If you want a feature implemented. post it here. (most chance of success is if it is somewhat similar to things already implemented)
Traits are the easiest and fun to do for me.
Note: I will not add classes or class archetypes. It's just too big of a project and if I have to edit all classes after a big update I won't be able to keep up So oracle Crossblooded sorcerer and (Maybe)arcanist but No other classes or class archetypes will be added anytime soon.

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joostjasper

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  1. Elthagrim
    Elthagrim
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    Hello '-'/

    Any chance for adding Shielded mage feat? Shielded mage (Shield Mastery)?
    Its similar to Arcane armor for shields, y desperately need it for mi Eldritch knight build ñ3ñ
  2. nexmond
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    Enable Enlarge/Reduce Person type spells on Undead companions
    For several half casters tanking damage in melee isn't a good idea, Jaethal doesn't tank well in the front lines while staying in her class.
    The minimum of 6 foot weapon or an enlarge person would allow you to attack from behind tanks. Enlarge doesn't work on undead and if you use an other weapon then you loose her signature weapon type which breaks immersion. Usefulness wise for an other character you create you could simply use a weapon with 6 foot reach like the Simple Longspear or Exotic Fauchard.
    It's harmful for gameplay to have a real suboptimal companion choice due to this fact.

    Could the mod at least get the option to allow such transformation spells to work on undead type player controlled characters?
    You might need to consider how it should affect summoned undead units.
  3. Sarellis
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    Greetings, Joost! I trust the PF:KM Discord has helped regarding finding and implementing _light Summons stuff.

    I too would like more Necromancy stuff. More specifically, I'd like Turn Undead as a feat - since it's already the Wizard (Necromancer) ability Power Over Undead - and I'd like Command Undead to be added. (Likewise, I'd like Command Undead/channeling negative energy to be an option for a Wizard (Necromancer).)

    Animate dead needs an overhaul to be notably closer to tabletop. The best that could likely be easily implemented is this:

    -Cast the spell. Choose between Animate Skeleton and Animate Zombie.

    -Target a valid corpse. (Creatures of the Undead, Ooze, Plant, Incorporeal, and Elemental types/subtypes would be invalid, as would be any corpse already affected by animate dead.)

    -The character effectively summons a version of the base creature with the skeleton or zombie template (and the UndeadType feat) applied. Summon boosters like Augment Summoning won't apply, but consecrate and desecrate would.

    (As an aside, consecrate and desecrate aren't yet in the game nor in any mod to my knowledge.)

    Secondarily, create (greater) undead would function similarly, but would instead give a specific list of Undead creatures to create ('summon') when cast based on the caster's caster level for that spell.

    Thirdly, I'd greatly like the Lich template to be available. It's basically Undeath with prepaid auto-revival on death with some other minor benefits like +2 INT/WIS/CHA and Paralyzing Touch. The theory for how I would implement it is thus: Add to the party inventory an unremoval item called Phylactery of CHARNAME (like Phylactery of Valerie if Valerie made it). If Valerie died with that phylactery in inventory, the item would be removed from inventory and that character would be automatically revived (instantly or in d10 days). If the phylactery wasn't in inventory, the character would die as normal. To properly create the phylactery would require interfacing with the Crafting Mod to use Craft Wondrous Item.

    Finally, I understand that whatever creatures are animated/created are subject to whatever's in the game already.
    1. joostjasper
      joostjasper
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      I already modified the Jearthal undead feature can be altered to be applicable to any character.
      and the damage reduction is also doable, the natural armor, the paralyzing gaze, and touch. but I won't build a feature that adds a dependency on another mod.
      Could you think of another way to implement this?
    2. Sarellis
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      A simple way for lichdom is to check if Craft Items is installed, and only allow it then. The same thing goes for adding spells to spell lists of classes from other mods: Only add the spells to their spell lists if the mod is installed. (Alternatively, use the workaround mentioned below and avoid the crafting element.) RobRendell and others on Discord could help you more with integration of EA with the craft mod.

      Regarding the phylactery, one way is to make a 'Create Phylactery' spell (or use magic jar with its only ability being to make phylacteries) that requires the money to make the phylactery without the formal crafting process. (Use magic jar as a reference, since that's the spell intended for phylactery creation.)

      As for the revival effects of a phylactery, a simple way to handle revival is the character is resurrected d10 days later (as RAW) OR when next outside combat. As for destroying phylacteries, it's questionable whether they should simply be destroyed upon death, because, if that's guaranteed, then Lichdom is cheapened. Since enemies can't normally destroy gear, this provides a means of repeated auto-revival of each Lich, which is indeed a major purpose of Lichdom. If you want a chance that a phylactery will be destroyed as a result of revival, make it no more than 5% and only apply it to the second and subsequent revivals.

      And thankee!
    3. Asgrimrsson
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      I second this. A Lich template would be amazing. I wonder if we can use the Lich model from that boss for the player?
    4. nexmond
      nexmond
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      Enable Enlarge/Reduce Person type spells on Undead companions
      For several half casters tanking damage in melee isn't a good idea, Jaethal doesn't tank well in the front lines while staying in her class.
      The minimum of 6 foot weapon or an enlarge person would allow you to attack from behind tanks. Enlarge doesn't work on undead and if you use an other weapon then you loose her signature weapon type which breaks immersion. Usefulness wise for an other character you create you could simply use a weapon with 6 foot reach like the Simple Longspear or Exotic Fauchard.
      It's harmful for gameplay to have a real suboptimal companion choice due to this fact.

      Could the mod at least get the option to allow such transformation spells to work on undead type player controlled characters?
      You might need to consider how it should affect summoned undead units.
  4. deleted46069347
    deleted46069347
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    I've already proposed this in the "regular" post, but a separate mini-mod featuring ONLY the traits would be great, since any compatibility issues with CotW, as well as the numerous bugs still present within Eldritch Arcana itself, would go away.
  5. dmitriel
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    Spell perfection does not take traits into account. Also, metamagic level reduction seems to apply after the fact so you cannot quicken a lvl 6 magic lineage'd spell even though it is possible on paper.
  6. IronDragoon
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    Any chance of getting Oracle: Nature Mystery and Paladin: Sacred Shield made for this?
  7. FoXISBacK
    FoXISBacK
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    One of the best spells for a life oracle is Shield Other. Would be cool if you could implement that.
  8. Solamain
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    Would be great for racial traits to be added for the races added in Races Unleashed, possibly as an optional download if they can not be added to the main mod without adding Races Unleashed as a dependency for the main.
  9. Sarellis
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    May we get the Oracle of Life to properly work with Call of the Wild's Channel Smite ability?
  10. Sarellis
    Sarellis
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    Now that Races Unleashed is out with the Suli race that has the option (an alternative race feature) to be treated as Humanoid, may we have the Human-like favored class bonus spells apply to them too?