What would be more unbalancing?


Homebrew and House Rules


Casting in heavy armor, or SR + 10? As a class feature.


Is this for a PC or an NPC. Spell resistance is probably not that good for a pc. It will stop allies from casting beneficial spells as well unless they drop it for a round. If they do that then it doesnt help against enemies. Casting in heavy armor could be pretty powerful.

Grand Lodge

SR is more unbalancing. Casting in heavy armor is achievable normally (Magus, Arcane Duelist, or a 5% penalty with a combo of Arcane Armor Mastery and Mithral Fullplate). SR is harder to get (I believe the only ways are magic items, being a Dwarf, or a high-level Monk), and offers a full extra layer of protection, not just a bonus to a protection that already exists.

Also, there are more ways to stay out of melee than there are ways to stay out of range of a Phantasmal Killer


For a pc, and SR that doesn't affect beneficial spells. Also, aberrant sorcerers get it at level fifteen.


Neither is unbalancing, but the SR is probably more powerul, if only because Mage Armor spell exists. And divine casters.


New question, which feature is more powerful, DR/10 cold iron or DR/5 - ?


jpomzz wrote:
For a pc, and SR that doesn't affect beneficial spells. Also, aberrant sorcerers get it at level fifteen.

Unless it is special, unique Spell Resistance, it applies to everything except what you cast on yourself. You can lower it for one round with a standard action, but that is a pretty big wasted action in combat.

jpomzz wrote:
New question, which feature is more powerful, DR/10 cold iron or DR/5 - ?

PC or NPC? What level? 10/cold iron will probably be better until +3 weapons are abundant, which is quite late for NPCs. As a level 1 ability it would be crazy, but at level 15 I'd probably prefer 5/-.


Mort the Cleverly Named wrote:
jpomzz wrote:
For a pc, and SR that doesn't affect beneficial spells. Also, aberrant sorcerers get it at level fifteen.

Unless it is special, unique Spell Resistance, it applies to everything except what you cast on yourself. You can lower it for one round with a standard action, but that is a pretty big wasted action in combat.

jpomzz wrote:
New question, which feature is more powerful, DR/10 cold iron or DR/5 - ?
PC or NPC? What level? 10/cold iron will probably be better until +3 weapons are abundant, which is quite late for NPCs. As a level 1 ability it would be crazy, but at level 15 I'd probably prefer 5/-.

Yeah that was my bad for the SR, and i'm planning the DR to be a capstone ability for a class for PC's.


Anyone got an opinion on if DR 5/- or DR 10/ Cold Iron are better capstones? Or are they about equal?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
jpomzz wrote:
Anyone got an opinion on if DR 5/- or DR 10/ Cold Iron are better capstones? Or are they about equal?

As a player I'd rather have dr10/Cold Iron. As relatively few monsters have the golf bag of weapons ready to deal with cold iron.

As a NPC I'd rather have dr5/- as nearly every PC is going to bypass Cold Iron dr with negligible ease.

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