I also wish this function can be delivered through some ways other than pact since I love to toss my weapons around and after this elemental pact my weapon can not be forced to leave my hand
So, I use this mod to more or less function like the giant strike feat from 5e, which to my mind, my monk's background might be urchin, but with this, its like simulating the giant foundling background to some extent - so my big, bruiser of a wood elf monk, having a beard has a very good reason to be as large as he is, and have a full beard (giant foundlings get some interesting physical changes, and even if putting a beard on an elf isn't always one, it does make sense, especially if the elf went and had someone magic him up a beard.)
Yeah, this was something I wanted for a long time and just put the effort in to make myself. Mostly because it felt hard to find a good multiclass for a wizard besides eldritch knight or arcane trickster.
Why not just make all of the pacts use your highest stat for scaling? Most of the pairs have no real sense behind them here, while some of the elements have very strong reasons for multiple stats to make sense (Necrotic being both Wis for Cleric Harm-type spells and Cha for Warlock spooky stuff, for example), so while I was bored and made a table that makes more sense to me (attached below if you're curious), I realized while making it that there's no setup that's gonna make everyone happy, and I'm not sure what the benefit of limiting it is really
I can look into making them all use the highest stat however not sure that's possible without heavy scripting that could cause compatibility issues. I could make a version that switches the stats around to be based around classes. (i'll continue to look into it otherwise I can do an alternate scaling version for the meantime.)
My choices for the scalings were based on stats IE thunder and lightning speedy = dex, Psychic brain power = int, force pushing = str, Acid poison trickster stuff = charisma, etc... Int and fire being kinda outliers that just balanced them out to 2 per stat.
You'll likely never be able to make a scaling table that satisfies everyone. Even if you don't change anything, this is still one of my favorite mods, and most of the folks that have complaints will still use it just as happily. Don't stress too heavily over this particular matter. It's an impossible puzzle
Man, this looks like a really cool mod. But what makes me saddest is that strength (What I would like to use with a wizard) or radiant damage are not for charisma. I feel that it is increasingly difficult to increase my paladin's radiant damage, acid and poison in my opinion combine very little with the paladin or bard although it makes minimal sense with warlock.
Yeah, I didn't take class fantasy to account when choosing the stats but a lot of people want radiant on charisma so i'm gonna look into if the game can just auto detect your highest stat and adjust the scaling otherwise i'll release a alternate scaling version soonish.
TBH, with Shadowheart being a cleric, and Clerics using Spirit Guardians so strongly, I never thought of Radiant needing to be CHA based, since WIS is so prevalent for clerics, and Radiant damage being so in line with them thematically. You have quite a challenge for this one. Also, I'm actually pretty confused why Paladins are CHA based at all since they're basically half-cleric and half warrior. Logic dictates they'd be WIS/STR based.
Does this work with thrown weapons? If i have a dagger in my inventory and throw it after using the mod's spell will it work? The version that allows me to take it multiple times - can I stack a single element or do I have to go prismatic?
The description doesn't say if the spell takes an action. It'd be nice to know
Really like the mod intention. I've always dreamed of playing a dagger-tosser who enchants his daggers as he throws them and this might enable it
I don't know about thrown. But multiple options means, you can take each option, but not the same one multiple times. So, you'll have to go prismatic. But the ASI you choose to increase isn't connected to the element you choose at all. So you even though Force and Fire are STR based, you can still level up Wisdom when you take the feat each time.
I don't exactly understand by what you mean by stat scaling. 1d6 + that stat? (Sad that radiant is tied to wisdom and not charisma considering the majority of melee radiant damage is coming from paladin(lockadins specifically) and not cleric.
Scaling is for the weapon and unarmed attacks the 1d6 doesn't change.
Radiant is on wisdom to give pure caster clerics decent melee attacks, My main idea for the most was to give casters options for pact weapons and multiclassing with non-casters. I mostly assigned the stat to the element rather than the class.
So the stat is getting added to the attack roll ? So if I'm a Lockadin, I add my normal cha and then wis to attack? If there is a clash, I would be sol on a version that didn't have the stats tied to it at all.
Far as i'm aware during testing I could not double pact bind a weapon, so you would choose between the warlock pact bind or the feat's pact bind. The mods pact bind is almost exactly like the warlock one. You get the 1d6 on every kind of attack not just the binded weapon. So you could play the lockadin with radiant blessing and just use the warlock pact bind ignoring the wisdom version.
unfortunately, the warlock pact bind gives you an extra attack at level 5 which is a MUST. Maybe if it was something like an until long rest spell like magic weapon or something? Rn the contradictions with the pacts are breaking my heart lol Id really love the extra damage scaling but i simply cannot sacrifice the extra attack on my oathbreaker/warlock seeing as how I only get 2 feats to work with anyway. Love the mod, just feel like im locked out of it on warlock
If anyone is still wondering what the Scaling means, It means 1d6 + <Stat Bonus>. So, a 16 STR character that chose Force or Fire, would get 1d6 + 3 damage to their attacks.
PS, I absolutely love this mod. I'll never NOT have it in any of my playthroughs. :)
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So yeah, I'm enjoying this. Ta!
My choices for the scalings were based on stats IE thunder and lightning speedy = dex, Psychic brain power = int, force pushing = str, Acid poison trickster stuff = charisma, etc... Int and fire being kinda outliers that just balanced them out to 2 per stat.
If i have a dagger in my inventory and throw it after using the mod's spell will it work?
The version that allows me to take it multiple times - can I stack a single element or do I have to go prismatic?
The description doesn't say if the spell takes an action. It'd be nice to know
Really like the mod intention. I've always dreamed of playing a dagger-tosser who enchants his daggers as he throws them and this might enable it
Radiant is on wisdom to give pure caster clerics decent melee attacks, My main idea for the most was to give casters options for pact weapons and multiclassing with non-casters. I mostly assigned the stat to the element rather than the class.
PS, I absolutely love this mod. I'll never NOT have it in any of my playthroughs. :)