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1 year ago  ::  Apr 02, 2012 - 2:24PM #1
Salarion
Date Joined: Dec 11, 2010
Posts: 85
Hello,

I'm wondering wether there's a way (feat/variant) with which a druid considers Int as his primary stat instead of Wisdom.

I'm aware of Academic Priest feat from Legends of the Twins but DC isn't keyed from Int then only bonus spells and casting.

Also there's Lost Tradition from Races of Renown - Bastards and Bloodlines page 91. but that's 3rd party (Green Ronin) which does what I want but it's under debate wether or not to allow that book or that feat.

In pathfinder there's a feat that switches DC to Int (I can't recall the name)

So to phrase my question again.

A way to get a Druid to cast based on Int as his primary stat in all regards instead of Wis.

It can be several feats/variants.

We are playing a high-power gestalt campaign.

My character is a Conjurer/Incantatrix/IotSV // Druid/Planar Shepard with Dal Quor.

Yes it's amazingly high cheese but we want to play that kind of a game so I wouldn't like to see an arguement about not needing this.

Thank you in advance,
Salarion 
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1 year ago  ::  Apr 03, 2012 - 12:26PM #2
Salarion
Date Joined: Dec 11, 2010
Posts: 85
No ideas anyone?

This is the fist time ChaOp couldn't provide a soulution

Come on I'm sure there's a way  
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1 year ago  ::  Apr 03, 2012 - 1:31PM #3
Maat_Mons
Date Joined: Oct 24, 2005
Posts: 1,544

The only thing I can think of that you haven't mentioned is geomancer (Complete Divine), and I didn't think you'd want to use it.

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1 year ago  ::  Apr 03, 2012 - 2:09PM #4
Salarion
Date Joined: Dec 11, 2010
Posts: 85
So basicly Academic priest + one level dip into geomancer would achieve what I'm asking That's rather useful
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1 year ago  ::  Apr 03, 2012 - 2:10PM #5
Salarion
Date Joined: Dec 11, 2010
Posts: 85
Thank you for Geomancer bit. 
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1 year ago  ::  Apr 03, 2012 - 2:24PM #6
Salarion
Date Joined: Dec 11, 2010
Posts: 85
Or would it? Does the ability to set DC for spell has a limit of the Spell Versitility for levels or is it for all spell levels or up to level granted by Spell Versitility feature?


To me it seems as if the Spell Versitility for spell levels is relevent only for avoidng ASF and not for setting DC for spells? Or is this reading wrong?
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1 year ago  ::  Apr 03, 2012 - 5:22PM #7
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,255

Apr 3, 2012 -- 2:24PM, Salarion wrote:

Or would it? Does the ability to set DC for spell has a limit of the Spell Versitility for levels or is it for all spell levels or up to level granted by Spell Versitility feature?


To me it seems as if the Spell Versitility for spell levels is relevent only for avoidng ASF and not for setting DC for spells? Or is this reading wrong?


As I understand it, the ability only works for spells less than or equal to the geomancer's spell versatility score.  All of the benefits listed are part of spell versatility and subject to that limit (ASF was just the particular example used since it was listed first), so you need to reach your 10th level of geomancer before you can apply spell versatility to 9th-level spells.  The wording of spell versatility doesn't make this perfectly clear, though it does mention the "appropriate level" of a spell when talking about spontaneous casting.

Geomancer is one of the things I've played around with a bit for antimagic field builds (along with grafts and the divine crusader).

The kraken stirs.  And ten billion sushi dinners cry out for vengeance.  - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.


= My most popular campaign item; for all your adventuring convenience. Show
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness.  It is made of polished wood, with five studlike buttons on one end.  Each button produces a different effect when pressed.  Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed.
        When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle.
        When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets.
        When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall.
        When button 4 is pressed, the rod becomes a sturdy iron spade.
        When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid.  Once per day, it can be commanded to fill with fresh water.
If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours.
    Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
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1 year ago  ::  Apr 04, 2012 - 12:53AM #8
Salarion
Date Joined: Dec 11, 2010
Posts: 85
Hmm yes you  might be right. On a side note actually a question about the build itself. For the sake of argument let's assume Int is primary stat for the druid.

Would Planar Shepard with Dal Quar or Erudite is a better choice for gestalt? I do realise Dal Quar has some nice economy breaking in itself but I assume it would get rather dull rather fast which is not the goal, however Erudite is a valid choice as well since psions can break the action economy somewhat right?
 
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1 year ago  ::  Apr 04, 2012 - 7:06AM #9
draco1119
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Date Joined: Sep 25, 2005
Posts: 14,292

Apr 3, 2012 -- 12:26PM, Salarion wrote:

No ideas anyone?

This is the fist time ChaOp couldn't provide a soulution

Come on I'm sure there's a way  


According to the list, there isn't.  The Illumians can get Dex or Str as their primary casting stat, but that's the only thing I can think of.

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1 year ago  ::  Apr 04, 2012 - 7:44AM #10
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,255

Apr 4, 2012 -- 7:06AM, draco1119 wrote:

Apr 3, 2012 -- 12:26PM, Salarion wrote:

No ideas anyone?

This is the fist time ChaOp couldn't provide a soulution

Come on I'm sure there's a way  


According to the list, there isn't.


It doesn't contain everything, though; it doesn't even mention the geomancer, for a start.  While I'll admit that nothing really comes to mind, I can't be sure that there isn't something tucked away in some specific campaign-setting material, since I mainly deal with the setting-independent WotC material.

The kraken stirs.  And ten billion sushi dinners cry out for vengeance.  - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.


= My most popular campaign item; for all your adventuring convenience. Show
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness.  It is made of polished wood, with five studlike buttons on one end.  Each button produces a different effect when pressed.  Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed.
        When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle.
        When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets.
        When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall.
        When button 4 is pressed, the rod becomes a sturdy iron spade.
        When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid.  Once per day, it can be commanded to fill with fresh water.
If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours.
    Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
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