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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: 4096791" data-attributes="member: 4722"><p>Heya. I've been around, just not very active.</p><p></p><p></p><p>True, that.</p><p></p><p></p><p>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.</p><p></p><p></p><p>Yeah, good call.</p><p></p><p></p><p>Is this a good thing or a bad thing? I also noticed that I worded it badly. It should be:</p><p></p><p>"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."</p><p></p><p></p><p>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.</p><p></p><p></p><p>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).</p><p></p><p></p><p>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:</p><p></p><p>You can cast a spell with metamagic as a standard action and no level adjustment, but take damage, OR</p><p></p><p>You can cast it with metamagic as a full-round action, with the level adjustment, and take no damage.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4096791, member: 4722"] Heya. I've been around, just not very active. True, that. 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. Yeah, good call. Is this a good thing or a bad thing? I also noticed that I worded it badly. It should be: "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. 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). 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: 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. [/QUOTE]
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The sorcerer as a unique class (with bloodlines - see post #1)
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