Too powerful? What am I missing... (please help)

Nail said:
I think we can reasonably add to your abbreviated list:

Why would those be added? Only things that are true should be added and it looks like the only one that is true on there is 8 and it was covered in reading the rules to begin with.
 

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Nail said:
I thought I'd been told that the Astral Construct nerf was.....a bit silly. Something like "only one construct active at a time....do I have that right?

Yes - only 1 in existence at a time, except as a class ability for the Prestige Class Ectopic Adept.

But the new Ectopic Feats really suck though. They make a "specific" astral construct, not one that you can add the listed ability to.

CP also nerfed the (in a good way) energy missile - +1 DC/2 pp instead of +1 DC/1 pp.

All in all IMO the "modifications" (errata if you will) help to alleviate a lot of the things that people had trouble with concerning psionics.
 


Hmm, your local gaming store has an ...interesting... selection of dice. :P
How many PC Evokers exist in the entire gaming community (now that WotC nerfed specialist casters)?
And how many PC Evokers have 3 Scorching Rays and 4 Lesser Orbs prepared?
And what if it were a Red Dragon instead of a Green Dragon?
If you want to compare arcane vs. psionic blasting power, better to use the warmage or sorceror as the basis, not the wizard, wizards hardly being the optimal choice for blasting.
 

Thanks for the aid all.

I like the suggestion of using SR/PR creatures. The other spellcasters don't rely on their spells to be offensive (they're summoners and buffers and controlers, rather than blasters), so it wouldn't "hurt" them, it would just challenge the blaster.


By the way (since everyone kept mentioning it :( ) I had read the rules and understand the details, I just hadn't considered the rules in play :heh: :confused: :heh: ... I didn't realize how it would interact with the rest of the party.
And, As this was our first session with the character, and this was the first bump I had run into, I got really worried. So I figured I must've missed something.


I'm still not sure about this wilder class's surge ability.
It's allowing him to freely cast spells that are effectively levels above his character and thus skewing the EL of the encounter, IMO -- sure there's the danger of the enervation, but it doesn't offset when the risk is so low... I just hadn't considered that when I okayed it. It seemed reasonable at the time, but when I saw opponents that should've lasted a few rounds get reduced to ash in one, the challenge just wasn't there -- (I guess you could argue though, that with the power points gone, resources were spent, so the challenge was there... it just wasn't a party challenge).


I'm thinking of requiring arcane spellfailure for the psionics. I know this is House Rule territory, but the class is effectively a sorcerer (with lots more bonuses -- picking the energy on the fly is HUGE) so I don't think it's too far off as a requirement.
 

ASF would be absolutely terrible for Wilders, since Wilders have a class ability that only works in armour.

@starwed--Warmage and Sorcerer would be a better comparison, true, but not at 3rd level when they are a spell level behind, which is why the results are skewed in the Wilder's favour in that case.
 

Perhaps you've missed that the wizard can scribe scrolls - a LOT of scrolls. And brew potions. Your wizard doesn't just have his allotment of memorised spells; he has all those scrolls he's written and potions he's brewed. And just wait for him to get Craft Wand...
 

Quartz said:
Perhaps you've missed that the wizard can scribe scrolls - a LOT of scrolls. And brew potions. Your wizard doesn't just have his allotment of memorised spells; he has all those scrolls he's written and potions he's brewed. And just wait for him to get Craft Wand...
To be fair, the psion gets just as many bonus feats and can take similar crafting feats. But yes, this is an advantage of the wizard over the wilder (but not so much the psion).

Where the wizard has a true advantage over both psion and wilder is that he is not limited by a number of spells known--with enough time and expense he can craft wands/scrolls for pretty much every spell there is. Psions and wilders are limited to much smaller pools from which they can craft. Still, I wouldn't rate this advantage too highly in the grand scheme of things. If you want to have lots of items to use, make an artificer, not a wizard or psion.
 

Remember that energy ray has a range of 25 ft + 5 ft/2 levels. So a 3rd level wilder would at best have a range of 45 ft.

Rays are also subject to the penalty for shooting into melee, soft cover and the like.

Keep track of these limits they are extremely important.

Like I said before ensure that there are "ranged" combatants. Hey once the BBEG is engaged with the melee types the wilder is suffering "penalties" for energy ray attacks - much like a warlock would, except his range is even more limiting.

Since the other casters are summoners and buffers it appears that they are taking "rounds" to set up while the wilder can go during the first round. So it would appear that the wilder's advantage is "exagerrated" by the way the rest of the spellcasters choice to play.
 

irdeggman said:
Remember that energy ray has a range of 25 ft + 5 ft/2 levels. So a 3rd level wilder would at best have a range of 45 ft.

Does not matter much, but 25 + 5/2 is 35 feet at maximum for the wilder right? 4/2=2, 2x5=10, 25+10=35.
 

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