I support use of the at-will ability "hammertotheface"
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I think Wands and Scrolls are the answer, cause reserve feats are in a sence making any wiz/sorc a warlock. 9d6 or even 9d4 is A lot of damage to be able to do willy nilly.
At first i thought these feats would expend a previously memorized qualifying spell, but upon closer examination, all you need is to have a prerequisite spell memorized? That is really powerful...a warlock at level 20 only does 9d6 damage with a regular eldritch blast, and their spell selection is vastly inferior. As a player with a warlock, Im not saying warlocks are not powerful, mind you, but I don't think wizards need this boost beyond what is already available to them (wands, scrolls, or just prepare a few meteor swarms! - ive seen lanathas buff the heck out of a group and still have a few slots left over to wreak fiery destruction....)
At the lowest expense a wizard is costs 140g-150g per fire for 4d6+5 damage. Pretty expensive, especially when other classes can do upwards of 40-90 a hit at no cost to themselves.
Not to be rude, but if you have played a wizard, and leveled a wizard to 20, you know 1) being a buff bot in PvE is a little lame and 2) Crossbows don't scale well at all.
Sure, i can do 120 damage burst, with one spell. I have around 2 of them at max. Now, a fighter can do that in PvE easy, every round.
Perhaps a better solution would be Wizard/Sorcerer only staves that can cast a significant number of x spell, with the option to recharge them cheaply. Comparing arrows - at 6g per 99 - to wand crafting costs is kind of silly. Especially when you consider the damage that a fighter or arcane archer can do with an arrow, compared to a wand of magic missile.
Perhaps a better solution would be Wizard/Sorcerer only staves that can cast a significant number of x spell, with the option to recharge them cheaply. Comparing arrows - at 6g per 99 - to wand crafting costs is kind of silly. Especially when you consider the damage that a fighter or arcane archer can do with an arrow, compared to a wand of magic missile.
Just my two cents.
Yes, thank you. This was the point I was going off of. The damage should not be AS MUCH as a fighter or archers whos main thing is ranged damage, but it should be decent enough to contribute.
They contribute as being spellslingers than can elevate several players to demigod levels of power so that they can crush the faces of giants, orcs, or whatever the flavor of the month villian is. If they werent there, the group wouldn't function. If they were to forsake this path and focus completely on filling their spellbook with destructive stuff, they'd kill everything but their group would lack the buffs that once sustained them. Flip a coin, pick a side. Waggle some fingers.
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I agree Bloodriki. Now we like to pathfiner things up. Im all for Patherfinders way of handling 0th lvl spells. unlimited casting! I have no problems with 1d3 acid damage as much as you want. Or 1d6 vs undead. Might have to not allow that for the light spell... and cure minor.
I agree Bloodriki. Now we like to pathfiner things up. Im all for Patherfinders way of handling 0th lvl spells. unlimited casting! I have no problems with 1d3 acid damage as much as you want. Or 1d6 vs undead. Might have to not allow that for the light spell... and cure minor.
Thayans have a dagger that does infinite 1d8 fire orbs. Wouldn't be bad, but everything has 200 HP or more in a dungeon. I mean, we can't really compared PnP pathfinder to Nwn2, they are different beasts.
Perhaps a better solution would be Wizard/Sorcerer only staves that can cast a significant number of x spell, with the option to recharge them cheaply. Comparing arrows - at 6g per 99 - to wand crafting costs is kind of silly. Especially when you consider the damage that a fighter or arcane archer can do with an arrow, compared to a wand of magic missile.
Just my two cents.
So, you mean like Pathfinder staves?
They can recharge cheaply...i.e. once per day you can cast a spell into them to add one charge back (or have it auto-added by a script to save all the micro-management). One day = approximately 2 real-life hours I think? So it'd be just about right!
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They contribute as being spellslingers than can elevate several players to demigod levels of power so that they can crush the faces of giants, orcs, or whatever the flavor of the month villian is. If they werent there, the group wouldn't function. If they were to forsake this path and focus completely on filling their spellbook with destructive stuff, they'd kill everything but their group would lack the buffs that once sustained them. Flip a coin, pick a side. Waggle some fingers.
Even if they were to forsake this path and focus completely on filling their spellbook with destructive stuff, they wouldn't be able to destroy even 1/4 of the enemies in a dungeon before being forced to rest. NWN2 is not pnp, some things have to be changed or adapted. It's a game where dungeons have a very high number of small enemy groups and you have a limited spell selection, which simply does not fit Vancian spellcasting at all. There's no problem in being a buffbot, I like that role. The problem is being forced to become that, as you cannot expect to be a blaster wiz/sorc unless you are very high level. Don't get me started on the crossbow.
Reserve feats are nice because they actually allow even a low level wizard to keep contributing in damage. You need to permanently devote a slot from your spellbook, and from the highest level you can cast if you want to increase its damage. Even then, the damage will pretty much never be comparable to that of a decently built fighter of the same level. Also, as implemented by Kaedrin's pack,the Rune of X feats, the ones with the biggest damage of them all as in 1d6/level of the highest level element spell you have prepared, actually have a cooldown of 30 secs, so you can't spam them.
The others are mostly 1d4/level, certainly not that much but still much better than trying to fire a crossbow as a blind kobold. And hey, you also get to feel like a blaster! Some of them also allow reflex saves, which means the damage can go even lower.
Regardless, your pure wiz/sorc will never be a decent damage dealer unless he's very high level and spamming missile storm or disintegrate and the like.
Even if they were to forsake this path and focus completely on filling their spellbook with destructive stuff, they wouldn't be able to destroy even 1/4 of the enemies in a dungeon before being forced to rest. NWN2 is not pnp, some things have to be changed or adapted. It's a game where dungeons have a very high number of small enemy groups and you have a limited spell selection, which simply does not fit Vancian spellcasting at all. There's no problem in being a buffbot, I like that role. The problem is being forced to become that, as you cannot expect to be a blaster wiz/sorc unless you are very high level. Don't get me started on the crossbow.
Reserve feats are nice because they actually allow even a low level wizard to keep contributing in damage. You need to permanently devote a slot from your spellbook, and from the highest level you can cast if you want to increase its damage. Even then, the damage will pretty much never be comparable to that of a decently built fighter of the same level. Also, as implemented by Kaedrin's pack,the Rune of X feats, the ones with the biggest damage of them all as in 1d6/level of the highest level element spell you have prepared, actually have a cooldown of 30 secs, so you can't spam them.
The others are mostly 1d4/level, certainly not that much but still much better than trying to fire a crossbow as a blind kobold. And hey, you also get to feel like a blaster! Some of them also allow reflex saves, which means the damage can go even lower.
Regardless, your pure wiz/sorc will never be a decent damage dealer unless he's very high level and spamming missile storm or disintegrate and the like.
Well said. I love the idea of a person having a wand, in fact I like using them on a few of my alts, but the disparity becomes greater as an arcane caster levels. I pure wizard (lets say an evoker) would struggle in Mossdale, because of the sheer saves and HP of the Orcs there. Given the ability to have something that can be a consistent, I mean 5d4 damage at 10th level only averages out to 12 damage. If of course it would be 1d4 per 2 levels; or 1d6 per 2 levels, still only averages out at 17.5. I am just saying that something like this is not broken in any way. I just think it would increase the need to have an arcane caster.
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Speaking from a player of a warlock's perspective, my only concern is that if this feat is implemented, wizards/sorcs will essentially co-opt the greatest strength of a warlock while losing none of their original spell selection or casting power. Being able to cast without resting is supposed to be the primary advantage a warlock has over other arcane casters. If that is addressed somehow, then I would be less opposed.
Of course, a decision like this is ultimately in the hands of the staff.
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