Sonofapreacherman said:I just noticed that in addition to using the aura of sorcerers from my web site, you have also picked up the restricted Spell Trigger list. This is a good rule for any alternative sorcerer to my way of thinking.
Well I saw the Aura mentioned in the forum discussion by korasukage, but its not in the class description and it is a simple use of the Cleric aura.
As for the Spell Trigger, after reading some of your arguments below I have decided NOT to re-write the DMG rules on item use.
Your Alteration: "Specifically, anyone with a spell on their spell list, or in the instance of sorcerers, on their Spells Known list, knows how to use a spell trigger item that stores that spell.”
This is primarily due to your and contradictions between Spell Trigger and Use Magic Device, as well as your argument below “Here is another example of making the sorcerer more special than every other core character class for no good reason. That's kind of special treatment screams plain old favoritism.”
The only difference is that by changing the DMG text on Spell Triggers specifically and ONLY for sorcerers, you are giving an undo and unnecessary restriction to the sorcerer. If you are going to re-write how Spell Triggers work in the way you have (see above), it should apply to ALL classes not just the sorcerer. This means that it applies to Sorcerers as well as Bards, and should also apply to EVERY class. If the caster cant cast the spell in the Spell Trigger item yet, it isn’t a “Known Spell” thus they cannot use a Spell Trigger Device until they “Know” the spell in the item.
Here is another example of making the sorcerer more special than every other core character class for no good reason. Why do sorcerers get to choose? Rogues are the most skill focused class in the game, but sorcerers get to pick two class skills that they want (or choose one with a +2 bonus)? That's kind of special treatment screams plain old favoritism. Sorcerers do get to pick which skills they want, but just like everybody else (from a skill list). As such, the sorcerer skill list should contained "fixed" choices.
I can understand this, though more material from UA doesn’t. Granted this is a “core” class discussion and you will argue that the UA is not official, so I will set that aside for now.
And about that skill list, yes Diplomacy is Charisma based skills, but that should not automatically nominate it for the sorcerer (just because the sorcerer is a Charisma based class). I see nothing quintessentially diplomatic about sorcerers. They are force of personality and innate power. Once they come into their own, sorcerers shouldn't have to negotiated.
This is your personal view of the sorcerer and it doesn’t agree with the classes definition. I know you don’t like using the flavor text as an argument but, regardless of the arguments you have made previously, unless you wish to throw out the Flavor Text and re-write it from scratch, you have to follow it as there is no other description or definition of the sorcerer. You may say that you do not see the sorcerer as diplomatic and a negotiator, but I see the flavor text saying otherwise. Per the sorcerer description:
“Since Sorcerers often have a powerful presence that gives them a way with people, they frequently serve as the “face” for an adventuring party, NEGOTIATING, BARGAINING, and speaking for others. The Sorcerer’s spells often help him sway others or gain information, so he makes an excellent spy or DIPLOMAT for an adventuring party.”
Diplomacy is the skill of negotiation and of being a professional speaker and diplomat, and of how to blend in correctly in an environment.
That said, Spellcraft and Knowledge (arcana) can both be intuitive skills, and therefore should be added as well. Yes, even Knowledge (arcana). This is fantasy after all and the sorcerer is the only character class that starts out inherently magical. Within that context, it is entirely feasible that arcane knowledge is buried deep within them, just waiting to be released.
You can say I am quoting scripture if you like, but since this is the only description of what a sorcerer is supposed to be, this is what we have to go by unless you want to scrap the entire flavor text and redefine the sorcerer from the ground up.
“For Sorcerers, magic is an intuitive art, not a science.”
“Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they don’t have the background of arcane knowledge that most Wizard’s have.
Knowledge: “Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.”
Spellcraft: “Use this skill to identify spells as they are cast or spells already in place.”
This is a reflection of your vision of the skills. Being inherently magical does not cover Knowledge as it is defined and only loosely so for Spellcraft. The sorcerer description specifically says that they do not study magic. Without formal study they cannot have Knowledge and without formal study of magic, especially with your version of the sorcerer which Improvises all of their components – how would they know how to recognize spells from watching them being cast or how to read a spell’s aura and know what it is? However, if you say that they can have these skills as “buried deep within them, just waiting to be released” – why cant other skills or other abilities? Of the two skills, I could only see Spellcraft being learned “intuitively” and the more I think about I agree that it fits.
Moreover, Knowledge (arcana) should be a sorcerer class skill if for no other reason than to keep so many arcane-based prestige classes open to them. Options, remember?
If a PrC has a Knowledge (Arcana) requirement, then by definition it is saying that it requires specific magical study, which is NOT a part of what the sorcerer is. You yourself have said they are NOT learned. And the PHB says that Knowledge is NOT an intuitive skill. By its definition it is formal education and may only be used if specifically trained in the skill. If the sorcerer wishes to officially train and school themselves in formal magical education they may, as a cross-class skill.
I can even make a good argument for Use Magic Device, especially now, in light of you adding my "Spell Trigger" errata to your sorcerer. Sorcerers can't use quite so many magic items anymore, making the Charisma based Use Magic Device skill that much more attractive to sorcerers.
This is a point I will call you on. You are contradicting yourself with this. On one had you want to restrict Sorcerers from using any Spell Trigger item that is not of their Spells Known, yet on the other hand you want to nullify that restriction with Use Magic Device??
Use Magic Device: “Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment.”
This would allow a sorcerer to use ANY magic item regardless of what is or isn’t on their known spell list.
If you allow Use Magic Device as a class skill, you are allowing them to easily bypass a class restriction you have added.
Why change the number of spells known? I mean, your method grants 3 more spells known to sorcerers than the printed chart (by 20th level). Is it really worth altering? I mean, let's only change what we have to. You are already granting bonues spells to the sorcerer with specialization and innate ability. I think that's plenty.
Because, I and many many others feel it is worth altering. We feel that the limited number of spells is too limiting to the sorcerer’s effectiveness as a party member unless you are making a combat spell battery. If that is your only view of what a sorcerer is good for – might as well re-write the class and use the Battle Sorcerer from UA.
Now as another argument, you question me on changing spells known by 3 more spells than the core list (and simplifying the acquisition process while doing so as well as giving ”Options”) yet in your Sorcerer you change the more important balance factor of the sorcerer and re-wrote the spells per day table to allow them to gain their new spell levels at the same level as a wizard. I feel this is much more unbalancing than granting a few extra spells known over 20 levels because you are removing the balance factor that prevents a sorcerer from being more powerful than any other caster of the same level.
A 5th level Wizard can cast 4/3/2/1 while a 5th level core sorcerer casts 6/6/4/-.
A 6th level Wizard can cast 4/3/3/2 while a 6th level core sorcerer casts 6/6/5/3 which is not much farther ahead than the Wizard.
Yet with your version the sorcerer at 5th level now casts 6/6/5/3 – already far outmatching the wizard.
Lastly, I'm not crazy about your sorcerer abilities. I feel very strongly that "special bonus abilities" (at all) utterly defeats the purpose of a devoted arcane spellcasting class. The whole idea is that their "spells" provide those abilities. In fact, that's rather the point.
I assume then that you are removing the Bonus Feats from the Wizard then? And removing all Pure Caster oriented PrC’s? I also have to say that I strongly disagree. The Sorcerer is NOT balanced to the other spellcasters in the game and I feel that they must be balanced against ALL devoted casters.
When it comes to spells and Special abilities the Sorcerer is far too weak. As assessed previously:
CLASS ABILITIES
(Class Abilities {Special column} but counts Spells as a single Class Ability. Counts iterations of an ability as separate abilities where Iterations are such things as stacking Sneak Attacks. Does not count weapon and armor proficiency feats.)
Cleric = 5 abilities (including spontaneous swapping)
Druid = 25 abilities (including spontaneous swapping; 17 without iterations)
Core Sorcerer = 2 abilities
Wizard = 7 abilities
The average number of class abilities from the non-Sorcerer Pure Casters (Cleric, Druid, Wizard) = 12 abilities (10 w/o iterations). The Alt.Sorcerer brings this UP to the average w/o iterations, below average with iterations.
Its fine if you don’t like them and that is your prerogative. However, many people feel that the changes are necessary to both balance the class against the other classes in the game.