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.
Nail said:I think we can reasonably add to your abbreviated list:
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?
This was the power fix I was thinking of--so it's for energy missile and not energy ray.irdeggman said:CP also nerfed the (in a good way) energy missile - +1 DC/2 pp instead of +1 DC/1 pp.
Hmm, your local gaming store has an ...interesting... selection of dice.2d67
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.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?
... I didn't realize how it would interact with the rest of the party. 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).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...
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.