Quote:
Originally Posted by Whisper
First read-through...
Please clarify:
[list][*]Charge
Is this an automatic ability, meaning the C. is constantly gaining CP and needs to discharge regularly (or take damage) or is this an activated ability (if so, what kind of action to (de-)activate and how long is it active ?
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Always On. It can't be turned off, and the character needs to regularly release electricity to avoid going over his insulation limit.
Quote:
Originally Posted by Whisper
[*]Jolt
What is 'a large amount of metal' ? A suit of metal armor ? Any weapon made primarily of metal ? Any weapon primarily made of metal of medium size or larger ? A dagger ? A belt buckle ?
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I patterned it after the wording for Shocking Grasp. I felt the wording was sufficient.
Quote:
Originally Posted by Whisper
[*]Static Flare
Is this an immediate action ? Always active and unlimited ? Always active but limited to something ?
I'd recommend adding a CP cost per backlash or making it an activated ability (immediate) with a CP cost.
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Always active and unlimited, no action required. Considering the limited amount of damage it does, and the fact that it's limited to melee attacks only, I didn't feel there was a reason to force the character to burn CP for it. Even when you get it at level 3, you'll only be doing what... 5-6 damage per hit?
Quote:
Originally Posted by Whisper
[*]Jump Start
Can a C. use this ability if he's already exhausted ?
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I don't know, can a barbarian use his Rage ability when he's already exhausted? Because the wording is exactly the same.
Quote:
Originally Posted by Whisper
[*]Talented Discharge
Can a single spell-like ability be enhanced by several Talents ? Can a single spell-like ability be enhanced by a single Talent more than once (Twinned, Twinned, Twinned Orb of Electricity ?)
And how do the cost increases stack (i.e. mathematically or D&D stacking) ?
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It works just like metamagic does, with the same limitations (I suppose I should add that to the description). As far as the cost increases go, they all say exactly how much they increase the cost by. So, if you Empower and Quicken a level 2 SLA, you increase the base cost by 150%. Or you can just add the cost separately. It all adds up to the same cost.
Quote:
Originally Posted by Whisper
[*]Lightning Rod
This seems too much at 5th level; I'd suggest splitting the ability over several levels, i.e. increasing range, offering an evasion effect first, the improved evasion later.
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It's only against electricity attacks. How often do enemies even use electricity attacks, much less AOE electricity attacks? Since it's only against a single element, I didn't feel any reason to make it weaker. It's situational, and in those situations it should be useful.
Quote:
Originally Posted by Whisper
[*]Backup Battery
I'd suggest limiting the number of backup batteries a C. can have at a time or adding a cost to create them.
Since generating CP out of combat is trivial and the batteries can be used as free AoE weapons in large quantity / free traps...
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This is something I was considering as well, and for the same reasons. But I figured I'd leave it as-is until I got more feedback about it.
Quote:
Originally Posted by Whisper
[*]Static Surge
Hmmm.... A once per encounter ability (barring backup batteries), dealing large amounts of damage (23d8 minimum, assuming Con 16). With a save-or-stun for the next min. 7 rounds...
I'd recommend shortening the duration; otherwise, it's a save-or-die...
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Hmm... you think so? I mean, they get a save every round for the stun, so it's not an automatic save-or-die. I agree it's pretty powerful... hmmm. You think I should drop it to a flat number of rounds?
Quote:
Originally Posted by Whisper
[*]Piercing Talent
Ugh. Personal opinion, but I dislike the fire-so-hot-it-ignores-fire-immunity. Same here.
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Well, since the entire class revolves around doing electricity damage, it would be kinda worthless if I left that huge, glaring "YOU SUCK BECAUSE I'M IMMUNE!!!" weakness. Just my opinion.
Quote:
Originally Posted by Whisper
[*]Thundering Talent
Same cost as Empower Talent, but clearly superior by forcing a strong save-or-suck and a mild save-or-suck. I'd suggest increasing the cost - or decreasing Empower Talent's cost.
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It also dazes you for a round when you use it. It's a straight rip from Born of the Three Thunders, which doesn't change the level of the spell when used. I felt a 50% markup (on top of the dazed effect) was sufficient.