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*Pathfinder & Starfinder
Sorcerer Fix - Continued from "D&D Rules"
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<blockquote data-quote="Stormborn" data-source="post: 1343520" data-attributes="member: 14041"><p>Actually Khaalis, I wrote the Dragon article in question, and I happen to agree with you. I love the flavor text of the sorcerer, it describes the way I think magic would work, and it was the very first class I played in an RPG (and the sorcerer's name was Grayalyn Stormborn BTW). My group changes what we play all the time,often with me running it, and I haven't had a chance to play a DnD game since we ended that one.</p><p></p><p>However, if we did play DnD and I ran the game I would give the Sorcerer one of the Bloodlines as a free "feat." I really thought of them as domains anyway. I like what has been said about limiting the sorcerer's spell list, but I think it also needs to go another way. Given my prefrences I would allow a Sorcerer to choose from ANY spell list, as long as the choices were thematically balanced with the character concept. A Fire Bloodline should be able to choose any spell with the fire descriptor, or a Celestial bloodline any spell with a Good or maybe even Light descriptor. </p><p></p><p>I would give a Sorcerer Eskew Materials and either a Quickened version of Silent or Still Spell. Let the player choose. Its seems that a sorcerer would have developed some personal rituals to help him develop and control his powers, so they don't go off everytime he thinks about them. Maybe later, around 10th level, he might aquire the other. I do find the idea of making them spell-like abilites interesting, and perhaps somethign to persue.</p><p></p><p>If you are worried about those bonus feats overpowering the class, restrict the sorcerer's access to magic item creation feats. Making magic items istirkes me as something a trained proffesional does. Although he might learn them by taking a level in somethign else, expert maybe?</p><p></p><p>And/or get rid of the familiar. Which would be my solution I think.</p><p></p><p>Yes to the d6 HD.</p><p></p><p>I also would remove Knowledge(arcana) from the skill list, but keep Spellcraft. Spellcraft can be an instictive instead of a learned skill. Add Intimidate, it makes more sense anyway, especially if this is an outsider who is making his way in the world.</p><p></p><p>Great thoughts, Khaalis, I will be interested in seeing your final product.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 1343520, member: 14041"] Actually Khaalis, I wrote the Dragon article in question, and I happen to agree with you. I love the flavor text of the sorcerer, it describes the way I think magic would work, and it was the very first class I played in an RPG (and the sorcerer's name was Grayalyn Stormborn BTW). My group changes what we play all the time,often with me running it, and I haven't had a chance to play a DnD game since we ended that one. However, if we did play DnD and I ran the game I would give the Sorcerer one of the Bloodlines as a free "feat." I really thought of them as domains anyway. I like what has been said about limiting the sorcerer's spell list, but I think it also needs to go another way. Given my prefrences I would allow a Sorcerer to choose from ANY spell list, as long as the choices were thematically balanced with the character concept. A Fire Bloodline should be able to choose any spell with the fire descriptor, or a Celestial bloodline any spell with a Good or maybe even Light descriptor. I would give a Sorcerer Eskew Materials and either a Quickened version of Silent or Still Spell. Let the player choose. Its seems that a sorcerer would have developed some personal rituals to help him develop and control his powers, so they don't go off everytime he thinks about them. Maybe later, around 10th level, he might aquire the other. I do find the idea of making them spell-like abilites interesting, and perhaps somethign to persue. If you are worried about those bonus feats overpowering the class, restrict the sorcerer's access to magic item creation feats. Making magic items istirkes me as something a trained proffesional does. Although he might learn them by taking a level in somethign else, expert maybe? And/or get rid of the familiar. Which would be my solution I think. Yes to the d6 HD. I also would remove Knowledge(arcana) from the skill list, but keep Spellcraft. Spellcraft can be an instictive instead of a learned skill. Add Intimidate, it makes more sense anyway, especially if this is an outsider who is making his way in the world. Great thoughts, Khaalis, I will be interested in seeing your final product. [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules"
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