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*Pathfinder & Starfinder
Simple Fix For The Truenamer
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<blockquote data-quote="Sravoff" data-source="post: 3316089" data-attributes="member: 33724"><p>Thanks. <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>I haven't seen the base class yet, but from what you are saying, the Truenamer is similar to a spell caster, except they use skills to cast spells, and they get harder by a number of modifiers. Harder when the spell becomes more difficult (higher Spell level), harder the more times per day the spell has been cast, and harder the more powerful the target.</p><p></p><p>What I first thought was to make the target make a save, but I realized that didn't work since the Truenamer can target allies. And allies making saves against beneficial magic seems silly. But what about a mechanic the brings Save Bonus's into the equation?</p><p></p><p>Saves already represent a creatures innate ability to resist any number of harmful effects, from charms, to poison, to dodging. So using a base save of good, compared to its HD, then adding a static number, say, 13?</p><p></p><p>So the DC=13+Base Save+(2xSpell Level). Casting a first level spell on a one HD creature would be 17. Casting a 9th level spell on a 20 HD creature, would be 43. 13+12+18. The check is Level+3+Int Mod right? So at 20th level, with a 30 int, +33 to the check. Roll a 10 or higher and you make it.</p><p></p><p>I forgot the bit about it getting harder each time you use it.</p><p></p><p>DC=12+Base Save+Spell Level. Casting a first level spell on a 1 HD creature, DC 15, +2 for every copy of the spell cast before today. Casting a nineth level spell on a 20 HD creature, DC 23. +2 for every time the spell has been used.</p><p></p><p>HHmm... You wouldn't be casting Nineth level spells that often. So the DC's taper off a bit much at the end there. But perhaps if spell levels got higher quicker, than say 1/spell level, then it might work.</p><p></p><p>A first level spell raises the DC by one.</p><p>A Second by 3</p><p>A third by 5</p><p>a Fourth by 7</p><p>a fifth by 8</p><p>a sixth by 10</p><p>a seventh by 11</p><p>an eighth by 13</p><p>a ninth by 14</p><p></p><p>That makes the firs systems checks DC 17 and DC 55</p><p>and the second systems would be DC 15, and DC 38</p><p></p><p>I'm not sure if this will help at all, since I only have a vague idea of what the class origanaly did, but there are my two cents. Incase they fell somewhere near their mark.</p></blockquote><p></p>
[QUOTE="Sravoff, post: 3316089, member: 33724"] Thanks. :) I haven't seen the base class yet, but from what you are saying, the Truenamer is similar to a spell caster, except they use skills to cast spells, and they get harder by a number of modifiers. Harder when the spell becomes more difficult (higher Spell level), harder the more times per day the spell has been cast, and harder the more powerful the target. What I first thought was to make the target make a save, but I realized that didn't work since the Truenamer can target allies. And allies making saves against beneficial magic seems silly. But what about a mechanic the brings Save Bonus's into the equation? Saves already represent a creatures innate ability to resist any number of harmful effects, from charms, to poison, to dodging. So using a base save of good, compared to its HD, then adding a static number, say, 13? So the DC=13+Base Save+(2xSpell Level). Casting a first level spell on a one HD creature would be 17. Casting a 9th level spell on a 20 HD creature, would be 43. 13+12+18. The check is Level+3+Int Mod right? So at 20th level, with a 30 int, +33 to the check. Roll a 10 or higher and you make it. I forgot the bit about it getting harder each time you use it. DC=12+Base Save+Spell Level. Casting a first level spell on a 1 HD creature, DC 15, +2 for every copy of the spell cast before today. Casting a nineth level spell on a 20 HD creature, DC 23. +2 for every time the spell has been used. HHmm... You wouldn't be casting Nineth level spells that often. So the DC's taper off a bit much at the end there. But perhaps if spell levels got higher quicker, than say 1/spell level, then it might work. A first level spell raises the DC by one. A Second by 3 A third by 5 a Fourth by 7 a fifth by 8 a sixth by 10 a seventh by 11 an eighth by 13 a ninth by 14 That makes the firs systems checks DC 17 and DC 55 and the second systems would be DC 15, and DC 38 I'm not sure if this will help at all, since I only have a vague idea of what the class origanaly did, but there are my two cents. Incase they fell somewhere near their mark. [/QUOTE]
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