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<blockquote data-quote="Khaalis" data-source="post: 1378644" data-attributes="member: 2167"><p>Hey Stalker. Here is my "impression" and take it with a grain of salt as the opinion that is.</p><p></p><p></p><p></p><p>The names are cool if a bit cumbersome. Its goint to take a big learning curve for people to learn what they are because unlike most D&D powers they arent remotely self explanetory. Thats not bad, just a learning curve.</p><p></p><p>I agree with back-end weighted classes. There needs to be more incentive to stay with a core class beyond 5th or 6th level. PrC's have become far too much of a focus, and in my opinion, a burden on the system. The DMG states they are supposed to be niche specific and rare, yet we have thousands of the damn things around that serve no other purpose than to Munch a character.</p><p></p><p>Now onto the nitty-gritty.</p><p></p><p>As for the power level: yes it is more powerful. But only slightly more-so. I see that you are a fan of the Eschew Materials. I agree with this as it makes it feel like the spells are more innate rather than an arcane "Formulae" as the wizard uses.</p><p></p><p>If you are really afraid the class is too powerful, you could always give the spell list the slight bump down and use the progression as in "Generic Spellcaster" from <u>Unearthed Arcana</u>.</p><p></p><p>On the number of abilities: You might, or might not, want to trim the number.</p><p>My analysis from my own building project was thus.</p><p></p><p><strong>CLASS ABILITIES</strong></p><p>(Class Abilities {Special column} but counts Spells as a single Class Ability. Counts iterations of an ability as separate abilities where Iterations are such things as stacking Sneak Attacks. Does not count weapon and armor proficiency feats.)</p><p></p><p>Cleric = 5 abilities (including spontaneous swapping)</p><p>Druid = 25 abilities (including spontaneous swapping; 17 without iterations)</p><p>Core Sorcerer = 2 abilities</p><p>Wizard = 7 abilities</p><p>Barbarian = 24 abilities (9 without iterations)</p><p>Bard = 15 abilities (12 without iterations)</p><p>Fighter = 11 abilities</p><p>Monk = 33 abilities (includes AC increase and speed; 25 without iterations)</p><p>Paladin = 19 abilities (11 without iterations)</p><p>Ranger = 18 abilities</p><p>Rogue = 24 abilities (10 without iterations)</p><p></p><p><strong>The average number of class abilities:</strong></p><p>Pure Casters (Cleric, Druid, Wizard) = 12 abilities (10 w/o iterations).</p><p>Pure Melee (Barbarian, Fighter, Monk, Rogue) = 23 abilities (13 w/o iterations)</p><p>Hybrid-Caster (Bard, Paladin, Ranger) = 17 abilities (13 w/o iterations)</p><p></p><p>You currently have 15 abilities (9 w/o iteration). Not too far off the mark in my opinion. I would however possibly suggest evening out the progression of abilities a bit more, maybe thusly?</p><p></p><p>1 Spells, Eschew Materials, Irthos Ixen 1/day</p><p>2 </p><p>3 Hesjing Ir</p><p>4 </p><p>5 Irthos Ixen 2/day</p><p>6 </p><p>7 Thrae Irlym</p><p>8 </p><p>9 Vorastrix</p><p>10 Irthos Ixen 3/day</p><p>11 </p><p>12 Aussir Ixen</p><p>13 Edar Ukris 1/day</p><p>14 </p><p>15 Irthos Ixen 4/day</p><p>16 Edar Ukris 2/day</p><p>17 </p><p>18 Vyth Molik</p><p>19 Edar Ukris 3/day</p><p>20 Irthos Ixen 5/day </p><p></p><p></p><p>To keep the innate feeling, I would like to offer 2 possible suggestions here. Since you are making them use this “as the feat” which means with the typical Sorcerer penalty to casting, I would make it more appealing and more fitting of their innate style.</p><p>From the “Spontaneous Metamagic” section of <u>Unearthed Arcana</u>:</p><p>1) <strong>Daily Uses:</strong> Gain 3 daily uses of the feat that can be used on-the-fly without previous preparation, increased spell level, or extended casting time. The maximum level of the spell to which a caster can apply a metamagic feat is equal to the maximum spell level the caster can cast, minus the spell level adjustment of the metamagic feat. If the calculation is less than 0, the caster cannot apply the metamagic feat to any of their spells.</p><p>2) <u>Possible Alteration</u>: Grant this at 3+Charisma Modifier uses per day similar to a Cleric’s Turn Undead. This makes it similar to an existing class ability and makes a stronger link to the weak primary sorcerer stat.</p><p></p><p>On a personal note, I am leaning toward giving Eschew Material as a permanent ability along with its associated penalty which is the banning of all spells from the sorcerer’s spell list that require a material cost over 1gp in value.</p><p></p><p></p><p>This is a bit cumbersome in the rules I think. I see the ideas and the logic, but it just doesn’t seem to flow well. </p><p>* What do you mean by “+1 Caster Level” – do you mean you gain spells cast and spells known as if one level higher or do you mean that you cast your spells as if you were one level higher for determining spell results?</p><p>* I’m not sure I like the “random” aspect to the Spell DC. You state that the “flare” is supposed to be a release of great power, yet with the d20 base DC instead of 10 you could, 50% of the time, actually be casting spells that are weaker than normal. If you want the power to be “chaotic” I would clarify the text. If you want it to grant a Spell Focus style effect and make the spells tougher to resist, I would simply add +1 or +2 to all spell DC’s cast while this is in effect (in addition to the +1 gained from the +2 CHA).</p><p>* The mechanic is similar to Rage but nowhere near as powerful, however, the associated costs seem a bit steep. Instead of not being able to cast for one minute (10 rounds) I would use the standard Rage penalty = Fatigued for the duration of the current encounter.</p><p></p><p></p><p>* 2 Small semantics things: Instead of calling it a subtype, I would refer to them as Energy types. And why is this “Water One” if it can be any element?</p><p>* The bonus is not bad, but I am not sure on the stacking/not-stacking. Do other types of Energy Resistance stack?</p><p>* If you want to link more power to the sorcerer’s primary stat, make this ER = sorcerer level + Charisma mod.</p><p></p><p></p><p>* Natural progression from the last ability. As previously, if you want to link more power to the sorcerer’s primary stat, make this Bonus = Charisma mod. Rather than flat +2.</p><p></p><p></p><p>Kind of a retributive strike deal? Not sure how I feel on this one. Just doesn’t sit right with me. If I had to work with it I would drop all reference to knowledge being spread and make the enemies suffer the reverse morale. This is a very campaign specific type of ability, not something I would consider for a generic sorcerer. Sorry I cant help much on this one.</p><p></p><p></p><p>* An improved version of the 1st ability making it even more Rage-like. Not sure I like the general “consumption” of a stat. I would assign it the same specified number of rounds as Rage, but give the associated penalty that while it is in effect you suffer the -2 CON. I would simply say when this is gained that “Secret Fire” becomes this, not that they stack. </p><p></p><p></p><p>This is an interesting ability. Think it’s a bit high on the level chain for the advantages gained by the ability though as its relatively weak. If you are going to make this an elemental sorcerer, I might also suggest at 1st level granting them the elemental language of their chosen element as a bonus language.</p><p></p><p><strong>Vyth Molik</strong> – “Steel Hide”: A sorcerer of this caliber has become one with his element. He becomes immune to the effects of that element, and his bonuses for air enemy are doubled.</p></blockquote><p>Makes sense. I would spell out the specifics for the “final” version though.</p><p></p><p>Well, I know its not the best answers in the world, but it’s the best I got. Again – take it with a grain of salt. I hope that it at least helps you better envision your ideas better and maybe gives you some ideas to work with.</p><p>[/QUOTE]</p>
[QUOTE="Khaalis, post: 1378644, member: 2167"] Hey Stalker. Here is my "impression" and take it with a grain of salt as the opinion that is. The names are cool if a bit cumbersome. Its goint to take a big learning curve for people to learn what they are because unlike most D&D powers they arent remotely self explanetory. Thats not bad, just a learning curve. I agree with back-end weighted classes. There needs to be more incentive to stay with a core class beyond 5th or 6th level. PrC's have become far too much of a focus, and in my opinion, a burden on the system. The DMG states they are supposed to be niche specific and rare, yet we have thousands of the damn things around that serve no other purpose than to Munch a character. Now onto the nitty-gritty. As for the power level: yes it is more powerful. But only slightly more-so. I see that you are a fan of the Eschew Materials. I agree with this as it makes it feel like the spells are more innate rather than an arcane "Formulae" as the wizard uses. If you are really afraid the class is too powerful, you could always give the spell list the slight bump down and use the progression as in "Generic Spellcaster" from [u]Unearthed Arcana[/u]. On the number of abilities: You might, or might not, want to trim the number. My analysis from my own building project was thus. [b]CLASS ABILITIES[/b] (Class Abilities {Special column} but counts Spells as a single Class Ability. Counts iterations of an ability as separate abilities where Iterations are such things as stacking Sneak Attacks. Does not count weapon and armor proficiency feats.) Cleric = 5 abilities (including spontaneous swapping) Druid = 25 abilities (including spontaneous swapping; 17 without iterations) Core Sorcerer = 2 abilities Wizard = 7 abilities Barbarian = 24 abilities (9 without iterations) Bard = 15 abilities (12 without iterations) Fighter = 11 abilities Monk = 33 abilities (includes AC increase and speed; 25 without iterations) Paladin = 19 abilities (11 without iterations) Ranger = 18 abilities Rogue = 24 abilities (10 without iterations) [b]The average number of class abilities:[/b] Pure Casters (Cleric, Druid, Wizard) = 12 abilities (10 w/o iterations). Pure Melee (Barbarian, Fighter, Monk, Rogue) = 23 abilities (13 w/o iterations) Hybrid-Caster (Bard, Paladin, Ranger) = 17 abilities (13 w/o iterations) You currently have 15 abilities (9 w/o iteration). Not too far off the mark in my opinion. I would however possibly suggest evening out the progression of abilities a bit more, maybe thusly? 1 Spells, Eschew Materials, Irthos Ixen 1/day 2 3 Hesjing Ir 4 5 Irthos Ixen 2/day 6 7 Thrae Irlym 8 9 Vorastrix 10 Irthos Ixen 3/day 11 12 Aussir Ixen 13 Edar Ukris 1/day 14 15 Irthos Ixen 4/day 16 Edar Ukris 2/day 17 18 Vyth Molik 19 Edar Ukris 3/day 20 Irthos Ixen 5/day To keep the innate feeling, I would like to offer 2 possible suggestions here. Since you are making them use this “as the feat” which means with the typical Sorcerer penalty to casting, I would make it more appealing and more fitting of their innate style. From the “Spontaneous Metamagic” section of [u]Unearthed Arcana[/u]: 1) [b]Daily Uses:[/b] Gain 3 daily uses of the feat that can be used on-the-fly without previous preparation, increased spell level, or extended casting time. The maximum level of the spell to which a caster can apply a metamagic feat is equal to the maximum spell level the caster can cast, minus the spell level adjustment of the metamagic feat. If the calculation is less than 0, the caster cannot apply the metamagic feat to any of their spells. 2) [u]Possible Alteration[/u]: Grant this at 3+Charisma Modifier uses per day similar to a Cleric’s Turn Undead. This makes it similar to an existing class ability and makes a stronger link to the weak primary sorcerer stat. On a personal note, I am leaning toward giving Eschew Material as a permanent ability along with its associated penalty which is the banning of all spells from the sorcerer’s spell list that require a material cost over 1gp in value. This is a bit cumbersome in the rules I think. I see the ideas and the logic, but it just doesn’t seem to flow well. * What do you mean by “+1 Caster Level” – do you mean you gain spells cast and spells known as if one level higher or do you mean that you cast your spells as if you were one level higher for determining spell results? * I’m not sure I like the “random” aspect to the Spell DC. You state that the “flare” is supposed to be a release of great power, yet with the d20 base DC instead of 10 you could, 50% of the time, actually be casting spells that are weaker than normal. If you want the power to be “chaotic” I would clarify the text. If you want it to grant a Spell Focus style effect and make the spells tougher to resist, I would simply add +1 or +2 to all spell DC’s cast while this is in effect (in addition to the +1 gained from the +2 CHA). * The mechanic is similar to Rage but nowhere near as powerful, however, the associated costs seem a bit steep. Instead of not being able to cast for one minute (10 rounds) I would use the standard Rage penalty = Fatigued for the duration of the current encounter. * 2 Small semantics things: Instead of calling it a subtype, I would refer to them as Energy types. And why is this “Water One” if it can be any element? * The bonus is not bad, but I am not sure on the stacking/not-stacking. Do other types of Energy Resistance stack? * If you want to link more power to the sorcerer’s primary stat, make this ER = sorcerer level + Charisma mod. * Natural progression from the last ability. As previously, if you want to link more power to the sorcerer’s primary stat, make this Bonus = Charisma mod. Rather than flat +2. Kind of a retributive strike deal? Not sure how I feel on this one. Just doesn’t sit right with me. If I had to work with it I would drop all reference to knowledge being spread and make the enemies suffer the reverse morale. This is a very campaign specific type of ability, not something I would consider for a generic sorcerer. Sorry I cant help much on this one. * An improved version of the 1st ability making it even more Rage-like. Not sure I like the general “consumption” of a stat. I would assign it the same specified number of rounds as Rage, but give the associated penalty that while it is in effect you suffer the -2 CON. I would simply say when this is gained that “Secret Fire” becomes this, not that they stack. This is an interesting ability. Think it’s a bit high on the level chain for the advantages gained by the ability though as its relatively weak. If you are going to make this an elemental sorcerer, I might also suggest at 1st level granting them the elemental language of their chosen element as a bonus language. [b]Vyth Molik[/b] – “Steel Hide”: A sorcerer of this caliber has become one with his element. He becomes immune to the effects of that element, and his bonuses for air enemy are doubled.[/QUOTE] Makes sense. I would spell out the specifics for the “final” version though. Well, I know its not the best answers in the world, but it’s the best I got. Again – take it with a grain of salt. I hope that it at least helps you better envision your ideas better and maybe gives you some ideas to work with. [/QUOTE]
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