Detail Discussion

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Bront said:
It's not the same cost for Level 1 vs Level 2 vs level 3 spells.
Actually, I figured it out. Its based upon a "Command Use" item with 2 charges today plus a constant factor of 100 gp:
- Template: Spell Level * Caster Level * 1800/5*2 + 100
- 0 EW: 0.5*1*720+100 = 460
- 1 EW: 1*1*720+100 = 820
- 2 EW: 2*3*720+100 = 4420
- 3 EW: 3*5*720+100 = 10900
Not sure where the 100 extra comes from (assuming a most expensive material component of 100 gp [such as an EW of identify?]), but the formula works.
 

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Bront --> I think you are incorrect. Rethlin is a cleric, is he not? An active cleric. Being in an adventure with him should have been clue enough, but I was combing the rolls for clerics the other day, investigating a comment someone had made in the Cleric/Sacred Cow thread in General.
 

Kaodi said:
Bront --> I think you are incorrect. Rethlin is a cleric, is he not? An active cleric. Being in an adventure with him should have been clue enough, but I was combing the rolls for clerics the other day, investigating a comment someone had made in the Cleric/Sacred Cow thread in General.
The numbers are right, but I may have missed you (or your character may still say unapproved). It was a manual count, wouldn't suprise me if I'm off by 1-2 in any given catagory
 

stonegod said:
Actually, I figured it out. Its based upon a "Command Use" item with 2 charges today plus a constant factor of 100 gp:
- Template: Spell Level * Caster Level * 1800/5*2 + 100
- 0 EW: 0.5*1*720+100 = 460
- 1 EW: 1*1*720+100 = 820
- 2 EW: 2*3*720+100 = 4420
- 3 EW: 3*5*720+100 = 10900
Not sure where the 100 extra comes from (assuming a most expensive material component of 100 gp [such as an EW of identify?]), but the formula works.
Cool. I'd be willing to make that into a formula with Caster Level = 6 max. I'd suggest proposing it though.
 

Bront said:
Interesting numbers because I was bored.
*snipitty-snip*

Not particularly surprising IMO. Given that LEB is currently a low level setting, pure casters aren't really going to start shining for a while and in my experience divine casters are the rarest of all (in fact I don't think I've ever played an offline D&D game with a pure cleric now that I think about it) since no one really wants to play a healbot. Personally I've always thought that what D&D could really do with is a warlock-like class that has unlimited low level healing with long cast times (essentially someone who can patch people up out of combat but whose healing is largely underpowered in combat) with some combat abilities to make up for it that don't draw on the same pool as their healing abilities (unlike a clerics spell-pool). Currently the closest thing to a healing-warlock that I've seen is a Binder (Tome of Magic) who seem to be surprisingly balanced. Something Wizards should think about for a theoretical 4th edition maybe? *shrugs*

Anyway, back on topic, if we need more divine guys I guess my next character will be the paladin I've been kicking around in my head. Should be fun, if only to see how long he lasts.


Stonegod said:
Not sure where the 100 extra comes from (assuming a most expensive material component of 100 gp [such as an EW of identify?]), but the formula works.

Hmm... an eternal wand of identify? Seems like it'd be considerably more valuable than any other lvl 1 Eternal Wand just out of pure convenience. Personally I'd slap some kind of extra cost on that if I allowed it at all (or else increase the casting time to 1 day like psionic identify), but then my impression was that the formula for Eternal Wands wasn't taking componant costs into account.
 

Paranoia833 said:
Hmm... an eternal wand of identify? Seems like it'd be considerably more valuable than any other lvl 1 Eternal Wand just out of pure convenience. Personally I'd slap some kind of extra cost on that if I allowed it at all (or else increase the casting time to 1 day like psionic identify), but then my impression was that the formula for Eternal Wands wasn't taking componant costs into account.
Casting identify twice per day (and taking an hour ever time to do so) isn't a huge game breaker to me. This is Eberron---take to an artificer with artificer monocle's and they'd do it faster and cheaper.
 


Paranoia833 said:
Anyway, back on topic, if we need more divine guys I guess my next character will be the paladin I've been kicking around in my head. Should be fun, if only to see how long he lasts.
Paladins aren't primary casters for what I was looking for. There are actualy 3-4 paladins in LEW already.
 

Ah, Paladins. A great class, really. Although, something tells me that in LEB/LEW, you'd be safer going straight fighter.

Truth be told, I'm a little hesitant about entering into anything that isn't straight melee in this campaign. My bard is probably gonna get his butt handed to him, if I decide to go ahead with it.
 

Paranoia833 said:
Personally I've always thought that what D&D could really do with is a warlock-like class that has unlimited low level healing with long cast times (essentially someone who can patch people up out of combat but whose healing is largely underpowered in combat) with some combat abilities to make up for it that don't draw on the same pool as their healing abilities (unlike a clerics spell-pool).

The Healer (from Minaturer's Handbook IIRC) fills that role somewhat, wouldn't you say?
 

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