DiFier said:
ah that's why I enjoy this game so much.
You forgot the other half: that doesn't make the rule good. I think there have been enough crappy RPGs to live on to prove that.
DiFier said:
ah that's why I enjoy this game so much.
Sejs said:. But you can't cast in armor, heh. You're on your own to find out how to pull that one off. You've got a nice base.. flavor, you add yourself.
drnuncheon said:
Well, except for the decade-plus of complaining that D&D magic didn't work like magic does in any other fantasy world besides Vance and Zelazny.
they didn't have the balls to actually ditch the old system.
But I never had a problem with there being Vancian magic, too.
More options = more good, right? As long as they're balanced?
Why? You're the one that's unhappy with them.
Why? You're the one that's unhappy with them.
Lest this turn into even more of a schoolyard battle, replete with namecalling and "so's your mother" - I think I shall.
Malicene said:
Have a spellsword character, and my first opinion on EK was : crap !
but, but,
ok Spellsword has more "special power" (spell cache, armor penalty reduction...) but less spell casting.
but,
There is spell storing (spellcache)
and Still Spell Feat (armor penalty reduction)
ok Still Spell is +1 level but has you've got more caster level ....
By the way I will certainly try to convert my character the WE , so I will check !![]()
reapersaurus said:I missed it:
HOW is the Spellsword stronger than the Eldritch Knight?
reapersaurus said:The EK looks hideously overpowered to me - the BAB of a fighter, and the spellcasting of a wizard?
d12 said:Could someone post the exact wording of the Arcane Strike Feat?![]()
Originally from Dragon #310, p58
ARCANE STRIKE [GENERAL]
You can channel arcane energy into your melee attacks.
Prerequisites: Ability to cast arcane spells, base attack bonus +4.
Benefit: As a free action usable once per round, you may sacrifice one of your arcane spells for the day to grant benefits to your next melee or ranged attack. For each level of the spell sacrificed, you gain a +2 bonus to hit and deal an extra +1d6 points of damage. The bonus you gain to hit cannot exceed your base attack bonus, but if you sacrifice a spell of such a level that the bonus to hit exceeds your base attack, you still gain the normal extra damage due to the spells level. This is a supernatural ability.