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General Tabletop Discussion
*Pathfinder & Starfinder
The sorcerer as a unique class (with bloodlines - see post #1)
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<blockquote data-quote="Kerrick" data-source="post: 4096116" data-attributes="member: 4722"><p>Oh. I don't recall ever hearing that (not that I doubt you, just making a note). Our group doesn't really bother with components, though, unless they're something really odd or specific.</p><p></p><p></p><p>Yeah... not sure why we had the damage part on there - another of my friend's wonky ideas, I guess. I was going to keep magefire for the new sorcerer but drop that part, but I decided after reading this to ditch it entirely - it unfairly marks out mages, whereas no other spellcaster has a neon saying, "Here! Shoot me!" Especially in Shtar - if you see someone casting, you either run, or shoot him.</p><p></p><p></p><p>Yeah, I'll admit... I wasn't looking over the list very closely when I did that.</p><p></p><p></p><p>I think the hardest part of coming up with a custom list for them is that they have no archetype. Clerics are mortal representatives of their gods; rogues are stealthy pilfering types good with locks and traps; fighters are, well, fighters; wizards are arcane spellcasters; sorcerers are.... spontaneous arcane spellcasters. :\ There's not much a sorcerer can do that a wizard can't do better, and giving them the exact same spell list only emphasizes this. Finding thematic spells is easy, but determing what else they would reasonably be able to cast (and would make them an effective class), without stepping all over someone else's spell list, is difficult.</p><p></p><p>Anyway, here's a rough first version. Unfortunately, last night's game got cancelled, so I couldn't see how it worked in play. I left out most of the class intro text - I'll do that when everything else is done. The spell progression needs some work, I think, and I've only gotten the first three (well, four if you count 0-level) levels of spells done for the fiendish bloodline, because that's all I had time to do yesterday and that's all that was needed at the time. For some reason, it ended up with a lot of touch spells at L1, but I couldn't justify giving them <em>magic missile</em> just because every mage takes it. And yeah, I know there are only three major powers listed, even though the table has four - I forgot about the fourth one. I'm planning on doing an aura of power, which, along with the energy bolt, will be common to all sorcerers (just the implementation will vary) - it'll be semi-defensive in nature. The other two abilities will vary according to bloodline.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4096116, member: 4722"] Oh. I don't recall ever hearing that (not that I doubt you, just making a note). Our group doesn't really bother with components, though, unless they're something really odd or specific. Yeah... not sure why we had the damage part on there - another of my friend's wonky ideas, I guess. I was going to keep magefire for the new sorcerer but drop that part, but I decided after reading this to ditch it entirely - it unfairly marks out mages, whereas no other spellcaster has a neon saying, "Here! Shoot me!" Especially in Shtar - if you see someone casting, you either run, or shoot him. Yeah, I'll admit... I wasn't looking over the list very closely when I did that. I think the hardest part of coming up with a custom list for them is that they have no archetype. Clerics are mortal representatives of their gods; rogues are stealthy pilfering types good with locks and traps; fighters are, well, fighters; wizards are arcane spellcasters; sorcerers are.... spontaneous arcane spellcasters. :\ There's not much a sorcerer can do that a wizard can't do better, and giving them the exact same spell list only emphasizes this. Finding thematic spells is easy, but determing what else they would reasonably be able to cast (and would make them an effective class), without stepping all over someone else's spell list, is difficult. Anyway, here's a rough first version. Unfortunately, last night's game got cancelled, so I couldn't see how it worked in play. I left out most of the class intro text - I'll do that when everything else is done. The spell progression needs some work, I think, and I've only gotten the first three (well, four if you count 0-level) levels of spells done for the fiendish bloodline, because that's all I had time to do yesterday and that's all that was needed at the time. For some reason, it ended up with a lot of touch spells at L1, but I couldn't justify giving them [I]magic missile[/I] just because every mage takes it. And yeah, I know there are only three major powers listed, even though the table has four - I forgot about the fourth one. I'm planning on doing an aura of power, which, along with the energy bolt, will be common to all sorcerers (just the implementation will vary) - it'll be semi-defensive in nature. The other two abilities will vary according to bloodline. [/QUOTE]
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The sorcerer as a unique class (with bloodlines - see post #1)
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