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Re: Blast Infidel (Hierophant Feat) + Necromancy Defined Spe
Posted: Sat Apr 29, 2017 3:27 pm
by Sun Wukong
Steve, how about you actually produce a list of spells that the QC could consider, spell by spell basis? What was brought up was few high level spells, and it is easy to say no to 'doubled Energy Drain' as a simple example.
The members of the QC are humans, they do not know everything from the top of their heads.
Re: Blast Infidel (Hierophant Feat) + Necromancy Defined Spe
Posted: Sat Apr 29, 2017 4:14 pm
by Steve
Read the OP, Monty.
I listed spells there.
Re: Blast Infidel (Hierophant Feat) + Necromancy Defined Spe
Posted: Sat Apr 29, 2017 4:19 pm
by Sun Wukong
It was in the form of a paragraphs, and not a list, and you didn't mention all the spells. Enervation from the suffering domain, for example.
Re: Blast Infidel (Hierophant Feat) + Necromancy Defined Spe
Posted: Sat Apr 29, 2017 4:59 pm
by Steve
OMG! You got me! Shot. Dead. Prepare the funeral!
Re: Blast Infidel (Hierophant Feat) + Necromancy Defined Spe
Posted: Sat Apr 29, 2017 5:15 pm
by Sun Wukong
Anyhow... Healing Sting, Druid Level 2... 1d12+10 damage on opponent which is also used to heal yourself. Maximised: 22 damage per cast. Empowered: 24~ maybe... been forever since my Spirit Shaman. If that is doubled... 44 damage and 48~?
It doesn't sound that much... Acidic Splatter does 9d6, so about 31,5~ on average.
Re: Blast Infidel (Hierophant Feat) + Necromancy Defined Spe
Posted: Sat Apr 29, 2017 7:32 pm
by sir_blacksoutalot
Can we bring low-level negative energy spells into this equation?
Negative Energy Ray, a second-level cleric spell, does max. 7d6 damage. When powered up by the Hierophant's Blast Infidel feat, it doubles that to reach 14d6. So a max. of 84 points damage.
By comparison, Searing Light, a third-level cleric spell, does 5d8 (1d8 per 2 CLs) damage to non-undead creatures per the original rules, but has been doubled on BGTSCC to do max. 10d8 damage. So that's 80 points of damage with zero investment in any PRC req's like for Hierophant.
Only 4 points difference? Something seems off here in terms of balance, especially with so many items that grant resistance to Neg Energy damage. How about bumping this damage a bit to reward some credit for investing in Hierophant?
I'm still interested in Steve's overall suggestion as well, but as a mid-level character I'm quickly realizing that Neg Energy Ray is becoming obsolete due to limited damage. And as a caster cleric, there really aren't that many low-level damage spells to take advantage of.
Re: Blast Infidel (Hierophant Feat) + Necromancy Defined Spe
Posted: Sat Apr 29, 2017 8:16 pm
by mrm3ntalist
sir_blacksoutalot wrote:Only 4 points difference? Something seems off here in terms of balance, especially with so many items that grant resistance to Neg Energy damage. How about bumping this damage a bit to reward some credit for investing in Hierophant?
What you describe here has nothing to do with the feat Blast Infidel but with the different damage output of two spells.
Re: Blast Infidel (Hierophant Feat) + Necromancy Defined Spe
Posted: Sat Apr 29, 2017 8:21 pm
by sir_blacksoutalot
Acknowledged, I can see that now. Feel free to strike my post if it facilitates continuing to resolution on the OP.