Rajani Isa
First Post
Lou - It could also refer to the fact that Disrupting and Brilliant Energy abilities are "incompatible", also things like Disrupting and vorpal abilities.
<!-- BEGIN TEMPLATE: dbtech_usertag_mention --> @R.C, Jr <!-- END TEMPLATE: dbtech_usertag_mention --> points out, going back to the earlier quotes, that flaming and frost-- and every other elemental damage enchantment-- require a command word to activate. (Not that anyone I know ever actually played it this way.) Once activated, the energy aura around the weapon persists "until another command is given." Now, I've always taken that to mean that the enchantment has two command words: one command turns the aura on, and the other command turns it off.
Or you might just let it go, because RAW knows there's no other reason to ever take Crossblooded.
Has anyone checked the first and second edition D&D rules to see if the fire/ice incompatibility is listed there?
As to why to play Crossblooded, how about a 1 level dip for a Wizard or Magus to gain the Orc bloodline and the Sage Wildblooded bloodline? A half-elf with Dual Mind cancels the Will save penalty. Sometimes the Bloodline Arcana powers are enough to justify the choice.![]()
While we're talking about Crossblooded house rules... one thing I think would go a long way toward making it worthwhile would be allowing the Crossblooded Sorcerer to gain both of his bloodline spells at each level. That means he retains (almost) the same number of Spells Known as a regular Sorcerer, giving up some freedom in selecting them and eating a loss when they overlap, while the double bloodline arcana accounts for the -2 Will save.
That's basically what we decided. There's nothing game breaking in it so I am not sure why this isn't official.
...the only archetypes that are notably superior to the base class are Monk archetypes intended to fix the balance problems.
And master summoners. Oh gods those master summoners can be terrifying.