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2017-09-16, 08:11 AM (ISO 8601)
- Join Date
- Apr 2010
Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)
Yes, oops. I guess it's a combination of some evocation spells that ignore SR (e.g. Invisibility Purge, Sending and Burning Sword) with a discussion I might have encountered sometime in the past that had suggested this for evening Evocation with the other schools. IDK.
It seems weird to me that an energy effect, once triggered and released, would be susceptible to antimagic, since all you're left with once the effect goes off is heat/electricity/sound waves etc.
Also, you know that RAW, antimagic blocks breath-weapons, right? That never sat right with me.
Anyway, if I was to invest many feats into an attack mechanism, I wouldn't want a single 6th level spell to render my entire investment moot.
You're probably right.
I guess this is only an issue under my system, where characters gain dodge AC improvement with BAB progression. It's easy to get confused sometimes.
As you said, w/o Spellfire Overload it'll yield less damage output than Disintegrate on all scenarios, because the real problem is only the added CL per missile.
But now that I think of it, there's another problem. Empower/Maximize bring back the OP issue where Spellfire Overload is involved (suggestion below)
This is how Lightning Bolt worked in BACMI D&D. I like that version better
I guess they changed it to even things out with line breath weapons, but I don't think it's necessary. If I'm putting feats into it, I wanna squeeze that lemon dry.
I don't see why.
If a Regular hit: weapon damage + Spellfire damage
Else if a touch attack hit: Spellfire damage
Else: no damage
The option is there. Use it or skip it.
I could imagine taking Force Weaponry myself, if I went for a problem solver, and Energy Conversion stacks with any other damage enhancement.
Very nice. Instead of dealing with different areas for Spellfire and the actual spell effects, you merge their AoE. A lot simpler.
Well, I guess that Spellfire Spell Rider is a more appropriate name then.
As with almost everything else, I guess.
12 feats ==> a total potential of 16 SLs for Spellfire (with the mage taking 7d6 damage).
This generates max damage of 16d12 + CL + Int-bonus (or Emopwered Maximized 11d12 + CL + Int-bonus = 198 + 20 + Int-bonus = 218 + 7(?))
Nothing out of the ordinary for level 20 w/ no less than 5 dedicated feats (if one settles for nothing more than a single Spellfire ray attack).
It's only Spellfire Missiles that ends up broken.
Maybe I could solve this problem by keeping CL + Int-bonus for all other Spellfire variations and restrict CL addition to just one missile.
Spread effects seep everywhere. They're not blocked by obstacles like walls and turning corridors.
Oops. I meant "without special penalties". Fixed.
Indeed. You've been a tremendous helpLast edited by nonsi; 2017-09-16 at 08:14 AM.