pawsplay
Hero
Thurbane said:Not too bad if you go down the road of Favored Soul/Sorcerer/Mystic Theurge, though...
How are you going to do that? Neither class has Knowledge (religion).
Thurbane said:Not too bad if you go down the road of Favored Soul/Sorcerer/Mystic Theurge, though...
pawsplay said:How are you going to do that? Neither class has Knowledge (religion).
KarinsDad said:They only need a high Wisdom for DCs.
They could get away with a relatively low Charisma. For example, 14 at first level and with a +6 item, 20 at high level in order to cast spells from each spell level. The only other thing Charisma does is add bonus spells per day. Even without a high Charisma, they still have about as many spells per day as a Cleric.
18th level Cleric with 26 Wisdom has 6 8 8 8 8 6 6 5 5 3
18th level Soul with 20 Charisma has 9 8 7 7 7 7 6 5 4 3
When one considers how many divine spells are typically blown off as Cure spells, it's easy to see that there is not a huge difference here.
Alternatively, they could blow off most spells with saving throws and go high Charisma and lower Wisdom. In that case, they would have more spells per day than a Cleric:
18th level Cleric with 26 Wisdom has 6 8 8 8 8 6 6 5 5 3
18th level Soul with 26 Charisma has 9 8 8 8 8 7 7 6 5 3
The point is that yes, this is a balancing factor. But, it is not a real big one. They are not forced to have real high scores in both of these stats. It is not nearly as big as spontaneous metamagic.
Seeten said:I also disagree that spontaneous metamagic is better than massive arrays of options that Clerics get, and I vehemently disagree that 3 good saves is worth writing home about. Monks get 3 good saves and still suck, for example.
Seeten said:Having less spells per day, AND having less spells known = the suck.
I cant imagine considering Favored Souls more powerful than a Cleric.
Dead but not gone? (curious)KarinsDad said:If those spells had not had spontaneous metamagic, my PC would have survived ...
Nail said:Dead but not gone? (curious)
KarinsDad said:Antimagic Fields do not stop Orb spells.
For the same reason that AMF doesn't stop Wall of Stone. Duration: Instantaneous.Felon said:Help me out here, why don't AMF's stop orb spells?
"An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration."
I'm confused. Less spells per day? Favored Souls have more spells per day, but fewer spells known.Seeten said:Having less spells per day, AND having less spells known = the suck.
I cant imagine considering Favored Souls more powerful than a Cleric.
Jdvn1 said:Orb of Acid creates a real ball of acid and shoots it from your palm. The ball of acid isn't magical. As long as the caster is outside the AMF, the AMF won't stop Instantaneous effects.
Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.