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Flame Blade abuse/legality?
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<blockquote data-quote="green slime" data-source="post: 1003988" data-attributes="member: 1325"><p>Looking at the information at hand, we have</p><p></p><p>14th level Cleric</p><p>BAB +10/+5 (Fighter BAB +14/+9/+4)</p><p></p><p>Divine Power (18 Str, fighter BAB) (4th) (14 rounds)</p><p>Divine Favor (+4 luck bonus to attack in this bonus) (1st) (1 minute)</p><p>two empowered empowered flame blades (6th) (14 minutes)</p><p></p><p>Feats</p><p>1st level? Ambidexterity (Dex 15)</p><p>Human: Two-Weapon Fighting (No prereqs)</p><p>3rd level: Weapon focus [scimitar] (BAB +1)</p><p>6th level: Empower Spell (No prereqs)</p><p>9th level: ?? (BAB is at +6...)</p><p>12th level: Improved Two-weapon Fighting (BAB +9)</p><p></p><p>Left Hanging around like a sad wet dog we have ...</p><p>improved critical [scimitar] (BAB +8)</p><p></p><p>Assuming a 26 Wisdom (18 start +3 levels, +4 item, +1 inherent)</p><p>Casts</p><p>6 0-level</p><p>7+d 1st-level</p><p>7+d 2nd-level</p><p>6+d 3rd-level</p><p>6+d 4th-level</p><p>4+d 5th-level</p><p>4+d 6th-level</p><p>3+d 7th-level</p><p>Spells.</p><p></p><p>Conclusions:</p><p>(Completely ignoring 3.5 changes, which I have yet to see.)</p><p></p><p>He can only do the <em>empowered empowered flameblade</em> trick twice per day, if he wants to use his two-weapon fighting. This leaves no other slots for spells like <em>heal</em>.</p><p></p><p>He cannot have both Improved Critical and Improved Two Weapon Fighting as a 14th level cleric. This character was created at 13th or 14th level. Or this would have been seen during character advancement.</p><p></p><p>He is reduced to casting <em>divine power</em> and <em>divine favour</em>, as well as the <em>flame blades</em>. Every combat, as he lacks persitent spell. This reduces the number of rounds he is available for combat. Every round he spends boosting is one where the fighters up front get beat up on. This requires at least 2 rounds, and so is not trivial.</p><p></p><p>So yeah, I'd allow <em>empowered empowered flameblades </em></p><p></p><p>It burns up a lot of spell slots to get this effective. Spell slots and rounds.</p><p></p><p>2d8 + 7 (the bonus damage isn't part of the variable, ), attacking with a melee touch attack, crit range 20/x2 (he doesn't have Imp Crit yet...), 5 attacks; +20 (+14 Ftr BAB, +4 Str, +4 luck, -2 2-wpn)/+20 / +15 / +15 / +10</p><p></p><p>Obvious counters:</p><p>Fire creatures</p><p>Incorporeal creatures (50% miss chance)</p><p>Protection from Fire</p><p>Dispel Magic</p><p>Blink</p><p>Sneak Attack</p><p>Ranged Attacks (readied?)</p><p></p><p>Varying encounters so it is less predictable as to what will be efficient. Can cramp the style of the party if they can't go ethereal, can't heal, can't Air Walk.</p><p></p><p>It does look fun when it occurs, but is it really so often the other players feel sidelined?</p></blockquote><p></p>
[QUOTE="green slime, post: 1003988, member: 1325"] Looking at the information at hand, we have 14th level Cleric BAB +10/+5 (Fighter BAB +14/+9/+4) Divine Power (18 Str, fighter BAB) (4th) (14 rounds) Divine Favor (+4 luck bonus to attack in this bonus) (1st) (1 minute) two empowered empowered flame blades (6th) (14 minutes) Feats 1st level? Ambidexterity (Dex 15) Human: Two-Weapon Fighting (No prereqs) 3rd level: Weapon focus [scimitar] (BAB +1) 6th level: Empower Spell (No prereqs) 9th level: ?? (BAB is at +6...) 12th level: Improved Two-weapon Fighting (BAB +9) Left Hanging around like a sad wet dog we have ... improved critical [scimitar] (BAB +8) Assuming a 26 Wisdom (18 start +3 levels, +4 item, +1 inherent) Casts 6 0-level 7+d 1st-level 7+d 2nd-level 6+d 3rd-level 6+d 4th-level 4+d 5th-level 4+d 6th-level 3+d 7th-level Spells. Conclusions: (Completely ignoring 3.5 changes, which I have yet to see.) He can only do the [i]empowered empowered flameblade[/i] trick twice per day, if he wants to use his two-weapon fighting. This leaves no other slots for spells like [i]heal[/i]. He cannot have both Improved Critical and Improved Two Weapon Fighting as a 14th level cleric. This character was created at 13th or 14th level. Or this would have been seen during character advancement. He is reduced to casting [i]divine power[/i] and [i]divine favour[/i], as well as the [i]flame blades[/i]. Every combat, as he lacks persitent spell. This reduces the number of rounds he is available for combat. Every round he spends boosting is one where the fighters up front get beat up on. This requires at least 2 rounds, and so is not trivial. So yeah, I'd allow [i]empowered empowered flameblades [/i] It burns up a lot of spell slots to get this effective. Spell slots and rounds. 2d8 + 7 (the bonus damage isn't part of the variable, ), attacking with a melee touch attack, crit range 20/x2 (he doesn't have Imp Crit yet...), 5 attacks; +20 (+14 Ftr BAB, +4 Str, +4 luck, -2 2-wpn)/+20 / +15 / +15 / +10 Obvious counters: Fire creatures Incorporeal creatures (50% miss chance) Protection from Fire Dispel Magic Blink Sneak Attack Ranged Attacks (readied?) Varying encounters so it is less predictable as to what will be efficient. Can cramp the style of the party if they can't go ethereal, can't heal, can't Air Walk. It does look fun when it occurs, but is it really so often the other players feel sidelined? [/QUOTE]
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