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Author Topic: PrC Idea...  (Read 834 times)

Faldred

PrC Idea...
« on: April 21, 2006, 04:53:43 am »
Presented for approproiate critique, comment, and verbal abuse:  Soulgiver  Note: Detail may change based on playtesting and game balancing Saves: As Sorcerer Skills: As Sorcerer Hit Die: d4 Proficiencies: A Soulgiver does not gain any additional weapon or armor proficiencies. Soulgivers gain spellcasting ability (CON based, arcane but no chance of spell failure due to armor or shields, material components can be ignored) but do not gain the ability to use magical devices such as wands and scrolls. Skill Points: 4 2 + INT Modifier  Requirements: To qualify as a Soulgiver, a character must fullfill all of the following critiria: Feats: Toughness Skills: Concentration 6 ranks, Spellcraft 6 ranks Abilities: CON 18  Description: For a rare few of strong fortitude, the ability to tap into their own inner soul can be attained. This ability allows them to create effects indistinguishable from arcane magic, though at a cost to their own strength.  Soulgiver special abilities (specifically, all bonuses and penalties) are physical effects, not magical ones, and are not subject to any type of magical dispelling.  Abillities:  Soul Magic (Level 1) - Soulgiver gains arcane magical ability as a Sorcerer of the same level, except that the magic is based on CON, not CHA, and that there is no chance of spell failure from armor or shields.  Also, Soulgivers do not have familiars.  When using any spell, the Soulgiver takes a -2 CON penalty (effects are cumulative if multiple spells are cast) for 1d4 + spell level turns. The Soulgiver must make a Fortitude save against a DC of 15 + (spell level times 3) or also take a -2 STR penalty for the same duration.  A spell may not be used if current STR is less than 5.  Eschew Materials (Level 1) - Soulgiver may ignore material components of spells, as his or her body substitutes for any material component  Spell Intuition (Level 2) - Being in tune with magic, the Soulgiver adds his or her class level to his or her Concentration and Spellcraft skills.  Spell Resistance (Level 4) - The Soulgiver gains spell resistance 15 + class level.  One For All (Level 6) - Once per day, a Soulgiver may use his or her inner strength to boost allies. The Soulgiver takes a -6 STR and -6 CON penalty to provide a +2 STR and +2 CON bonus to all allies within 25'. The effects (for both penalties and bonuses) last for 1d4 + class level turns. An additional use per day is gained for each three levels after level 6.  The Soulgiver must have a minimum of 9 for current CON and STR scores in order to use this ability.  Improved Soul Magic (Level 8) - Soul Magic no longer has possibility to temporarily lower STR and the minimum 5 STR restriction is removed.  If the Soulgiver makes a Fortitude save against a DC of 15 + (spell level times 3) the CON penalty is reduced to -1.  Self Sacrifice (level 10) - For use only in dire situations, the Soulgiver sacrifices his or her own life to aid allies. The Soulgiver's current HP and ability scores are distributed evenly as temporary bonuses amongst all allies within 25' (priority given from closest ally to furthest); this may bring allies to a higher current HP total than their normal maximum. The bonuses last for 1d4 + class level turns, however the Soulgiver is truly dead and may only be brought back by Raise Dead or Resurrection (or respawning).  If the Soulgiver returns from the dead (including respawning) during the effect period, all effects cease immediately.  [Example: Soulgiver with current stats of 108 HP, 12 STR, 8 INT, 10 WIS, 12 DEX, 18 CON, 8 CHA with 5 allies within 25' uses Self Sacrifice. Numbering the allies from closest (#1) to furthest (#5), they would receive temporary bonuses of:  Ally #1: 22 HP, 3 STR, 2 INT, 2 WIS, 3 DEX, 4 CON, 2 CHA Ally #2: 22 HP, 3 STR, 2 INT, 2 WIS, 3 DEX, 4 CON, 2 CHA Ally #3: 22 HP, 2 STR, 2 INT, 2 WIS, 2 DEX, 4 CON, 1 CHA Ally #4: 21 HP, 2 STR, 1 INT, 2 WIS, 2 DEX, 3 CON, 1 CHA Ally #5: 21 HP, 2 STR, 1 INT, 2 WIS, 2 DEX, 3 CON, 1 CHA]  Designer Notes: Yeah, I know persuing this is probably a waste of time, but it's still an interesting idea apart from the mechanics issue...  The hit die being only d4 seems reasonable, even though we're likely looking at a Fighter (d10) or Barbarian (d12) as base classes.  The high CON should help this offset, and spellcasting should make the charatcer a little more fragile than martial training.  From these classes, it would be impossible to take this PrC earlier than character level 10 (barring use of the Skill Focus: Spellcraft feat) due to Spellcraft being a cross-class skill.  Other possibilities that could be considred to flesh the class out:
    Spell school restrictions: The Soulgiver, based on his or her unique brand of magic, can only perform spells from the Abjuration, Evocation, Necromacy, and Transmutation schools.  To compensate for the limited selection, the Soulgiver either automatically "knows" all spells of the appropriate level in these schools or maybe gets free Spell Focus feats at odd class levels (3, 5, 7, 9).
    Similarly, to get around the mechanics issue, spells (from the allowed schools) are taken as spell-like abilities -- similar to the Sorcerer choosing spells, but without the option to change at levelling time.  Since CON will fluctuate widly, "spells per day" can be fixed to be current CON-independent by limiting each spell-like ability to once per day (per time chosen); current CON requirements for appropriate spell level still apply when using the ability.
    Spell Asborbance: As a higher-level class ability, the energy from any spell successfully resisted can be used to remove some or all of the negative effects from any Soul Magic or One For All penalties currently in effect.  (Remove 1 turn of duration from oldest penalty per spell level absorbed?)
    Possible penalty change: CON/STR penalties for Soul Magic penalize -1 per spell level, Fortitude save for half effect (on save, fractions round up for CON, down for STR, e.g., Level 3 save means -2 CON, -1 STR) -- Soul Magic would require minimum 3 + spell level for current STR, 10 + spell level for CON.  Improved Soul Magic still eliminates all STR penalties/restrictions, CON saves now round down.
    Does metamagic make sense for Soul Magic?  Some thought should be given as to whether or not Soul Magic can have metamagic applied to it.
    Epic stuff: Bonuses for Concentration, Spellcraft, and One For All uses continue into epic levels; (all) epic spells should be allowable just as to a regular sorcerer and treated as spell level 10
 

PsychicToaster

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Re: PrC Idea...
« Reply #1 on: April 21, 2006, 07:18:18 am »
Some of these ideas are very interesting, however Soul Magic is an imposibility of the engine.  Spellbooks can't be added to prestige classes, they're attached by hardcoding to the classes that have spellbooks.  You'd need to already *be* a sorcerer, and then you can add spell levels with the prestige class from there.
 

Faldred

Re: PrC Idea...
« Reply #2 on: April 21, 2006, 07:33:56 am »
Too bad on the mechanics issue.  I thought this was an interesting twist on the prestige classes that give spellcasters a more melee focus (e.g. Pale Master and Sacred Fist), by giving melee characters a limited ability to use magic.

But, as I've never dug into module making or scripting, I never know which of my crazy ideas can work and which ones don't...  8)

I guess the only way around the problem would be to have the spells granted as spell-like abilities/feats, but thast could probably get pretty cumbersome.
 

Faldred

RE: PrC Idea...
« Reply #3 on: April 25, 2006, 07:00:24 am »
Alternate (more complex) version based on some of my notes...  SOULGIVER  Note: Detail may change based on playtesting and game balancing Saves: As Sorcerer Skills: As Sorcerer Hit Die: d4 Proficiencies: A Soulgiver does not gain any additional weapon or armor proficiencies. Soulgivers gain spellcasting ability (CON based, arcane but no chance of spell failure due to armor or shields, material components can be ignored, limited spell schools) but do not have familiars nor do they gain the ability to use magical devices such as wands and scrolls. Skill Points: 2 + INT Modifier  Requirements: To qualify as a Soulgiver, a character must fullfill all of the following critiria: Feats: Toughness Skills: Concentration 6 ranks, Spellcraft 6 ranks Abilities: CON 18  Description: For a rare few of strong fortitude, the ability to tap into their own inner soul can be attained. This ability allows them to create effects indistinguishable from arcane magic, though at a cost to their own strength.  Soulgiver special abilities (specifically, all bonuses and penalties) are physical effects, not magical ones, and are not subject to any type of magical dispelling.  Abillities:  Soul Magic (Level 1) - The Soulgiver gains arcane-like spell ability (CON based, no armor/shield failure) with spells per day progression as a Sorcerer of the same level.  Only spells from the following schools may be used, however all such spells at are automatically known: Abjuration, Evocation, Necromancy, Transmutation.  When using any spell (other than cantrips), the Soulgiver takes a -1 penalty to STR and CON per spell level for 1d4 + spell level turns.  A Fortitude save (DC 15 + 3 times spell level) will halve the penalties, rounded down for STR and rounded up for CON.  All penalties stack if additional spells are cast while penalties are effective.  Prior to spell casting, the Soulgiver must have a minimum CON of 10 + spell level and a minimum STR of 3 + spell level.  Eschew Materials (Level 1) - Soulgiver may ignore material components of spells, as his or her body substitutes for any material component.  Spell Intuition (Level 2) - Being in tune with magic, the Soulgiver adds his or her class level to his or her Concentration and Spellcraft skills.  Spell Focus: Abjuration (Level 3) - As the feat.  Spell Resistance (Level 4) - The Soulgiver gains spell resistance 15 + class level.  Spell Focus: Necromancy (Level 5) - As the feat.  One For All (Level 6) - Once per day, a Soulgiver may use his or her inner strength to boost allies. The Soulgiver takes a -6 STR and -6 CON penalty to provide a +2 STR and +2 CON bonus to all allies within 25'. The effects (for both penalties and bonuses) last for 1d4 + class level turns. An additional use per day is gained for each three levels after level 6.  The Soulgiver must have a minimum of 9 for current CON and STR scores in order to use this ability.  Spell Focus: Evocation (Level 7) - As the feat.  Improved Soul Magic (Level 8) - Soul Magic no longer has possibility to temporarily lower STR and the minimum STR restrictions are removed.  The Fortitude save now rounds fractions down for CON penalties.  Spell Absorption (Level 8) - Any spell resisted by Spell Resistance can be absorbed by the Soulgiver to reduce or remove penalties from Soul Magic and One For All.  One turn of duration is removed for each spell level absorbed, starting from the oldest penalty to the most recent.  Spell levels absorbed beyond any existing penalties have no effect.  Spell Focus: Transmutation (Level 9) - As the feat.  Self Sacrifice (level 10) - For use only in dire situations, the Soulgiver sacrifices his or her own life to aid allies. The Soulgiver's current HP and ability scores are distributed evenly as temporary bonuses amongst all allies within 25' (priority given from closest ally to furthest); this may bring allies to a higher current HP total than their normal maximum. The bonuses last for 1d4 + class level turns, however the Soulgiver is truly dead and may only be brought back by Raise Dead or Resurrection (or respawning).  If the Soulgiver returns from the dead (including respawning) during the effect period, all effects cease immediately.
    [Example: Soulgiver with current stats of 108 HP, 12 STR, 8 INT, 10 WIS, 12 DEX, 18 CON, 8 CHA with 5 allies within 25' uses Self Sacrifice. Numbering the allies from closest (#1) to furthest (#5), they would receive temporary bonuses of:  Ally #1: 22 HP, 3 STR, 2 INT, 2 WIS, 3 DEX, 4 CON, 2 CHA Ally #2: 22 HP, 3 STR, 2 INT, 2 WIS, 3 DEX, 4 CON, 2 CHA Ally #3: 22 HP, 2 STR, 2 INT, 2 WIS, 2 DEX, 4 CON, 1 CHA Ally #4: 21 HP, 2 STR, 1 INT, 2 WIS, 2 DEX, 3 CON, 1 CHA Ally #5: 21 HP, 2 STR, 1 INT, 2 WIS, 2 DEX, 3 CON, 1 CHA]
    [/list]  EPIC SOULGIVER  Saves: As Sorcerer Skills: As Sorcerer Hit Die: d4 Skill Points: 2 + INT Modifier Bonus Feats: Every three levels Epic Soulgiver Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Great Constitution, Improved Combat Casting  All Soulgiver abilities that are class level dependent (Improved Soul Magic, Spell Intuition, Spell Resistance, One For All daily uses) continue to progress with epic levels.  Epic spells are available as feats, assuming the Soulgiver meets all other prerequisites.  Epic spells are treated as spell level 10 for all Soulgiver abilities.
 

Stephen_Zuckerman

Re: PrC Idea...
« Reply #4 on: April 29, 2006, 09:41:59 pm »
If I may make a suggestion...

The Self Sacrifice thing, have it drop the character to 0 or -9. They still have the chance to get out alive, that way, if in ridiculously weakened condition. Also, the standard death penalties would stick (-4 to all stats) until thier next Rest.

Just seems a bit unbalanced to force them to die, period, just for that.
 

Faldred

Re: PrC Idea...
« Reply #5 on: May 01, 2006, 07:29:38 am »
Quote
Stephen_Zuckerman - 4/30/2006  12:41 AM

If I may make a suggestion...

The Self Sacrifice thing, have it drop the character to 0 or -9. They still have the chance to get out alive, that way, if in ridiculously weakened condition. Also, the standard death penalties would stick (-4 to all stats) until thier next Rest.

Just seems a bit unbalanced to force them to die, period, just for that.


Please do make suggestions, that's what the idea is posted for!

On self-sacrifice, yeah, that should probably be re-worked.  Maybe drop to 1 HP and 3 on all stats instead?

I've been looking at what it would take to make a custom spellbook, and simulating a real arcane spellbook seems to be impossible by using custom feats, unless I want to really, really restrict the spell choices.  What I'm thinking instead, from an NWN mechanics standpoint, is defining all of the allowable spells as bonus feats to be taken by Soul Giver PrC only, and with a minimum class level as a feat requirement for each level's spells to simulate spell progression.

The downsides to that approach are that the spells taken and their uses per day will be fixed on feat selection (though more uses per day can be taken as an additional feat).  So, it's like Sorcerer in that you pick the known spells at each level, but you can't "trade" one for another when you level again.  Also, you don't have "N" uses of any spell you know at level "X", you have a specific number of uses for each spell that is selected by taking feats.  And further, no bonuses for high CON.  This also pretty much eliminates the ability to use metamagic as it is typically defined for casting classes.

As a different drawback (or not, depending on how you look at it), there's nothing to stop a character from taking, say, an additional 2nd level spell instead of a 3rd level spell when both are available.  Maybe call this flexibility rather than a drawback?  :)  

So in those respects, Soulgiver is weaker than Sorcerer.  Perhaps to balance that out... provide more spells or more uses than an equivalent level Sorcerer, and maybe use the Wizard chart to determine when to grant higher-level spells.
 

mago

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    RE: PrC Idea...
    « Reply #6 on: June 10, 2006, 02:53:35 pm »
    you cuod give them farmiliers
     

    Stephen_Zuckerman

    Re: PrC Idea...
    « Reply #7 on: June 10, 2006, 10:46:37 pm »
    I found a Druid spell that does pretty much what self-sacrifice does. http://nwn.layonara.com/Nature's%20Balance

    Read it, note the spell level, and think on that ability, eh?