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Shooting Stars of Morwel
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<blockquote data-quote="adamda" data-source="post: 3906233" data-attributes="member: 22066"><p>Hmm, I agree with and understand that full casting progression with extra abilities is dangerously weighing towards unbalanced. However, a one level dip really won't help much. The ability to use a number of 1st level or greater spell slots to, in essence, make a Rapid Shot attack at a +2 bonus, under most circumstances 3-6 times per day, doesn't seem too overpowered. They don't gain anything else exceptional, with one good saving throw and only 2 skill points per level, although of course having the d8 hit die is an improvement. </p><p></p><p>Taking all five levels is pretty amazing, but that's how it should be in my opinion. I don't want it to be TOO amazing though, considering the full casting progression, but seeing as they don't gain any powers to augment their spellcasting I don't think their are too many abuse conflicts. Really, the use per day limit should prevent too much power gaming, although a fifth level shooting star can really dish the damage with six arrows fired in a round, all with ghost touch, good alignment, and brilliant energy enhancements on top of any ability their bow may have. Even if they can only do it 6 times per day (with a 22 Charisma), six rounds of six arrows each at a full attack bonus is intense even at the cost of 6 first level spell slots. As a full round action and using a 1st level spell slot, using a +2 flaming composite longbow (Str +2), that's 1d8+3d6+4 up to 6 times per round (or 6d8+18d6+24) against evil, when you count in the holy bonus and if all arrows hit a target. I'm thinking holy might be too good (it still could be possible with a holy bow, but the DM has the power to make holy bows scarce). Maybe just blessed (like the bless weapon spell)</p><p></p><p>I like your idea Quartz regarding normal arrows -> good arrows -> holy arrows. The properties of the created arrows should definitely be addressed (NO on six slaying arrows, thank you - good catch there). The weapon enhancements so far chosen were in place to mimic both magic missile and Morwel's Sword of Light ability. How about this as a possible progressions for CC, making it more balanced with full casting progression: </p><p></p><p>1st level: all arrows are magical (no enhancement bonus, just in terms of DR)</p><p>3rd level: all arrows are also ghost touch and good aligned</p><p>5th level: all arrows are also blessed (good aligned + auto crit on a crit threat)</p><p></p><p></p><p>I think that a character at level 6-9 (when most characters would be taking the first level of this prestige class) should be able to have their arrows count as magical, otherwise anything with DR will just ignore their puny sharpened sticks. Ghost touch isn't necessary, but is a flavorful addition in making the arrows more like magic missiles. The third level ability would still grant the reroll option with another spell slot, and the 5th level ability could have another small bonus on top of everything.</p></blockquote><p></p>
[QUOTE="adamda, post: 3906233, member: 22066"] Hmm, I agree with and understand that full casting progression with extra abilities is dangerously weighing towards unbalanced. However, a one level dip really won't help much. The ability to use a number of 1st level or greater spell slots to, in essence, make a Rapid Shot attack at a +2 bonus, under most circumstances 3-6 times per day, doesn't seem too overpowered. They don't gain anything else exceptional, with one good saving throw and only 2 skill points per level, although of course having the d8 hit die is an improvement. Taking all five levels is pretty amazing, but that's how it should be in my opinion. I don't want it to be TOO amazing though, considering the full casting progression, but seeing as they don't gain any powers to augment their spellcasting I don't think their are too many abuse conflicts. Really, the use per day limit should prevent too much power gaming, although a fifth level shooting star can really dish the damage with six arrows fired in a round, all with ghost touch, good alignment, and brilliant energy enhancements on top of any ability their bow may have. Even if they can only do it 6 times per day (with a 22 Charisma), six rounds of six arrows each at a full attack bonus is intense even at the cost of 6 first level spell slots. As a full round action and using a 1st level spell slot, using a +2 flaming composite longbow (Str +2), that's 1d8+3d6+4 up to 6 times per round (or 6d8+18d6+24) against evil, when you count in the holy bonus and if all arrows hit a target. I'm thinking holy might be too good (it still could be possible with a holy bow, but the DM has the power to make holy bows scarce). Maybe just blessed (like the bless weapon spell) I like your idea Quartz regarding normal arrows -> good arrows -> holy arrows. The properties of the created arrows should definitely be addressed (NO on six slaying arrows, thank you - good catch there). The weapon enhancements so far chosen were in place to mimic both magic missile and Morwel's Sword of Light ability. How about this as a possible progressions for CC, making it more balanced with full casting progression: 1st level: all arrows are magical (no enhancement bonus, just in terms of DR) 3rd level: all arrows are also ghost touch and good aligned 5th level: all arrows are also blessed (good aligned + auto crit on a crit threat) I think that a character at level 6-9 (when most characters would be taking the first level of this prestige class) should be able to have their arrows count as magical, otherwise anything with DR will just ignore their puny sharpened sticks. Ghost touch isn't necessary, but is a flavorful addition in making the arrows more like magic missiles. The third level ability would still grant the reroll option with another spell slot, and the 5th level ability could have another small bonus on top of everything. [/QUOTE]
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