</p><p>Armor: Each point less of armor lowers DC by 2.</p><p>Banish: Each 2 HD of banishment less lowers DC by 1.</p><p>Conjure: Each cubic foot less lowers the DC by 1.</p><p>Destroy: Each die less (ie from 10d6 to 9d6), lowers the DC by 1.</p><p>Dispel: Each -1 to your dispel check, lowers DC by 1.</p><p>Energy: Each die less (ie from 10d6 to 9d6), lowers the DC by 2.</p><p>Heal: Add a DC 14 ability that heals 1d8 hp + caster level. Add +1d8 per +1 DC.</p><p>Transport: Every 200 pounds less teleported, subtract 3 DC.</p><p>Life: For every 30 years subtracted off the two hundred, lower the DC by 1.</p><p>Slay: For every 20 HD less than the standard 80, lower the DC by 2.</p><p></p><p>Spells Per day:</p><p>Each spell has its own number of times cast per day determined by this formula (round down with a minimum of 1):</p><p></p><p> (Primary Stat mod + level *2)/(Spellcraft DC)</p><p></p><p>A failed cast doesn't use up the usage for that day.</p><p></p><p>Each level the Spell Seed User may add 1 use per day to any created spell with a DC less than 12+level. These uses may not be saved and must be applied. If the Spell Seed User for some reason has no such spell, this usage is wasted.</p><p></p><p>NOTE: all references to level refer to Spell Seed User class level</p><p></p><p>Comments welcome. One other possibility I've been considering</p><p>is making Con as an option for the primary stat, but I can't think of</p><p>a reason why everyone wouldn't pick it. The hitpoints may also be needed to be changed to d6.</p></blockquote><p></p>
[QUOTE="Wyrm, post: 297132, member: 6510"] Revised Spell Seed User (name under review) I've spent some more time thinking about the class and am discarding most of what I wrote above. Here is the revised version: HP: d8 BAB: Cleric Saves: Wizard Skills: 6 points/level and Wizard selection if Int primary stat, Sorcerer selection if Cha primary stat, and Cleric selection if Wis primary stat. Armor: As cleric (note that spell failure doesn't applies to these spells no matter what the primary stat) Weapons: As cleric Class Features: Primary Stat: At 1st level, the spell seed user may choose to use his Cha, Int, or Wis mod to spellcraft and must choose one as his primary stat. Modified Epic Spellcasting Feat: At 1st level the Spell Seed User acquires a modified Epic Spellcasting Feat. The changes are as follows: -Max DC for spells created using this feat: 2*level +12 -No cost/time creation for spellcraft DCs under 40 -Max Spells created: primary stat mod + level (minimum 3) Any spells over this limit cost the Spell Seed User the normal amount divided by their level in gold and one-tenth of that number in experience. -Minor Seed knowledge: the Spell Seed User starts with awareness (able to utilize in creation) in 5 seeds. He gains awareness of seeds at the rate of 1/level past 1st. -See spells per day below for the number of casts per day for each spell -NO bonuses may be used on the spellcraft roll which is: Primary stat mod + Spellcraft ranks -The final say on any spell created is up to the DM as always. A good rule would be to compare the spell to a spell one level higher than a wizard of the player's level could cast. If it is about of the same power, it should be allowable as long as the DC reflects about a 50/50 chance of casting the spell. -Any spell with two different seeds has a -8 DC and any spell with three different seeds has a -16 DC -All spells have a casting time of 1 full round (no adjustment to spellcraft DC) -A caster may only sacrifice up to 50 X level experience points for a mitigating factor Seed Modifications (necessary to lower Spellcraft DCs): Afflict: If you decrease the morale penalty on attack rolls, checks, and saves by 1 (making it -1) the DC goes down 2. Animate Dead: Each HD less than 20 that you animate, lowers the DC by 1. Armor: Each point less of armor lowers DC by 2. Banish: Each 2 HD of banishment less lowers DC by 1. Conjure: Each cubic foot less lowers the DC by 1. Destroy: Each die less (ie from 10d6 to 9d6), lowers the DC by 1. Dispel: Each -1 to your dispel check, lowers DC by 1. Energy: Each die less (ie from 10d6 to 9d6), lowers the DC by 2. Heal: Add a DC 14 ability that heals 1d8 hp + caster level. Add +1d8 per +1 DC. Transport: Every 200 pounds less teleported, subtract 3 DC. Life: For every 30 years subtracted off the two hundred, lower the DC by 1. Slay: For every 20 HD less than the standard 80, lower the DC by 2. Spells Per day: Each spell has its own number of times cast per day determined by this formula (round down with a minimum of 1): (Primary Stat mod + level *2)/(Spellcraft DC) A failed cast doesn't use up the usage for that day. Each level the Spell Seed User may add 1 use per day to any created spell with a DC less than 12+level. These uses may not be saved and must be applied. If the Spell Seed User for some reason has no such spell, this usage is wasted. NOTE: all references to level refer to Spell Seed User class level Comments welcome. One other possibility I've been considering is making Con as an option for the primary stat, but I can't think of a reason why everyone wouldn't pick it. The hitpoints may also be needed to be changed to d6. [/QUOTE]
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Core Class Spell Seed User: Is it viable?
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