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*Pathfinder & Starfinder
Trying my hand at an alt.sorcerer...opinions wanted :)
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<blockquote data-quote="Khaalis" data-source="post: 1510799" data-attributes="member: 2167"><p>This was the original impression I got. Considering this view of the class, it makes much more sense. They ARE wizards, they just learn to manipulate magic in a slightly different way.</p><p></p><p></p><p>If it works for you – go for it. One way or the other they will get bonuses to Intimidate from their inherent need for Charisma anyway. As for LotR I would call that more the use of the <em>Scare</em> spell or a <em>Minor Image</em> illusion, but that’s just interpretation.</p><p></p><p></p><p>Personally I would go with 3+ChaMod per day. Its an established mechanic. Now with that said, the way to limit abuse is to make it more like turning. You may only use the power once per round, thus may only Mold Magic once per round, each time costing one use of the ability. On the same note I would agree with BeholderBob and go with something a little more simple. Sometimes too many choices can be bad. In a design stage choices are good (such as feats) but in-play choices can bog down the game. When the sorcerer has to say “wait a minute I need to figure out what I want to do this round” and takes 5 minutes to pick which of his dozen Mold Magic options he wants to use – it’s a bad thing for the game in general.</p><p></p><p>I would suggest going with the following ability choices per use of Mold Magic:</p><p>* +1 Caster Level</p><p>* +2 pierce SR/resist being countered/dispelled</p><p>* +2 to the save DC of the next spell cast</p><p>* Use Spontaneous Metamagic</p><p></p><p><strong><u>Spontaneous Metamagic</u>:</strong> Choose one metamagic feat of choice from either: Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability). This metamagic feat is a virtual feat that may be used “on-the fly” to effect the spell being cast. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher-level spell slot.</p><p></p><p></p><p>If the ability works for you – go for it. I can understand the logic behind it, and in the case of alt.wizard it works, it is just going to have very limited game application due to its link to spells known. If it were me, which its not <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I would probably make it equivalent to Bardic Knowledge for spellcraft.</p><p></p><p></p><p>On this one I have to agree with BeholderBob. Unless the sorcerer is going to be nothing more than a battle caster, this has very limited uses, and if you want this style of bonus I would make it a universal save bonus against magic. I would either make it a flat bonus, or spread it out over a higher string of levels 6,10,14,18 or even 5,10,15,20. Personally I don’t see the ability as much of a boon granting a +4 over the levels against X number of known combat spells.</p><p></p><p>Personally what I would do if adding a defensive ability like this is grant a saving throw bonus versus all spells, spell-like and supernatural abilities equal to the sorcerer’s Charisma modifier. This lends more potency to the reliance on such a weak stat (same as the Modify Magic 3+ChaMod/day), and grants a solid ability. Granting it at 3rd level is on par with Divine Grace (still much better so not stepping on its toes). The only problem with early access is it is still leaving no incentive to stay in the class at high levels. With that said… What you need to ask yourself is do you care about their being incentive to stay in the class to 20th versus multiclassing out to a PrC? Even in my version, with the rather potent bonuses I grant at 20th level – the class is still better off in most cases to PrC, so this may be a losing battle to even consider.</p><p></p><p></p><p>You do NOT want to give ALL cantrips as unlimited spell-like abilities. No all Cantrips are created equal and you don’t want a sorcerer running around casting unlimited Ray of Frosts or Disrupt Undead.</p><p></p><p>What came out as acceptable balance on my version was Spell-Like Detect Magic at 2nd, a Spell-Like 1st-level at 5th, a Spell-Like 2nd-level at 11th, and a Spell-Like 3rd-level at 17th. However, there were still quite a few people that said this was still weak but they were a minority. Also keep in mind these were all set to Uses Per Day = ChaMod and are outside the spell’s known restriction.</p><p></p><p>Hope this helps some.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1510799, member: 2167"] This was the original impression I got. Considering this view of the class, it makes much more sense. They ARE wizards, they just learn to manipulate magic in a slightly different way. If it works for you – go for it. One way or the other they will get bonuses to Intimidate from their inherent need for Charisma anyway. As for LotR I would call that more the use of the [i]Scare[/i] spell or a [i]Minor Image[/i] illusion, but that’s just interpretation. Personally I would go with 3+ChaMod per day. Its an established mechanic. Now with that said, the way to limit abuse is to make it more like turning. You may only use the power once per round, thus may only Mold Magic once per round, each time costing one use of the ability. On the same note I would agree with BeholderBob and go with something a little more simple. Sometimes too many choices can be bad. In a design stage choices are good (such as feats) but in-play choices can bog down the game. When the sorcerer has to say “wait a minute I need to figure out what I want to do this round” and takes 5 minutes to pick which of his dozen Mold Magic options he wants to use – it’s a bad thing for the game in general. I would suggest going with the following ability choices per use of Mold Magic: * +1 Caster Level * +2 pierce SR/resist being countered/dispelled * +2 to the save DC of the next spell cast * Use Spontaneous Metamagic [b][u]Spontaneous Metamagic[/u]:[/b] Choose one metamagic feat of choice from either: Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability). This metamagic feat is a virtual feat that may be used “on-the fly” to effect the spell being cast. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher-level spell slot. If the ability works for you – go for it. I can understand the logic behind it, and in the case of alt.wizard it works, it is just going to have very limited game application due to its link to spells known. If it were me, which its not ;) I would probably make it equivalent to Bardic Knowledge for spellcraft. On this one I have to agree with BeholderBob. Unless the sorcerer is going to be nothing more than a battle caster, this has very limited uses, and if you want this style of bonus I would make it a universal save bonus against magic. I would either make it a flat bonus, or spread it out over a higher string of levels 6,10,14,18 or even 5,10,15,20. Personally I don’t see the ability as much of a boon granting a +4 over the levels against X number of known combat spells. Personally what I would do if adding a defensive ability like this is grant a saving throw bonus versus all spells, spell-like and supernatural abilities equal to the sorcerer’s Charisma modifier. This lends more potency to the reliance on such a weak stat (same as the Modify Magic 3+ChaMod/day), and grants a solid ability. Granting it at 3rd level is on par with Divine Grace (still much better so not stepping on its toes). The only problem with early access is it is still leaving no incentive to stay in the class at high levels. With that said… What you need to ask yourself is do you care about their being incentive to stay in the class to 20th versus multiclassing out to a PrC? Even in my version, with the rather potent bonuses I grant at 20th level – the class is still better off in most cases to PrC, so this may be a losing battle to even consider. You do NOT want to give ALL cantrips as unlimited spell-like abilities. No all Cantrips are created equal and you don’t want a sorcerer running around casting unlimited Ray of Frosts or Disrupt Undead. What came out as acceptable balance on my version was Spell-Like Detect Magic at 2nd, a Spell-Like 1st-level at 5th, a Spell-Like 2nd-level at 11th, and a Spell-Like 3rd-level at 17th. However, there were still quite a few people that said this was still weak but they were a minority. Also keep in mind these were all set to Uses Per Day = ChaMod and are outside the spell’s known restriction. Hope this helps some. [/QUOTE]
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