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<blockquote data-quote="Flamewarrior" data-source="post: 3868310" data-attributes="member: 41424"><p>Airwalkrr: coming from the guy who considers the MH marshal too strong, I can only say you're wrong, by reasons explained above and below. On a marshal that doesn't suck, BTW, look <a href="http://forums.gleemax.com/showthread.php?t=752414" target="_blank">here</a>.</p><p></p><p></p><p>Yes.</p><p></p><p>Even if this was wholly true, it'd say nothing about most levels, and said spells always make the caster function as a lower-level character (by eating spell levels in the conversion). Besides, whatever you can figure to do with those, a wizard's doing better, and they synergize in no way, shape or form with the (overrated) BAB.</p><p></p><p>Meaningless. If something exists, there's no need to reinvent the wheel; so, it stands to reason that the best design space's the unexplored one - what matters' whether it can be balanced, which's what you should discuss with other arguments (not that you aren't doing so, of course - it's just that this particular one's void). And <a href="http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererVariantBattleSorcerer" target="_blank">this</a> is from Unearthed Arcana.</p><p></p><p>Greater mage armor (and low-level, easily expendable spells are easily better than armor properties). And don't compare reserve feats to metamagic/creation; if they actually were on the same power scale, I'd be much happier with the class (hence me pointing Sequestral Feats on the previous post's link).</p><p></p><p>Last I checked, wizards didn't miss touch attacks anyway - if anything, this is a (not so great) help with actually picking up a weapon. Anyway, you'd have to figure which touch spells are better than battlefield control, or save-resisted effects.</p><p></p><p>Not really. Knowing less spells than a sorcerer makes one the suck, unless and until substantial other stuff's given. Of the benefits, 2 hp/level border on irrelevant for the most unhittable of all fighting methods (full arcane spellcasting), and light armor's easy to emulate. The BAB is indeed a noticeable improvement, but needs support from something else to be impacting in physical combat.</p><p></p><p>Upon checking the battle sorcerer, I did notice one issue: this guy'd end up knowing 4 level 9 spells, which actually's a <strong>HUGE</strong> improvement over the battle sorcerer; I'd recommend using the battle sorcerer's spells known table (lower everything in the sorcerer by 1, to a minimum of 1), to cut down on that. I mean, that, along with the improvements I previously suggested.</p></blockquote><p></p>
[QUOTE="Flamewarrior, post: 3868310, member: 41424"] Airwalkrr: coming from the guy who considers the MH marshal too strong, I can only say you're wrong, by reasons explained above and below. On a marshal that doesn't suck, BTW, look [url=http://forums.gleemax.com/showthread.php?t=752414]here[/url]. Yes. Even if this was wholly true, it'd say nothing about most levels, and said spells always make the caster function as a lower-level character (by eating spell levels in the conversion). Besides, whatever you can figure to do with those, a wizard's doing better, and they synergize in no way, shape or form with the (overrated) BAB. Meaningless. If something exists, there's no need to reinvent the wheel; so, it stands to reason that the best design space's the unexplored one - what matters' whether it can be balanced, which's what you should discuss with other arguments (not that you aren't doing so, of course - it's just that this particular one's void). And [url=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererVariantBattleSorcerer]this[/url] is from Unearthed Arcana. Greater mage armor (and low-level, easily expendable spells are easily better than armor properties). And don't compare reserve feats to metamagic/creation; if they actually were on the same power scale, I'd be much happier with the class (hence me pointing Sequestral Feats on the previous post's link). Last I checked, wizards didn't miss touch attacks anyway - if anything, this is a (not so great) help with actually picking up a weapon. Anyway, you'd have to figure which touch spells are better than battlefield control, or save-resisted effects. Not really. Knowing less spells than a sorcerer makes one the suck, unless and until substantial other stuff's given. Of the benefits, 2 hp/level border on irrelevant for the most unhittable of all fighting methods (full arcane spellcasting), and light armor's easy to emulate. The BAB is indeed a noticeable improvement, but needs support from something else to be impacting in physical combat. Upon checking the battle sorcerer, I did notice one issue: this guy'd end up knowing 4 level 9 spells, which actually's a [b]HUGE[/b] improvement over the battle sorcerer; I'd recommend using the battle sorcerer's spells known table (lower everything in the sorcerer by 1, to a minimum of 1), to cut down on that. I mean, that, along with the improvements I previously suggested. [/QUOTE]
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