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Quint Sorcerer
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<blockquote data-quote="Psion" data-source="post: 1156145" data-attributes="member: 172"><p>I picked up Quint Sorcerer at gen con, and have been ever so slowly digesting it. Every time I go looking for something new for my game, I read a little more. As I delve into it, I find I am liking it a lot.</p><p></p><p>Since I probably won't get a chance to do a formal review, I thought I'd drop a few thoughts and a sort of "shout out."</p><p></p><p>I've never liked Mongoose's character concepts and that's not about to change, so I won't belabor that.</p><p></p><p>Prestige classes are cool, and put together a lot better than many I have seen. More importantly, the FEEL like sorcerer classes, mostly referring to heritage or the underlying magical nature of the universe.</p><p></p><p>True names, particularly dragons as keepers of true names. Patrick just wrote the basics for a whole story arc for me right there.</p><p></p><p>Sorcerer spells... neat. Some shared with wizards, but some offer extra benefits to sorcerers. Also, the concept of scaling spells done better, IMO, than Kalamar did it.</p><p></p><p>Bonds of blood - provides a variety of "touched" and "legacy" templates for concepts like fiends, celestials, dragons, giants, etc. Each template takes a level to advance, and most have two stages, "touched" and "advanced." They aren't as overkill or inappropriate for sorcerers as the core templates, but provide some interesting and useful abilities. Very flavorful.</p><p></p><p>Song of Blood, Song of Will. Whoa. Okay, this is cool, and adds some flexibility and flavor to the sorcerer. Basically, it allows the sorcerer to trade spell slots for permanent abilities. These seem like they would lend sorcerers the feel that they have been missing in the campaign. For example, you could trade a 0-level slot for the ability to change the color of your eyes, which can add a small bonus to intimidate skills. Higher level slots allow more potent abilities. Very cool.</p><p></p><p>Ley lines. Well, it's not as cool as the system in my house rules, but still pretty neat stuff. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> And it adds power to supernatural creatures, something I hadn't thought of for my own ley lines rules and I may have to nick.</p><p></p><p>Overall, Younts puts in another nice performance here. Some of the variant subsystems seem a bit odd to me, and if the balance may not be perfect, but they do so much for the sorcerer in terms of flavor and flexibility that it may overcome my conserative apprehension for straying from the beaten path.</p></blockquote><p></p>
[QUOTE="Psion, post: 1156145, member: 172"] I picked up Quint Sorcerer at gen con, and have been ever so slowly digesting it. Every time I go looking for something new for my game, I read a little more. As I delve into it, I find I am liking it a lot. Since I probably won't get a chance to do a formal review, I thought I'd drop a few thoughts and a sort of "shout out." I've never liked Mongoose's character concepts and that's not about to change, so I won't belabor that. Prestige classes are cool, and put together a lot better than many I have seen. More importantly, the FEEL like sorcerer classes, mostly referring to heritage or the underlying magical nature of the universe. True names, particularly dragons as keepers of true names. Patrick just wrote the basics for a whole story arc for me right there. Sorcerer spells... neat. Some shared with wizards, but some offer extra benefits to sorcerers. Also, the concept of scaling spells done better, IMO, than Kalamar did it. Bonds of blood - provides a variety of "touched" and "legacy" templates for concepts like fiends, celestials, dragons, giants, etc. Each template takes a level to advance, and most have two stages, "touched" and "advanced." They aren't as overkill or inappropriate for sorcerers as the core templates, but provide some interesting and useful abilities. Very flavorful. Song of Blood, Song of Will. Whoa. Okay, this is cool, and adds some flexibility and flavor to the sorcerer. Basically, it allows the sorcerer to trade spell slots for permanent abilities. These seem like they would lend sorcerers the feel that they have been missing in the campaign. For example, you could trade a 0-level slot for the ability to change the color of your eyes, which can add a small bonus to intimidate skills. Higher level slots allow more potent abilities. Very cool. Ley lines. Well, it's not as cool as the system in my house rules, but still pretty neat stuff. ;) And it adds power to supernatural creatures, something I hadn't thought of for my own ley lines rules and I may have to nick. Overall, Younts puts in another nice performance here. Some of the variant subsystems seem a bit odd to me, and if the balance may not be perfect, but they do so much for the sorcerer in terms of flavor and flexibility that it may overcome my conserative apprehension for straying from the beaten path. [/QUOTE]
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