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Rebuilding the Battle Sorcerer
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<blockquote data-quote="Nellisir" data-source="post: 1505899" data-attributes="member: 70"><p>Probably 30 points. It's a fairly tough, physical setting and I anticipate a fairly aggressive campaign -- no nobles poncing around in fluffy garters and pointy slippers here!</p><p></p><p>I wasn't sure what opinions would be -- a fair number of people seem sure the sorcerer is either over- or under-powered, and I was curious to see if the sentiment extended to the base battle sorcerer.</p><p></p><p>I've made a number of changes to the other classes, but thought it'd be better to compare a "standard" battle sorcerer to the other standard classes.</p><p></p><p>The following statements concern one campaign only, not my feelings or opinions on any d20 classes in general!</p><p></p><p>My plan of the moment is to discard the sorcerer altogether and just use the battle sorcerer and wizard. I increased HD for a number of classes -- fighters went to d12, rangers (back) to d10, bards & rogues to d8, and wizards and base sorcerers to d6. This is approximately 1 extra hp per level, and done in part for aesthetic reasons -- classes with a "normal" (Humanoid default) BAB (bard/cleric/druid/rogue) now have a "normal" (Humanoid default) HD. Classes with a combat BAB (fighters, paladins, rangers, & barbarians) have HD a step higher (d10 in general), and classes with a poor BAB (wizards & base sorcerers) have HD a step lower.</p><p></p><p>Monks don't fit in the campaign, and so haven't been dealt with.</p><p></p><p>Familiars will be redone -- right now a familiar is a magical spy. Spellcasters that don't want or need a spy don't need a familiar. The only thing a familiar contributes outside of spying is the ability to deliver a touch attack -- and given the consequences of losing your familiar, my characters have never been tempted to put their familiars close enough to an enemy for that to matter. I'll probably replace most of the familiar's special abilities (not the special advancement) with generic "familiar feats", and then flesh that list out with material from UA and other sources - give casters the option of vesting a familiar with a spell, and gaining a bonus spell in exchange, etc, etc. I've also considered giving wizards some minor special ability related to staffs, a la the magister of Arcana Unearthed.</p><p></p><p>Yes, everyone's power is up a little bit (except for, so far, the cleric). But the big villains are shaping up to be frost giants, and the po' lil' PCs are starting at 3rd level, so I've still got room to slap them around a bit. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>I'll post some of the revisions here in House Rules as I determine them.</p><p></p><p>Cheers!</p><p>Nell.</p></blockquote><p></p>
[QUOTE="Nellisir, post: 1505899, member: 70"] Probably 30 points. It's a fairly tough, physical setting and I anticipate a fairly aggressive campaign -- no nobles poncing around in fluffy garters and pointy slippers here! I wasn't sure what opinions would be -- a fair number of people seem sure the sorcerer is either over- or under-powered, and I was curious to see if the sentiment extended to the base battle sorcerer. I've made a number of changes to the other classes, but thought it'd be better to compare a "standard" battle sorcerer to the other standard classes. The following statements concern one campaign only, not my feelings or opinions on any d20 classes in general! My plan of the moment is to discard the sorcerer altogether and just use the battle sorcerer and wizard. I increased HD for a number of classes -- fighters went to d12, rangers (back) to d10, bards & rogues to d8, and wizards and base sorcerers to d6. This is approximately 1 extra hp per level, and done in part for aesthetic reasons -- classes with a "normal" (Humanoid default) BAB (bard/cleric/druid/rogue) now have a "normal" (Humanoid default) HD. Classes with a combat BAB (fighters, paladins, rangers, & barbarians) have HD a step higher (d10 in general), and classes with a poor BAB (wizards & base sorcerers) have HD a step lower. Monks don't fit in the campaign, and so haven't been dealt with. Familiars will be redone -- right now a familiar is a magical spy. Spellcasters that don't want or need a spy don't need a familiar. The only thing a familiar contributes outside of spying is the ability to deliver a touch attack -- and given the consequences of losing your familiar, my characters have never been tempted to put their familiars close enough to an enemy for that to matter. I'll probably replace most of the familiar's special abilities (not the special advancement) with generic "familiar feats", and then flesh that list out with material from UA and other sources - give casters the option of vesting a familiar with a spell, and gaining a bonus spell in exchange, etc, etc. I've also considered giving wizards some minor special ability related to staffs, a la the magister of Arcana Unearthed. Yes, everyone's power is up a little bit (except for, so far, the cleric). But the big villains are shaping up to be frost giants, and the po' lil' PCs are starting at 3rd level, so I've still got room to slap them around a bit. :-) I'll post some of the revisions here in House Rules as I determine them. Cheers! Nell. [/QUOTE]
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