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*Pathfinder & Starfinder
The Myth of the Bo9S's Popularity
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<blockquote data-quote="Lonely Tylenol" data-source="post: 3978339" data-attributes="member: 18549"><p>Well, to use your own comparison, a 7th level warlock can shoot 4d6 ranged touch attacks every round. It costs zero feats. Four feats for +1d6 is hardly anything to be concerned about. The crystal shard is not affected by SR, but with one or two of those four feats, the warlock could get Spell Penetration and Greater Spell Penetration.</p><p></p><p></p><p>The warlock can also boost his blast by taking Sudden Empower and/or Sudden Maximize. Also, to improve his damage output, he can take Eldritch Chain, and thereby damage multiple opponents.</p><p></p><p></p><p>Fell Flight for zero PP, and you don't have to touch the ground at all, all day long.</p><p></p><p></p><p>Yup. Looks more or less even to me. A pile of feats versus slightly less base damage and less ability to nova, even ignoring per-day limits, which do often come into consideration once the wilder starts to pull out his fully augmented shots. He gets only 5 or six of those per day, if he does nothing else, and will run out well before 3 to 5 encounters of 3 to 8 rounds each has passed if he's not careful. Once he's done, he's done. The warlock gets less nova ability (it's tied to his Sudden feats), but he simply does not run out of juice no matter what he does.</p><p></p><p></p><p>So, why did you post this after your comments about game-breaking synergies as though this were an example of such?</p><p></p><p> </p><p>I thought you said this wasn't supposed to be a game-breaking combo.</p><p></p><p>I don't expect anyone will be doing much flying in 4E. They've said somewhere that they plan to remove effects that allow characters to completely avoid interesting terrain or dungeon designs. The focus seems to be on tactical relocation, rather than altered movement modes. Expect lots of short-range, line-of-effect teleporting, but little flight or teleporting through objects.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 3978339, member: 18549"] Well, to use your own comparison, a 7th level warlock can shoot 4d6 ranged touch attacks every round. It costs zero feats. Four feats for +1d6 is hardly anything to be concerned about. The crystal shard is not affected by SR, but with one or two of those four feats, the warlock could get Spell Penetration and Greater Spell Penetration. The warlock can also boost his blast by taking Sudden Empower and/or Sudden Maximize. Also, to improve his damage output, he can take Eldritch Chain, and thereby damage multiple opponents. Fell Flight for zero PP, and you don't have to touch the ground at all, all day long. Yup. Looks more or less even to me. A pile of feats versus slightly less base damage and less ability to nova, even ignoring per-day limits, which do often come into consideration once the wilder starts to pull out his fully augmented shots. He gets only 5 or six of those per day, if he does nothing else, and will run out well before 3 to 5 encounters of 3 to 8 rounds each has passed if he's not careful. Once he's done, he's done. The warlock gets less nova ability (it's tied to his Sudden feats), but he simply does not run out of juice no matter what he does. So, why did you post this after your comments about game-breaking synergies as though this were an example of such? I thought you said this wasn't supposed to be a game-breaking combo. I don't expect anyone will be doing much flying in 4E. They've said somewhere that they plan to remove effects that allow characters to completely avoid interesting terrain or dungeon designs. The focus seems to be on tactical relocation, rather than altered movement modes. Expect lots of short-range, line-of-effect teleporting, but little flight or teleporting through objects. [/QUOTE]
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