insaneogeddon wrote:
Grayfeather wrote:
First: A Mithril Lamellar Cuirass has no spell failure chance or armor check penalty. (Mithril reduces the SF chance to zero on this armor) Second: If you have a Fire Specialist level 8+, you merely shape the fire around you and all friendlies. If not, then Firefall is entirely too large of an area to use in most encounters for daze. Third: If you have to burn a standard action (not to mention the spell) to activate fire then the opportunity cost is a tad too high IMO for the spell to be weildy.
"By that interpretation, Firefall wouldn't work with it, regardless of whether or not the spell said "fire." It's a pretty safe interpretation, I think. I could see why someone might allow it, though." No matter. Just turn on the flaming armor spikes (on the mithril lamellar cuirass) and its all good. Its real fire. Last all day even underwater :).
Also, the terms "broken" or "overpowered" are many times thrown around too liberally IMO. Just because something is effective, does not mean its broken or TOO powerful per se. Broken would imply that the casters opponents don't stand a chance or the potency of the rest of the party is a mere pittance by comparison. In addition, just because one player builds an IN-effective character, you shouldn't penalize those that build effective ones. The newbies just might learn something by watching. Examples: EFFECTIVE: Level 1 human dual blooded sorcerer (blue draconic/orc) magical lineage(shocking grasp) spell spec (shocking grasp)
Sound OP? How about the comparative Human Barbarian at 1st level?
OVERPOWERED: Level 11 Fire Specialist with Mag Lineage (Fire Fall from APG). With Feats (SF Trans, GSF Trans, EF Fire, GEF Fire, Heighten, Persistent) and rod of Dazing. DC28 reflex save (twice) AND DC28 will save (twice). If you fail any of these be dazed for 5 rounds vs ALL targets within 60 ft with no Spell Resistance, shaped around friendlies as Fire Specialist Why OP vs only Effective? Because at this APL 90% of all baddies within 60ft are instantly subdued. No other equivalent level set up could compare and frankly its so powerful it makes the game not fun with no challenge. Make sense?
I like to have all of the elements handy just in case. One good one that might be supported with daze at lower levels (aside from flaming sphere) is Frigid Touch. Even if the will save vs Daze is made, the baddie is still staggered for 1 round (no save). Fantastic nerf for a full attacking baddie with lots of attacks (like a dragon). Totally OP for a 2nd level spell.
"So all great points here but the issue is elemental resists. if I pick fire then I'll get hit with all fire immune." If resists are the issue, rare is the baddie with more than resist 10 fire and a failed reflex save with even 5 dice will net more than that. If they make the save, then it won't daze anyway. If fire IMMUNITY is the issue, then heighten + persistent can be used on a great many spells to taste. The important thing is that they fail the save NOT the damage the spell does. Once dazed your fighters usually have 3+ rounds to swing for the bleachers to drop them. Generally speaking, any self respecting beat-stick in your party should be able to drop the baddie with 3 full rounds "batting practice".
Just an FYI more than anything.. I built a fire specialist that specialized in daze for PFS play. It is the single most broken character I have ever played. The problem is that it is so broken its not even fun to play, especially for the GM. Nothing stands against it, they just stand there wishing they could do something. So just for the record, don't do it. How you may ask? Level 11
Mag Affinity : Firefall (Not fireBALL) Rod of Dazing Spell Firefall has no SR, affects all targets in 60 ft hemisphere with reflex save, all in 100 feet with will save or blind. (set up with flaming armor spike, shape blast around friendlies as Fire Specialist. So....DC29 will save (twice) or be blind plus a DC 29 reflex save (twice) or be dazed for 5 rounds. Daze is broken. Should be banned.
The spell storing armor upgrade (Ult Equip) has many vague points in its description. There are other posts, but there are a few points I still need clarified if possible here. Some of these will fall into the debate of "Rules as written" vs "Rules as intended (IMO)". 1) If an enemy strikes you the touch spell stored in the armor may be cast at the attacker as a swift action on your next turn.
Which? 2) If the armor is what is casting as a swift action:
3) If you cast the stored spell:
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