Rumors from Player's Guide to Faerun

I'm a little bit scared about Eldritch Knights combined with Militia... Luck of Heroes... argh.

That +2 to DCs for fire spells is ok IMHO since there aren't that many fire based save or die spells... for which DCs are more important.
 

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It was +2 CL not DC... mmmm fire seeds....

and its 1300 by that math, you forgot that each minute of use gives 10 attacks. Thats assuming firing at 1 per round constantly til it runs out tho.
 

While this is subject to DM arbitration (is that a word?) with such limited use of persistent spell, no one in their right mind would ever take it as it is pretty much only useful for divine favor as so many have pointed out. Rather, they would just research a 7th level spell that gave a +1 luck bonus to attack and damage/3 levels for 24 hours - or heck one hour per level so that extend spell would be useful.

DM's would of course be free to nix the research (just as they are free to nix the feat). However, from a player's perspective the "new" 7th level spell would be much more cost efficient than either CWI or PS.

With this in mind, I am surprised Wizards didn't just make such a spell and perhaps even make it higher level than 7th. This way they could keep the feat (and have it not apply to the ONE SPELL that the metamagic has caused so much abuse from) at +4 levels which is far more reasonable.

Call me the nay-sayer, but even in 3.0 I thought Persistent spell was a tossup with Quicken. Sure, quicken uses more spell slots per day. But quicken doesn't suffer from dispel magic like persistent does, is more versatile, and only takes up one feat, not two.
 

The problem isn't that 3.0 spell focus is broken (though combined with GSF, it might be), it's that there is little else for a low level character to take.

A 1st level fighter wants to pick some feats that help in him combat. He can choose between weapon focus, combat reflexes, combat expertise, exotic weapon proficiency, dodge, power attack, rapid shot, etc. Lots of choices.

A 1st level wizard wants to pick some feat that helps his spell-casting. Pretty much all the metamagic is useless to him, since he can't afford the increased costs, spell penetration isn't often useful at low level, combat casting isn't all that useful, and he can't take the item creation feats. What's left - spell focus (and in the FR - spellcaster prodigy). Of course, SF will be popular.

What was needed was more core feats that were useful for spellcasters.

Falling Icicle said:
The popularity of a feat does not mean it is unbalanced. It can be a good indicator that something is wrong, but never should be a determining factor in deciding whether or not something is broken. I've seen many popular feats, spells, character concepts, etc that are not broken. People take a feat for many reasons. It could be that it fits their character concept. Very often it is because of the lack of other options. But to automatically assume that something is broken just because alot of players take it is ridiculous, IMHO. Measure the feat for what it does, and how it does it, not how many people have it written on their character sheet!
 

Artoomis said:
1440 minutes. 1/round = 10/minute, thus in 1 minutes 11 minutes of duration will be used - 10 for each use plus 1 for the minute of time that passed.

1440/11 = 130 minutes of duration (plus a fraction). So that's it - 130 times. With mutiple attacks you get a fewer times to use it. At 3 attacks per round you get 33 per minute, or you have used up 34 minutes of duration in one minute. 1440/34 = 42 minutes of duration if used 3 at a time.
You're using the "attack uses up one minute of duration" twice, I think - at least your original post said you'd only get 130 *attacks*.

If you never throw the flames, your hand will be burning for 1440 minutes (24 hours).

If you throw one flame each round, you'll be able to throw them for a total of 1309 rounds (each round uses up one minute plus one round of duration). Throwing two flames per round lets you throw them for 685 rounds (and one more in the 686th). Three per round gives you 464 rounds.
 

Staffan said:
You're using the "attack uses up one minute of duration" twice, I think - at least your original post said you'd only get 130 *attacks*.

If you never throw the flames, your hand will be burning for 1440 minutes (24 hours).

If you throw one flame each round, you'll be able to throw them for a total of 1309 rounds (each round uses up one minute plus one round of duration). Throwing two flames per round lets you throw them for 685 rounds (and one more in the 686th). Three per round gives you 464 rounds.

I think you're right. 1309 rounds = 130.9 minutes of use in a day with one/round - pretty darn good, really.
 

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