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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Ideas on balancing the cleric, druid, sorcerer and wizard classes...
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<blockquote data-quote="Stormborn" data-source="post: 1771904" data-attributes="member: 14041"><p>Flavor wise what are the distinctions between each class? Seems like:</p><p>Wizard - powers gained through study</p><p>Sorcerer - powers gained through blood</p><p>Cleric - powers granted by gods</p><p>Druid - powers gained through devotion to nature</p><p></p><p>I agree with going with the Wizard/Sorcerer BAB and Saves (varied for diff. classes) as a start. How about making ASF appicable only when not profficent, and not have any of them profficent to begin with. If any of them want armor then they can take feats, with possible religios restirctions for the Druid and Cleric for the sake of flavor, but nothing that would really harm them in the long run in terms of balance</p><p></p><p>Have Wizards and Cleric use the Wizards spells known and spells per day list.</p><p>Sorcerer use as given.</p><p>Druids become spontaneous casters as well, based on an inborn awareness of thier place in the world. As sorcerers, but give them one less spell known and spell per day at each level.</p><p></p><p>From there we are left with special abilites. How about making the key difference the kinds of special abilties they get?</p><p>1st Level:</p><p>Wiz - Brew Potion</p><p>Sor - Escew Materials</p><p>Clr- Spontaneous Casting: Heal or Harm</p><p>Drd - Anture Sense and Wild Empathy</p><p>2nd Level:</p><p>Wiz - Summon Familiar</p><p>Sor - Summon Familar or +3 Bonus to Spellcraft checks</p><p>Clr - Turn Undead</p><p>Drd -Animal Companion</p><p></p><p>At 5th, 10th, 15th, and 20th levels they each get a bonus feat or special ability drawn from a class list:</p><p>Wiz: Item Creation and Metamagic</p><p>Sor: Metamagic and maybe some thing unique (pleanty of threads on that)</p><p>Clr: Improved Turnign, Domain Abilites, some MEtamagic</p><p>Drd: WildShape abilites taken in feat trees.</p><p></p><p>That just off the top of my head. I'm sure it needs work.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 1771904, member: 14041"] Flavor wise what are the distinctions between each class? Seems like: Wizard - powers gained through study Sorcerer - powers gained through blood Cleric - powers granted by gods Druid - powers gained through devotion to nature I agree with going with the Wizard/Sorcerer BAB and Saves (varied for diff. classes) as a start. How about making ASF appicable only when not profficent, and not have any of them profficent to begin with. If any of them want armor then they can take feats, with possible religios restirctions for the Druid and Cleric for the sake of flavor, but nothing that would really harm them in the long run in terms of balance Have Wizards and Cleric use the Wizards spells known and spells per day list. Sorcerer use as given. Druids become spontaneous casters as well, based on an inborn awareness of thier place in the world. As sorcerers, but give them one less spell known and spell per day at each level. From there we are left with special abilites. How about making the key difference the kinds of special abilties they get? 1st Level: Wiz - Brew Potion Sor - Escew Materials Clr- Spontaneous Casting: Heal or Harm Drd - Anture Sense and Wild Empathy 2nd Level: Wiz - Summon Familiar Sor - Summon Familar or +3 Bonus to Spellcraft checks Clr - Turn Undead Drd -Animal Companion At 5th, 10th, 15th, and 20th levels they each get a bonus feat or special ability drawn from a class list: Wiz: Item Creation and Metamagic Sor: Metamagic and maybe some thing unique (pleanty of threads on that) Clr: Improved Turnign, Domain Abilites, some MEtamagic Drd: WildShape abilites taken in feat trees. That just off the top of my head. I'm sure it needs work. [/QUOTE]
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Ideas on balancing the cleric, druid, sorcerer and wizard classes...
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