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<blockquote data-quote="Arkhandus" data-source="post: 3224142" data-attributes="member: 13966"><p>Hrm. Well, for one thing, your chart is missing the actual base saving throw bonuses it seems, and doesn't indicate at what levels the sorcerer gains which class features.</p><p></p><p>Secondly, you need to clarify Multi-Sentience and Major Multi-Sentience. How exactly do they work? It seems that M-S allows the sorcerer to take a total of 1 standard action and 2 move actions in a round (and a standard action normally includes a move action within itself, along with something else like casting a '1-action' spell or making a single attack). MM-S seems to change that around just a bit to where the sorcerer gets 2 standard actions in a round, but doesn't get the usual free move-action from one of those standard actions (but still gets the free move-action included in the other standard action). At least this is what it seems to be saying to me, so if that's not what you mean it to say, then it needs rewording.</p><p></p><p>Thirdly, your lines in the Proficiencies section need altering. Since your sorcerer uses spell-like abilities, his magic does not require normal components (thus no gestures, incantations, materials, or the like are needed, unlike normal spells, per the rules for spell-like abilities). Arcane Spell Failure is nothing to your sorcerer, a silly hindrance only suffered by wizards and bards as far as he's concerned.</p><p></p><p>Fourthly, your sorcerer is rather too powerful as-written, if you're not boosting all other class' features moderately at the same time. In exchange for merely taking away the Familiar and a few spells known/per day, you're giving the sorcerer more skill points, more hit points, extremely potent Spell Resistance (not only a good SR value but also giving them more spell slots effectively), extra actions to use for spellcasting and movement (aka self-preservation) despite the fact that 3.5 rules purposely removed nearly all extra-action effects (and primarily due to the spellcasting boon of extra partial actions from the old version of Haste), a significant boost on all saving throws, and the benefit that your sorcerer's spells are actually spell-like abilities (thus immune to counterspelling and some other stuff, such as Arcane Spell Failure, Silence spells, Hold Person/other-sorts-of-paralysis spells (IIRC, they don't prevent mental actions), or the stealing of one's Spell Component Pouch/expensive-material-component-bag. It also means they don't need to bother with expensive components (though your restriction against XP-costing spells has some minor effect in limiting the sorcerer from particularly nasty spells, like Wish, Permanency, and suchlike).</p><p></p><p>Fifthly, and this one's just a flavor/roleplay point, it doesn't seem to make sense in roleplaying terms why the sorcerer has poor physical abilities (base attack, hit points, lack of bonus feats, etc.) when all he seems to do for his magic is to bind an esper within himself, and then proceed to force that esper into working magic at the sorcerer's will. Although from a game mechanics perspective it would be absurdly overpowered to give the class good physical abilities, the description doesn't make much sense from a roleplay perspective. And how come the sorcerer could only use so much of the esper's magic on any given day? What if the esper actually likes the sorcerer and is willing to use more of its magic on the sorcerer's behalf? As mentioned, these are only roleplaying concerns, and only mean that I would find it hard to understand the class in-character or the like. In the core rules at least, sorcerers need to actually learn some magic stuff in order to access and cast their spells (needing to learn the verbal and somatic components for instance, whereas your sorcerer just uses spell-like abilities which require nothing of the sort).</p><p></p><p>Just pointing things out that come to mind, no ill will intended, mind you.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3224142, member: 13966"] Hrm. Well, for one thing, your chart is missing the actual base saving throw bonuses it seems, and doesn't indicate at what levels the sorcerer gains which class features. Secondly, you need to clarify Multi-Sentience and Major Multi-Sentience. How exactly do they work? It seems that M-S allows the sorcerer to take a total of 1 standard action and 2 move actions in a round (and a standard action normally includes a move action within itself, along with something else like casting a '1-action' spell or making a single attack). MM-S seems to change that around just a bit to where the sorcerer gets 2 standard actions in a round, but doesn't get the usual free move-action from one of those standard actions (but still gets the free move-action included in the other standard action). At least this is what it seems to be saying to me, so if that's not what you mean it to say, then it needs rewording. Thirdly, your lines in the Proficiencies section need altering. Since your sorcerer uses spell-like abilities, his magic does not require normal components (thus no gestures, incantations, materials, or the like are needed, unlike normal spells, per the rules for spell-like abilities). Arcane Spell Failure is nothing to your sorcerer, a silly hindrance only suffered by wizards and bards as far as he's concerned. Fourthly, your sorcerer is rather too powerful as-written, if you're not boosting all other class' features moderately at the same time. In exchange for merely taking away the Familiar and a few spells known/per day, you're giving the sorcerer more skill points, more hit points, extremely potent Spell Resistance (not only a good SR value but also giving them more spell slots effectively), extra actions to use for spellcasting and movement (aka self-preservation) despite the fact that 3.5 rules purposely removed nearly all extra-action effects (and primarily due to the spellcasting boon of extra partial actions from the old version of Haste), a significant boost on all saving throws, and the benefit that your sorcerer's spells are actually spell-like abilities (thus immune to counterspelling and some other stuff, such as Arcane Spell Failure, Silence spells, Hold Person/other-sorts-of-paralysis spells (IIRC, they don't prevent mental actions), or the stealing of one's Spell Component Pouch/expensive-material-component-bag. It also means they don't need to bother with expensive components (though your restriction against XP-costing spells has some minor effect in limiting the sorcerer from particularly nasty spells, like Wish, Permanency, and suchlike). Fifthly, and this one's just a flavor/roleplay point, it doesn't seem to make sense in roleplaying terms why the sorcerer has poor physical abilities (base attack, hit points, lack of bonus feats, etc.) when all he seems to do for his magic is to bind an esper within himself, and then proceed to force that esper into working magic at the sorcerer's will. Although from a game mechanics perspective it would be absurdly overpowered to give the class good physical abilities, the description doesn't make much sense from a roleplay perspective. And how come the sorcerer could only use so much of the esper's magic on any given day? What if the esper actually likes the sorcerer and is willing to use more of its magic on the sorcerer's behalf? As mentioned, these are only roleplaying concerns, and only mean that I would find it hard to understand the class in-character or the like. In the core rules at least, sorcerers need to actually learn some magic stuff in order to access and cast their spells (needing to learn the verbal and somatic components for instance, whereas your sorcerer just uses spell-like abilities which require nothing of the sort). Just pointing things out that come to mind, no ill will intended, mind you. [/QUOTE]
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