Closed JohN100x1 closed 1 year ago
If the Hero is focused on protection, then in this case, he should also be able to use tower shields.
I also don't quite understand what you think about my latest idea - to give the hero an aura of heroism. In my opinion, it is perfect for the Hero. (https://github.com/JohN100x1/WOTR_IsekaiMod/issues/108#issuecomment-1488737671)
P.S. I don't speak English at a high level, so maybe I misunderstand something due to lack of experience using it.
@Necht I think it is a good idea. I will add it to the list. I also agree with you on your point about the hero and tower shields.
Shameless copy/paste of my previous post!
Thoughts of mine : all subclasses could/should have a level scaling aura that enforces their theme. Based on what would be thematical (Isekai level = IL)
Aura of Majesty : sacred bonus of 1/2 IL to the party attributes + 1/4 IL to AC + 1/4 IL to saving throws No more siphoning aura/dark aura/aura of divine fury (damage is covered by increased stats).
Celestial realm much sooner (lvl12?), perhaps make it so it also extends spells for the whole party (or another "minor" but useful metamagic)
At lvl 20 it would be nerfed compared to the current iteration but if God Emperor gets a legacy and 1 or 2 more OP abilities it would be nice.
As of now bonuses are quite repititive along the road but at the end the bonus/penalties are really strong without doing anything...
Siphoning aura : -1/3 IL to attributes of every creature in a 40 feets radius. I find this one a little on the weak side but -1/2 IL would be too much. Something in between perhaps like -(2 + 1/3 IL) for a max of -8 perhaps ? (same as cumullative Dark aura and siphoning auras of the current God Emperor)
With an arcanist exploit progression (eldricht) it would be a nice all around caster.
Dark aura : +1/2 IL to attack damage and hit point damages from spells + 1/4 attack bonus to the party 40f radius. Attacks are considered evil.
Aura of golden protection : +1/2 DR + 1/3 sacred bonus to AC + 1/3 sacred bonus to saving throws to the party 40f radius (+ a little regeneration perhaps?)
Tricky since more of a loner... Would have thought of a +X attack/round bonus to the party + enhancement to speed?
I think something like that would shrink the growing number of Isekai abilities and simplify them. They should also be granted soon (5 or something) to limit the power spikes and make it so every level is a gain.
The numbers are a little weird but I think a straight +10 (1/2 IL) bonus to AC/saving throw is a tad much. It's less of an issue for damages since numbers already can go wild.
Regarding heroic aura that would be a nice idea but as such perhaps a tad redundant since hero can already cast greater heroism and such.
The 1/3 1/4 scaling thing sounds more complex and less readable than 1/2 or full scaling. I would rather use fixed numbers for things that don't increase as much, especially since some of these auras are already spread throughout the progression levelwise. Regarding the effects, they all seem suitable.
Celestial realm much sooner (lvl12?), perhaps make it so it also extends spells for the whole party (or another "minor" but useful metamagic)
I can do this, but then an even more powerful ability needs to be replaced on 17th level. Celestial realm seems to be more powerful compared to the other abilities in the progression which was why I put it at 17th level.
As of now bonuses are quite repititive along the road but at the end the bonus/penalties are really strong without doing anything...
I intended it to be this way. The idea was that you become a god at level 20.
Would have thought of a +X attack/round bonus to the party + enhancement to speed?
I think a haste aura would suit the edge lord better.
Haste aura is a good idea.
Noted for the lvl 17 ability, thought the major scaling of some base aura would imply less abilities. Gotta think !
And I understand your point regarding my less intuitive scaling values, the points were :
Celestial realm seems to be more powerful compared to the other abilities in the progression which was I put it at 17th level.
Expanded thinking on this one : perfectly fair that a holy conversion for all party is powerful. The issue is (personal thought) that since there is this conversion at some point I refrain from taking Ascended Element or an elemental bloodline because they would be useless after that... But doing this leads to the nextproblem : quite a lot of elemental spells are impacted by resistances/immunities.
A solution could be to make it a progression : early on (like 10 max?) the God Emperor can convert only his damages to holy, and at 17 all party ?
A solution could be to make it a progression : early on (like 10 max?) the God Emperor can convert only his damages to holy, and at 17 all party ?
I'll try to fit this in somewhere 10~13
I'll try to fit this in somewhere 10~13
Depends on your broader choices I guess. If you want to focus subclass more on a specific path you could put Majestic Aura at lvl8 instead of Golden Protection (that would be more Hero) and the first part of Celestial Realms at lvl10
Regarding Hero, and to take on the previous idea of Heroic aura : it could be the same as the current aura of Golden Protection but with morale bonus instead of sacred.
AFAIK only Tranquil Whisperer can give moral AC bonus, and this way it would not be a duplicate of Heroic Invocation.
And Hero could also have a limited/day major boost to its stats during 3 rounds or so, an Excalibur strike or something like that.
+10 all stats during 2 or 3 rounds, double size and ignore damage reduction ? 1/day at lvl 5, 2/day at 15
(Sorry triple post spam)
Beware my image editing skills !
Something like this would be a balanced leveling no or do you have something more specific in mind?
Example based on debuff for the Mastermind, protection to Hero, and split Celestial Realms. Aura of Divine Fury should be reworked in this cas since it would be more Overlord based, but there are numerous effects that could be used. Aura of Majesty gives the all around offense/defense party buff (at lvl 20 +5 hit, damage, DC, saving throws, skill bonus, and HP)
@JohN100x1 for the mastermind, did you want to merge the eldritch font progression into his or have it at an automatic free legacy selection? Also was the plan for them to have a legacy selection in addition to it?
I will merge it into the progression. The legacy selection will be almost the same as the previous Villain
, keeping its magic focus.
Since someone on nexus had also asked for the Brown Fur Transmuter I added those 3 variants to the list.
So if you directly merge Eldritch Font into Mastermind remember to prohibit them for that archetype.
The feats and their resources are patched for the class by those archetypes either way.
I made a slight logic change separating the overwhelming dual list from the basic selection of the IP, that way even if he can pick any legacy some are only available as a second choice.
I uploaded the file listing what archetype gets what legacy so far and what legacies are incompatible amongst each other in ods (open office alternative to xml) format.
Mastermind and Overlord are still completely blank in it for now.
I haven't tested my upload today yet, so please consider it a preview rather than something to merge for now ;)
Since someone on nexus had also asked for the Brown Fur Transmuter I added those 3 variants to the list.
If the plan is to give a free/integrated arcanist legacy to the Mastermind, and to restrict it to the more magical ones, on chich I agree, what would you think of making a dedicated one that :
Thought of Phantasmal mage but with a line of Autometamagic OP abilities it's really less interesting.
Just an idea since, if I understand correctly, Mastermind would be incompatible with the Brownfur Legacy? But that would be more work I guess.
The basic legacies take care of patching all the feats, so John doesn't have to reimplement them all and can just add the existing versions and resources to the mastermind.
There is also a patch method that takes two separate lists for adding and removing feats as it merges the progression of another class into the progression, so John can define either list however he wants or even just use it as inspiration for some more specialised code specific to the archetype prog = StaticReferences.PatchClassProgressionBasedOnSeparateLists(prog, ClassTools.Classes.ArcanistClass, addentries, removeentries);
so modding he number of exploits gained or combining is no problem. InquisitorTacticianLegacy
is a good place to look at on just what can be done with the merge method :)
So yes, at least in theory granting less exploits and combining the adjacant benefits of both archetypes is easy.
The reason for the incompatibility is more to do with the fact that you then would add the same resources and abilities from two places. This will cause some side effects like effectivly doubling your class level for the sake of qualifying for feats.
Which reminds me @JohN100x1 Could we move the IsekaiFighterTraining
to the exceptional feat selection, because people with fighter, cavalier, or magus selections currently count as fighters of far higher levels than they should...
Which reminds me @JohN100x1 Could we move the IsekaiFighterTraining to the exceptional feat selection, because people with fighter, cavalier, or magus selections currently count as fighters of far higher levels than they should...
I want IsekaiFighterTraining
to be part of the base progression so I would not move it to the exceptional feat selection. I think the multiple instances of ClassLevelsForPrerequisites
is causing the stacking problem, so it will still occur if the user selects it as an exceptional feat. There's no easy fix from what I can see in the components, so I think we can make it a feature by updating the description. (i.e. double fake fighter levels if they choose x legacy)
also a solution yes
@JohN100x1 will you set the legacy chart for the reworked mastermind and overlord when you are done with them or should I start thinking about how to assign?
I've set it on my branch when I created the subclass but most are just placeholders. I'll let you decide appropriate assignments. we can have a final discussion on the assignments before release.
Nah, if you thought about it I don't have to try to wrack my brain. Which is why I asked to see if I need to do so if I don't want to hold up the release. Curious, you pretty much always went with register or prohibit and never with the middle ground of only as a secondary legacy or did I see that wrong?
ok maybe one change suggestion, since paladin is forbidden for mastermind its evil alternate Dread Knight probably should be forbidden too...
Buffed Siphoning Aura to scale 1/2 character level. Merge Majestic Aura and Siphoning Aura into a selection. (add alignment prerequisites)
Did not see this, that a good idea actually !
Wonder what is better, guess that + stat will always lead regarding skill bonuses and AC, but perhaps Siphoning is better for damage mitigation.
I've reworked three archetypes so far: base Isekai Protagonist, Edge Lord, and God Emperor. Feedback on the changes would be welcome. Hero, Mastermind, and Overlord are still being worked on.
Gifted
: You gain a +4 competence bonus to all skills and you always take the higher of two d20 rolls.Release Energy
: You get the ability to channel positive and negative energy.Secret Power
: You get another Special Power
.Hax
: You can choose one of the following:
Serious Strike
: Enemies die in one hit.Invincibility
: You cannot take damage.Faster than Light
: Attacks always miss you.Afterimage
replaces Fast Movement
. You gain +10 bonus to speed and enemy attacks have a 10% chance to miss you.Second Reincarnation
from level 20 to level 15.Otherworldly Aura
replaces Friendly Aura
. It is a selection between the 3 different auras:
Friendly Aura
: Enemies within 40 feet of the Isekai Protagonist take a –4 penalty on attack and damage rolls.Dark Aura
: Enemies within 40 feet take a –4 penalty on AC and saving throws.Divine Aura
: Enemies within 40 feet take a –4 penalty on all attributes.Quick-footed
to level 15.Chuunibyou Actualisation
: Allies within 120 feet gain 1 additional attack to their main weapon, a +10 bonus to speed, and attacks have a 50% chance to miss them.Otherworldly aura
selection at 10th level.Energy Condensation
selection:
Light Energy Condensation
: You gain resistance against all elements (acid, cold, electricity, fire, and sonic) equal to 10 + 2 times your character level. Your physical attacks are treated as good for the purpose of overcoming damage reduction.Dark Energy Condensation
: same as above except physical attacks are treated as evil.Energy Barrier
selection:
Gold Barrier
: Allies within 40 feet of you gain a sacred bonus to AC and saving throws equal to 1/2 your character level.Void Barrier
: same as above except the bonus is profane instead of sacred.Alteration of body and mind
selection:
Majestic Aura
: Allies within 40 feet of you gain a sacred bonus to all attributes equal to 1/2 your character level.Siphoning Aura
: Enemies within 40 feet of you take a penalty on all attributes equal to 1/2 your character level.Chosen Path
selection:
Righteous Path
: Transform half your damage to divine.Unjust Path
: Transform half your damage to unholy.Transcendental Realm
selection:
Celestial Realm
: Allies within 40 feet of you transform their damage type into divine.Shadow Realm
: Allies within 40 feet of you transform their damage type into unholy.Regal aura
selection replaces Dark aura
. You can select between Divine aura
and Dark aura
.Armor Saint
to 3rd level.That's seems quite nice!
Very much like the overhauled base IP.
Does God Emperor selection tied to alignment? Would be logical but then could be redundant with some legacies if so (for example Judge does give sacred bonuses so profame would be better). If alignment restricted does being neutral allow to choose each time? (Still Wisdom based?)
Also is it Otherworldly stamina at lvl 13? Perhaps not so useful with Godly vessel soon after.
All in all I'm not convinced with just one point : Chosen path. The idea and choice is good but with half conversion I cannot really think of any situation in which I would not rather cast something the enemy is not immuned (instead of cast at 1/2 damages). It does allow to ignore half resistance, but so does Ascended element, so this mythic ability would still be required (at least until lvl 17). I would suggest to do a total personal conversion, or keep half but with something else (ignore spell immunity to be able to cast coercition, death effects etc...so pure blasting would be restricted but offers new options?)
I confess I'm not the best to assess the Edgelord progression but it seems to be just as it was means to. The bonus overpowered ability at lvl 10 gives it just the little push it needed.
Can't wait to see the last two and do some runs!
Very many thanks ;)
Does God Emperor selection tied to alignment?
No alignment prerequisites as of now. I think there should probably be a discussion whether the selections should have alignment requirements.
Also is it Otherworldly stamina at lvl 13? Perhaps not so useful with Godly vessel soon after.
Yes it is the same thing. I added it to make the progression look less empty
All in all I'm not convinced with just one point : Chosen path. The idea and choice is good but with half conversion I cannot really think of any situation in which I would not rather cast something the enemy is not immuned (instead of cast at 1/2 damages). It does allow to ignore half resistance, but so does Ascended element, so this mythic ability would still be required (at least until lvl 17). I would suggest to do a total personal conversion, or keep half but with something else (ignore spell immunity to be able to cast coercition, death effects etc...so pure blasting would be restricted but offers new options?)
Now that I look at the progression, it does feel a bit empty around 11-14 so I guess a total conversion could be done. What's concerning to me was that with a total conversion after level 12 you basically don't need to consider damage reduction, physical immunity, energy resistance or energy immunity - because it affects physical damage aswell.
What's concerning to me was that with a total conversion after level 12 you basically don't need to consider damage reduction, physical immunity, energy resistance or energy immunity - because it affects physical damage aswell.
Physical is a big point yes, then what about a choice to ignore physical or energy immunity? And at 17 the entire package.
Could be kind of an update of signature attack/ability
i would need to implement a custom component for that... I'll just convert all damage.
Yeah and was just thinking that, whatever your build, you usually focus juste on one type so a full caster would not very much benefit from bypassing physical reduction...
Does God Emperor selection tied to alignment?
No alignment prerequisites as of now. I think there should probably be a discussion whether the selections should have alignment requirements.
Also is it Otherworldly stamina at lvl 13? Perhaps not so useful with Godly vessel soon after.
Yes it is the same thing. I added it to make the progression look less empty
All in all I'm not convinced with just one point : Chosen path. The idea and choice is good but with half conversion I cannot really think of any situation in which I would not rather cast something the enemy is not immuned (instead of cast at 1/2 damages). It does allow to ignore half resistance, but so does Ascended element, so this mythic ability would still be required (at least until lvl 17). I would suggest to do a total personal conversion, or keep half but with something else (ignore spell immunity to be able to cast coercition, death effects etc...so pure blasting would be restricted but offers new options?)
Now that I look at the progression, it does feel a bit empty around 11-14 so I guess a total conversion could be done. What's concerning to me was that with a total conversion after level 12 you basically don't need to consider damage reduction, physical immunity, energy resistance or energy immunity - because it affects physical damage aswell.
Hero and Overlord(assuming its flavortext still has it as an otherworldy conqueror who is evil) should be the only two alignment locked archetypes for now in my opinion, someone who aspires to become a god can be both good or evil as can a mastermind plotting to conquer or save the world...
I can think of one reason why I might want only a partial energy conversion and why that ability was also added to the elemental spell conversion in the first place, if I want to get a secondary effect tied to element. Burning/Freezing/Blinding the enemy... So perhaps instead of moving the total conversion to be earlier we could look into the question if a spell could be considered a fire spell and burn an enemy without actually changing its damage dice type?
Hero and Overlord(assuming its flavortext still has it as an otherworldy conqueror who is evil) should be the only two alignment locked archetypes for now in my opinion, someone who aspires to become a god can be both good or evil as can a mastermind plotting to conquer or save the world...
Completlty agree. And the various selections, either "good" or "evil" could make sense for many divinities since Golarion has quite a lot tsundere gods... (Nethys and such).
I can think of one reason why I might want only a partial energy conversion and why that ability was also added to the elemental spell conversion in the first place, if I want to get a secondary effect tied to element. Burning/Freezing/Blinding the enemy... So perhaps instead of moving the total conversion to be earlier we could look into the question if a spell could be considered a fire spell and burn an enemy without actually changing its damage dice type?
Do you mean for some oracle revelations? Because as of now metamagic feats are applied on the base spell so a burning spell (TT added metamagic) would work fine as full divine damage. Kineticist infusions are not affected either.
But freezing or burning spells, as revelation, might indeed be affected. And probably the +X damage/dice to specific elemental damage would not be applied and some builds are based on this. That's why I'm a little unconvinced by divine/profane conversion : damage is unstoppable but you loose something on the side.
Hence an "ignore resistance" (like an all included ascended element) would be better but does need more work.
Ignore elemental resistance could also be used for Mastermind at some point, and/or as a special power : melee builds would have the "strikes" line, and spellcaster would have magical amplification, sneaky magic (if no bolster) and ignore resistance?
Great job! I have some more ideas that may help you.
1.
- Level 3
Release Energy
: You get the ability to channel positive and negative energy.
If the Isekai Protagonist has the Release Energy to conduct both energies, then for the Hero and the Overlord it is necessary to do something the same, but already individual for them.
Channel only positive/negative energy. But it gives a 1d6 point of damage every level, not every 2 levels for the Hero/Overlord since they are the personification of good/evil and whenever he channels positive/negative energy he heals the maximum possible amount. This will give them more uniqueness.
This is the paladin's "HOLY CHAMPION" ability.
- Moved
Second Reincarnation
from level 20 to level 15.
Give a Hero/Overlord has about the same ability and call it "Heroes Never Die!"/"Know Despair.". And also insert skills from FLAMEWARDEN there. I'm talking about the ability to BURNING RENEWAL and PHOENIX BLAST. But modified accordingly for Hero/Overlord.
But, I do not know why, the description of the ability to PHOENIX BLAST is confused with the ability to STOKING THE EMBERS on this wiki.
When you die the PHOENIX BLAST deals damage to all enemies around, but heals friends. You can view more details in the game itself. This is a level 16 ability.
If the Isekai Protagonist has the Release Energy to conduct both energies, then for the Hero and the Overlord it is necessary to do something the same, but already individual for them.
Channel only positive/negative energy. But it gives a 1d6 point of damage every level, not every 2 levels for the Hero/Overlord since they are the personification of good/evil and whenever he channels positive/negative energy he heals the maximum possible amount. This will give them more uniqueness.
This is the paladin's "HOLY CHAMPION" ability.
I don't think it's very unique to copy a level 20 paladin feature and putting it into the hero progression as a level 3 feature. Since the hero is focused on protection, I can create a feature that doubles outgoing healing and put it into the progression as a level 4 feature. It basically does the same thing as your suggestion without creating another ability which is more work.
Give a Hero/Overlord has about the same ability and call it "Heroes Never Die!"/"Know Despair.". And also insert skills from FLAMEWARDEN there. I'm talking about the ability to BURNING RENEWAL and PHOENIX BLAST. But modified accordingly for Hero/Overlord.
But, I do not know why, the description of the ability to PHOENIX BLAST is confused with the ability to STOKING THE EMBERS on this wiki.
When you die the PHOENIX BLAST deals damage to all enemies around, but heals friends. You can view more details in the game itself. This is a level 16 ability.
I plan on reworking the hero level 20 feature to give a similar revival effect, but I cannot add any more features to the progression because it would mean I need to add more features to the base class to match viability.
I don't think it's very unique to copy a level 20 paladin feature and putting it into the hero progression as a level 3 feature. Since the hero is focused on protection, I can create a feature that doubles outgoing healing and put it into the progression as a level 4 feature. It basically does the same thing as your suggestion without creating another ability which is more work.
And you can already have the paladin capstone as legacy or something?
Since you granted Golden Aura to Hero, it could be upgraded through progression to bestow heroism/greater heroism, and why not something like regeneration (1/2 level)?
How about giving Mastermind access to 10th level spells without the need of a mythic class?
If the Isekai Protagonist has the Release Energy to conduct both energies, then for the Hero and the Overlord it is necessary to do something the same, but already individual for them. Channel only positive/negative energy. But it gives a 1d6 point of damage every level, not every 2 levels for the Hero/Overlord since they are the personification of good/evil and whenever he channels positive/negative energy he heals the maximum possible amount. This will give them more uniqueness. This is the paladin's "HOLY CHAMPION" ability.
I don't think it's very unique to copy a level 20 paladin feature and putting it into the hero progression as a level 3 feature. Since the hero is focused on protection, I can create a feature that doubles outgoing healing and put it into the progression as a level 4 feature. It basically does the same thing as your suggestion without creating another ability which is more work.
Give a Hero/Overlord has about the same ability and call it "Heroes Never Die!"/"Know Despair.". And also insert skills from FLAMEWARDEN there. I'm talking about the ability to BURNING RENEWAL and PHOENIX BLAST. But modified accordingly for Hero/Overlord. But, I do not know why, the description of the ability to PHOENIX BLAST is confused with the ability to STOKING THE EMBERS on this wiki. When you die the PHOENIX BLAST deals damage to all enemies around, but heals friends. You can view more details in the game itself. This is a level 16 ability.
I plan on reworking the hero level 20 feature to give a similar revival effect, but I cannot add any more features to the progression because it would mean I need to add more features to the base class to match viability.
Oh, apparently I didn't express myself correctly enough, so there was a misunderstanding between us. I'm talking about the Channel Positive Energy skill that the Hero already have.
And about the same skill, but for the Villain.
Since the Isekai Protagonist can channel positive and negative energy, the Hero and the Villain(Overlord) need their usual, but enhanced version, or they will lag behind the protagonist.
They are already limited because channel only positive/negative energy. But this gives 1d6 units of damage at each level and max possible amount, and not at every 2 levels, like the IP. This will make their ability more unique compared to the Release Energy from IP.
As of now bonuses are quite repititive along the road but at the end the bonus/penalties are really strong without doing anything...
Ok I have an idea to address this. Put the immunity effects from Godly Vessel
into Nascent Apotheosis
and incrementally gain each immunity.
How about giving Mastermind access to 10th level spells without the need of a mythic class?
I'll try and see if I can get it to work. Some changes would need to be made to the spellbook to accomodate it, like the spells per day progression.
Hands of Salvation
: Double all outgoing healing.Gold Barrier
: Allies within 40 feet of you gain a sacred bonus to AC and saving throws equal to 1/2 your character level.Improved Gold Barrier
: Gold Barrier now also grants Greater Heroism to your allies.Greater Gold Barrier
: Gold Barrier now also grants fast healing equal to your character level.Grand Gold Barrier
: Gold Barrier now also grants DR/— and resistance against all elements (acid, cold, electricity, fire, and sonic) equal to 1/2 your character level.Deus Ex Machina
(replaces Heros Presence): Once per day, when your HP drops to 0, you are resurrected to full health. Allies within 40 feet are then restored to full health while enemies instantly die.Ok I have an idea to address this. Put the immunity effects from Godly Vessel into Nascent Apotheosis and incrementally gain each immunity.
I'm so much in for this, IP abilities are so powerful that scaling is, generally, a good idea. But it's all the more right for God Emperor since there is a sense of growing power (if ability drain could be quite early that would be perfect x) )
That's why I proposed some choiceprogression to also bypass a selection of spell immunities that would result in the end as the capstone ""ignore everything and damage", but did not think of gradual personal status immunities it's brillant.
Regarding Hero that's a good iteration of Gold Barrier me think. Basically party cannot die by the end at the cost of some special powers, and Greater Heroism is also an offensive/universal boost.
Question the lvl 10 aura is Divine Aura (-4 stats) ? That the better all around choice I think.
@kjk001
You don't suppose your patching method can handle something like this?
This is just to patch the arcanist's arcane reservoir and consume spells to work. I can't imagine how many places I would need to patch for the arcanist exploits...
public static void PatchMastermindArcanistFeatures() {
var ArcanistArcaneReservoirResource = BlueprintTools.GetBlueprint<BlueprintAbilityResource>("cac948cbbe79b55459459dd6a8fe44ce");
var ArcanistArcaneReservoirResourceBuff = BlueprintTools.GetBlueprint<BlueprintBuff>("1dd776b7b27dcd54ab3cedbbaf440cf3");
var ArcanistArcaneReservoirCLBuff = BlueprintTools.GetBlueprint<BlueprintBuff>("33e0c3a2a54c0e7489fa4ec4d79a581b");
var ArcanistArcaneReservoirDCBuff = BlueprintTools.GetBlueprint<BlueprintBuff>("db4b91a8a297c4247b13cfb6ea228bf3");
var ArcanistConsumeSpells = BlueprintTools.GetBlueprint<BlueprintFeature>("69cfb4ab0d9812249b924b8f23d6d19f");
var ArcanistConsumeSpellsResource = BlueprintTools.GetBlueprint<BlueprintAbilityResource>("d67ddd98ad019854d926f3d6a4e681c5");
BlueprintCharacterClassReference myClassRef = IsekaiProtagonistClass.GetReference();
BlueprintSpellbookReference mySpellbookRef = MastermindSpellbook.GetReference();
ArcanistArcaneReservoirResource.m_MaxAmount.m_Class = ArcanistArcaneReservoirResource.m_MaxAmount.m_Class.AppendToArray(myClassRef);
ArcanistArcaneReservoirResourceBuff.GetComponent<ContextRankConfig>().m_Class = ArcanistArcaneReservoirResourceBuff.GetComponent<ContextRankConfig>().m_Class.AppendToArray(myClassRef);
ArcanistArcaneReservoirCLBuff.GetComponent<AddAbilityUseTrigger>().m_Spellbooks = ArcanistArcaneReservoirCLBuff.GetComponent<AddAbilityUseTrigger>().m_Spellbooks.AppendToArray(mySpellbookRef);
ArcanistArcaneReservoirCLBuff.GetComponent<AddCasterLevelForSpellbook>().m_Spellbooks = ArcanistArcaneReservoirCLBuff.GetComponent<AddCasterLevelForSpellbook>().m_Spellbooks.AppendToArray(mySpellbookRef);
ArcanistArcaneReservoirDCBuff.GetComponent<AddAbilityUseTrigger>().m_Spellbooks = ArcanistArcaneReservoirDCBuff.GetComponent<AddAbilityUseTrigger>().m_Spellbooks.AppendToArray(mySpellbookRef);
ArcanistArcaneReservoirDCBuff.GetComponent<IncreaseSpellSpellbookDC>().m_Spellbooks = ArcanistArcaneReservoirDCBuff.GetComponent<IncreaseSpellSpellbookDC>().m_Spellbooks.AppendToArray(mySpellbookRef);
var ArcanistConsumeSpellAbilities = ArcanistConsumeSpells.GetComponent<SpontaneousSpellConversion>().m_SpellsByLevel;
ArcanistConsumeSpells.AddComponent<SpontaneousSpellConversion>(c => {
c.m_CharacterClass = myClassRef;
c.m_SpellsByLevel = ArcanistConsumeSpellAbilities;
});
ArcanistConsumeSpellsResource.m_MaxAmount.m_Class = ArcanistConsumeSpellsResource.m_MaxAmount.m_Class.AppendToArray(myClassRef);
}
Yes and no.
Features and components that were already used by other classes are already handled (contextrankconfig, BlueprintAbilityResource) but some of the other components are new and will have to be added, what is more they directly reference the spellbook rather than just the class, so the method will need to be slightly adjusted to actually know the spellbooks.
The legacy already runs the patcher on all features of arcanist once.
So you can test what already works and what still needs patching. In your code snippet I see 4 components I need to still add, AddCasterLevelForSpellbook, AddAbilityUseTrigger, IncreaseSpellSpellbookDC, and SpontaneousSpellConversion.
Are you certain those code snippets work? Because sometimes even if something is defined as an array only the first value is read and you actually need to add multiple components of the same type to handle all, so if you haven't tested that the buff works yet we might run into that problem if we add them like this.
Either way at least for those 4 I will adjust the patch method based on the presented code snippet.
Added a method RegisterSpellbook
to the static references that both stores the spellbooks in an array that the general patch method has access to and unifies the logic for registering for prestige spellbooks so that code is not duplicated in multiple places.
The 4 given Component types above have been added to the general patch logic and thus should now be handled.
@JohN100x1
Mastermind Auto magic
: You can select an automagic OP ability.Arcane Reservoir
and Consume Spells
(Arcanist features)Eldritch Surge
(eldritch font feature)Improved Surge
(eldritch font feature)Greater Surge
(eldritch font feature)Masterplan
: Your spells ignore spell resistance and spell immunity. Enemies within 120 feet cannot cast spells or use magic items.I still need to look at the level 10 mythic spells thing but I think the mastermind progression is basically done.
That's nice and quite linear, which is nice for Spellcasters. The metamagic progression is cool.
Some suggestions nonetheless :
My "fear" here is that with just arcane reservoir the arcanist legacy would be sort of mandatory but half of it would be wasted since this subclass is not meant to rely entirely on exploits. And using feats on extra exploits could be tougher since the bonus line is sacrificed.
And I confess that I always thought a teleporting wizard is badass whereas mere mortals have to run for their lives X)
might as well add all the arcanist exploits at that point
ok I'm done for real now
Even better :)
Could be even more useful than anticipated since Eldricht Font abilities cannot be used if immuned to fatigued/exhausted status...
This Issue is to detail the specific features that need to be implemented for the subclass reworks for 5.0.0 dicussed in #108. Describe any feats/abilities and what level it should appear in the progression.
Isekai Protagonist
Divine Aura
feature toIsekai Aura
selection.Friendly Aura
to also affect damage rolls.Isekai Protagonist
to be able to choose betweenDark Aura
andFriendly Aura
.Isekai Protagonist
Gifted
feature toIsekai Protagonist
progression.Release Energy
feature toIsekai Protagonist
progression.Secret Power
selection toIsekai Protagonist
progression.Secret Power
to give feats from other progressions:Extra Special Power
,Extra Attack
,Chosen Path
,Gold Barrier
,Mastermind Automagic
, etc.Hax
selection toIsekai Protagonist
progression.Dark Aura
debuff from -2 -> -4 but no longer affects attack rolls.Isekai Protagonist
Otherworldly Stamina
obtained from level 15 -> 13.Isekai Protagonist
Quick-Footed
obtained from level 16 -> 15.Isekai Protagonist
Second Reincarnation
obtained from level 20 -> 15.Starting Weapon
.Edge Lord
Chuunibyou Actualisation
to Edge Lord progression.Extra Special Power
to Edge Lord progression.Edge Lord
to get Exotic Weapon Proficiency.God Emperor
Siphoning Aura
.Siphoning Aura
to scale 1/2 character level.Majestic Aura
andSiphoning Aura
into a selection. (add alignment prerequisites)Aura of Majesty
toMajestic Aura
.Energy Condensation
selection.Divine Array
to give 10 + twice character level energy resistance and attacks count as good-aligned.Divine Array
toLight Energy Condensation
.Dark Energy Condensation
.Energy Barrier
selection.Aura of Golden Protection
toGold Barrier
and added toEnergy Barrier
selection.Void Barrier
(same asGold Barrier
but gives profane bonus instead of sacred).Chosen Path
selection.Righteous Path
which converts all outgoing damage into divine.Unjust Path
which converts all outgoing damage into unholy.Transcendant Realm
andGodly Vessel
in progression.Godly Vessel
to incrementally gain immunities instead.God Emperor
casting stat to WISDOMGod Emperor
to get another OP ability at 5th and 15th level.God Emperor
Divine Array
obtained from level 3 -> 5.God Emperor
Channel Energy
obtained from level 5 -> 3.God Emperor
Armor Saint
obtained from level 4 -> 3.Aura of Divine Fury
feature fromGod Emperor
progression.Hero
Hero
to be protection focused with defensive aurasHands of Salvation
to progression.Gold Barrier
to progression.Improved Gold Barrier
to progression. (gives greater heroism)Greater Gold Barrier
to progression. (gives fast healing 1:1 character level)Grand Gold Barrier
to progression. (gives DR and elemental resistance equal to 1/2 character level)ChangeHero
to get buffs to attacks when not duel wieldingCelestial Realm
from progression.Deus Ex Machina
level 20 feature.Hero
weapon proficiney to include tower shields and exotic weaponsHero
Graceful Combat
feature.Hero
to get another Special Power at 3rd and 17th level but removed for 9th and 11th level.Hero
to get another OP ability at 10th level.Aura of Divine Fury
.Mastermind
Mastermind
archetype.Mastermind
arcanist featsArcane Reservoir
to progression.Consume Spells
to progression.Eldritch Surge
to progression.Improved Surge
to progression.Greater Surge
to progression.Masterplan
lvl 20 feature.Mastermind
line of OP abilities restricted to the auto metamagicsOverlord
Villain
toOverlord
ChangeOverlord
casting stat to STRENGTHSecond Form
toSecond Phase