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

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.