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Irresistable Spell
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<blockquote data-quote="Elder-Basilisk" data-source="post: 313109" data-attributes="member: 3146"><p>First, I should say that there's some good stuff in the KoK players guide. However, there's a lot of poorly thought out, overpowered stuff as well. Much of that is potentially game-breaking. (Most of it is also in the feats section).</p><p></p><p>Two examples:</p><p>Channel Positive Energy: This grants clerics of different gods the ability to do something different with their turn attempts. Some of these are useless (The Knight of the Gods allows clerics to spend a turn attempt and grant people in a small area their cha bonus to will saves vs. fear for several rounds/caster level) but some of them are ridiculously overpowered. One of them, for instance, inflicts the cleric's wisdom bonus in negative levels to a target within either 30 or 60 feet. This can't take the character's level below 1 but it's still roughly equivalent to enervation or energy drain (depending upon the wisdom bonus) at will. Sure it goes away after ten minutes but by that time, any character so afflicted will be dead--considering that all their saves are likely to be negative and their attack bonus will be equal to their strength bonus +1 if they're lucky.</p><p></p><p>Miser With Magic: With a spellcraft check (DC 10+2xspell level) a wizard or sorceror can avoid expending a prepared spell or spell slot when casting a spell. Prerequisite clvl 7.</p><p>This essentially eliminates the difference between wizards and sorcerors since by 7th level, a wizard will never fail this on 1st or second level spells (spellcraft=+14 (with an effective 18 int)). Even fourth level spells will usually be retained. Thus instead of being able to cast two or three fourth level spells, the wizard will usually be able to toss off nine to twelve before failing his checks. Since skill bonusses increase more quickly than spell levels, this will only get worse as the wizard increases with level. I'd expect to see 11th level wizards tossing a dozen disintegrate spells in a single encounter and not thinking anything of it.</p><p></p><p>Seeing those feats was almost enough to convince me not to play Living Kalamar. It was enough to make me wonder if they really have an editor.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 313109, member: 3146"] First, I should say that there's some good stuff in the KoK players guide. However, there's a lot of poorly thought out, overpowered stuff as well. Much of that is potentially game-breaking. (Most of it is also in the feats section). Two examples: Channel Positive Energy: This grants clerics of different gods the ability to do something different with their turn attempts. Some of these are useless (The Knight of the Gods allows clerics to spend a turn attempt and grant people in a small area their cha bonus to will saves vs. fear for several rounds/caster level) but some of them are ridiculously overpowered. One of them, for instance, inflicts the cleric's wisdom bonus in negative levels to a target within either 30 or 60 feet. This can't take the character's level below 1 but it's still roughly equivalent to enervation or energy drain (depending upon the wisdom bonus) at will. Sure it goes away after ten minutes but by that time, any character so afflicted will be dead--considering that all their saves are likely to be negative and their attack bonus will be equal to their strength bonus +1 if they're lucky. Miser With Magic: With a spellcraft check (DC 10+2xspell level) a wizard or sorceror can avoid expending a prepared spell or spell slot when casting a spell. Prerequisite clvl 7. This essentially eliminates the difference between wizards and sorcerors since by 7th level, a wizard will never fail this on 1st or second level spells (spellcraft=+14 (with an effective 18 int)). Even fourth level spells will usually be retained. Thus instead of being able to cast two or three fourth level spells, the wizard will usually be able to toss off nine to twelve before failing his checks. Since skill bonusses increase more quickly than spell levels, this will only get worse as the wizard increases with level. I'd expect to see 11th level wizards tossing a dozen disintegrate spells in a single encounter and not thinking anything of it. Seeing those feats was almost enough to convince me not to play Living Kalamar. It was enough to make me wonder if they really have an editor. [/QUOTE]
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