Mordane76 said:power combos in the form of the Mystic Theurge and the Eldritch Knight are not good IMO; they promote an ideal of gaming that is very unbalanced -- it makes certain combinations obviously more powerful than others, without any real drawbacks to that power. Then again, WotC seems to be instituting a very tangible degree of power creep, especially when looking at some of the previews from the Miniatures Handbook (namely the War Hulk), so perhaps I'm just behind the power curve or falling behind in the arms race...![]()
Scion said:Other than loss of familiar, hp (compared to straight cleric), feats, domain powers and turning ability? Probably other things as well, but those are some definate hits. The hulk gets no bab, that is also a big hit.
Just depends on how you look at it and where you are counting from![]()
Xiryc said:You don't lose your familiar, or your domain powers.
Scion said:Other than loss of familiar, hp (compared to straight cleric), feats, domain powers and turning ability? Probably other things as well, but those are some definate hits. The hulk gets no bab, that is also a big hit.
Just depends on how you look at it and where you are counting from![]()
Scion said:A very large number of domain powers are based on cleric level. So your death domain power is pretty much useless except to scare kobolds, and even they might survive it.
You are probably right about the 18/18 being a bit too much, probably needs to finish around 16/16. In order to keep them from getting 9th level spell slots.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.