jaywolfenstien
First Post
First, I'm thinking about running a solo campaign online (more role play, less battles), and it'll be Gestalt to give the player more resources to survive alone. The theme of the campaign is servants of Shar working alone to carry out the Dark Goddess' will from the Shadows.
So, since this is 1. Solo and 2. Shar-themed, I'm wanting to make Shadow Weave a "little" overpowered but not game-breaking overpowered (a balance that's asking for trouble, I know.)
What I'm leaning towards is creating a series of "Shadow Feats" that are chained and/or interlinked and/or grow more powerful together and, of course, "Shadow Weave Magic" would be the one to unlock them (kind of like Sacred Vow, in Exalted Undeeds paving the way for some of the other "Vow" feats.)
Anyway, first Shadow Weave Magic as it is written in FRCS: +1 Save DC and CL checks for Enchantments, Illusion, Necromancy, and spells with the "Darkness" descriptor (which, from here on out, I'm going to call "Shadow spells.") The feat gives -1 CL to spells from Evocation and Transmutation, and the caster can no longer cast any spell with the "Light" descriptor. (Forget about the story/atonement aspects of the feat, there'll be a chance to knock that out.)
In Addition I want the feat to give 2hps for every "Shadow" feat the player takes (a la, Psionic Body.) "Shadow" feats include Shadow Weave Magic, Insidious Magic, Pernicious Magic, and Tenacious Magic plus new feats (two of which are listed below).
Note: Below "Shadow spells" is shorthand referring to Shar's preferred schools of magic effected by the Shadow Weave feat (Ench, Illus, Necro, and spells with the Darkness descriptor.) I am not referring to the subset of Illusions.
Shadow Focus. Add +1 to the DC of all Shadow spells and +2 to overcome spell resistance when casting Shadow spells. This does not stack with Spell Focus or Spell Penetration. (prereq: Shadow Weave Magic.)
Improved Shadow Focus. Add +1 to the DC of all Shadow spells and +2 to overcome spell resistance when casting Shadow spells. This does not stack with Spell Focus or Spell Penetration.(prereq: Shadow Weave Magic, Shadow Focus.)
So, in essense, the Shadow Focus feats are Spell Focus & Spell Penetration wrapped into one, but only applies to Shar's preferred spells (Ench, Illus, Necro, and spells with the Darkness descriptor.)
I'd like to come up with more and, like I said, make the feats build momentum with each other. Ideally, I want them to be slightly overpowered for a solo gestalt game and make them the best so players are tempted to dive deeper into the game's theme and not feel like they're making subpar character for the sake of playing along, but at the same time I don't want them to be so overpowered that the Shadow feats are necessary or that their character is somehow left out if they decide to go another route (impossible balance, yeah, I know.).
So, thoughts? Ideas? Suggestions? Comments?Suggestions? Alternatives? I'm open for anything
So, since this is 1. Solo and 2. Shar-themed, I'm wanting to make Shadow Weave a "little" overpowered but not game-breaking overpowered (a balance that's asking for trouble, I know.)
What I'm leaning towards is creating a series of "Shadow Feats" that are chained and/or interlinked and/or grow more powerful together and, of course, "Shadow Weave Magic" would be the one to unlock them (kind of like Sacred Vow, in Exalted Undeeds paving the way for some of the other "Vow" feats.)
Anyway, first Shadow Weave Magic as it is written in FRCS: +1 Save DC and CL checks for Enchantments, Illusion, Necromancy, and spells with the "Darkness" descriptor (which, from here on out, I'm going to call "Shadow spells.") The feat gives -1 CL to spells from Evocation and Transmutation, and the caster can no longer cast any spell with the "Light" descriptor. (Forget about the story/atonement aspects of the feat, there'll be a chance to knock that out.)
In Addition I want the feat to give 2hps for every "Shadow" feat the player takes (a la, Psionic Body.) "Shadow" feats include Shadow Weave Magic, Insidious Magic, Pernicious Magic, and Tenacious Magic plus new feats (two of which are listed below).
Note: Below "Shadow spells" is shorthand referring to Shar's preferred schools of magic effected by the Shadow Weave feat (Ench, Illus, Necro, and spells with the Darkness descriptor.) I am not referring to the subset of Illusions.
Shadow Focus. Add +1 to the DC of all Shadow spells and +2 to overcome spell resistance when casting Shadow spells. This does not stack with Spell Focus or Spell Penetration. (prereq: Shadow Weave Magic.)
Improved Shadow Focus. Add +1 to the DC of all Shadow spells and +2 to overcome spell resistance when casting Shadow spells. This does not stack with Spell Focus or Spell Penetration.(prereq: Shadow Weave Magic, Shadow Focus.)
So, in essense, the Shadow Focus feats are Spell Focus & Spell Penetration wrapped into one, but only applies to Shar's preferred spells (Ench, Illus, Necro, and spells with the Darkness descriptor.)
I'd like to come up with more and, like I said, make the feats build momentum with each other. Ideally, I want them to be slightly overpowered for a solo gestalt game and make them the best so players are tempted to dive deeper into the game's theme and not feel like they're making subpar character for the sake of playing along, but at the same time I don't want them to be so overpowered that the Shadow feats are necessary or that their character is somehow left out if they decide to go another route (impossible balance, yeah, I know.).
So, thoughts? Ideas? Suggestions? Comments?Suggestions? Alternatives? I'm open for anything