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General Tabletop Discussion
*Pathfinder & Starfinder
No spell resistance vs. Orb spells? Why?
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<blockquote data-quote="JiffyPopTart" data-source="post: 3453286" data-attributes="member: 4881"><p>Just chiming in with a 1st person view on the orb spells.</p><p></p><p>I am playing a Warmage. I have not "tricked him out". I have taken various feats, none of which have anything to do with raising DCs of my spells or overcoming spells resistance. He is a complete character, not a character relying on one schtick to see him through life.</p><p></p><p>Now that we have reached higher levels (13 to be exact) we are facing somewhere between 50% and 75% of opponents with some manner of spell resistance. In addition almost all opponents at this stage have +10 or more on their saves.</p><p></p><p>So I have two choices when casting a spell at a bad guy...</p><p>1. Cast a standard evocation. Hope I get lucky passing SR. Hope I get lucky and they fail their save. And finally hope I get lucky and they aren't immune or resistant to whatever energy I chose. On the off chance that all of these line up then WAZOO, I did some damage. For the sake of argument its capped at 10d6 which averages out to 35 points.</p><p></p><p>2. Cast an orb. Make a to-hit roll that I probably won't fail (I have taken ranged attack feats). Do some damage. At 13th level I can do 13d6, which averages out to about 45 points.</p><p></p><p>The triple layer defence of SR/Save/Resistances have depowered most spell so bad that the orb spells actually make being blasted by the wizard a bad thing.</p><p></p><p>I think the most direct correlation between an existing spell and the orb spells would be to take an empowered Acid Arrow. It would deal out a max of 21d4 damage with a ranged touch, ignore SR and allow no save. The same caster slinging an orb of acid would do 15d6. The average damage of the arrow is 52 points, the damage of the orb is 52 points. One use of the energy substitution feat and you could get most of the other orbs the same as above.</p><p></p><p>DS</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 3453286, member: 4881"] Just chiming in with a 1st person view on the orb spells. I am playing a Warmage. I have not "tricked him out". I have taken various feats, none of which have anything to do with raising DCs of my spells or overcoming spells resistance. He is a complete character, not a character relying on one schtick to see him through life. Now that we have reached higher levels (13 to be exact) we are facing somewhere between 50% and 75% of opponents with some manner of spell resistance. In addition almost all opponents at this stage have +10 or more on their saves. So I have two choices when casting a spell at a bad guy... 1. Cast a standard evocation. Hope I get lucky passing SR. Hope I get lucky and they fail their save. And finally hope I get lucky and they aren't immune or resistant to whatever energy I chose. On the off chance that all of these line up then WAZOO, I did some damage. For the sake of argument its capped at 10d6 which averages out to 35 points. 2. Cast an orb. Make a to-hit roll that I probably won't fail (I have taken ranged attack feats). Do some damage. At 13th level I can do 13d6, which averages out to about 45 points. The triple layer defence of SR/Save/Resistances have depowered most spell so bad that the orb spells actually make being blasted by the wizard a bad thing. I think the most direct correlation between an existing spell and the orb spells would be to take an empowered Acid Arrow. It would deal out a max of 21d4 damage with a ranged touch, ignore SR and allow no save. The same caster slinging an orb of acid would do 15d6. The average damage of the arrow is 52 points, the damage of the orb is 52 points. One use of the energy substitution feat and you could get most of the other orbs the same as above. DS [/QUOTE]
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*Pathfinder & Starfinder
No spell resistance vs. Orb spells? Why?
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