Any errata on Paragon Surge?


Rules Questions

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Grand Lodge

Being able to cast this on a Familiar is the most hilarious use of this spell.

Also, doing the same with Half-Blood Extraction.


To answer the original question, no, I have not seen any official interpretations or errata of Paragon Surge.

Personally, I rather like the fact that Paragon Surge allows a certain kind of mid-level sorcerer/oracle to stand alone as a utility arcane/divine caster.


Paragon surge allows you to get lvl 9 spells and doesn't cost 1500 po like limited wish does. It's true that this spell cost 1 standart action to cast but if you compare it to limited wish, you can cast it as a free action with fast cast as a lvl 7 spell. And since it last lvl minutes, you can cast it before prepared combat. Once you used it, you can use the spell X time since it's in your spell list.
And we don't have to compare sorcerer to mage to see a problem : this spell makes half elves a lot better than any other sorcerers.
Thinking about an errata, I thought that making this spell improving all skill checks depending on your caster lvl would be a nice way to become "better" than human, forgeting this feat thing...


Buri wrote:
Diego Rossi wrote:
Seeing how Craft staff has a prerequisite of Caster Level 11 I am very curious to hear of what feat you are speaking.
CWI. It doesn't need to be a proper staff: just an item granting unlimited wishes.

Except there is no such wondrous item. The closest is an Efreeti Bottle, which would cost 70,000 gp for a 10% chance of getting 3 wishes.


RumpinRufus wrote:
Buri wrote:
Diego Rossi wrote:
Seeing how Craft staff has a prerequisite of Caster Level 11 I am very curious to hear of what feat you are speaking.
CWI. It doesn't need to be a proper staff: just an item granting unlimited wishes.
Except there is no such wondrous item. The closest is an Efreeti Bottle, which would cost 70,000 gp for a 10% chance of getting 3 wishes.

They are talking about custom magic items (as if it were hard to abuse those rules).

Liberty's Edge

Buri wrote:
Diego Rossi wrote:
Seeing how Craft staff has a prerequisite of Caster Level 11 I am very curious to hear of what feat you are speaking.
CWI. It doesn't need to be a proper staff: just an item granting unlimited wishes.

Moving the goal? a Wondrous item isn't a Staff.

A Wondrous item of unlimited/5 uses/day wishes cost 1,250,000 gp in components for the 50 wishes needed to make it plus 275,400/2 for the cost of enchanting the item. A item of 1 wish/day would cost 277,540.
It can be crafted by a 4th level dedicated wizard if he has the money.

All the above if: a) you allow uncontrolled creation of custom magic items; b) you allow overcasting in crafting magic items.

At that point a pair of stepping boot of cure light wound that heal you every time you take step are way cheaper and abuse the rules as much as as this item.


Surprised to see nobody mention Racial Heritage (Half-Elf) in this thread...

Sczarni

Because it's not really relevant to the discussion?

Except that it's just another target for the spell... the discussion is about how the spell interacts with the feats, not the targets really.


2 people marked this as FAQ candidate.
Mergy wrote:

How an oracle can cast any wizard/sorcerer spell

Step one: Grab Skill Focus and Eldritch Heritage (Arcane).
Step two: Be level 11.
Step three: Use paragon surge to grab Improved Eldritch Heritage to add one (or more, depending on level) wizard/sorcerer spell to your list of spells known.

This is really getting off-topic, but I don't see how that works.

Imp EH(Arcane) lets you know a Sorc/Wiz spell. That doesn't let you cast it.
It doesn't add it to your class spell list, or change the type from arcane/divine.
No different than if you multiclass (or gestalt) Sorc/Oracle... If merely knowing a Sorc/Wiz spell let you use any spell slot to cast it,
then the Mystic Theurge ability to use spell slots cross-class would be irrelevant (at least for spontaneous casters).

I suppose you could try to argue it could work to gain (and be able to cast) Wiz/Sorc spells known that are also on your own spell list, although again that is equally relevant to just straight multiclassing... And the arcane/divine distinction of spells makes an additional hurdle to try even that with Oracle/EH (or Oracle/Sorc multiclass) although Bard/EH (or Bard/Sorc) doesn't have that arcane/divine spell distinction.

Hit FAQ if you want.

Grand Lodge

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There is no need for FAQ.

It does not need errata.

There is no confusion on how it works.

Don't like it(and I see how this could be) then ban it in your home game.

The Exchange RPG Superstar 2010 Top 16, Contributor

Considering its not too difficult for a wizard to learn all the best spells in the game and a wizard can cast any spell from his spell book using his arcane bond. Essentially paragon surge gives the sorcerer a very similar ability. It's more flexible, but takes more time to pull off.

Not sure why this is a huge problem. It's a neat trick but how often can you blow two actions to make it pay off? The duration is so short it only works in bursts. If you are using quicken the relative cost of doing it is even higher.


Diego Rossi wrote:
Moving the goal? a Wondrous item isn't a Staff.

Not at all. You're too focused that you think you're right so you feel the need to hyper criticize my word choices.


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blackbloodtroll wrote:

This spell works as intended.

There is no confusion of how it works.

DMs should feel free to disallow it if they like, but there is no need for errata.

"I don't like it" is not a valid reason for errata.

I wish I could fave a post more than once, just for this.


Quandary wrote:

Imp EH(Arcane) lets you know a Sorc/Wiz spell. That doesn't let you cast it.

It doesn't add it to your class spell list, or change the type from arcane/divine.
No different than if you multiclass (or gestalt) Sorc/Oracle... If merely knowing a Sorc/Wiz spell let you use any spell slot to cast it,
then the Mystic Theurge ability to use spell slots cross-class would be irrelevant (at least for spontaneous casters).

I suppose you could try to argue it could work to gain (and be able to cast) Wiz/Sorc spells known that are also on your own spell list, although again that is equally relevant to just straight multiclassing... And the arcane/divine distinction of spells makes an additional hurdle to try even that with Oracle/EH (or Oracle/Sorc multiclass) although Bard/EH (or Bard/Sorc) doesn't have that arcane/divine spell distinction.

If that's the case, how does it work when Oracles add arcane spells to their lists of spells known via Oracle's Curse or Mystery Bonus Spells? Especially in the case of the Haunted curse which is worded as such:

"Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known."

Compared to New Arcana:

"At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting."

Other than giving an option of which spell to take and the "must be of a level that you are capable of casting," parts it is exactly the same. It doesn't looks like it would work with prepared casters since they just have spell lists, not spells known. But as long as you have a "list of spells known" (like Bards and Oracles) it should work fine no matter if the spell was original on your class spell list, using the Haunted curse as a precedent. That's just my opinion, though and how I see it should work. Of course, the Arcane bloodline was written before EH came out, so if the designers don't want it to work this way there may need to be an errata to the bloodline.

But back on subject, tricks with Paragon Surge and feats like Expanded Arcana and Improved Eldritch Heritage (Arcana) are very interesting. Personally, I wouldn't mind them being used in a game I'd run or play in. It seems like a very creative and fun use of the spell and trying to errata it to not include certain feats that might seem overpowered seems like it would be too complicated.


I'm blanking on what it is, but I'm almost sure there's an ability somewhere that temporarily grants you the benefit of a feat, but if a choice must be made when taking the feat (for example, Weapon Focus or Skill Focus) that choice must be locked in the first time you use that feat.

I think that would be a reasonable houserule (and potential errata) for Paragon Surge - you can use it on Expanded Arcana to take any spell, but the next time you use it to get Expanded Arcana you have to get the same spell.

I know I read this somewhere but it's totally escaping me...

edit: I found it, it's an Infiltrator Ranger

Infiltrator Ranger:
Adaptation (Ex): At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The ranger selects one ability or feat from the adaptation list for that type (see below). A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.

At 8th, 13th, and 15th-level, the ranger chooses another one of his favored enemy types and selects one adaptation from that type's list, as well as an additional adaptation from any one list of a creature type he's selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. This class ability replaces favored terrain.

Aberration: amphibious, darkvision 60 ft., Iron Will, natural armor +2.

Animal: climb 15 ft., darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision, natural armor (+2), swim 15 ft.

Construct: darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision.

Dragon: darkvision 60 ft., Great Fortitude, Iron Will, Lightning Reflexes, low-light vision, Lunge.

Fey: Iron Will, Lightning Reflexes, low-light vision.

Humanoid (aquatic): low-light vision, natural armor +2, darkvision, swim 15 ft.

Humanoid (dwarf): darkvision 60 ft., defensive training, greed, hatred, hardy, slow and steady, stability, stonecunning, weapon familiarity.

Humanoid (elf): elf blood, low-light vision, elven immunities, elven magic, keen senses, Skill Focus (choose one skill), weapon familiarity.

Humanoid (giant): low-light vision, Lunge, natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything.

Humanoid (gnoll): darkvision 60 ft., Exotic Weapon Proficiency (dire flail), natural armor +2.

Humanoid (gnome): defensive training, gnome magic, hatred, illusion resistance, keen senses, low-light vision, obsessive, weapon familiarity.

Humanoid (goblinoid): darkvision 60 ft., goblin fast, Skill Focus (Stealth), natural armor (+2).

Humanoid (halfling): fearless, halfling luck, keen senses, sure-footed, weapon familiarity.

Humanoid (human): Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (choose one skill).

Humanoid (orc): darkvision 60 ft., ferocity, intimidating, orc blood, weapon familiarity.

Humanoid (reptilian): darkvision 60 ft., kobold fast (as goblin fast), lizardfolk hold breath, natural armor +2, Skill Focus (choose Acrobatics, Perception, or Stealth).

Magical Beast: darkvision 60 ft., Great Fortitude, low-light vision, natural armor +2.

Monstrous Humanoid: darkvision 60 ft., Lightning Reflexes, low-light vision, natural armor +2.

Ooze: acid resistance 10, Great Fortitude, Iron Will, Skill Focus (choose Climb, Escape Artist, or Perception).

Outsider: darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes.

Plant: low-light vision, Great Fortitude, Iron Will.

Undead: darkvision 60 ft., Great Fortitude, Iron Will, natural armor (+2). Skill Focus (Stealth).

Vermin: climb 15 ft., darkvision 60 ft., Great Fortitude, Iron Will, swim 15 ft.

Grand Lodge

firefly the great wrote:
My biggest issue with this spell is that it is race-specific. It's like making Weapon Finesse only applicable to halflings, or Power Attack only usable by half-orcs. People don't say those feats are overpowered, but they are required for certain builds.

That's a bit of a tautological statement, of course it's going to be required for "certain builds" that rely on that spell. But it's not the near universal requirement that Power Attack would be for two handed weapon wielders, and sorcerers were still very valid the day before the ARG came out.

I can't think of a general build or PrC that "requires" this spell.

Grand Lodge

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This rampant outcry for some sort of nerfing errata is similar to the introduction of the Summoner.

Hell, people are still whining about the Dervish Dance feat.

No confusion about how that feat works, but there are still cries for errata.

In the end, if you don't like it, ban it from your game.

Whoop! I just found the answer to all your problems.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.
blackbloodtroll wrote:

This rampant outcry for some sort of nerfing errata is similar to the introduction of the Summoner.

Hell, people are still whining about the Dervish Dance feat.

No confusion about how that feat works, but there are still cries for errata.

In the end, if you don't like it, ban it from your game.

Whoop! I just found the answer to all your problems.

You're confusing errata with FAQ.

If there's confusion about how something works, it needs FAQ, not errata.

If something is clear about how it works but is overpowered or unbalancing (take the old Antagonize feat as an example,) it needs errata, not FAQ.

The reason it should be errataed is because it gives a huge advantage to a specific build, while leaving everyone else in the lurch. The existence of this spell means there is a CLEAR hierarchy of best races for a sorcerer: Half-Elf > anything with human-equivalent favored class bonus > anything else. The core mechanic of the sorcerer is having a limited number of spells, and this feat smashes that mechanic.

It's expected that some races will be more powerful than others, but these things make some races stupidly ridiculously more powerful than others, to the point where it's impossible for anyone else to compete. (I mean, how learning an extra spell as a sorcerer is equivalent to +1/2 a use per day of a bloodline power is beyond me, but that's another conversation.) It's not that these things make a sorcerer more powerful than a wizard, but they certainly make a half-elf or human sorcerer more powerful than a halfling sorcerer.

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