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Sorcerer Fix - Continued from "D&D Rules"
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<blockquote data-quote="Khaalis" data-source="post: 1366645" data-attributes="member: 2167"><p>Once again – thanks for the compliments.</p><p></p><p></p><p></p><p><strong>Things we have the same: </strong> </p><p>BAB, Saves, Spells per Day, HD, Skill Points, Weapons & Armor*, Use of “Class Abilities” beyond the gaining of a familiar at 1st level</p><p></p><p>* Though with my version there is no need to place the Still Spell use for arcane spell failure. Spell-Like abilities are simply not affected by arcane spell failure.</p><p></p><p></p><p><strong>Primary Differences:</strong></p><p></p><p></p><p></p><p>In general I stick with this, however some heredities have an influence on alignment that prohibit certain alignments such as a Celestial Sorcerer cannot be evil.</p><p></p><p></p><p></p><p></p><p>This is something I was trying to get away from. Though it technically works, I feel it is a bit “cumbersome”. I just do not like the idea of a class having to acquire “abilities” over their level path to do something that is supposed to be the core function of the class. When a class gains its spell abilities, it gains them pure and simple. The Sorcerer should be no exception. If they use innate magic, then they should use innate magic from the start. Not begin as nothing more than wizard with no spellbook and slowly become an innate spell user. I also wanted to stay away from “exception” statements such as: <em>“All spells require a verbal component, and sorcerers gain no benefit from silent spell (but see the persistent word feat for casting in silence zones).”</em></p><p></p><p>Thus, I really feel that the best way to represent Sorcerous magic, as it is described in the Sorcerer Description as well as how it used by all the creatures that use magic “As a Sorcerer” is that it should be Spell-Like Abilities. The above “system” basically creates the same effect except for Verbal components – making it more of a “Will and the Word” (Eddings) style magic which is more akin to Psionics.</p><p></p><p> </p><p></p><p></p><p></p><p>Only issue I have with this is that it does not force a Sorcerer to take any Cantrips. They could begin with 6 1st level spells. Other than mine granting 6 Cantrips and 2 1st level spells – Spells Known is the same.</p><p></p><p></p><p></p><p></p><p>I have used something similar but much more custom tailored to the Heredity. One heredity gains a form of specialization similar to a Wizard’s while others gain specific bans on spells they can learn.</p><p></p><p></p><p></p><p></p><p>I do not allow this much freedom in spell selection. Sorcerers are still arcane casters and I would not want to see Sorcerers running around with Cure or Harm spells. The exception to this would be a Divine Receptacle Sorcerer with a deity that grants the Healing Domain and this is the domain the Sorcerer chooses to focus on. Children of Nature would have access to the Druid list. A Child of the Elements would gain access to all spells with their element descriptor related energy descriptor, regardless of the list it comes from. This ties the sorcerer’s magic more to their heritage.</p><p></p><p> </p><p></p><p></p><p>An interesting feat for the build, but I don’t necessarily like the idea of building new feats to fit a class revision. I was trying to rebuild the Sorcerer to fit within the existing rules structure without a need to invent new rules such as the need for new feats.</p><p></p><p></p><p></p><p>See my above comments on the Words of Power. As for abilities such as Sculpt Self and Metamagic feats, these are covered in the Sorcerer Abilities under the <strong>Bonus Feat</strong> and the <strong>Metamagic Feat</strong> options.</p><p></p><p></p><p></p><p>Thanks. It gives me a good insight that I am on the right path with this for many of the agreed upon aspects, and it helps me argue and reason out the premises behind the rest of my ideas. The more I can justify my changes and reason out the logic of how and why they work, the more water tight the build becomes.</p><p></p><p>Keep them coming folks!</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1366645, member: 2167"] Once again – thanks for the compliments. [b]Things we have the same: [/b] BAB, Saves, Spells per Day, HD, Skill Points, Weapons & Armor*, Use of “Class Abilities” beyond the gaining of a familiar at 1st level * Though with my version there is no need to place the Still Spell use for arcane spell failure. Spell-Like abilities are simply not affected by arcane spell failure. [b]Primary Differences:[/b] In general I stick with this, however some heredities have an influence on alignment that prohibit certain alignments such as a Celestial Sorcerer cannot be evil. This is something I was trying to get away from. Though it technically works, I feel it is a bit “cumbersome”. I just do not like the idea of a class having to acquire “abilities” over their level path to do something that is supposed to be the core function of the class. When a class gains its spell abilities, it gains them pure and simple. The Sorcerer should be no exception. If they use innate magic, then they should use innate magic from the start. Not begin as nothing more than wizard with no spellbook and slowly become an innate spell user. I also wanted to stay away from “exception” statements such as: [i]“All spells require a verbal component, and sorcerers gain no benefit from silent spell (but see the persistent word feat for casting in silence zones).”[/i] Thus, I really feel that the best way to represent Sorcerous magic, as it is described in the Sorcerer Description as well as how it used by all the creatures that use magic “As a Sorcerer” is that it should be Spell-Like Abilities. The above “system” basically creates the same effect except for Verbal components – making it more of a “Will and the Word” (Eddings) style magic which is more akin to Psionics. Only issue I have with this is that it does not force a Sorcerer to take any Cantrips. They could begin with 6 1st level spells. Other than mine granting 6 Cantrips and 2 1st level spells – Spells Known is the same. I have used something similar but much more custom tailored to the Heredity. One heredity gains a form of specialization similar to a Wizard’s while others gain specific bans on spells they can learn. I do not allow this much freedom in spell selection. Sorcerers are still arcane casters and I would not want to see Sorcerers running around with Cure or Harm spells. The exception to this would be a Divine Receptacle Sorcerer with a deity that grants the Healing Domain and this is the domain the Sorcerer chooses to focus on. Children of Nature would have access to the Druid list. A Child of the Elements would gain access to all spells with their element descriptor related energy descriptor, regardless of the list it comes from. This ties the sorcerer’s magic more to their heritage. An interesting feat for the build, but I don’t necessarily like the idea of building new feats to fit a class revision. I was trying to rebuild the Sorcerer to fit within the existing rules structure without a need to invent new rules such as the need for new feats. See my above comments on the Words of Power. As for abilities such as Sculpt Self and Metamagic feats, these are covered in the Sorcerer Abilities under the [b]Bonus Feat[/b] and the [b]Metamagic Feat[/b] options. Thanks. It gives me a good insight that I am on the right path with this for many of the agreed upon aspects, and it helps me argue and reason out the premises behind the rest of my ideas. The more I can justify my changes and reason out the logic of how and why they work, the more water tight the build becomes. Keep them coming folks! [/QUOTE]
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