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The Innate [Prc]
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<blockquote data-quote="Technik4" data-source="post: 987358" data-attributes="member: 7211"><p>I meant for it to affect anything that the innate must interact with. So reading a scroll, activating a wand/rod/staff, activating the Flaming portion of a crossbow - stuff like that. Anything that is a constant bonus, like a Ring of Protection or a Cloak of Resistance is fine. I still may not have the terminology right, but that is the intent.</p><p></p><p>The +2 spellcaster level is the kicker, probably the thing I am least sure about the class. Its mostly something that allows a sorceror to "catch up" to the wizard, gaining spell levels at an equal rate, OR its something to soften the blow from multiclassing to be an innate in the first place. It has its chinks, like what happens when the Sor14/Inn5 takes his last level of Sorceror. He already has a full 20 levels of spellcasting, after all.</p><p></p><p>As to your example:</p><p></p><p>Sor4/Drd1/Inn5</p><p></p><p>He would cast spells as a 10th level Sorceror, in terms of how many per day, what spells he knows, things like that. Unlike a sorceror of his level, he can't make use of wands or scrolls which are typical low-level answers to lacks in the versatility department. I think its more abusive with a level of cleric, which would essentially grant 2 bonus feats (domain abilities) plus roughly equal spellcasting to the druid (although no animal comp.).</p><p></p><p>Is it the appropriate CR? Well as you point out the Cones of Cold would be more potent, as would most bang spells. I'm really not sure. As you say, the game presupposes a certain level of wealth and much of that wealth (esp for NPCs) going towards disposable items (potion, scroll, wand). I think at the end of the day a 12d6 spell vs a 10d6 spell will not break the CR. The amount of spellcasting is the same for either the Sor10 or the Inn combo, but they are a little more potent. Of course the Sor10 NPC might have sprung for a helm of teleportation to escape, or a ring of invisibility to sneak up on the party, neither of which are afforded the innate.</p><p></p><p>On the whole I really don't know. The d6 hit die was from my earliest draft which was based more off the bard, so I have changed it to d4. I also tried to reword the restriction a little better.</p><p></p><p>Thanks for the help!</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 987358, member: 7211"] I meant for it to affect anything that the innate must interact with. So reading a scroll, activating a wand/rod/staff, activating the Flaming portion of a crossbow - stuff like that. Anything that is a constant bonus, like a Ring of Protection or a Cloak of Resistance is fine. I still may not have the terminology right, but that is the intent. The +2 spellcaster level is the kicker, probably the thing I am least sure about the class. Its mostly something that allows a sorceror to "catch up" to the wizard, gaining spell levels at an equal rate, OR its something to soften the blow from multiclassing to be an innate in the first place. It has its chinks, like what happens when the Sor14/Inn5 takes his last level of Sorceror. He already has a full 20 levels of spellcasting, after all. As to your example: Sor4/Drd1/Inn5 He would cast spells as a 10th level Sorceror, in terms of how many per day, what spells he knows, things like that. Unlike a sorceror of his level, he can't make use of wands or scrolls which are typical low-level answers to lacks in the versatility department. I think its more abusive with a level of cleric, which would essentially grant 2 bonus feats (domain abilities) plus roughly equal spellcasting to the druid (although no animal comp.). Is it the appropriate CR? Well as you point out the Cones of Cold would be more potent, as would most bang spells. I'm really not sure. As you say, the game presupposes a certain level of wealth and much of that wealth (esp for NPCs) going towards disposable items (potion, scroll, wand). I think at the end of the day a 12d6 spell vs a 10d6 spell will not break the CR. The amount of spellcasting is the same for either the Sor10 or the Inn combo, but they are a little more potent. Of course the Sor10 NPC might have sprung for a helm of teleportation to escape, or a ring of invisibility to sneak up on the party, neither of which are afforded the innate. On the whole I really don't know. The d6 hit die was from my earliest draft which was based more off the bard, so I have changed it to d4. I also tried to reword the restriction a little better. Thanks for the help! Technik [/QUOTE]
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