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*Pathfinder & Starfinder
Multiclassing Blood Mage Edit
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<blockquote data-quote="Nifft" data-source="post: 5060922" data-attributes="member: 6562"><p>The issue with Bolstering Blood is that it's supposed to be risky for the Wizard, who has relatively few hit points. The biggest abuse with Blood Mage was previously the Infernal Warlock, who often had enough temporary hit points to use Bolstering Blood every round.</p><p></p><p>Swordmage has a different issue (Defender HP), but IMHO that's not comparable, since it's not nearly as renewable as the Infernal Warlock's temporary HP supply. So I'd allow him to use it, with the provision that maybe in the future you're going to charge him a little extra (say, +2 hp of damage to him over what he deals) when he uses it in conjunction with a Swordmage power... but I'd only do that if he's trying to pull tricks like the Enlarged Thunder-admixtured Swordburst.</p><p></p><p>- - -</p><p></p><p>Blood Pulse is a problematic power. It's phrased in such a way that you could interpret pushing a Large creature 1 square, as forcing it to leave 3 squares. IMHO that's silly. By my reasoning -- which is based more on power balance than textural interpretation -- teleporting a critter = leaving 1 square.</p><p></p><p>The other issue with Blood Pulse is how you add the bonus damage. (1d6 + Enhancement + Feats) is a chunk of pain, but then you multiply that by squares left, and it gets very silly indeed. I suggest adding the bonus damage only once, even if more dice of damage are accrued later.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 5060922, member: 6562"] The issue with Bolstering Blood is that it's supposed to be risky for the Wizard, who has relatively few hit points. The biggest abuse with Blood Mage was previously the Infernal Warlock, who often had enough temporary hit points to use Bolstering Blood every round. Swordmage has a different issue (Defender HP), but IMHO that's not comparable, since it's not nearly as renewable as the Infernal Warlock's temporary HP supply. So I'd allow him to use it, with the provision that maybe in the future you're going to charge him a little extra (say, +2 hp of damage to him over what he deals) when he uses it in conjunction with a Swordmage power... but I'd only do that if he's trying to pull tricks like the Enlarged Thunder-admixtured Swordburst. - - - Blood Pulse is a problematic power. It's phrased in such a way that you could interpret pushing a Large creature 1 square, as forcing it to leave 3 squares. IMHO that's silly. By my reasoning -- which is based more on power balance than textural interpretation -- teleporting a critter = leaving 1 square. The other issue with Blood Pulse is how you add the bonus damage. (1d6 + Enhancement + Feats) is a chunk of pain, but then you multiply that by squares left, and it gets very silly indeed. I suggest adding the bonus damage only once, even if more dice of damage are accrued later. Cheers, -- N [/QUOTE]
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Multiclassing Blood Mage Edit
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