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Orinthonian Sects: Tales of Wyre SH
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<blockquote data-quote="the Jester" data-source="post: 2323327" data-attributes="member: 1210"><p>Well, take a wiz 7/GM 6 vs. a wiz 13.</p><p></p><p>Spells: wiz 13 has 7th level, GM/wiz combo has 6th level spells. Caster level is the same, however. Even the wiz 13's advantage here is offset by the fact that the GM's <em>summon monster VI</em> summons something from the SM IX (!) list. That's a must-have for all intents and purposes; it's the equivalent of a 9th level spell (vs. the 7th level the straight wizard gets). Granted, it's very limited- but the summoning spells are very good due to their versatility; often you can get a creature who can cast the stuff you really need but can't do yourself.</p><p></p><p>HP: On average, the GM is up 6 hp.</p><p></p><p>BAB: wiz 13 gets +6, wiz/gm gets +7.</p><p></p><p>Saves: wiz 13 has Fort +4, Ref +4, Will +8 for base. GM has Fort +7, Ref +7, Will +10.</p><p></p><p>Special abilities: the gm loses 1 bonus feat (10th level) and gains the lucky reroll 1/day. </p><p></p><p>It just seems a lil overpowered to me- and especially ripe for cherry picking. Heck, instead of taking all 6 levels of GM, take two- you get the fiendish luck ability, you gain 2 hp (on average), your Will save will be up by +2, and Fort by +3 and you lose <strong>no</strong> spellcasting ability.</p></blockquote><p></p>
[QUOTE="the Jester, post: 2323327, member: 1210"] Well, take a wiz 7/GM 6 vs. a wiz 13. Spells: wiz 13 has 7th level, GM/wiz combo has 6th level spells. Caster level is the same, however. Even the wiz 13's advantage here is offset by the fact that the GM's [i]summon monster VI[/i] summons something from the SM IX (!) list. That's a must-have for all intents and purposes; it's the equivalent of a 9th level spell (vs. the 7th level the straight wizard gets). Granted, it's very limited- but the summoning spells are very good due to their versatility; often you can get a creature who can cast the stuff you really need but can't do yourself. HP: On average, the GM is up 6 hp. BAB: wiz 13 gets +6, wiz/gm gets +7. Saves: wiz 13 has Fort +4, Ref +4, Will +8 for base. GM has Fort +7, Ref +7, Will +10. Special abilities: the gm loses 1 bonus feat (10th level) and gains the lucky reroll 1/day. It just seems a lil overpowered to me- and especially ripe for cherry picking. Heck, instead of taking all 6 levels of GM, take two- you get the fiendish luck ability, you gain 2 hp (on average), your Will save will be up by +2, and Fort by +3 and you lose [b]no[/b] spellcasting ability. [/QUOTE]
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