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<blockquote data-quote="Cheiromancer" data-source="post: 3111073" data-attributes="member: 141"><p>Thank-you! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I think I'm doing some good work today.</p><p></p><p>Sep, a few things:</p><p></p><p>re: Transmorgrification</p><p></p><p>So your aggregate approach says that a 21st level wizard can make himself into a worm-that-walks at USP 74, and the 2*KR method comes out to USP 73? The closeness of the numbers is gratifiying. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>re: Holy Aura</p><p></p><p>I had to take a *really* generous approach to costing <em>holy aura</em> before I could get it to come out as an 8th level spell:</p><p></p><p>[sblock=A post hoc rationale showing Holy Aura to be only 8th level]Standard action to cast. V.S. components, and a 500 gp focus. 20 ft. burst centered on you, 1 creature/level, 1 round/level, they all get +4 deflection bonus to AC, a +4 resistance bonus to AC, SR 25 vs evil spells and spells cast by evil creatures, warded against possession and mental influence like <em>protection from evil</em>, and evil creatures who attack a protected creature has to make a fortitude save or be blinded.</p><p></p><p>Basically it's like two applications of the [fortify] seed, each with the following factors:</p><p>*duration reduced 3 steps (hours => 10s => minutes => rounds) for -6;</p><p>*touch to personal -2; </p><p>*area effect +6;</p><p>*selective 1 creature/level in area +6; </p><p>(these last two are based on CLW => Mass CLW)</p><p>Total: +4</p><p></p><p>*SR 36 is 24, so SR 25 should be 13; only effective against evil would be maybe a -6 factor; so +7 +4 = 11 </p><p>* A +12 enhancement bonus to natural armor is 24, and +4 would be 8, +4 would be 12 (resistance bonus instead of enhancement bonus to natural armor... no cost)</p><p></p><p>Then there's the blindness effect. SP 24 -4 (1 fewer sense afflicted) -8 range (from long to touch), +4 for contingency blindness (on those who strike warded creatures), +4 for unlimited uses (instead of once per protected creature). -6 because the blindness only affects evil attackers. +10 for touch to personal, area effect, selective 1 creature/level (-2 +6+6). Running total is +24. Too high. Suppose the duration of the blindness isn't permanent, but only lasts 1 round/level. Could permanent => 20 rounds/level be a -18 factor? 10,000 years => 1,000 years => 1 century => 10 years => 10 months => 20 days => 20 hours => 200 minutes => 20 minutes => 20 rounds is 9 steps, at -2 per step would be -18. Let's go for it; the cost for the blindness effect is +6 SP.</p><p></p><p>A <em>Protection from evil</em> is SP 6, make it 2 since only one function of 3 is present; add +10 for duration, area and selective factors (-2 + 6 + 6) (minutes to rounds, touch to personal, area effect, selective targets.) +12 SP.</p><p> </p><p>So I'm getting 4 different spells, with SP costs of 11, 12, 6 and 12. Take one of the +12s as a basis (4th level spell); add the rest (29 SP) at 6 SP per (real) spell level, and you get something just shy of a 9th level spell. Round down, and throw in an expensive focus component to ease your conscience.[/sblock]</p><p></p><p>Though it seems bogus (and indicates <em>holy aura</em> is almost a 9th level spell), I wonder if this method actually gives the right answer in the general case. If you had 10 effects, each of them SP 6, the <em>Holy Aura</em> argument would say that the conglomeration would be a 10th level spell (1st level spell plus 54 SP at 6 SP/spell level), i.e. SP 24. Likewise for a conglomeration of four SP 12 effects; SP 12 is a 4th level spell, plus 36 SP at 6 SP/spell level is 10. Or two SP 18 effects; SP 18 is a 7th level spell, plus 18 SP at 6 SP/spell level is 10 again.</p><p></p><p>And permanent effects are really 10,000 years long.</p><p></p><p>Hmmm. All useful results; though I can't quite get to the aggregate rules from where I am, I feel I am getting closer.</p><p></p><p></p><p></p><p>A feat that benefits a single seed gives about 40 SP worth of benefits, right? So a cleric who takes a feat to "unlock" a seed would get full access plus about 20 SP worth of other benefits? Or about 1/2 what an arcane caster gets when he takes a feat. Or one feat could unlock 2 seeds but do nothing else. Or partial (50%) access to about 4 feats.</p><p></p><p>Actually, that sounds about right. Although there are lots of seeds, I don't think clerics will ever need to access more than a handful of them. Their initial allotment plus a feat to get another 1 or 2, or selective access to 3 or 4 more. I can't imagine them spending more than 1 or 2 feats to get access to other seeds.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3111073, member: 141"] Thank-you! :D I think I'm doing some good work today. Sep, a few things: re: Transmorgrification So your aggregate approach says that a 21st level wizard can make himself into a worm-that-walks at USP 74, and the 2*KR method comes out to USP 73? The closeness of the numbers is gratifiying. :) re: Holy Aura I had to take a *really* generous approach to costing [i]holy aura[/i] before I could get it to come out as an 8th level spell: [sblock=A post hoc rationale showing Holy Aura to be only 8th level]Standard action to cast. V.S. components, and a 500 gp focus. 20 ft. burst centered on you, 1 creature/level, 1 round/level, they all get +4 deflection bonus to AC, a +4 resistance bonus to AC, SR 25 vs evil spells and spells cast by evil creatures, warded against possession and mental influence like [i]protection from evil[/i], and evil creatures who attack a protected creature has to make a fortitude save or be blinded. Basically it's like two applications of the [fortify] seed, each with the following factors: *duration reduced 3 steps (hours => 10s => minutes => rounds) for -6; *touch to personal -2; *area effect +6; *selective 1 creature/level in area +6; (these last two are based on CLW => Mass CLW) Total: +4 *SR 36 is 24, so SR 25 should be 13; only effective against evil would be maybe a -6 factor; so +7 +4 = 11 * A +12 enhancement bonus to natural armor is 24, and +4 would be 8, +4 would be 12 (resistance bonus instead of enhancement bonus to natural armor... no cost) Then there's the blindness effect. SP 24 -4 (1 fewer sense afflicted) -8 range (from long to touch), +4 for contingency blindness (on those who strike warded creatures), +4 for unlimited uses (instead of once per protected creature). -6 because the blindness only affects evil attackers. +10 for touch to personal, area effect, selective 1 creature/level (-2 +6+6). Running total is +24. Too high. Suppose the duration of the blindness isn't permanent, but only lasts 1 round/level. Could permanent => 20 rounds/level be a -18 factor? 10,000 years => 1,000 years => 1 century => 10 years => 10 months => 20 days => 20 hours => 200 minutes => 20 minutes => 20 rounds is 9 steps, at -2 per step would be -18. Let's go for it; the cost for the blindness effect is +6 SP. A [i]Protection from evil[/i] is SP 6, make it 2 since only one function of 3 is present; add +10 for duration, area and selective factors (-2 + 6 + 6) (minutes to rounds, touch to personal, area effect, selective targets.) +12 SP. So I'm getting 4 different spells, with SP costs of 11, 12, 6 and 12. Take one of the +12s as a basis (4th level spell); add the rest (29 SP) at 6 SP per (real) spell level, and you get something just shy of a 9th level spell. Round down, and throw in an expensive focus component to ease your conscience.[/sblock] Though it seems bogus (and indicates [i]holy aura[/i] is almost a 9th level spell), I wonder if this method actually gives the right answer in the general case. If you had 10 effects, each of them SP 6, the [i]Holy Aura[/i] argument would say that the conglomeration would be a 10th level spell (1st level spell plus 54 SP at 6 SP/spell level), i.e. SP 24. Likewise for a conglomeration of four SP 12 effects; SP 12 is a 4th level spell, plus 36 SP at 6 SP/spell level is 10. Or two SP 18 effects; SP 18 is a 7th level spell, plus 18 SP at 6 SP/spell level is 10 again. And permanent effects are really 10,000 years long. Hmmm. All useful results; though I can't quite get to the aggregate rules from where I am, I feel I am getting closer. A feat that benefits a single seed gives about 40 SP worth of benefits, right? So a cleric who takes a feat to "unlock" a seed would get full access plus about 20 SP worth of other benefits? Or about 1/2 what an arcane caster gets when he takes a feat. Or one feat could unlock 2 seeds but do nothing else. Or partial (50%) access to about 4 feats. Actually, that sounds about right. Although there are lots of seeds, I don't think clerics will ever need to access more than a handful of them. Their initial allotment plus a feat to get another 1 or 2, or selective access to 3 or 4 more. I can't imagine them spending more than 1 or 2 feats to get access to other seeds. [/QUOTE]
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