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<blockquote data-quote="Oni" data-source="post: 603071" data-attributes="member: 380"><p>Well, I'm only human, sometimes I just express my opinion. </p><p></p><p></p><p>But I'll go into my reasoning. </p><p></p><p>First of all what do you give up. </p><p></p><p>A sorcerer gives up Familiar advancement, and possible a feat if you have them take cosmopolitan or education or something like that. A wizard gives up Familiar advancement and to feats slots that can be used for either item creation or meta-magic feats. Both give up some access for higher level spells from one or more schools (which I might add is hardly a sacrifice for a sorcerer given their limited spell selection). </p><p></p><p>Now lets look at the prereqs. Hurm....concentration, knowledge (arcana), spellcraft, and knowledge (the planes). Well except for the knowledge (the planes) these are skill that just about every arcane spellcaster is going to have. Feats: Iron will, I would hardly call this a waste, it decidedly benefical as will saves are important to surviving in dnd, but lets say that you consider this also a feat that you give up. And then there is a metamagic feat, the class reward metamagic feats, of course your going to have one. And finally the ability to cast 3rd level arcane spells, hardly a prereq at all. </p><p></p><p>So now what do you gain for your trouble. </p><p></p><p>-3 bonus metamagic feats, more than the sorcerer lost if you count and breaking even for the wizard. (that is if you considered feats for getting in wasted.)</p><p></p><p>-a small bonus to banishing extraplanar creatures. no great shakes there. </p><p></p><p>- the ability to see and affect ethreal creatures. thats not too bad. </p><p></p><p>-immune to death effects and energy drain. that is really good. </p><p></p><p>- for sorcerers the ability to use meta magic without taking a full round action. for wizards the ability to apply a known metamagic feat to a spell on the fly without upping the level. </p><p></p><p>-they ability to cast metamagic at a reduced level cost, now your realling getting some benefit out of that metamagic feat you had to know to get in. </p><p></p><p>-the ability to drain charged items for healing or temp HP, in great amounts I might add. 1d6 per spell LEVEL drained. thats right one charge from a wand of fireballs heals 3d6 hp or grants that in temp HP</p><p></p><p></p><p></p><p>Ok, now does anyone see a disparity in what is lost vs. what is gained? Well I do. Frankly several of the class abilities make no sense in regards to the class description and seem needlessly tacked on. I don't think there is another spellcasting PrC in any of the WotC stuff that gives so much for so little (this I may be mistaken on, but it certainly isn't in any of the books I own).</p></blockquote><p></p>
[QUOTE="Oni, post: 603071, member: 380"] Well, I'm only human, sometimes I just express my opinion. But I'll go into my reasoning. First of all what do you give up. A sorcerer gives up Familiar advancement, and possible a feat if you have them take cosmopolitan or education or something like that. A wizard gives up Familiar advancement and to feats slots that can be used for either item creation or meta-magic feats. Both give up some access for higher level spells from one or more schools (which I might add is hardly a sacrifice for a sorcerer given their limited spell selection). Now lets look at the prereqs. Hurm....concentration, knowledge (arcana), spellcraft, and knowledge (the planes). Well except for the knowledge (the planes) these are skill that just about every arcane spellcaster is going to have. Feats: Iron will, I would hardly call this a waste, it decidedly benefical as will saves are important to surviving in dnd, but lets say that you consider this also a feat that you give up. And then there is a metamagic feat, the class reward metamagic feats, of course your going to have one. And finally the ability to cast 3rd level arcane spells, hardly a prereq at all. So now what do you gain for your trouble. -3 bonus metamagic feats, more than the sorcerer lost if you count and breaking even for the wizard. (that is if you considered feats for getting in wasted.) -a small bonus to banishing extraplanar creatures. no great shakes there. - the ability to see and affect ethreal creatures. thats not too bad. -immune to death effects and energy drain. that is really good. - for sorcerers the ability to use meta magic without taking a full round action. for wizards the ability to apply a known metamagic feat to a spell on the fly without upping the level. -they ability to cast metamagic at a reduced level cost, now your realling getting some benefit out of that metamagic feat you had to know to get in. -the ability to drain charged items for healing or temp HP, in great amounts I might add. 1d6 per spell LEVEL drained. thats right one charge from a wand of fireballs heals 3d6 hp or grants that in temp HP Ok, now does anyone see a disparity in what is lost vs. what is gained? Well I do. Frankly several of the class abilities make no sense in regards to the class description and seem needlessly tacked on. I don't think there is another spellcasting PrC in any of the WotC stuff that gives so much for so little (this I may be mistaken on, but it certainly isn't in any of the books I own). [/QUOTE]
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