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*Pathfinder & Starfinder
Revamping the Sorcerer
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<blockquote data-quote="Morgenstern" data-source="post: 1245741" data-attributes="member: 5485"><p>I can get behind the desire to increase the sorcerer's 'panache factor' but I think there are ways to do it that use one stone to kill several birds.</p><p></p><p>First, adding Use Magic Device to the class skills list seems like a simple, elegant solution. They don't have the skill points to cover too many bases, but at least the option to have an innate "magic touch" with magic items seems fair.</p><p></p><p>Second, at 1st level, make a choice: either the ability to gain a familiar - or one free bloodline feat as per Dragon Mag (or DM aproval). A familiar is basically a feat worth of bonus in a mobile package that gets better with levels, while the bloodlines ARE a feat, that gets better with level. Pretty much a one-for-one trade, and let people who wonder why they have familiars skip them for something else nifty.</p><p></p><p>Third, I advocate the addition of the Eschew Spell Components feat at 1st level - eliminating the need to carry around props is the fastest, least game altering way to allow a sorcerer to feel like a living being of magic. The gain in power is minimal (I think small enough to make those who feel the Sorcerer is plenty tough already not cry 'foul', while adding style enough for those who feel they get the short end).</p><p></p><p>Finally, if you are still looking to make the Sorcerer better, <em>maybe</em> grant them access to a spell template (Dragon or AU) of their choice at 3rd, 9th, 15th (or so). This is less than a full feat, but provides the Sorcerer with the ability to customize his spells in a different way than the Wizard and his metamagic. Like the bloodline feat, its a tool specifically for developing a theme of spells and effects, letting each sorrcerer express the magical nature of his ancestors more clearly. Template come with their own costs, and while they provide options they are far from free.</p><p></p><p>Hope this helps,</p></blockquote><p></p>
[QUOTE="Morgenstern, post: 1245741, member: 5485"] I can get behind the desire to increase the sorcerer's 'panache factor' but I think there are ways to do it that use one stone to kill several birds. First, adding Use Magic Device to the class skills list seems like a simple, elegant solution. They don't have the skill points to cover too many bases, but at least the option to have an innate "magic touch" with magic items seems fair. Second, at 1st level, make a choice: either the ability to gain a familiar - or one free bloodline feat as per Dragon Mag (or DM aproval). A familiar is basically a feat worth of bonus in a mobile package that gets better with levels, while the bloodlines ARE a feat, that gets better with level. Pretty much a one-for-one trade, and let people who wonder why they have familiars skip them for something else nifty. Third, I advocate the addition of the Eschew Spell Components feat at 1st level - eliminating the need to carry around props is the fastest, least game altering way to allow a sorcerer to feel like a living being of magic. The gain in power is minimal (I think small enough to make those who feel the Sorcerer is plenty tough already not cry 'foul', while adding style enough for those who feel they get the short end). Finally, if you are still looking to make the Sorcerer better, [I]maybe[/I] grant them access to a spell template (Dragon or AU) of their choice at 3rd, 9th, 15th (or so). This is less than a full feat, but provides the Sorcerer with the ability to customize his spells in a different way than the Wizard and his metamagic. Like the bloodline feat, its a tool specifically for developing a theme of spells and effects, letting each sorrcerer express the magical nature of his ancestors more clearly. Template come with their own costs, and while they provide options they are far from free. Hope this helps, [/QUOTE]
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