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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="Jack Simth" data-source="post: 4096317" data-attributes="member: 29252"><p>Which would explain why you've never heard about it; your group doesn't pay that much attention to such details. Here - <a href="http://www.d20srd.org/srd/equipment/goodsAndServices.htm#spellComponentPouch" target="_blank">It Made The SRD</a>. </p><p></p><p>How about this:</p><p></p><p><em>The Sorcerer can learn any spell in the game, no matter what class list it is on, but a spell isn't considered to be on the Sorcerer's Class List until it's on his known list. </em></p><p></p><p>This does a couple of things at once. It gets them away from the book learning (can't use scrolls/wands/staves without a UMD check, unless the Sorcerer knows the spell anyway; the Sorcerer isn't trained in their use - a power downgrade). It makes their spellcasting different from a Wizard's (A Sorcerer can now cast Cure Light Wounds, or even Heal - a power upgrade). It frees up the player to make the Sorcerer what they think it should be (Blaster, Combat Control, enchanter, healer - whatever the player thinks would be fun to play). </p><p></p><p></p><p>Let's see...</p><p></p><p>You've cut down on high-level spells per day even more, but boosted spell access a little (odd levels, rather than even - same as the other Primary Casters); slight decline overall, here, except where PrC's are involved, or the story arc is set for odd levels.</p><p></p><p>The temporary learning makes a Wizard/Sorcerer duo very, very attractive - Wizard casts it once, Sorcerer learns it for the day and casts it a few extra times. Only really works either: a) Outside combat (where the Sorcerer can take 10), or b) at higher levels where the Sorcerer simply can't fail the skill check with max ranks. With no limit listed that it has to be on the Sorcerer's class list to learn in this manner, or what he can learn it from, this is a boost - the exact strength of which will vary significantly based on the current story arc. </p><p></p><p>The ability for researched spells to bypass spells known limits is also going to be a variable boost - again, it'll depend on the campaign (available wealth and time, mostly, if you're using standard spell research rules). Otherwise, most comments are the same as for your "standard" homebrewed Sorcerer.</p><p></p><p>Fiendish Bloodline....</p><p>Hellfire: So... if I cast Magic Weapon (or it's Greater counterpart) on my light Crossbow, I've got almost exactly the same thing, minus most of the drawbacks (big difference being that the light crossbow isn't a touch attack). </p><p>Dark Speech save DC is too high. It shouldn't be 10 + class level + Charisma Modifier (that's too high - practically irresistible at later levels), it should be 10 + 1/2 Class Level + Charisma Modifier (standard for most Su abilities).</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4096317, member: 29252"] Which would explain why you've never heard about it; your group doesn't pay that much attention to such details. Here - [url=http://www.d20srd.org/srd/equipment/goodsAndServices.htm#spellComponentPouch]It Made The SRD[/url]. How about this: [i]The Sorcerer can learn any spell in the game, no matter what class list it is on, but a spell isn't considered to be on the Sorcerer's Class List until it's on his known list. [/i] This does a couple of things at once. It gets them away from the book learning (can't use scrolls/wands/staves without a UMD check, unless the Sorcerer knows the spell anyway; the Sorcerer isn't trained in their use - a power downgrade). It makes their spellcasting different from a Wizard's (A Sorcerer can now cast Cure Light Wounds, or even Heal - a power upgrade). It frees up the player to make the Sorcerer what they think it should be (Blaster, Combat Control, enchanter, healer - whatever the player thinks would be fun to play). Let's see... You've cut down on high-level spells per day even more, but boosted spell access a little (odd levels, rather than even - same as the other Primary Casters); slight decline overall, here, except where PrC's are involved, or the story arc is set for odd levels. The temporary learning makes a Wizard/Sorcerer duo very, very attractive - Wizard casts it once, Sorcerer learns it for the day and casts it a few extra times. Only really works either: a) Outside combat (where the Sorcerer can take 10), or b) at higher levels where the Sorcerer simply can't fail the skill check with max ranks. With no limit listed that it has to be on the Sorcerer's class list to learn in this manner, or what he can learn it from, this is a boost - the exact strength of which will vary significantly based on the current story arc. The ability for researched spells to bypass spells known limits is also going to be a variable boost - again, it'll depend on the campaign (available wealth and time, mostly, if you're using standard spell research rules). Otherwise, most comments are the same as for your "standard" homebrewed Sorcerer. Fiendish Bloodline.... Hellfire: So... if I cast Magic Weapon (or it's Greater counterpart) on my light Crossbow, I've got almost exactly the same thing, minus most of the drawbacks (big difference being that the light crossbow isn't a touch attack). Dark Speech save DC is too high. It shouldn't be 10 + class level + Charisma Modifier (that's too high - practically irresistible at later levels), it should be 10 + 1/2 Class Level + Charisma Modifier (standard for most Su abilities). [/QUOTE]
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The sorcerer as a unique class (with bloodlines - see post #1)
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