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Spellfire & Recharing
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<blockquote data-quote="Tilla the Hun (work)" data-source="post: 1181926" data-attributes="member: 14214"><p>Some quicker notes than my last post -</p><p></p><p>1) Spiritual hammer 'targets' to attack and continues to attack target until redirected. I don't recall the 'single target' requirement on spellfire - correct me if I'm wrong?</p><p></p><p>2) It's not a munchkin build at all. In fact, I'd change the 'transmutationer' to wizard or sorc and take it to 5.</p><p></p><p>3) You might regret this becaise I perceive that you are not one to change your campaign on the fly to match character desires and actions - thus you will likely lose some of your bad guys fairly quickly. Up to you if you can deal with this.</p><p></p><p>4) No, you should not punish him. Spellfire is only allowable by GM decision - so if you let him take it why punish him <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>5) It is indeed quite possible to overload a spellfire wielder. For example, a dwarf SW with a CON 15 is at 9 spellfire and readies to absorb from an enemy mage casting a spell targeting him... That's only 6 spellfire left he can absorb before he starts overloading. Also, metamagicked spells are absorbed at the higher spell level - so a maximized magic missile tossed at him gains him +5, not +1. This can wreak havoc with them trying to recharge in combat - but you say he doesn't tend to do so, so it's likely not a problem anyway.</p><p></p><p></p><p>Sounds to me like you got yourself an awesome player - he could munchkin that out so easily it's not even funny, but he's not - he's working with you and avoiding the worst of the mechanic imbalances.</p><p></p><p>Good luck and Good fun to you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tilla the Hun (work), post: 1181926, member: 14214"] Some quicker notes than my last post - 1) Spiritual hammer 'targets' to attack and continues to attack target until redirected. I don't recall the 'single target' requirement on spellfire - correct me if I'm wrong? 2) It's not a munchkin build at all. In fact, I'd change the 'transmutationer' to wizard or sorc and take it to 5. 3) You might regret this becaise I perceive that you are not one to change your campaign on the fly to match character desires and actions - thus you will likely lose some of your bad guys fairly quickly. Up to you if you can deal with this. 4) No, you should not punish him. Spellfire is only allowable by GM decision - so if you let him take it why punish him :). 5) It is indeed quite possible to overload a spellfire wielder. For example, a dwarf SW with a CON 15 is at 9 spellfire and readies to absorb from an enemy mage casting a spell targeting him... That's only 6 spellfire left he can absorb before he starts overloading. Also, metamagicked spells are absorbed at the higher spell level - so a maximized magic missile tossed at him gains him +5, not +1. This can wreak havoc with them trying to recharge in combat - but you say he doesn't tend to do so, so it's likely not a problem anyway. Sounds to me like you got yourself an awesome player - he could munchkin that out so easily it's not even funny, but he's not - he's working with you and avoiding the worst of the mechanic imbalances. Good luck and Good fun to you :) [/QUOTE]
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