Is there something wrong with Water's Fury?


Rules Questions


Ultimate Magic, Spellcasting Class Options, Sorcerer, Marid bloodline:

"Water's Fury (Su): At 9th level, you gain the ability to summon a rushing jet of water from the elemental plane of water and direct it against your foes. As a standard action, you can create a jet of water in a 60-foot line that deals 1d6 points of damage per two sorcerer levels you possess, and blinds the target that was struck for 1d6 rounds. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma bonus) reduces the damage by half and negates the blinding effect."

Huh... am I to understand that this ability is usable at will on purpose, or is it just that someone forgot to add a daily limit like any other 9th-level bloodline power?

I feel like having a sorcerer or someone with Improved/Greater Eldritch Heritage who's able to blast targets with a water cannon every round sounds... abusive.


Well, let's look at what happens when a 9th level sorcerer with 22(18+2+1+1) Charisma uses this ability.

4d6 untyped damage, in a line, that blinds the target for 1d6 rounds. DC Fort save for half damage and not becoming blind.

4-24 damage is pretty weak, and around 9th level I think DC 20 Fort saves are fairly easy to make, so it's not that big a deal. Though it should have a daily limit to be fair to similar 9th level bloodline powers.


Its for those casters looking for employment as riot-control personnel.


Just add merciful spell and you got yourself the best swat officer around

Sczarni

nice catch lol, new thing to add to sorc big bag of tricks lol.

The Exchange Owner - D20 Hobbies

Azten wrote:
DC Fort save for half damage and not becoming blind

It is Reflex, so with Evasion you take nothing.


James Risner wrote:
Azten wrote:
DC Fort save for half damage and not becoming blind
It is Reflex, so with Evasion you take nothing.

Ah, I misread. Thanks.


JiCi wrote:

Ultimate Magic, Spellcasting Class Options, Sorcerer, Marid bloodline:

"Water's Fury (Su): At 9th level, you gain the ability to summon a rushing jet of water from the elemental plane of water and direct it against your foes. As a standard action, you can create a jet of water in a 60-foot line that deals 1d6 points of damage per two sorcerer levels you possess, and blinds the target that was struck for 1d6 rounds. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma bonus) reduces the damage by half and negates the blinding effect."

Huh... am I to understand that this ability is usable at will on purpose, or is it just that someone forgot to add a daily limit like any other 9th-level bloodline power?

I feel like having a sorcerer or someone with Improved/Greater Eldritch Heritage who's able to blast targets with a water cannon every round sounds... abusive.

Other similar abilities have limits, so I'm thinking there's a boilerplate error. 3 + Cha mod per day?

Azten wrote:

Well, let's look at what happens when a 9th level sorcerer with 22(18+2+1+1) Charisma uses this ability.

4d6 untyped damage, in a line, that blinds the target for 1d6 rounds. DC Fort save for half damage and not becoming blind.

4-24 damage is pretty weak, and around 9th level I think DC 20 Fort saves are fairly easy to make, so it's not that big a deal. Though it should have a daily limit to be fair to similar 9th level bloodline powers.

You don't cast the spell for the damage. Blindness is a crippling condition.

The save DC should be equal to a sorcerer's highest level spells, except Spell Focus does not apply. A 9th-level sorcerer casting this spell is dishing out the same save DCs for their 4th-level spells.

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