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Sorcerer Heritage feats--too good, sorely needed, both, or neither?
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<blockquote data-quote="drquestion" data-source="post: 2966822" data-attributes="member: 5810"><p>I like the Sorcerer Heritage feats, and don't think they're overpowered.</p><p></p><p>The damage-dealing ones are nice for low-level sorcerers. As you point out, they can outdo low-level damage spells, at least until llevels 5-8 or so. I see this as a positive, however. </p><p></p><p>Low-level sorcerers have very few spell choices, and taking one of the damage-dealing heritage feats allows them to concentrate more of their early picks on utility rather than damaging spells, which should make them less boring to play. Plus, as you say, a sorcerer is spending two feats to get the ability, so he ought to get a benefit out of it, and it's not like they're staggeringly powerful even at low levels - 2d6 area damage out of a 1st-level slot seems reasonable to me.</p><p></p><p>Unlike you, I don't see too many sorcerers primarily relying on these spells for damage, unless their build really isn't focused on blasting. Consider that by 8th level, a scorching ray does 8d6 damage (albeit not to an area) vs. 4d6 for using a slot on the feat. Fireball is 8d6 (with a much longer range and a generally better area) vs. 6d6. And the feats only get weaker in comparison from there - at 10th level sorcerer could use a 5th level slot for an empowered fireball (if he has the feat) to do 15d6 damage.</p><p></p><p>The feats will still be situationally useful - they're Su, and the Celestial and Infernal ones do rare damage types - but they're not going to approach the raw damage output of spells once the sorcerer hits the low-mid levels.</p><p></p><p></p><p>The other, non-damaging, heritage feats are generally nice, but a little underwhelming. Most of them are designed so that a sorcerer has to devote most of his feat slots to them to get significant benefits, which really cuts down on his ability to take metamagic and other useful feats.</p></blockquote><p></p>
[QUOTE="drquestion, post: 2966822, member: 5810"] I like the Sorcerer Heritage feats, and don't think they're overpowered. The damage-dealing ones are nice for low-level sorcerers. As you point out, they can outdo low-level damage spells, at least until llevels 5-8 or so. I see this as a positive, however. Low-level sorcerers have very few spell choices, and taking one of the damage-dealing heritage feats allows them to concentrate more of their early picks on utility rather than damaging spells, which should make them less boring to play. Plus, as you say, a sorcerer is spending two feats to get the ability, so he ought to get a benefit out of it, and it's not like they're staggeringly powerful even at low levels - 2d6 area damage out of a 1st-level slot seems reasonable to me. Unlike you, I don't see too many sorcerers primarily relying on these spells for damage, unless their build really isn't focused on blasting. Consider that by 8th level, a scorching ray does 8d6 damage (albeit not to an area) vs. 4d6 for using a slot on the feat. Fireball is 8d6 (with a much longer range and a generally better area) vs. 6d6. And the feats only get weaker in comparison from there - at 10th level sorcerer could use a 5th level slot for an empowered fireball (if he has the feat) to do 15d6 damage. The feats will still be situationally useful - they're Su, and the Celestial and Infernal ones do rare damage types - but they're not going to approach the raw damage output of spells once the sorcerer hits the low-mid levels. The other, non-damaging, heritage feats are generally nice, but a little underwhelming. Most of them are designed so that a sorcerer has to devote most of his feat slots to them to get significant benefits, which really cuts down on his ability to take metamagic and other useful feats. [/QUOTE]
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Sorcerer Heritage feats--too good, sorely needed, both, or neither?
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