Talk:Flame Disciple

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I've not been playing for a particularly long time, so I have no idea how well (or poorly) balanced this is. Specifically, I'm not sure if the minor elemental storm is actually useful or if it's just cool sounding. I've also thought about spell-like abilities like the following that could be used in place of the ones listed or possibly in the 2nd and 4th level slots:

Wildfire: all creatures (enemies?) currently on fire explode, dealing some nominal damage to themselves and catching enemies within 10' on fire (chance to save by reflex).

Living bomb: small damage per round, larger AoE on death/expiration of the DoT/dispel.

Combustion(?): Causes a small explosion under the caster's feet, dealing some small amount of damage and knocking everyone within 5' backwards 10' (used to disengage from melee enemies), possibly a chance to knock the opponent prone?

Engulfing flames: Some sort of stacking effect where each fire damage by the caster causes the target to be more susceptible to fire for N rounds.

...

If more balance is needed, I think it would be appropriate for non-fire based offensive spells to count as one level higher than they are listed for purposes of spells known / per day.

Another option I've considered would be to flesh out all of the spells so far and provide them as a supplemental spell list that the caster could take as necessary.

Thoughts? Suggestions? Be gentle.

TooMuchPete 17:27, 21 June 2010 (EDT)



I'm sure Matt or Slitherrr will chime in on the numbers and rulesy stuff, they're good with that. I like the idea, overall, and think we can do some more interesting stuff with it. First off, as far as becoming half elemental, we can do that. To whit: <a href="http://www.crystalkeep.com/d20/rules/DnD3.5Index-Templates.pdf">Templates</a>. I'm not sure about the half-elemental in there, but other ones abound, might even have one in a dragon somewhere. Essentally you'd become an Fire Outsider instead of a Humanoid and some other fire related bonuses. I'll put some thought in and see what other kind of suggestions pop up. I think, probably, some of these might be underpowered or impractical (2 minute activation time! That's 20 rounds. The ENTIRE of last sundays game was like 15), and a couple need to be scaled back or gradated or even degradated. I like the idea of taking extra damage from cold, but I don't know that it needs to scale that much. 50% extra at third and double at 5th or something, since working in halves is kind of a mechanical normalcy.

Also: If it's going to have one good save, it's will. It's a good start, should be fun to work on -gm

Ditto on will save, but the elemental swarm ability is pulled almost verbatim from the SRD, so I think its point is to be cast outside of battle. I also agree with the 1/3/5 resist/vulnerability step, for the same reasons, although numbers will take tweaking. Something like 10/20/immune-x1/x1.5/x2 would probably work, although vulnerability in the SRD is only a +50%, so inspecting those numbers might be worthwhile. Perhaps +1d4/+1d8/vulnerability (+50%)? We'll have to look into some cold-damage spells and see what numbers they do to figure those out. Talking in IRC, Pete and I both think that 1d4 is probably too much self-damage per round for self-immolate. Obviously the damage can't be resistible, or it might as well not be there, but having a cost is important, too. It might be best to just make the ability a pure toggle--that would make the self-damage less scary, but allow it to still be the fairly large (for a sorc's hp) 1d4/round amount. -Slitherrr