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*Pathfinder & Starfinder
sorceror/wizard variant(yes it has been done to death)
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<blockquote data-quote="Hawken" data-source="post: 4882216" data-attributes="member: 23619"><p>I'm only here because there's no other activity in this forum, but I'll take a look:</p><p></p><p>Balanced? No.</p><p></p><p>Should you change it? Yes.</p><p></p><p>First, why that stuff about the wizard anyway? And for 20th level that's pretty weak stuff. Spellbooks have never encumbered wizards to my knowledge, even back in the glory days of 1e where I've known wizards with a 5 str! As for summoning them, again, for 20th level, that's kind of lame. If a 1st level wizard can summon a monster from another part of the world, or another plane (Summon Monster), calling his spellbook back to him shouldn't be much different. I suppose nobody has bothered to create that spell or ability because most DMs aren't going to screw with a wizard's book unless there's a scene in an adventure where they don't want them casting spells.</p><p></p><p>I don't really understand the reasoning behind the change to SLA from spells. To what end? Nor do I understand why the sorcerer radiates magic where no other spellcaster does. Even other races that have SLAs (such as Drow) do not radiate magic when someone is detecting. </p><p></p><p>I think the appearance change is too much. You start getting more than one sorcerer in the same room and its like, "Oh, you're well built and muscular too. You must be focused in Abjuration also!" What's the point?</p><p></p><p>Others have hit on the counterspelling, so I'm not going to say anything there. </p><p></p><p>Why can't they create magic items? According to your change, sorcerers are now magical beings, why couldn't they pour some of that power into an item? </p><p></p><p>What "magical affinity" are they losing? I don't remember seeing anything like that in the PHB.</p><p></p><p>Why do they get intimidate now? How do they suddenly know how to be scary and unnerving?</p><p></p><p>I get that you don't want them using components (of 10gp or less value), but why do they HAVE to have a focus? If they don't even use spells anymore what is a focus going to do? Also, you may not realize this, but a focus cripples them if they cannot cast their spells without it. A fighter can always get a new sword, wizards can get spell mastery, rogue's can sneak attack with anything, but if you make this sorcerer have to have a focus to cast their spells, once that focus is gone, they are effectively helpless and can no longer contribute tp (or have fun with) the game.</p><p></p><p>Also, why do they HAVE to have domains? Why can't a sorcerer be 'domain-less' or just not have an area of specialty? You should offer this as an option instead of forcing players that want this class to choose something they don't like or like less than other options.</p><p></p><p>If you are going to do this domain stuff, you need to better define the abilities. You also need to make them worth having. Poor Fly speed at 1/2 land speed is crap and pretty much only useful to keep someone from falling off a cliff or down a pit. I'm sure it may be helpful in other areas, but someone just looking at that isn't going to want that power.</p><p></p><p>The SR thing for anti-magic: That's a pretty damn big power. But SR of 5 or so isn't even going to protect you from a 1st level wizard. A decent alternative would be to give them SR against a spell or magical effect a number of times per day equal to their Cha modifiier where SR equals 10 + character level.</p><p></p><p>If someone specializes in conjuration, why can they only summon food and water? Admittedly useful in non-combat settings, but a few ranks in Survival and you're good to go.</p><p></p><p>Spell Rage? What's that? It's not core. Anything not core, you need to define because even if it is in another supplement, maybe you've got a different idea of what this is.</p><p></p><p>The illusion power, redo it. That is an automatic rescue against any single attack which is damn powerful. Think of the bad guy having that and how much damage he could do to the party if he could have that power! And why the restriction that it only works on attacks that reduce below 1hp. I'd be more concerned about the hit that drops me from 80hp to 25hp rather than the one that takes me from 12hp to 0hp. If they can avoid one attack, it should be any attack they want. </p><p></p><p>Fire: Kind of convoluted. Just give them the Fire subtype a number of times per day or maybe extra fire damage on a spell or something. </p><p></p><p>I'm not going to go into the others. You've got some decent ideas, but you've got to put some more time into this. All the special powers need to be kind of balanced (in relation to other granted powers), and they should be something that a PC would want or find interesting.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4882216, member: 23619"] I'm only here because there's no other activity in this forum, but I'll take a look: Balanced? No. Should you change it? Yes. First, why that stuff about the wizard anyway? And for 20th level that's pretty weak stuff. Spellbooks have never encumbered wizards to my knowledge, even back in the glory days of 1e where I've known wizards with a 5 str! As for summoning them, again, for 20th level, that's kind of lame. If a 1st level wizard can summon a monster from another part of the world, or another plane (Summon Monster), calling his spellbook back to him shouldn't be much different. I suppose nobody has bothered to create that spell or ability because most DMs aren't going to screw with a wizard's book unless there's a scene in an adventure where they don't want them casting spells. I don't really understand the reasoning behind the change to SLA from spells. To what end? Nor do I understand why the sorcerer radiates magic where no other spellcaster does. Even other races that have SLAs (such as Drow) do not radiate magic when someone is detecting. I think the appearance change is too much. You start getting more than one sorcerer in the same room and its like, "Oh, you're well built and muscular too. You must be focused in Abjuration also!" What's the point? Others have hit on the counterspelling, so I'm not going to say anything there. Why can't they create magic items? According to your change, sorcerers are now magical beings, why couldn't they pour some of that power into an item? What "magical affinity" are they losing? I don't remember seeing anything like that in the PHB. Why do they get intimidate now? How do they suddenly know how to be scary and unnerving? I get that you don't want them using components (of 10gp or less value), but why do they HAVE to have a focus? If they don't even use spells anymore what is a focus going to do? Also, you may not realize this, but a focus cripples them if they cannot cast their spells without it. A fighter can always get a new sword, wizards can get spell mastery, rogue's can sneak attack with anything, but if you make this sorcerer have to have a focus to cast their spells, once that focus is gone, they are effectively helpless and can no longer contribute tp (or have fun with) the game. Also, why do they HAVE to have domains? Why can't a sorcerer be 'domain-less' or just not have an area of specialty? You should offer this as an option instead of forcing players that want this class to choose something they don't like or like less than other options. If you are going to do this domain stuff, you need to better define the abilities. You also need to make them worth having. Poor Fly speed at 1/2 land speed is crap and pretty much only useful to keep someone from falling off a cliff or down a pit. I'm sure it may be helpful in other areas, but someone just looking at that isn't going to want that power. The SR thing for anti-magic: That's a pretty damn big power. But SR of 5 or so isn't even going to protect you from a 1st level wizard. A decent alternative would be to give them SR against a spell or magical effect a number of times per day equal to their Cha modifiier where SR equals 10 + character level. If someone specializes in conjuration, why can they only summon food and water? Admittedly useful in non-combat settings, but a few ranks in Survival and you're good to go. Spell Rage? What's that? It's not core. Anything not core, you need to define because even if it is in another supplement, maybe you've got a different idea of what this is. The illusion power, redo it. That is an automatic rescue against any single attack which is damn powerful. Think of the bad guy having that and how much damage he could do to the party if he could have that power! And why the restriction that it only works on attacks that reduce below 1hp. I'd be more concerned about the hit that drops me from 80hp to 25hp rather than the one that takes me from 12hp to 0hp. If they can avoid one attack, it should be any attack they want. Fire: Kind of convoluted. Just give them the Fire subtype a number of times per day or maybe extra fire damage on a spell or something. I'm not going to go into the others. You've got some decent ideas, but you've got to put some more time into this. All the special powers need to be kind of balanced (in relation to other granted powers), and they should be something that a PC would want or find interesting. [/QUOTE]
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