War sorcerer basic class.

Charles Gray

First Post
OK-- now that the artwork is done, this race module may be coming out in teh next several months from Theory production. But, before that happy time, there needs to be some comment, and given that the group that was giving playetest info has been broken up, by among other things, duty in Iraq, I come here with the new version of the sorcerer. (and without a poll, so people know what the threads about).
A few comments. As you can see, all spells are pretty much either designed to affect the war sorcerer, or are touch range spells-- no long range spells are used. Ditto for hte committed spell abilities. They're a bit more useful, but they are also harder to create, costing XP and limit his flexibility.

So some questions: Is the class unbalanced,and if so, how, and more importantly, what are your suggestions for balancing it? I'm thinking of either reducing or losing the bonus feats to start, and after that possibly reducing the hit die to 1d6, although for a combat character that starts to make things problematic.
Here it is, in any case, and please, for the love of all that is holy, comment! (well, not for the love of all that is holy...how about the benign toleration of all that isn't actively satanic).

included is the PDF of the class.
 

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I think it does too much. Spellcasting is better then a paladin or ranger, abilities are better then both as well. Skills are a little worse, but not near enough to balance it out.
 

Crothian said:
I think it does too much. Spellcasting is better then a paladin or ranger, abilities are better then both as well. Skills are a little worse, but not near enough to balance it out.

What would you suggest to balance it out better? I really want toe keep the committed spells and bonded weapon-- those define the character class. Right now, I'm considering at the very least:
1. Dropping the bonus feats.
2. removing the armor-profeciency, requiring them to risk spell failure-- alterately, reduce it so thier maximum decrease is 10%, which would restrict them to the lightest types of armor.

The spells are already pretty restricted (no area effect, very few spells that effect other people), but suggestions there would be welcom.

Thanks!
 

Charles Gray said:
What would you suggest to balance it out better? I really want toe keep the committed spells and bonded weapon-- those define the character class. Right now, I'm considering at the very least:
1. Dropping the bonus feats.
2. removing the armor-profeciency, requiring them to risk spell failure-- alterately, reduce it so thier maximum decrease is 10%, which would restrict them to the lightest types of armor.

The spells are already pretty restricted (no area effect, very few spells that effect other people), but suggestions there would be welcom.

Thanks!
Cool class, very flavorful. My balance suggestion would be to drop the the bonus feats.
 

Consider that you are basically a Fighter who gets spontaneous arcane spells up to 6th level castable in armor (more or less), a cool free magic weapon, Combat Casting for free, the Committed spells and Reflex spells (very cool) abilities and SR (at 20th) in exchange to 6 feats and lesser HD.

I think it should either get less spells (and up to 4th level) or worse BAB, or both. Plus of course no bonus feats whatsoever. The extra abilities are very good idea, but powerful enough to be of a prestige class.

Also did you do it on purpose to let him cast 2nd level spells at level 2? I hope it's a typo but it's both in spells known and spells/day tables.
 

Li Shenron said:
Consider that you are basically a Fighter who gets spontaneous arcane spells up to 6th level castable in armor (more or less), a cool free magic weapon, Combat Casting for free, the Committed spells and Reflex spells (very cool) abilities and SR (at 20th) in exchange to 6 feats and lesser HD.

I think it should either get less spells (and up to 4th level) or worse BAB, or both. Plus of course no bonus feats whatsoever. The extra abilities are very good idea, but powerful enough to be of a prestige class.

Also did you do it on purpose to let him cast 2nd level spells at level 2? I hope it's a typo but it's both in spells known and spells/day tables.


Typo-- my bad. So far, here's my thoughts-- lose the Bonus feats, reduce the automatic armor spell failure reduction, lose the SR at 20th (on consideration it really doesn't fit with the rest of the character and just "appears" at 20th level.).
Reducing the spells to 4th level is something I hadn't thought of, but it might be a good idea. For on thing, there are very few touch or self affecting spells at 5/6th level, and creating them whole cloth runs the risk of a spell that is "touch"but more powerful than what the wizards and sorcerers have. Alternately, reduce the BAB. I'm thinking that both my weaken it too much (combined with the alreadydecided reductions above), so I'll have to think-- I it's really a combat class with spells, reduce the spell level, but if its a spell caster who isn't afraid to mix it up, reduce the BAB.
Any other thoughts? Thanks!
 

Li Shenron said:
Consider that you are basically a Fighter who gets spontaneous arcane spells up to 6th level castable in armor (more or less), a cool free magic weapon, Combat Casting for free, the Committed spells and Reflex spells (very cool) abilities and SR (at 20th) in exchange to 6 feats and lesser HD.

I think it should either get less spells (and up to 4th level) or worse BAB, or both. Plus of course no bonus feats whatsoever. The extra abilities are very good idea, but powerful enough to be of a prestige class.

Also did you do it on purpose to let him cast 2nd level spells at level 2? I hope it's a typo but it's both in spells known and spells/day tables.


Typo-- my bad. So far, here's my thoughts-- lose the Bonus feats, reduce the automatic armor spell failure reduction, lose the SR at 20th (on consideration it really doesn't fit with the rest of the character and just "appears" at 20th level.).
Reducing the spells to 4th level is something I hadn't thought of, but it might be a good idea. For on thing, there are very few touch or self affecting spells at 5/6th level, and creating them whole cloth runs the risk of a spell that is "touch"but more powerful than what the wizards and sorcerers have. Alternately, reduce the BAB. I'm thinking that both my weaken it too much (combined with the alreadydecided reductions above), so I'll have to think-- I it's really a combat class with spells, reduce the spell level, but if its a spell caster who isn't afraid to mix it up, reduce the BAB.
Any other thoughts? Thanks!
 



Revised class

Well, here is the PDF of the changed class-- not to many big changes, but eh main ones are:
1. Spells go up to fourth level only.
2. The bonus feats are gone.

How does this look? Does this bring it into range of a core class?
Thanks! :D
 

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