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UA: Giant Soul Sorcerer
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<blockquote data-quote="Leatherhead" data-source="post: 7441911" data-attributes="member: 53176"><p>Giants: Because it has been far too long without someone implying some implications about PC parentage proclivities.</p><p></p><p>(Yes, I know they are doing a cop-out by implying it's "Bestowed" power instead of a true bloodline, but that joke was just hanging there)</p><p></p><p><strong>Jotun Resilience:</strong></p><p>More hps are more good. Better than a Buff to AC? Debatable, especially considering this is now a gish, sometimes anyway.</p><p>Is it "Large and in Charge?" I suppose it's large, but it leaves much to desire for being in charge.</p><p><em>Thoughts:</em> Where is the "Counts as one size bigger for carrying capacity and STR checks" power they love throwing around? This is the perfect spot to put it.</p><p></p><p><strong>Mark of the Ordning</strong></p><p>That's a lot of bonus spells! Actual bonus spells, in addition to the 15~ or so that a normal sorcerer would get.</p><p>Also some spells that aren't normally available to Sorcerers.</p><p></p><p><em>Thoughts:</em> I mean, wow. That's basically a 5.5/essentials caliber of change to the class. And I get the feeling that this subclass should have some Elemental Evil spells. A downfall of the PHB+1 rule to be sure.</p><p></p><p><strong>Soul of Lost Ostoria</strong></p><p>So, at level 6, you start using your CON for stuff. On the one hand, yes, CON doing more is a design space that should be explored. On the other hand, level 6 is really late for that kind of thing to come online. I guess it's to prevent multi-classing shenanigans, but really, CON is a tertiary stat for nearly everything other than Hexblades, which are cut off from this class by default thanks to that PHB+1 rule.</p><p>Now to get nit-picky:</p><p>Teleporting for 10+x feet, where X is a number that is going to be between 1 and 5, is just the most useless variable in the game. Seriously, WotC, you play the game with 5' squares or with Theater of the Mind. If the difference isn't more than one square, don't even bother. Outside of that meaningless math: Teleportation while leaving behind an illusion is perhaps the best thing out of this option.</p><p>Extra damage! It's just a worse variation on the Dragon Sorcerers power.</p><p>Temp Hp, it's OK.</p><p>Extra AC: If you want to lay down a spike growth and run away through a bunch of enemies, it could save your life. Outside of that narrow band of situations, meh.</p><p>Pushing: Now this is going to be abused all the time. But that's because it triggers off of <em>Shillelagh </em></p><p>Other Extra Damage: I mean, it's more damage than the other option, but it still has all the same problems of being stuck on less than a handful of spells.</p><p></p><p><em>Thoughts:</em> I was expecting a Gish, only one out of 6 options delivers. And where is the rock-throwing? Giants throw rocks all the time! It's what they do to distinguish themselves from ogres and other generically Bigger-than-you humanoid shaped monsters.</p><p></p><p><strong>Rage of Fallen Ostoria</strong></p><p>Finally, after 14 levels, some real Gish-ness.</p><p>Too bad it comes in at level 14. At the end of Tier Three of play. And only once per rest. It's too little too late.</p><p></p><p><strong>Blessing of the All Father</strong></p><p>Your Con Breaks the stat cap now.</p><p>Also another rage per rest, which can stack, to a point.</p><p>It's a bit underwhelming at this point.</p><p></p><p></p><p><u>Final Thoughts:</u></p><p>I am disappointed with this subclass. It's not that it isn't powerful (three extra spells on a sorcerer, including exclusives is really damn good) but rather that it fails in it's goal: Being a large Muscle-mage. Only 1/6th of the class is meant to be a gish. And only because they get the most poached(hah) spell from PHB exclusive games. The melee-component comes online way to late in the game to be practical. But then again, this subclass might have been doomed from the start. It's a smashy-themed subclass on a class that's supposed to explode with magical power. The two styles of play don't reconcile that well.</p><p></p><p>How do you even begin to fix this? You need to smash people with big weapons at level 1. I am reminded of the <em>Mighty Wallop</em> spell line from 3.5. It's basically what <em>Shillelagh</em> does already. With a minor fluff change (your weapon looks big!) and proliferating that out throughout the subclass, we would be the ideal start. But after that? I dunno, it's late. Maybe I will have something after I rest for a day or two.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7441911, member: 53176"] Giants: Because it has been far too long without someone implying some implications about PC parentage proclivities. (Yes, I know they are doing a cop-out by implying it's "Bestowed" power instead of a true bloodline, but that joke was just hanging there) [B]Jotun Resilience:[/B] More hps are more good. Better than a Buff to AC? Debatable, especially considering this is now a gish, sometimes anyway. Is it "Large and in Charge?" I suppose it's large, but it leaves much to desire for being in charge. [I]Thoughts:[/I] Where is the "Counts as one size bigger for carrying capacity and STR checks" power they love throwing around? This is the perfect spot to put it. [B]Mark of the Ordning[/B] That's a lot of bonus spells! Actual bonus spells, in addition to the 15~ or so that a normal sorcerer would get. Also some spells that aren't normally available to Sorcerers. [I]Thoughts:[/I] I mean, wow. That's basically a 5.5/essentials caliber of change to the class. And I get the feeling that this subclass should have some Elemental Evil spells. A downfall of the PHB+1 rule to be sure. [B]Soul of Lost Ostoria[/B] So, at level 6, you start using your CON for stuff. On the one hand, yes, CON doing more is a design space that should be explored. On the other hand, level 6 is really late for that kind of thing to come online. I guess it's to prevent multi-classing shenanigans, but really, CON is a tertiary stat for nearly everything other than Hexblades, which are cut off from this class by default thanks to that PHB+1 rule. Now to get nit-picky: Teleporting for 10+x feet, where X is a number that is going to be between 1 and 5, is just the most useless variable in the game. Seriously, WotC, you play the game with 5' squares or with Theater of the Mind. If the difference isn't more than one square, don't even bother. Outside of that meaningless math: Teleportation while leaving behind an illusion is perhaps the best thing out of this option. Extra damage! It's just a worse variation on the Dragon Sorcerers power. Temp Hp, it's OK. Extra AC: If you want to lay down a spike growth and run away through a bunch of enemies, it could save your life. Outside of that narrow band of situations, meh. Pushing: Now this is going to be abused all the time. But that's because it triggers off of [I]Shillelagh [/I] Other Extra Damage: I mean, it's more damage than the other option, but it still has all the same problems of being stuck on less than a handful of spells. [I]Thoughts:[/I] I was expecting a Gish, only one out of 6 options delivers. And where is the rock-throwing? Giants throw rocks all the time! It's what they do to distinguish themselves from ogres and other generically Bigger-than-you humanoid shaped monsters. [B]Rage of Fallen Ostoria[/B] Finally, after 14 levels, some real Gish-ness. Too bad it comes in at level 14. At the end of Tier Three of play. And only once per rest. It's too little too late. [B]Blessing of the All Father[/B] Your Con Breaks the stat cap now. Also another rage per rest, which can stack, to a point. It's a bit underwhelming at this point. [U]Final Thoughts:[/U] I am disappointed with this subclass. It's not that it isn't powerful (three extra spells on a sorcerer, including exclusives is really damn good) but rather that it fails in it's goal: Being a large Muscle-mage. Only 1/6th of the class is meant to be a gish. And only because they get the most poached(hah) spell from PHB exclusive games. The melee-component comes online way to late in the game to be practical. But then again, this subclass might have been doomed from the start. It's a smashy-themed subclass on a class that's supposed to explode with magical power. The two styles of play don't reconcile that well. How do you even begin to fix this? You need to smash people with big weapons at level 1. I am reminded of the [I]Mighty Wallop[/I] spell line from 3.5. It's basically what [I]Shillelagh[/I] does already. With a minor fluff change (your weapon looks big!) and proliferating that out throughout the subclass, we would be the ideal start. But after that? I dunno, it's late. Maybe I will have something after I rest for a day or two. [/QUOTE]
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