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Sorcerer Fix - Continued from "D&D Rules" (PART 4)
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<blockquote data-quote="Khaalis" data-source="post: 1511155" data-attributes="member: 2167"><p>Whatever works for you! For your theme of costly knowledge – this makes sense. </p><p></p><p></p><p></p><p>Leaving Summon is good. I don’t mind the summon spells as they are very useful. They may not be powerful, but useful. Remember that it takes creativity sometimes such as combining NA1 with Speak with Animals to have a nice little information gatherer.</p><p></p><p>As for making the changes, if you are DM, I would simply pull the player aside and say that you need to make a few tweaks to the class. Make them now and get it over with, with an explanation of why. Better than to wait until the character is already 8th+ level.</p><p></p><p>4th – Bestow Curse works. It is a very shaman oriented spell which is why I left it. I was just surprised since it didn’t really fit in with some of the other spell choices (really the only offensive spell in the original list).</p><p>The rest are also good choices. Very useful spells. Especially now that you decided to veer away from the divination spells.</p><p></p><p></p><p>Tree stride matches the Travel aspect you are moving toward with the class. It is a long distance travel spell. If you want the character to gain a more offensive nature I would go for a combat spell rather than the utility spell. For which spell – I would go with Baleful Polymorph (goes with the animal totem theme) or Stone Skin (nature totem). As for Righteous Might – it could work, but I wouldn’t get into changing spells myself – that more work then necessary IMHO.</p><p></p><p></p><p>Ah ok. Wild Empathy is ok (same thing really, just cleaned up). Not one of my more favored abilities and only really comes into play in a highly animal encounter game or with someone with more animal oriented abilities than this class now has. Personally, it’s a flavor choice. Which ability is more fitting to your vision of the class?</p><p></p><p>Hope that helps!</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1511155, member: 2167"] Whatever works for you! For your theme of costly knowledge – this makes sense. Leaving Summon is good. I don’t mind the summon spells as they are very useful. They may not be powerful, but useful. Remember that it takes creativity sometimes such as combining NA1 with Speak with Animals to have a nice little information gatherer. As for making the changes, if you are DM, I would simply pull the player aside and say that you need to make a few tweaks to the class. Make them now and get it over with, with an explanation of why. Better than to wait until the character is already 8th+ level. 4th – Bestow Curse works. It is a very shaman oriented spell which is why I left it. I was just surprised since it didn’t really fit in with some of the other spell choices (really the only offensive spell in the original list). The rest are also good choices. Very useful spells. Especially now that you decided to veer away from the divination spells. Tree stride matches the Travel aspect you are moving toward with the class. It is a long distance travel spell. If you want the character to gain a more offensive nature I would go for a combat spell rather than the utility spell. For which spell – I would go with Baleful Polymorph (goes with the animal totem theme) or Stone Skin (nature totem). As for Righteous Might – it could work, but I wouldn’t get into changing spells myself – that more work then necessary IMHO. Ah ok. Wild Empathy is ok (same thing really, just cleaned up). Not one of my more favored abilities and only really comes into play in a highly animal encounter game or with someone with more animal oriented abilities than this class now has. Personally, it’s a flavor choice. Which ability is more fitting to your vision of the class? Hope that helps! [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 4)
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