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*Pathfinder & Starfinder
Gencon: Any non-Essentials content coming up?
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<blockquote data-quote="FireLance" data-source="post: 5659125" data-attributes="member: 3424"><p>Dexterity modifier to damage is the basic bonus damage feature. This scales at just under the same rate as the average extra damage from the PH ranger's Hunter's Quarry (minus feat enhancements). The increases to 2 + Dexterity modifier at 5th level, 5 + Dexterity modifier at 15th level, and 8 + Dexterity modifier at 25th level are (IMO) the damage bonuses in lieu of daily powers. </p><p> </p><p>I think you are under-valuing the slayer's damage bonus. It really is (IMO) a striker damage mechanic and a daily power replacement rolled into one.</p><p></p><p>I admit to being curious. How are you hitting AC 21 on a roll of 2 at 5th level? How often can you do it?</p><p></p><p>I will admit that there are some good synergies. I'm not at all convinced that they lead to "broken" levels of good, though. Even the feats in Mordenkainen's Magnificent Emporium that enhance <em>power strike</em> don't strike me as being overpowered at first glance. First off, you are spending a feat to get the benefit. Second, you are enhancing an encounter-level resource, which means it won't be used as often. As always, you need to evaluate the package as a whole, and not declare something to be "broken" or "overpowered" by fixating narrowly on one element. </p><p></p><p>As I mentioned previously, a Sun warpriest's powers tend towards protection, healing and restoration, and a Storm warpriest's powers tend towards buffing damage and increasing mobility. None of these seem to be situational to me. </p><p></p><p>As I mentioned, evaluate the whole package. Don't fixate on the warpriest's Utility 1 powers which are mostly flavor. Compare their at-wills with a templar cleric's at-wills, their encounters with a templar cleric's encounters, their dailies with a templar cleric's dailies, their channel divinity powers, and the 5th-level domain features with Healer's Lore.</p><p></p><p>The templar cleric's <em>divine fortune</em> grants him a +1 bonus to an attack roll or a saving throw. The Sun warpriest's grants a saving throw with a +2 bonus to himself or an ally, and the Storm warpriest's grants extra lightning damage to a melee attack (+4 at 1st level, increasing to +6 and +8 at 11th and 21st levels) to himself or an ally. I don't consider these powers to be useless, and frankly, they look more "leader-like" than the templar cleric's. </p><p></p><p>The templar cleric gets Ritual Caster as a class feature, and the warpriest gets two daily utility powers. This, to me, is another trade-off. And once the 5th-level domain features kick in (which I had omitted in my earlier analysis) the templar cleric's Healer's Lore doesn't seem to be that significant an advantage.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5659125, member: 3424"] Dexterity modifier to damage is the basic bonus damage feature. This scales at just under the same rate as the average extra damage from the PH ranger's Hunter's Quarry (minus feat enhancements). The increases to 2 + Dexterity modifier at 5th level, 5 + Dexterity modifier at 15th level, and 8 + Dexterity modifier at 25th level are (IMO) the damage bonuses in lieu of daily powers. I think you are under-valuing the slayer's damage bonus. It really is (IMO) a striker damage mechanic and a daily power replacement rolled into one. I admit to being curious. How are you hitting AC 21 on a roll of 2 at 5th level? How often can you do it? I will admit that there are some good synergies. I'm not at all convinced that they lead to "broken" levels of good, though. Even the feats in Mordenkainen's Magnificent Emporium that enhance [I]power strike[/I] don't strike me as being overpowered at first glance. First off, you are spending a feat to get the benefit. Second, you are enhancing an encounter-level resource, which means it won't be used as often. As always, you need to evaluate the package as a whole, and not declare something to be "broken" or "overpowered" by fixating narrowly on one element. As I mentioned previously, a Sun warpriest's powers tend towards protection, healing and restoration, and a Storm warpriest's powers tend towards buffing damage and increasing mobility. None of these seem to be situational to me. As I mentioned, evaluate the whole package. Don't fixate on the warpriest's Utility 1 powers which are mostly flavor. Compare their at-wills with a templar cleric's at-wills, their encounters with a templar cleric's encounters, their dailies with a templar cleric's dailies, their channel divinity powers, and the 5th-level domain features with Healer's Lore. The templar cleric's [I]divine fortune[/I] grants him a +1 bonus to an attack roll or a saving throw. The Sun warpriest's grants a saving throw with a +2 bonus to himself or an ally, and the Storm warpriest's grants extra lightning damage to a melee attack (+4 at 1st level, increasing to +6 and +8 at 11th and 21st levels) to himself or an ally. I don't consider these powers to be useless, and frankly, they look more "leader-like" than the templar cleric's. The templar cleric gets Ritual Caster as a class feature, and the warpriest gets two daily utility powers. This, to me, is another trade-off. And once the 5th-level domain features kick in (which I had omitted in my earlier analysis) the templar cleric's Healer's Lore doesn't seem to be that significant an advantage. [/QUOTE]
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