Kerrick
First Post
Heya. I've been around, just not very active.Holy crap, been a long time since I have seen that name. Heya Kerrick.
True, that.Yes, and Sor/Wiz spells account for around 300 or so. It's not particularly more difficult than it is for the PHB Sorcerer.
Yeah. I'm all about flexibility - I've made a couple PrCs with "paths" similar to the ranger's, and they've worked out well. Do they cast divine or arcane spells? I've been trying to figure this out since I started... I'm thinking about access to PrCs (and spellcasting progressions gained therefrom). I suppose saying they can do both wouldn't be too overpowered.Plus, you're not stifling the player's creativity. Lets them make up their own bloodline if they want.
Yeah, good call.Hmm.... so we require this class to rely on NPC's, where every other spellcasting class in the game can learn their spells without NPC's? That kinda removes the "self taught" archetype, doesn't it? Just limit gaining new spells known to when the character levels, and don't worry about the requirements.
Is this a good thing or a bad thing? I also noticed that I worded it badly. It should be:Okay, and now if there's a Wizard in the party (or the Sorcerer picks up a Cohort), too, over the course of a week, the Sorcerer can completely swap out his spells known at his top three tiers of spells. He's having his cake, and eating it, too (much like a UA spell-points Wizard, although not quite as much).
"A sorcerer can purge a spell from his memory at any time as a standard action. If he successfully identifies the spell and has a slot of the proper level available, he can place that spell in his memory as a spell known. It doesn't become available for casting until he rests, however; it takes time for him to learn the nuances of the new spell and properly process it."
See, that's one of my faults as a designer - I'm a roleplayer, not an optimizer. I can usually catch the broken combos, but I often miss things that make a class underpowered.Was referring to another character in the party, not a multiclass character. Multiclassing with multiple primary spellcasting classes isn't something an optimizer does.
It's a standard action, actually. It's got limited usage (3 + Cha), so upping the damage output to 2d6+1/2 class level wouldn't be too overpowered; the first heritage level, at L5, provides an increase in base die (to 2d6), and then he gets one at 3rd and 5th too (2d8 and 3d6).Quite honestly, for something you can only do once per round as a full-round action, even 2d6+Class Level isn't broken (except, perhaps, at 1st or 2nd level).
Replacement, definitely - and they cast it as a standard action. This is part of the reason for the increased HD. It would actually be 4 points of damage, not 12 - it's 2/level the feat adjusts the spell, not 2/adjusted spell level. Doing it your way might be better, though, given the double bonus (faster and no adjustment). I think I'll give them two options:I skip caffeine on Saturdays; I was tired. Now that you mention it, though, is this intended as a replacement for spell level costs, or in addition to? If it's a replacement, it makes some sense (Sorcerer zaps out an Empowered Fireball at 6th level, but soaks 12 points of damage in the process); if it's in addition to, it's probably a bad idea (why, exactly, should the Sorcerer pay through the nose for something everyone else gets for free?).
You can cast a spell with metamagic as a standard action and no level adjustment, but take damage, OR
You can cast it with metamagic as a full-round action, with the level adjustment, and take no damage.
That way, the sorcerer can blow off metamagicked spells without the risk of killing himself. Taking the extra time and using the higher-level slot simulates more care in channeling the energy and allowing room for it, whereas doing it quick and dirty is like sticking your thumb over the end of a hose - you're forcing the same amount of water through a smaller opening (or a lower-level slot), which gives it more force and burns out neurons.