[Tome] Homebrew skill/metamagic feats
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- Journeyman
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Since Delay Spell can only delay a spell by up to five rounds, you already have a very real limit on how many can be running.
What's ToN/ToF?
What's ToN/ToF?
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
The 5-round limit on Delay Spell means you can open the fight with 5-6 (depending on initiative) rounds worth of spellcasting, on the level where fights usually takes only one or two rounds - and you are giving this ability specifically to stealthy casters with free Still & Silent spells. This is strictly better than Quicken which is the top tier of power for metamagic feats.
In fact, what exactly do we want Delaying a spell to achieve? Mad Max style casually-walk-away-from-an-explosion kind of stunts? Traps that go off in a couple seconds?
Anyway, I propose the limit of 2 or 3 delayed spells and instead extending the maximum time of delay - 1 minute? 5? 10? Won't really matter mechanically.
Oh, and they are talking about Tome of Necromancy and Tome of Fiends.
Edit: Damn, ninja'd.
In fact, what exactly do we want Delaying a spell to achieve? Mad Max style casually-walk-away-from-an-explosion kind of stunts? Traps that go off in a couple seconds?
Anyway, I propose the limit of 2 or 3 delayed spells and instead extending the maximum time of delay - 1 minute? 5? 10? Won't really matter mechanically.
Oh, and they are talking about Tome of Necromancy and Tome of Fiends.
Edit: Damn, ninja'd.
Last edited by schpeelah on Sun Jul 26, 2009 8:29 pm, edited 1 time in total.
- JonSetanta
- King
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Ah, that's what you mean. Not sure how to treat them, personally; as I still use them in my own game. From what I recall, most of the [Fiend] feats were still worth it because they gave scaling abilities that were individually more powerful than what the most of the [Combat] feats gave (just look at Large Size). Even the [Necromantic] feats give minions that are almost as powerful as cohorts, so they don't need an inherent scaling mechanic like the [Combat] & [Skill] ones do.
In fact, that was part of the reason I avoided some of the more powerful ideas I had for a feat with a progression. Looking at it, I think I'll just cross out the upper level power and split the next highest one.
In fact, that was part of the reason I avoided some of the more powerful ideas I had for a feat with a progression. Looking at it, I think I'll just cross out the upper level power and split the next highest one.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
Craft (Basket weaving)
19 You no longer suffer any penalty for using this skill underwater, as you are considered to be constantly under the effect of a freedom of movement spell.
19 You no longer suffer any penalty for using this skill underwater, as you are considered to be constantly under the effect of a freedom of movement spell.
Last edited by Hicks on Tue Jan 25, 2011 12:18 pm, edited 1 time in total.

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