| Nyerkh |
Inspired by the "Superheated Spells" discussion.
I just remembered that Reality Glimmer, Connection Inkling and Technomantic Dabbler make no mention of granting spell-like abilities, unlike the Stage Magic, Psionic Power and other Naturalism feat lines.
They just give spells to cast. I know that's been discussed before (at least regarding the spellthrower) and it's fairly clearly on purpose.
Is... Is that enough to fill a feat's "ability to cast spells" prereq ?
I certainly assume that it's be enough to disqualify for the "unable to cast spells" prerequisite of Spellbane, but are Solarians one Reality Glimmer away from superheating their fire stuff ?
It's not free but a half level bonus on a solar flare or a plasma sheath seems... Good ? Too easy ?
Am I missing something, or maybe overestimating the benefit ?
| Dracomicron |
Inspired by the "Superheated Spells" discussion.
I just remembered that Reality Glimmer, Connection Inkling and Technomantic Dabbler make no mention of granting spell-like abilities, unlike the Stage Magic, Psionic Power and other Naturalism feat lines.
They just give spells to cast. I know that's been discussed before (at least regarding the spellthrower) and it's fairly clearly on purpose.Is... Is that enough to fill a feat's "ability to cast spells" prereq ?
I certainly assume that it's be enough to disqualify for the "unable to cast spells" prerequisite of Spellbane, but are Solarians one Reality Glimmer away from superheating their fire stuff ?
It's not free but a half level bonus on a solar flare or a plasma sheath seems... Good ? Too easy ?
Am I missing something, or maybe overestimating the benefit ?
I mean, it's good, but half your level is equivalent to Harmful Spells, a level 2 magic hack, or Finesse Striker for Soldiers at level 3.
Now think about the prerequisites. You need to be able to cast spells, which is, as you're mentioning, a level 5 feat (let's say you take Reality Glimmer so you can use your Cha). Then you need Superheated Spells, which is another feat. Slap on 5 levels of Mysticism (a class skill, but not one that most Solarians invest much into, because they don't have attribute points for Wisdom to make it a good roll, and skill points are at a premium anyway).
So... it's fine? I guess. Half level on top of the piles of damage the Solarian is already doing doesn't exactly blow wind up my skirt.
Belafon
|
This is - relatively speaking - not a big gain for the cost. For a 7th level solarion (the earliest he can get Superheated Spells) the likely minimum solar weapon damage is:
Solar Weapon Damage = 2d6(base) + STR + 1d4(weapon crystal) + CHA (Soulfire fusion) + 7(weapon specialization)
Assuming a strength of 16 and a charisma of 16, that's an average of 22.5 damage. (Probably going to be more.) Superheated Spells would be 3 more damage for 2 feats and some skill ranks. So, yeah, I think you're likely overestimating the benefit.
Belafon
|
If it's easier for you to throw money at the problem get a thundering fusion and then a reverberating amplifier armor upgrade for 1/2 crystal level to damage bonus.
Would it be half the crystal's item level or half the item level of the solar weapon? (solar weapon IL = solarian level) I think it would be the weapon's level.
Yeah, this works. If you're really interested in "nothing but damage" you can actually stack it with Superheated Spells.