MASS REPLY 3
From fuindordm
Re: sorcerer's relative power level
However, in my experience the typical wizard has about 4 favorite spells per level that they prepare and cast all the time, and that their much-lauded versatility is seldom put into practice.
And I find this to be a specifically campaign/DM orientation. If the party ever only does 1 type of thing, such as hunt 1 type of creature, or just dungeon crawls, then I fully agree with this assessment. However, in many of the games I have run and played in over the years I find this very untrue in a “broad” campaign setting. On one adventure the wizard may be all about slaying and have his favorite 4 spells per level, yet on another adventure it may all be about stealth, guile and information gathering, while on yet another it may be a planar jaunt. All 3 require an entirely different selection of spell-sets. While the wizard can easily and happily switch his skill sets from need to need – guess what? If the Sorcerer is a one-trick pony in only 1 of those 3 scenarios, he basically becomes worthless to the party for the other 2 scenarios. And that’s only 3 scenarios off the top of my head. I could come up with even more if I tried hard enough leaving the sorcerer even farther in the dust.
That's why I think adding more spells known should be balanced by giving them fewer spells per day. I don't want the new sorcerer to eclipse the wizard, and you're adding a *lot* of goodies.
I can understand not wanting the sorcerer to overbalance the Wizard, but I honestly feel that gaining 13 more spells over 20 levels versus a Wizard’s Unlimited Arcana is not even close to overpowering. As for other goodies – that we will see as the class fills out more. As I have tried to show, in pure statistics the class is vastly underpowered as it is. If a DM caters to the sorcerer then yes they can shine, but as I said in a well rounded campaign setting more times than not the sorcerer is left out in the cold with nothing to fall back on.
Re: lineage vs affinity... why debate this?
Re: spontaneous metamagic feats: I'd rather see this as one special ability that a sorcerer can choose rather than something all of them have. Maybe it could be a nice perk only available to the "general lineage" sorcerer.
One step ahead of you - this is already an ability that only one of the Lineages gets – general.
Re: components: Material components, while a pain in the butt to manage, are in my mind one of the most fundamental principles of real-world magical practice and thinking. Still, they should I think be more free-form, and the D&D components are often unbearable punnish or banal.
I would like to know where you come by the “in my mind one of the most fundamental principles of real-world magical practice and thinking”. Before making this a long reply and letting myself Hijack the thread to an unrelated topic – we might want to think about splitting this topic off to another more appropriate board. I will quickly state, however, that I have done some study of magic/theology from all over the world and I would have to say that I most strongly disagree with this statement. This only focuses one aspect of “magik” – alchemy and its ilk. Most other magics rely more on spiritual focuses like a Cleric’s holy symbol, such as the voodoo doll, the athum, etc. etc.
Re: spell-like abilities; I agree that it's more appropriate for these to evolve from the domain spells exclusively. However, I don't think it's a huge benefit to the class and would rather see this capped at third level spells. Rather, let them get access to special lineage abilities sooner and cap with some really exciting special ability at or near 20th level--something like spell resistance, damage reduction, change to elemental/fey/giant type, etc.
Ok. Some decent statements and ideas here. One thing I will say though is that I do not really want to see the sorcerer “change” into something at 20th level unless it uses the core mechanic example of “Perfect Self” from the Monk. Otherwise that type of ability falls to the prevue of the PrC, and we can evaluate that later as the end result of a Lineage PrC. As for the spell-like abilities/class abilities. You need to give an example as to the way it will falls out on the progression. Keep in mind I do not want to go over 10 class abilities to maintain balance with the other classes.
As for Spell-like abilities (and this applies to Al’s comments too) - only getting 4 spell-likes to max 3rd level isn’t very much. Is a 3rd level spell-like ability even worth it to take 20 levels of Sorcerer? I think not.
What kind of lineage abilities are you referring to?
Currently what I am looking at the following spread of 10 abilities:
1….. Lineage, Spells (+ disadvantage of Aura)
2….. Innate Ability (0)
4….. Arcane Sense
6….. Innate Ability (1st)
10… Lineage Ability
11… Innate Ability (2nd)
15… Innate Ability (3rd)
16… Lineage Ability
20… Innate Ability (4th)
Some ideas I was toying with the table above…
GENERAL SORCERER
Lineage Abilities: The sorcerer’s affinity with magic grows over time. At 10th level the sorcerer gains spell resistance equal to the sorcerer’s class level. At 16th level the sorcerer’s spell resistance increases to 10+ the sorcerer’s class level.
CELESTIAL SORCERER
Lineage Abilities: The sorcerer’s affinity with their celestial lineage grows over time. At 10th level the sorcerer gains a permanent celestial aura as a supernatural ability that provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. It also functions in the same manner as a protection from evil spell (at the sorcerer’s class level). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn. At 16th level the sorcerer’s celestial aura improves to provide a +4 deflection bonus to AC and a +4 resistance bonus on saving throws, to themselves and all those within 10’ of the sorcerer. It also functions in the same manner as a magic circle against evil spell (at the sorcerer’s class level). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
In the Celestial domain, why not add a couple of healing spells? Honestly, with the cleric domains pillaging the Sor/Wiz list for Lightning Bolts, Prismatic Spheres and Power Words I don't see any reason why you shouldn't do the same. If you're concerned about niche protection, just make them a level or two higher.
Example: Celestial Sorcerer Domain (PH only):
Light, Bless, Cure Light Wounds, Searing Light, Cure Moderate Wounds, True Sight, Planar Ally, Holy Aura, Gate
Healing will remain the special perk to the Divine Receptacle lineage, and it will be based on worship. I really don’t want to break the fundamental balance of arcane casters don’t heal on a wide range. Though I do like your suggestions above (though I think you accidentally swapped
true sight and
planar ally and missed 7th level) . Keep in mind though that “celestials” are not clerics. They are embodiments of good and the champions of that cause.
I would like to hear some other opinions on the healing spells. Also keep in mind that with the way we are developing this – people will change these spell lists left-and-right.
And I still think getting more known spells is enough of a goody; the +1 CL / +1 DC is just overkill.
This was taken right from UA, but I agree to dropping it in light of all else they gain.
From Stalker0
To Khaalis: Remember that when we say certain mechanics are complex, we are also going over multiple pages and multiple post to put all the pieces together sometimes... which makes it hard to see exactly what the wording of things is
I will fix that tonight by posting what I have so far as the main class mechanic and the few Lineages that are formed as examples.
That said, I looked over the new metamagic use. I was confused on one thing, is the bonus metamagic a "virtual" feat... meaning they only get it for the purposes of lineage spells, or do they get the feat, and can use it whenever, but only get it free on the lineage feats?
Does this edit help clarify?
“Gain one metamagic feat of choice from either: Eschew Materials, Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability). This metamagic feat is a virtual feat that may be used “on-the fly” to effect any lineage spell (and only lineage spells) the sorcerer knows, a number of times per day equal to the sorcerer’s Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.
I like the system with two changes:
1) Drop heighten spell. Your basically saving I can make a 1st level spell as hard to resist as a 9th level spell for free when I'm 18th level. I think that's too much.
2) Allow them to choose from the +0 metamagics too. Sure they won't get the free benefit, but hey some people might like the option.
1) The only issue with this is that we are arguing the “correctness” of the Heighten feat’s design. I will think on this, but since the ability is being used verbatim from the official text, I am not sure I want to tinker with it, especially when I agree with the concept overall. Why shouldn’t an 18th level sorcerer with their “innate spell shaping” be able to make a 1st level spell harder to resist?
2) What do you mean here? The ones listed on the table are +0 and +1 spell level feats and it states
“ (only feats with up to a 1 spell level adjustment may be chosen for this ability)”. Does this need to be re-worded?
I looked over the lineages: And most I liked. Now another question, is every lineage going to have a specific list of spells like domains, or are you going to keep it where they can just pick any fire spell, or any good spell, etc. If its the latter, child of nature needs to be changed. The ability to pick any druid spell doesn't balance with its cost.
To answer this, it is dependant on the lineage. Only the “General Sorcerer” will have the
List to choose from for “Lineage Spells”. The others will be more restricted such as the Celestial example. It gains a Lineage Spell List, but it also gains the benefit of allowing them to choose spells from specific “non-Wizard” spells.
As for Nature, they will also receive a specific Lineage Spell list. This is currently looking like 0-
Know Direction and then
Summon Natures Ally I-IX. Then they will also be able to choose any Druid spell (ie – including healing) as a sorcerer spell. The flip side is that they cannot learn Necro magic that controls or creates undead, as undead do not belong to the natural order.
So looking it over with just that…
HD: 6
Free eschew materials.
4+int skills, with a couple of class skill additions.
Free metamagic for some spells.
One additional spell known per level, with a little kick on each one.
Again, I will post an updated “overview” to make it easier to see. Also – the free metamagic as stated earlier is only for the General Sorcerer.
That seems like plenty to me. You've given it some flexibility, some coolness, and a little durability. I don't think it needs much more.
I don't like the SLA's, I don't see them as that cool. Its basically just more spells per day. Once I'm a high level sorc,I get a few more 1st and 0th level spells per day... doesn't seem that exciting to me. I think enhancing the abilities you've already given the sorc will be more flavorful and more worthwhile in the long run.
The innate spell-like abilities will likely remain in some form unless a better list of class abilities can be agreed upon. Spell-like Abilities are more than just more spells-per day, they:
1) Free up a spell known slot for another spell of choice but retain the flavor of the sorcerer’s thematic element, and
2) They are spell-like – thus no components, no arcane failure, etc. Imagine a Sorcerer with
Knock as a spell-like ability? Only way to imprison this person is to place them in an anti-magic field. Binding hands, taking away components, gagging – doesn’t matter. Its an at-will ability.
As for the power-level factor, I agree on the 0-level thing. The more I look at it the more I think they should start at 1st level, maybe this especially since arcane sense IS a 0-level spell-like. And when it comes down to it, how many people could care less about being able to cast say
Light 3 times per day. Woo-Hoo…. Not! Most people don’t use their Cantrips for anything more than
Prestidigitation the most useful of all Cantrips, and
Detect Magic.
1….. Lineage, Spells (+ disadvantage of Aura)
2….. Arcane Sense
4….. Lineage Ability
6….. Innate Ability (1st)
10… Lineage Ability
11… Innate Ability (2nd)
15… Innate Ability (3rd)
16… Lineage Ability
20… Innate Ability (4th)
Now if you want to have something for higher levels, how about just giving them more of those virtual metamagic feats (for instance they got silent at level 1, now still at level 5 or something). Or kick up the lineage power (they get a +2 to caster levels on their ineage spells or something like that).
I have thought about the virtual metamagic feats – but this would only apply to the General Lineage. I also do not want to just assign “Bonus Metamagic Feat” at X number of levels or we are back to being a clone of the wizard. In the afore mentioned table they get a mix of the innate and lineage specific abilities. Is this more acceptable?
Finally, I'm casting my vote for no on light armor proficiency. The more combat training for sorcs can be done with just the better HD. That's already +1 hp per level, +2 at first level, that's a feat in itself. By giving sorcs light armor, your going to probably want to let them cast perfectly in it as well. Now we are pressing on the bard. The bard got that ability because a lot of threads like this about bards also wanted to give them a little flavor. Now that they've gotten it, let's not ruin the bards flavor by imposing our own. There are plenty of other directions we can go with the sorc besides this route, and with what we've got already it probably would be too much anyway
Personally I still disagree. Armor does not make bard flavor. Baric Knowledge and Music and the jack-of-all-trades give bards flavor. The Bard is a Hybrid caster just like Rangers and Paladins. Bard is to Wizard as Ranger is to Druid as Paladin is to Cleric. Its get armor because it is supposed to be a melee/caster hybrid. Also keep in mind though I am giving the Sorcerer Light Armor proficiency I am NOT removing Arcane Spell Failure. All this ability does is remove the Non-Proficiency penalty to all other abilities (which is loop-holed by Padded and Leather Armor anyway).
Well lets try to make this semi-official from the posters to date…
For (11): Khaalis, Grayhawk, Fuindordm, Afrodyte, Stormborn, Knight_Errant, Buttercup, Eolin, Shades, Handforged, Seasong
Against (7): Stalker0, Maggot, Al'Kelhar, Vrylakos, Urbannen, Tuzenbach, Sonofapreacherman
If I missed any or placed in the wrong slot – sorry – it’s a lot of posts…
We will keep this out for Vote still but I can concede no armor especially when in all technicality they can already wear Half-of Light-Armor category without penalty anyway.
From Al'Kelhar
I have nothing against statistics, I'm just suggesting that to use them to compare classes - whether core or PrC - is not particularly instructive. The proof is in the pudding, as they say.
YMMV is actually something I picked up from these boards - I understand it's an acronym for "your mileage may vary", which I guess is a trade practices cop-out by car vendors in the US to ensure they're not sued for misleading advertising when the car they advertised as a certain l/km - sorry, mpg - never quite reaches that economy in real use. In this context, it really means "you may have a different perspective on this issue".
Thanks. Never seen YMMV as an acronym before. As for statistics – they are your friend. Personally I think they should be used a bit more often in design balance.
I like that sorcerers might be built around thematic lines, rather than ancestral lines, and I think this should be an option for the core class.
They still can be thematic, yet can be ancestral as well. The suggestions are be no means exhaustive. They are the core samples (like domains) that can be expanded upon at will.
For example lets make a new one on the fly. We’ll use one of Buttercup’s favorites: The Gypsy Sorcerer
GYPSY FAMILY LINEAGE: The Gypsy Family heritage is a deep lineage where a sorcerer comes from a long line of talented “true gypsies” or “gypsy seers”. The innate sorcerous talent is passed on in one or more offspring in a gypsy clan from generation to generation. Gypsy sorcerers have a strong innate understanding of magic's connection to the cosmos, and the families then train their offspring in all to do with the gypsy arts.
Benefit: Gypsy sorcerers gain Knowledge (Religion) and Sleight of Hand as a class skills. They may also divine the future as per an
augury (as the spell), as a spell-like ability, a number of times per day equal to 3+ the sorcerer’s Charisma modifier. However, unlike other spell-like abilities, this
augury still requires the use of a fortune telling medium such as bones, tarot, crystal ball, etc. worth 25gp (as the spell) but does not require the use of incense. Gypsy sorcerers may learn any spell of the Divination designator regardless of the spell list from which it comes as well as any spell with the Compulsion descriptor.
Special Limitation: Gypsy sorcerers, though adepts at divination and enchantment magic, they are also inept in areas of destruction. Gypsy sorcerer feel that purely destructive magic is an antithesis to the natural order and thus have no talent with harnessing evocation magic.
Lineage Spells: The sorcerer has a specific affinity with gypsy magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Gypsy Lineage spell list.
Gypsy Lineage Spell List: 0–
know direction; 1st-
charm person; 2nd-
detect thoughts; 3rd-
clairaudience/clairvoyance; 4th-
scrying; 5th-
true seeing; 6th-
gease/quest; 7th-
insanity; 8th-
power word stun; 9th-
foresight
Lineage Abilities: Either two or three abilities related to the theme. (See chart options above)
The difficulty with giving the sorcerer "unique" abilities which really set it apart from the wizard is that you need to compromise somewhere else, or you're over-powering the sorcerer. If you make using spells as spell-like abilities the "keystone" ability of the sorcerer, such that it really defines the character class - as rage does for the barbarian, music does for the bard, and wildshape does for the druid - you need to balance it somewhere else in the class design. As I think I've stated before, even the changes to Hit Dice and skills, with no change at all the spellcasting and no additional "unique" powers, is probably enough to re-balance the sorcerer with other core classes. If you intend to make spell-like abilities the "keystone" ability of the sorcerer, such that they gain lots of these powers and the powers improve dramatically over levels, you should reduce the sorcerer's spellcasting powers to balance the whole out.
I understand where you are coming from, however… If this is how you really feel – then Monte’s Sorcerer from BoEM2 is fine for you (HD change, more skills, more skill points, reduced to its own spell-list).
In my opinion after play-testing that build – it still lacks in flavor, versatility, uniqueness and balance. Especially when compared to most of the other classes – not just the Wizard. Too many people balance the sorcerer just against the wizard. In my view, that in-and-of-itself is unbalanced. When there are classes like the Rogue, Monk, Druid, etc. they have to put into the general balance equation. Some see these as Power Classes. That’s fine. Maybe the Sorcerer should be one of them? Or maybe it should just be evenly balanced with the “average” power of the classes. Currently as it exists it is one of, if not the weakest class in the game both in flavor/uniqueness and overall functionality. It had the worst HD even though the class states it trains in combat more than a wizard. It has THE worst skills - even compared to a Fighter which has a host of other abilities, and as for skill points it is supposed to be a self-taught class, which if you look at every other self-taught they “begin” at 4+ points.
I do not feel that the minor changes to HD and Skills are all that are needed to balance the class or I would have used Monte’s BoEM2 Sorcerer. I also don’t feel that class abilities on top of this unbalance the class. Too many abilities? Yes. Too powerful abilities? Yes. But the right amount and power? No.
Now – you do bring up one really good argument, and something I have been trying to get a grasp of from all these posts. So many people have so many varying ideas of what a sorcerer IS and SHOULD BE that we STILL do not have a defining point for the sorcerer. As you state:
Barbarian = Fast Movement & Rage & DR
Bard = Music & Knowledge
Druid = Animal Companion & Nature Abilities & Wild Shape
Cleric = Domains & Turning Undead
Fighter = Feat Acquisition
Ranger = Fighting Style & Favored Enemy
Paladin = Smite & Grace & Spell-Like & Horse & Turning, & etc.
Wizard = Familiar & Item - Metamagic Feat Acquisition
Monk = Too many to count
The sorcerer has nothing unique to define it from a mechanics viewpoint. Should this be a mere 3 or 4 spell-like abilities? Hell, even a Paladin gets better than that. Do I think the sorcerer should get as much as a Paladin? NO – sorcerer spells are better. But they DO need something.
Arcane Sense is one such thing.
The innate spells are a good idea, though I am not sure it is a payout worth the cost of a Class Ability slot, though it could be.
Another idea that has been tossed about that I feel makes perfect sense would be similar to Divine Grace – basically a Sorcerers version of DR/SR.
Strength of Magic (Su): The sorcerer’s magic runs strongly through their blood. The innate nature of a sorcerer’s magical focus protects them from magical attacks. The sorcerer gains a competence bonus to all saving throws against spells or spell-like effects equal to their Charisma modifier.
As for the abilities, maybe the answer is to reduce the spell-likes to levels where they are more appropriate. And give better abilities at higher levels. Something more along this line. When is it good to get a spell like ability? 2 Spell Levels post when you get that spell level? Is getting a 0-level spell as a spell-like ability worth one of the 10 class level abilities for? Even a Paladin gets 2 other abilities besides
Detect Evil @ will, and these wouldn’t even be at will.
1….. Lineage, Spells (+ disadvantage of Aura)
2….. Arcane Sense
3…..
4….. Strength of Magic
5…..
6….. Innate Ability (1st)
7…..
8….. Lineage Ability
9…..
10… Innate Ability (2nd)
11…
12…
13…
14… Innate Ability (3rd)
15…
16…
17… Lineage Ability
18…
19…
20… Perfect Self
Lineage Ability Examples:
Celestial: The sorcerer’s affinity with their celestial lineage grows over time. At 8th level the sorcerer gains a permanent celestial aura as a supernatural ability that provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. It also functions in the same manner as a protection from evil spell (at the sorcerer’s class level). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn. At 17th level the sorcerer’s celestial aura improves to provide a +4 deflection bonus to AC and a +4 resistance bonus on saving throws, to themselves and all those within 10’ of the sorcerer. It also functions in the same manner as a magic circle against evil spell (at the sorcerer’s class level). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
General: The sorcerer’s affinity with magic grows over time. At 8th level the sorcerer gains spell resistance equal to the sorcerer’s class level. At 17th level the sorcerer’s spell resistance increases to 10+ the sorcerer’s class level.
This build would follow many of the other class builds, more lower-end abilities at low level then slowing the gain progression at higher levels balanced by the more powerful spell gain, but the class abilities at high level have to be worth reaching and not abandoning the class. This also sticks to the 10 class abilities I have been aiming at for broad-class balance.
This also helps on the Heighten Spell issue. Example if a 20th level Evoker Sorcerer (20 Charisma) took Heighten, they could only use it on: 0-light; 1st-magic missile; 2nd-flaming sphere; 3rd-lightning bolt; 4th-shout; 5th-wall of force; 6th-Bigby’s forceful hand; 7th-Mordenkainen’s sword; 8th-Otiluke’s telekinetic sphere; 9th-Bigby’s crushing hand up to 5 times a day. This list in actuality becomes: 4th-shout; 5th-wall of force; 6th-Bigby’s forceful hand; 7th-Mordenkainen’s sword; 8th-Otiluke’s telekinetic sphere
Remember – Metamagic cannot be used on Spell-Like abilities, that’s a different feat, and the sorcerer’s 1st-3rd spells are already changed to Spell-Like. Light is worthless to Heighten and you can’t heighten a 9th level spell. I think it is pretty balanced.
Thoughts? (I will post the revision as soon as I can.)