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<blockquote data-quote="Al" data-source="post: 311055" data-attributes="member: 2486"><p>Okay, just taking a few issues with some of the points posted:</p><p></p><p> </p><p></p><p>Is this true? The SRD is vague- was there an errata?</p><p></p><p> </p><p></p><p>Highly unlikely. Even assuming that the raven has no buff or protective spells other than Haste, a few number crunchings can easily prove otherwise. The Raven's modified AC is 22 (2 size, 2 Dex, 4 haste, 4 natural) so the fighter hits on 10s (taking DMG as usual). 45% chance of hitting, damage on hit of 11.5, so average damage is around a mere 5hps. The raven has 14hps.</p><p></p><p> </p><p></p><p>Arguable. The wizard can close range to adjacent to the fighter with the raven on his shoulder, having not yet cast ESS. The raven circles round, drawing an AoO then moving into the fighter's square. Since the wizard is adjacent to the familiar's square, they can share spells: and the fighter cannot AoO the wizard as an added boost (DMG fighter does not have Combat Reflexes.)</p><p></p><p> </p><p></p><p>Untrue. Casters can share spells with familiars, and at 3rd level can share Touch attack spells.</p><p></p><p> </p><p></p><p>Untrue again. In the first round the wizard closes to range, the raven circles round, drawing AoO if the wizard loses initiative, then the wizard casts Haste and Spectral Hand. In round 2, he casts ESS: both the raven and Hand can attack, so he only need delay one round until this is effective. If he can attack simulantaneously with the hand, that's five attacks this round.</p><p></p><p> </p><p></p><p>Giving the benefit of the doubt on the Hand/caster issue, let us now assume only four attacks on round 2. (2x0.85)+(2x0.95)=3.6hits. 3.6*11.5*1.05 is approximately 40 damage per round.</p><p></p><p>As for Fort saves, 0.65^3.6=21.2% chance.</p><p></p><p> </p><p></p><p>I don't believe you can trip flying creatures. Even if you can, it's no big deal. The raven can get up next round as a MEA.</p><p></p><p> </p><p></p><p>The one in the DMG doesn't. I usually use DMG characters to avoid silly page-long arguments about what feats, skills, equipment etc. the sample combatants have.</p><p></p><p> </p><p></p><p>Granted, but the same logic applies to any spell. If this argument applies, then any spell could be said to be balanced on account on the wizard getting pummelled on round one.</p><p></p><p> </p><p></p><p>I have shown that you only need two rounds. 3 Magic Missiles does (at 7th level) 42 damage, so comparable on the damage front, but without the nice dazing. Hold Persons may be more effective, but this is attacking the fighter's weakest save. If we put ESS against arcanists, we see that they crumble even more pathetically- by putting it against strong Fort saves, it can be clearly shown as too powerful. And of course you'll have burned more spell levels, even with a Spectral Hand thrown in.</p><p></p><p> </p><p></p><p>See above.</p><p></p><p>I hold to my original statement.</p></blockquote><p></p>
[QUOTE="Al, post: 311055, member: 2486"] Okay, just taking a few issues with some of the points posted: Is this true? The SRD is vague- was there an errata? Highly unlikely. Even assuming that the raven has no buff or protective spells other than Haste, a few number crunchings can easily prove otherwise. The Raven's modified AC is 22 (2 size, 2 Dex, 4 haste, 4 natural) so the fighter hits on 10s (taking DMG as usual). 45% chance of hitting, damage on hit of 11.5, so average damage is around a mere 5hps. The raven has 14hps. Arguable. The wizard can close range to adjacent to the fighter with the raven on his shoulder, having not yet cast ESS. The raven circles round, drawing an AoO then moving into the fighter's square. Since the wizard is adjacent to the familiar's square, they can share spells: and the fighter cannot AoO the wizard as an added boost (DMG fighter does not have Combat Reflexes.) Untrue. Casters can share spells with familiars, and at 3rd level can share Touch attack spells. Untrue again. In the first round the wizard closes to range, the raven circles round, drawing AoO if the wizard loses initiative, then the wizard casts Haste and Spectral Hand. In round 2, he casts ESS: both the raven and Hand can attack, so he only need delay one round until this is effective. If he can attack simulantaneously with the hand, that's five attacks this round. Giving the benefit of the doubt on the Hand/caster issue, let us now assume only four attacks on round 2. (2x0.85)+(2x0.95)=3.6hits. 3.6*11.5*1.05 is approximately 40 damage per round. As for Fort saves, 0.65^3.6=21.2% chance. I don't believe you can trip flying creatures. Even if you can, it's no big deal. The raven can get up next round as a MEA. The one in the DMG doesn't. I usually use DMG characters to avoid silly page-long arguments about what feats, skills, equipment etc. the sample combatants have. Granted, but the same logic applies to any spell. If this argument applies, then any spell could be said to be balanced on account on the wizard getting pummelled on round one. I have shown that you only need two rounds. 3 Magic Missiles does (at 7th level) 42 damage, so comparable on the damage front, but without the nice dazing. Hold Persons may be more effective, but this is attacking the fighter's weakest save. If we put ESS against arcanists, we see that they crumble even more pathetically- by putting it against strong Fort saves, it can be clearly shown as too powerful. And of course you'll have burned more spell levels, even with a Spectral Hand thrown in. See above. I hold to my original statement. [/QUOTE]
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