Kicking out spellcaster, spell like abilities via feats?


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Frukathka said:
In this kind of world I would suggest giving the characters a feat at every level.
Sound advice, I think. Or at least, every second level (as per Iron Heroes, apparently - or as per my own campaigns :)).

Also through use of Greater Inner Focus they gain acess to the Spellcraft skill. In addition to needing Greater Inner Focus 2 for casting spells the characters also need to have their Spellcraft skill at 5 ranks.

Third level spells require Greater Inner Focus 3 and Spellcraft skill at 6 ranks.

Fourth level spells require Greater Inner Focus 4 and Spellcraft skill at 7 ranks.

And so on.
This though, I'm not so sure about. There'll be no classes with Spellcraft as a class skill. That's OK I guess, but tying any of this to skills at all would make those classes with tons of skp that much better, instantly. Unless I'm missing some piece of the puzzle there...

I think going the way of purely feats might be better still. Lots of them, sure, but what's the harm in that?
 

Greater Inner focus grants spellcraft as a class skill. I am still not positive about the skill. skills or access feats to higher level spells. I am thinking one or the other not sure yet though.

Thanks!

-Sravoff
 

Actually, now that I've looked at my PHB, the following makes more sense:

First level spells require Greater Inner Focus 1 and Spellcraft skill at 4 ranks.

Second level spells require Greater Inner Focus 2 and Spellcraft skill at 6 ranks.

Third level spells require Greater Inner Focus 3 and Spellcraft skill at 8 ranks.

Fourth level spells require Greater Inner Focus 4 and Spellcraft skill at 10 ranks.

And so on.
 

so to get a fourth level spell, you have to be level seven and have invested sevel levels worth of skill points invested into spellcraft. Hmm....Sounds good, though I amy lower feats. you get two every three levels, that sounds about right. that way those few, very few whos till ahve the old arts are still powerful. I am liking this idea more and more
 

Characters may use metamagic feats to augument their spell like abilities. They must first get the feat that allows tem to use metamagic, then they must get the metamagic feat.

Use Metamagic One
Prerequisites: Greater Inner Focus, 9 ranks in Spellcraft
You may select any metamagic feat that alters the spell level by one. Empower, Extend ect. When you chose the metamagic feat you apply it permanantly to one of the the spell like abilities you know. This also lowers the CL of that spell by one and half times, round up, the feat would normally raise spell level.
Example: Falden, a 10th level human rogue has the following feats. Inner Focus, Greater Inner Focus x5, Use metamagic one. At level ten he takes extend spell and adds it to his blink ability. He now casts blink as a third level caster but the duration is doubled. This gives him 6 rounds instead of five, every arcana feat he picks up will now add two rounds to his duration.

How could this be made so it is comparable to feats like "heighten Spell Like Ability" from complete arcane? make metamagic feats count as arcana feats? make "use metamagic" arcana feats?

thanks

-Sravoff
 

Hmm you could go easy on them and have the greater inner focus automatically grant knowledge of metamagic feats every other time they take it or something.

For the effect of hieghtening effective spell level you could allways have a feat that allows the character to use thier abilities with an effective caster level equal to the total number of arcane feats the character has instead of half the total. Make spell focus and greater spell focus prerequisites or something so its like the pinnacle of magical study.
 

Sravoff said:
Either more feats or give each class a tree of spell like abilities. CL is equal to class level minus two, minimum of one.

Here is my tree for the fighter. May need to be adjusted. Once you begin on a path you may not change from it. You get warriors insight at level three and you continue on your path once every three levels. 3->6->9->12.

Each ability is usable once per day.

Warriors insight gives the magic weapon one times per day.

Way of the sword gives greater magic weapon, Way of the shield gives mage armor.

Inner Strength gives bull's strength, Blades of Fate gives Elemental infusion. Shield of the mind gives shield, Armor of flesh gives Barkskin, though without the bark effect, just toughens skin.

Disciple of Endurence gives Bears Endurence, Blades of the Heavens gives Greater Elemental Infusion, Graneur Force gives Greater Mage Amror, Skin of Bone/Steele gives Steele/Bone Infusion.

Elemental Infusion
You may chose one elemental type, earth, air, fire, water. This type is pickad at time of Elemental Infusion is gotten, once this is set it may not be changed. This causes your blade to be wreathed in the element of your choice, dealing an extra 1d4 damage of the elemental type you chose. This ability lasts for your level minus two in rounds.

Greater Elemental Infusion
Your damage is increased from 1d4 to 1d6, in all other respects treat as Elemental Infusion You may change your element at this time if you wish.

Steele/Bone Infussion
This gives you DR 1+1 per ten levels for your level in rounds.

I would make Way of the Shield give Magic Vestment. Mage Armor is useless to a fighter who wears armor.

Shield of the mind should give Shield of Faith (deflection bonus to AC), so they still get use out of a shield. And Graneur Force should provide perhaps Medium Fortification for a number rounds equal to your level. You really should change these two if you want anyone to take them. Providing armor and shield bonuses to AC for a fighter is nearly useless if they use a shield and armor.

Skin of Bone & Steel should give slightly more DR, and you need to specify the type of damage reduction. I would say 1 + 1 per five levels for your level in rounds.
 

boredgremlin said:
Hmm you could go easy on them and have the greater inner focus automatically grant knowledge of metamagic feats every other time they take it or something.
Probably a good idea. I like it.

boredgremlin said:
For the effect of hieghtening effective spell level you could allways have a feat that allows the character to use thier abilities with an effective caster level equal to the total number of arcane feats the character has instead of half the total. Make spell focus and greater spell focus prerequisites or something so its like the pinnacle of magical study.

I iam going to have to change it to the total number of arcane feats for normal, half is just not enough i don't think.

-Sravoff
 

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