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*Pathfinder & Starfinder
Playtested a warmage? Any good?
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<blockquote data-quote="NilesB" data-source="post: 3530896" data-attributes="member: 14296"><p>I never said that Warmages are useless out of combat. I said that they have the least broad and flexible array of options of any primary spellcaster. additionally the Warmage lacks the game changing and/or broken effects available to other spellcasters. A Warmage will never call in an ally that can use ninth level spell like abilities at will, if they don't feel like using their ninth level spells. A Warmage Will never Stop Time. A Warmage will never make the party almost unasailable as they rest, or eliminate the need for long distance travel, or bring back the dead, or fly under their own power or any of a dozen other game changing abilities that other spellcasters get.</p><p></p><p>That is why the Warmage is weak <em><strong>on the scale of primary spellcasters.</strong></em></p><p></p><p>First, Damage Reduction is utterly irrelevant to a Sorcerer. Secondly you are confusing energy types with combat options. There are monsters with enormous piles of hit points and itty bitty Will Save bonuses. I'd rather have a Sorcerer take it out in one go than the Warmage spend round after round and spell after spell pounding at it's point of least vulnerablility <em>and getting pounded in return</em>. If you need to cross a huge bottomless chasm you'd rather have a Sorcerer able to turn in his ability to turn in his lightning bolts to cast fly on the whole party than a Warmage able to turn in his ability to turn in his lightning bolts to throw fireballs instead. and if you meet a behir and the fireball looks more attractive than a lightning bolt, the Sorcerer still has Scorching Ray.</p></blockquote><p></p>
[QUOTE="NilesB, post: 3530896, member: 14296"] I never said that Warmages are useless out of combat. I said that they have the least broad and flexible array of options of any primary spellcaster. additionally the Warmage lacks the game changing and/or broken effects available to other spellcasters. A Warmage will never call in an ally that can use ninth level spell like abilities at will, if they don't feel like using their ninth level spells. A Warmage Will never Stop Time. A Warmage will never make the party almost unasailable as they rest, or eliminate the need for long distance travel, or bring back the dead, or fly under their own power or any of a dozen other game changing abilities that other spellcasters get. That is why the Warmage is weak [I][B]on the scale of primary spellcasters.[/B][/I][B][/B] First, Damage Reduction is utterly irrelevant to a Sorcerer. Secondly you are confusing energy types with combat options. There are monsters with enormous piles of hit points and itty bitty Will Save bonuses. I'd rather have a Sorcerer take it out in one go than the Warmage spend round after round and spell after spell pounding at it's point of least vulnerablility [I]and getting pounded in return[/I]. If you need to cross a huge bottomless chasm you'd rather have a Sorcerer able to turn in his ability to turn in his lightning bolts to cast fly on the whole party than a Warmage able to turn in his ability to turn in his lightning bolts to throw fireballs instead. and if you meet a behir and the fireball looks more attractive than a lightning bolt, the Sorcerer still has Scorching Ray. [/QUOTE]
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Playtested a warmage? Any good?
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