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*Pathfinder & Starfinder
War sorcerer basic class.
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<blockquote data-quote="Charles Gray" data-source="post: 1324723" data-attributes="member: 8661"><p>OK-- now that the artwork is done, this race module may be coming out in teh next several months from Theory production. But, before that happy time, there needs to be some comment, and given that the group that was giving playetest info has been broken up, by among other things, duty in Iraq, I come here with the new version of the sorcerer. (and without a poll, so people know what the threads about).</p><p> A few comments. As you can see, all spells are pretty much either designed to affect the war sorcerer, or are touch range spells-- no long range spells are used. Ditto for hte committed spell abilities. They're a bit more useful, but they are also harder to create, costing XP and limit his flexibility. </p><p></p><p> So some questions: Is the class unbalanced,and if so, how, and more importantly, what are your suggestions for balancing it? I'm thinking of either reducing or losing the bonus feats to start, and after that possibly reducing the hit die to 1d6, although for a combat character that starts to make things problematic. </p><p> Here it is, in any case, and please, for the love of all that is holy, comment! (well, not for the love of all that is holy...how about the benign toleration of all that isn't actively satanic).</p><p></p><p> included is the PDF of the class.</p></blockquote><p></p>
[QUOTE="Charles Gray, post: 1324723, member: 8661"] OK-- now that the artwork is done, this race module may be coming out in teh next several months from Theory production. But, before that happy time, there needs to be some comment, and given that the group that was giving playetest info has been broken up, by among other things, duty in Iraq, I come here with the new version of the sorcerer. (and without a poll, so people know what the threads about). A few comments. As you can see, all spells are pretty much either designed to affect the war sorcerer, or are touch range spells-- no long range spells are used. Ditto for hte committed spell abilities. They're a bit more useful, but they are also harder to create, costing XP and limit his flexibility. So some questions: Is the class unbalanced,and if so, how, and more importantly, what are your suggestions for balancing it? I'm thinking of either reducing or losing the bonus feats to start, and after that possibly reducing the hit die to 1d6, although for a combat character that starts to make things problematic. Here it is, in any case, and please, for the love of all that is holy, comment! (well, not for the love of all that is holy...how about the benign toleration of all that isn't actively satanic). included is the PDF of the class. [/QUOTE]
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