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Practiced Spellcaster Breaks D20
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<blockquote data-quote="Victim" data-source="post: 1880823" data-attributes="member: 78"><p>Actually, Practiced Spellcaster would be pretty useless for a Fighter X/Cleric 1. Most of the good cleric spells aren't going to be helped much by 5 caster levels versus one. Neither Shield of Faith or Divine Favor will grant bigger bonuses, and the durations are still very short - essentially one fight. By the time his CLW is maxed out, it will be pretty inadequate for in combat healing, and out of combat healing is usually done with wands.</p><p></p><p>Plus a fighter cleric is probably going to be wanting fighter or divine feats. This brings up another issue; multiclass characters are generally going to be wanting feats for each class, yet will probably have fewer feats than a single classed counterpart. Even though a fighter/wizard/EK will have more feats than normal characters, he'd have fewer fighting feats than a fighter and fewer magic feats than a wizard. Therefore, with a diminished number of total feats yet a greater demand for feats, the opportunity cost for Practiced Spellcaster is high. Sure, many of them could use a nice +4 CL to divy up, but they could use a lot of other things too. While doubling the duration on Glibness might be nice, it still lasts at least 30 min without the feat. Quick moves might get you to the intended target before the shorter duration elapses. A higher Bluff without the spell would let you talk your way past the guard normally, then cast the spell when needed. A caster who doesn't take PS might pick spells that aren't as reliant on caster level as others. Slow will affect decent numbers of enemies at the min caster level, the only hangup is SR. Caster level only effects range and SR checks for Enervation. You can pick other spells to avoid SR too - Cloudkill is caster level dependent on duration and not much else. However, the main difficulty is keeping someone in the cloud the entire time, not making it last a couple rounds after it blows past the enemies. If you can get the full time on someone, 9 rounds of Cloudkill is nasty enough. Similarly, Divine Power will probably last 1 fight at most caster levels, and the temp Hp aren't anything to write home about. Proper spell selection minimizes the need the practiced spellcaster and thus frees up feats for other things. </p><p></p><p>While additional caster levels are always going to have at least some utility, they won't always be worth a feat.</p></blockquote><p></p>
[QUOTE="Victim, post: 1880823, member: 78"] Actually, Practiced Spellcaster would be pretty useless for a Fighter X/Cleric 1. Most of the good cleric spells aren't going to be helped much by 5 caster levels versus one. Neither Shield of Faith or Divine Favor will grant bigger bonuses, and the durations are still very short - essentially one fight. By the time his CLW is maxed out, it will be pretty inadequate for in combat healing, and out of combat healing is usually done with wands. Plus a fighter cleric is probably going to be wanting fighter or divine feats. This brings up another issue; multiclass characters are generally going to be wanting feats for each class, yet will probably have fewer feats than a single classed counterpart. Even though a fighter/wizard/EK will have more feats than normal characters, he'd have fewer fighting feats than a fighter and fewer magic feats than a wizard. Therefore, with a diminished number of total feats yet a greater demand for feats, the opportunity cost for Practiced Spellcaster is high. Sure, many of them could use a nice +4 CL to divy up, but they could use a lot of other things too. While doubling the duration on Glibness might be nice, it still lasts at least 30 min without the feat. Quick moves might get you to the intended target before the shorter duration elapses. A higher Bluff without the spell would let you talk your way past the guard normally, then cast the spell when needed. A caster who doesn't take PS might pick spells that aren't as reliant on caster level as others. Slow will affect decent numbers of enemies at the min caster level, the only hangup is SR. Caster level only effects range and SR checks for Enervation. You can pick other spells to avoid SR too - Cloudkill is caster level dependent on duration and not much else. However, the main difficulty is keeping someone in the cloud the entire time, not making it last a couple rounds after it blows past the enemies. If you can get the full time on someone, 9 rounds of Cloudkill is nasty enough. Similarly, Divine Power will probably last 1 fight at most caster levels, and the temp Hp aren't anything to write home about. Proper spell selection minimizes the need the practiced spellcaster and thus frees up feats for other things. While additional caster levels are always going to have at least some utility, they won't always be worth a feat. [/QUOTE]
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Practiced Spellcaster Breaks D20
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