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The Romance of the River Kingdoms
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<blockquote data-quote="Zerith" data-source="post: 5834492" data-attributes="member: 99953"><p>well, I'm not planing on taking one of those feats too soon, I want to pick up spring attack. and that's two feats away ^_^;</p><p>but yeah, heavenly and netherworld do suffer from being excessively powerful at low levels while decaying as a character picks up more levels.</p><p>(two casts of a 3th level spell, or one 4th level spell, at level one is not to be taken lightly, but at level 20? it's kinda meh) I'll see if there's a better trade off for a character then spells but I want them to feel like their just adding to the theme that's already there.</p><p></p><p>But I have to admit it may turn out into giving the character what turn out to be like low level and shallow spell casing ability; taking a level of a spirit bloodline, a feat, and a occasionally used vulnerability to gain what amounts to gaining a domain's spells can be powerful on none casters, a warrior would love these gains, a wizard could get a few spells normally out of reach and a cleric would basically pick up a extra domain, but without none spell bonuses.</p><p></p><p>Casting a few spells without hurting their BaB or even taking an otherwise empty feat for spells that either allow them to hurt things they can't normally harm or augment their combative abilities? I can't say a full on barb would shy away from a one level hit and a feat to take up beast, fire or stone and heavenly or netherworld to get a small list of spells that grows with them, and even as it is, a +3-8 Deflection bonus for 10 minutes to 2 hours and 40 minuts is dang powerful.</p><p>but at the same time, Daylight and Darkness pale in comparison next to dice rerolling and taking a 10 for any single dice roll.</p><p>it's hard to say which is better for a combative class, but any caster will always go for the dice when meta gaming.</p><p>(the smites also make the feats better from classes like a barb or fighter) over all these feats are already strong and these trade offs being dependent on them might make them, and thus bloodline levels, common place<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>Alot of issues with the trade offs, but you're still becoming vulnerable to something you're otherwise impervious to and the gain needs to be something that lasts. (even more so given that as levels go up, there are more and more things that have abilities that target the vulnerability, at low levels smites are a lot more rare from what I can tell :/)</p><p></p><p>Well, I'm rambling now, and since we're already at the mid low levels the spells aren't too OP (not that I've some kind of expert)<img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /></p><p>Anyways, I'll post up the WiP latter :3</p></blockquote><p></p>
[QUOTE="Zerith, post: 5834492, member: 99953"] well, I'm not planing on taking one of those feats too soon, I want to pick up spring attack. and that's two feats away ^_^; but yeah, heavenly and netherworld do suffer from being excessively powerful at low levels while decaying as a character picks up more levels. (two casts of a 3th level spell, or one 4th level spell, at level one is not to be taken lightly, but at level 20? it's kinda meh) I'll see if there's a better trade off for a character then spells but I want them to feel like their just adding to the theme that's already there. But I have to admit it may turn out into giving the character what turn out to be like low level and shallow spell casing ability; taking a level of a spirit bloodline, a feat, and a occasionally used vulnerability to gain what amounts to gaining a domain's spells can be powerful on none casters, a warrior would love these gains, a wizard could get a few spells normally out of reach and a cleric would basically pick up a extra domain, but without none spell bonuses. Casting a few spells without hurting their BaB or even taking an otherwise empty feat for spells that either allow them to hurt things they can't normally harm or augment their combative abilities? I can't say a full on barb would shy away from a one level hit and a feat to take up beast, fire or stone and heavenly or netherworld to get a small list of spells that grows with them, and even as it is, a +3-8 Deflection bonus for 10 minutes to 2 hours and 40 minuts is dang powerful. but at the same time, Daylight and Darkness pale in comparison next to dice rerolling and taking a 10 for any single dice roll. it's hard to say which is better for a combative class, but any caster will always go for the dice when meta gaming. (the smites also make the feats better from classes like a barb or fighter) over all these feats are already strong and these trade offs being dependent on them might make them, and thus bloodline levels, common place:erm: Alot of issues with the trade offs, but you're still becoming vulnerable to something you're otherwise impervious to and the gain needs to be something that lasts. (even more so given that as levels go up, there are more and more things that have abilities that target the vulnerability, at low levels smites are a lot more rare from what I can tell :/) Well, I'm rambling now, and since we're already at the mid low levels the spells aren't too OP (not that I've some kind of expert):blush: Anyways, I'll post up the WiP latter :3 [/QUOTE]
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