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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Khaalis" data-source="post: 1377511" data-attributes="member: 2167"><p>Glad it helped. =)</p><p></p><p>Just some really quick responses for now before I crash to get sleep before work. I’ll respond to any responses later tonight.</p><p></p><p> </p><p></p><p>I only had time to glance at this, but at the most brief glance it is very “Child of the Elements” oriented. While I love some of the ideas, I will need to read it much more closely. For an Elementalist Sorcerer this looks very interesting. Not sure I want to pinhole to one hereditary concept though, but some of the abilities could be genericized easily enough. As for the Rage, I assume you mean “Aussir Ixen”? Again I will read over it more tonight.</p><p></p><p></p><p></p><p>Just out of curiosity, where do you see the sorcerer as getting more higher level spells? Do you mean more casting power? Or are you referring to the bonus known spells from the spell path? By spell chain are you referring to the Spell Path? (Just trying to clarify what you mean here.)</p><p></p><p>Do I need to go back and re-word the spell path? It seems you are the second person in a row to think this meant a Bonus <strong>Cast Spell Per Spell Level</strong>, similar to a Clerics 1+1, but is not. It is a Bonus <strong>Known spell per spell level</strong>. </p><p></p><p>I do <u>NOT</u> intend to change the “Casting” Power of the sorcerer at all. The bonus known spells are meant to add a “flavor” or a “thematic” to the sorcerer that they would not necessarily normally have been in their spell selection, and it is meant to give them a tiny bit more versatility in the spells known.</p><p></p><p>As for the heredity path, they aren’t meant to give a large boost in power. They are meant to be similar in nature to a cleric domain. They give minor benefits. The “path” template (right now) is basically:</p><p></p><p>• Gain one Class Skill related to the heredity.</p><p>• Gain an appropriate bonus language (draconic by default)</p><p>• Special Bonuses <strong>(set number? Currently 2)</strong></p><ul> <li data-xf-list-type="ul">Specific Ability related to the heredity </li> <li data-xf-list-type="ul">Spell List designation – what spells the heredity may learn outside of the Wizard spell list if any, and any restrictions on spells they may not learn at all</li> </ul><p>• Additional Spell Path (gain a Spell Path related to the heredity) - Remember, this is a bonus <strong>KNOWN spell per spell level</strong>.</p><p></p><p>For the non-heredity they got: No Class Skill or Language because they don’t fit, Spell Focus, 9 Bonus Known spells (1 per spell level), and those 9 Bonus spells are cast at a +1 Caster Level.</p><p></p><p>I was trying to aim this <strong>Path</strong> choice to be similar to a Cleric’s choice for their Domains, or the choice made by Monks and Rangers to choose their Fighting Styles. </p><p></p><p>As specifically to Divine Grace, yes this is one I modified. It was a good generic ability that could be easily adapted to the Sorcerer and is a great ability to give the Sorcerer’s weak Charisma stat a better use other than just their spells. All of the other casters receive various other benefits from their primary stat while the sorcerer doesn’t so I wanted to link their abilities to Charisma. Divine Grace is a great one. The sorcerers inherent magic aids and protects them from harm. This really isn’t so different from your Hesjing Ir, or Thrae Irlym. With that said, when I got to the stage of doing the templates for the other Heredities I was going to use the same basic Energy Resistance you used for the Children of the Element’s ability.</p><p></p><p></p><p></p><p>While I personally like the Templates form <u>Arcana Uneartherd</u> I am hesitant to try and use them in a core class replacement. I would prefer to stick to more basic class oriented abilities. For the “Expanded” optional material that I will add on once the Core Class is set in stone – then I will Definitely be adding a section on the use of Monte’s Spell Templates.</p><p></p><p>What other kinds of abilities do you see the Sorcerer as having? I need ideas here. There aren’t that many “generic” magic oriented abilities other than something like Divine Grace, Purity, Spell Resistance and Element Resistance?</p><p></p><p>What were your thoughts on other abilities such as the Arcane Sense?</p><p></p><p></p><p></p><p>As for a core class design I do realize this. Most of the “detailed” classes in the PHB run what seems an average of 3-3.5 pages of small type face. I will definitely use it as a guide when I am working this in the word format.</p><p></p><p></p><p>Thanks in advance for any/all replies!!</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1377511, member: 2167"] Glad it helped. =) Just some really quick responses for now before I crash to get sleep before work. I’ll respond to any responses later tonight. I only had time to glance at this, but at the most brief glance it is very “Child of the Elements” oriented. While I love some of the ideas, I will need to read it much more closely. For an Elementalist Sorcerer this looks very interesting. Not sure I want to pinhole to one hereditary concept though, but some of the abilities could be genericized easily enough. As for the Rage, I assume you mean “Aussir Ixen”? Again I will read over it more tonight. Just out of curiosity, where do you see the sorcerer as getting more higher level spells? Do you mean more casting power? Or are you referring to the bonus known spells from the spell path? By spell chain are you referring to the Spell Path? (Just trying to clarify what you mean here.) Do I need to go back and re-word the spell path? It seems you are the second person in a row to think this meant a Bonus [b]Cast Spell Per Spell Level[/b], similar to a Clerics 1+1, but is not. It is a Bonus [b]Known spell per spell level[/b]. I do [u]NOT[/u] intend to change the “Casting” Power of the sorcerer at all. The bonus known spells are meant to add a “flavor” or a “thematic” to the sorcerer that they would not necessarily normally have been in their spell selection, and it is meant to give them a tiny bit more versatility in the spells known. As for the heredity path, they aren’t meant to give a large boost in power. They are meant to be similar in nature to a cleric domain. They give minor benefits. The “path” template (right now) is basically: • Gain one Class Skill related to the heredity. • Gain an appropriate bonus language (draconic by default) • Special Bonuses [b](set number? Currently 2)[/b] [list] [*]Specific Ability related to the heredity [*]Spell List designation – what spells the heredity may learn outside of the Wizard spell list if any, and any restrictions on spells they may not learn at all[/list] • Additional Spell Path (gain a Spell Path related to the heredity) - Remember, this is a bonus [b]KNOWN spell per spell level[/b]. For the non-heredity they got: No Class Skill or Language because they don’t fit, Spell Focus, 9 Bonus Known spells (1 per spell level), and those 9 Bonus spells are cast at a +1 Caster Level. I was trying to aim this [b]Path[/b] choice to be similar to a Cleric’s choice for their Domains, or the choice made by Monks and Rangers to choose their Fighting Styles. As specifically to Divine Grace, yes this is one I modified. It was a good generic ability that could be easily adapted to the Sorcerer and is a great ability to give the Sorcerer’s weak Charisma stat a better use other than just their spells. All of the other casters receive various other benefits from their primary stat while the sorcerer doesn’t so I wanted to link their abilities to Charisma. Divine Grace is a great one. The sorcerers inherent magic aids and protects them from harm. This really isn’t so different from your Hesjing Ir, or Thrae Irlym. With that said, when I got to the stage of doing the templates for the other Heredities I was going to use the same basic Energy Resistance you used for the Children of the Element’s ability. While I personally like the Templates form [u]Arcana Uneartherd[/u] I am hesitant to try and use them in a core class replacement. I would prefer to stick to more basic class oriented abilities. For the “Expanded” optional material that I will add on once the Core Class is set in stone – then I will Definitely be adding a section on the use of Monte’s Spell Templates. What other kinds of abilities do you see the Sorcerer as having? I need ideas here. There aren’t that many “generic” magic oriented abilities other than something like Divine Grace, Purity, Spell Resistance and Element Resistance? What were your thoughts on other abilities such as the Arcane Sense? As for a core class design I do realize this. Most of the “detailed” classes in the PHB run what seems an average of 3-3.5 pages of small type face. I will definitely use it as a guide when I am working this in the word format. Thanks in advance for any/all replies!! [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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