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Practiced Spellcaster
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<blockquote data-quote="James McMurray" data-source="post: 1636564" data-attributes="member: 743"><p>Of those spells, only heal is valuable to a melee cleric. You'll also note that I said "especially if there's a straight cleric in the party". Multiclassing for any non-warrior type is generally a bad idea unless there's someone in the party to fill the role that your primary class would have filled.</p><p></p><p></p><p></p><p>The wizard would probably only have lost 2 caster levels because of Eldritch Knight. That means he's only one spell level behind his straight wizard counterpart. One spell level is a lot for a blaster / utility mage, but its hardly anything for a melee wizard wanting to focus on self-buffs and hitting people with a sword / bow.</p><p></p><p></p><p></p><p>If you are multiclassed and focused on offensive spells that allow SR, you will almost always have to take both PC and SP.</p><p></p><p>[</p><p></p><p>Like I said, its immaterial. You can't look at a feat and say "its underpowered for X characters so its balanced." You have to take it in its best case scenario.</p><p></p><p></p><p></p><p>See my reply to your reply to 1). If you want to play a multiclassed caster that has to bypass SR, you have to take both feats, no matter how few feats you have.</p><p></p><p></p><p></p><p>[sarcasm]Really? You mean single classed casters deal more damage with direct damage spells? What a shocker! [/sarcasm]</p><p></p><p>That has always been the case. It should be the case. You don't multiclass a caster to deal more damage with your fireballs. You do it so you can focus on something else, either having more lower level spell slots via MT or Cerebremancer, by being better in melee via EK, Spellsword, etc., or by being able to sneak attack with ranged touch spells via ArT.</p><p></p><p></p><p></p><p>At the earliset point where it matters, the difference is between 25' and 35'. That's the movement rate of most creatures low level characters face. At its most useful point it is the difference between 65' and 75'. That can easily be the difference between a charge and not a charge.</p><p></p><p></p><p></p><p>Then your campaign is not very multiclass friendly, and therefore this feat will probably never see use. So why do you care what ohers think about it?</p><p></p><p></p><p></p><p>IMCs magic does not dominate every fight. But it does dominate some, just like all campaigns (or at least all campaigns with a wide range of class appeal. I suppose we'll just have to agree to disagree, because I personally find the feat too much of a must-have for any multiclassed spellcaster (sometimes a double must have if you're an MT or Cerebremancer).</p></blockquote><p></p>
[QUOTE="James McMurray, post: 1636564, member: 743"] Of those spells, only heal is valuable to a melee cleric. You'll also note that I said "especially if there's a straight cleric in the party". Multiclassing for any non-warrior type is generally a bad idea unless there's someone in the party to fill the role that your primary class would have filled. The wizard would probably only have lost 2 caster levels because of Eldritch Knight. That means he's only one spell level behind his straight wizard counterpart. One spell level is a lot for a blaster / utility mage, but its hardly anything for a melee wizard wanting to focus on self-buffs and hitting people with a sword / bow. If you are multiclassed and focused on offensive spells that allow SR, you will almost always have to take both PC and SP. [ Like I said, its immaterial. You can't look at a feat and say "its underpowered for X characters so its balanced." You have to take it in its best case scenario. See my reply to your reply to 1). If you want to play a multiclassed caster that has to bypass SR, you have to take both feats, no matter how few feats you have. [sarcasm]Really? You mean single classed casters deal more damage with direct damage spells? What a shocker! [/sarcasm] That has always been the case. It should be the case. You don't multiclass a caster to deal more damage with your fireballs. You do it so you can focus on something else, either having more lower level spell slots via MT or Cerebremancer, by being better in melee via EK, Spellsword, etc., or by being able to sneak attack with ranged touch spells via ArT. At the earliset point where it matters, the difference is between 25' and 35'. That's the movement rate of most creatures low level characters face. At its most useful point it is the difference between 65' and 75'. That can easily be the difference between a charge and not a charge. Then your campaign is not very multiclass friendly, and therefore this feat will probably never see use. So why do you care what ohers think about it? IMCs magic does not dominate every fight. But it does dominate some, just like all campaigns (or at least all campaigns with a wide range of class appeal. I suppose we'll just have to agree to disagree, because I personally find the feat too much of a must-have for any multiclassed spellcaster (sometimes a double must have if you're an MT or Cerebremancer). [/QUOTE]
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