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Warlock (Archsorcerer) PrC
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<blockquote data-quote="Kae'Yoss" data-source="post: 168186" data-attributes="member: 4134"><p>The Sorcerer gains the use of 7th-level spells at 14th level.</p><p>You can have the skills at rank 15 by 12th level.</p><p>You can have all the feats when you're 6th level (or 3rd if you're human).</p><p></p><p>So it's possible to start getting levels of this PrC at character level 15.</p><p></p><p>But the spellcasting prodigy(sorcerer) should be replaced with spellcasting prodigy(whatever class you cast 7th-level spells spontaneously with).</p><p></p><p> </p><p></p><p>This class is open for everyone who casts spells spontaneously. That's only sorcerers in the core rules (bards have no 7th-level spells), but the Shugenja from Oriental Adventures can also cast spells spontaneously.</p><p></p><p></p><p></p><p></p><p>Since the PrC heavily leans on FRCS sources (many Ancestral Powers are the same as the Archwizard's High Arcana), I see no problem why I shouldn't use feats from there. Also, the advantage of home-made PrC's is that I don't have to rely on core rule stuff only, and so I can use feats and the like that better suit the PrC.</p><p></p><p>But, if you know some feats from the core rules (or from wherever) that better fit the PrC, your input is very welcome.</p><p></p><p>The reason why I used those two feats is that they improve the caster's capabilities in a way the standard feats can't. </p><p></p><p>If you don't have T&B or the FRCS, you could use Great fortitude, Iron Will, Weapon Focus (ray, energy missile or touch spell), Improved Critical (see WF), Precise shot, Weapon Finesse (touch spells), Toughness (or a xxx's Toughness feat from MotW), Spell Penetration, or Lighning Reflexes as a replacement.</p><p></p><p></p><p></p><p></p><p>Hm... as I said, the idea is from The Summoning, and described a really cool way to explain the sorcerer's powers. But I already said that it is probably too powerful. So what about these changes in order to balance this one out.</p><p></p><p>You could take out the scrolls and rule that the sorcerer may do nothing in that round but watch the spell being cast and unfold in order to gain understanding of it. If you take the "observe" (or something like that) full-round action, you can spy on someone else casting a spell.</p><p></p><p>You could further limit the noumber of spells you could learn by day with this ability (maybe only one for every time you take this Ancestral power)</p><p></p><p>You could rule it that for every spell you learn this way, one (by your choice or randomly determinated) spell you know (of the same level of the spell observed or maybe one level higher)becomes unavailable for the rest of the day.</p><p></p><p>You could increase the cost of the ability: You not only have to sacrifice a spell slot, you also have to have to sacrifice one spell known to you (maybe one of those you gain at the time you get the Ancestral Power). You can now spy on spells of that spell's level or lower.</p><p></p><p>I think that with one or several of these measures the power could be implemented.</p><p></p><p></p><p></p><p></p><p>OK</p><p></p><p></p><p></p><p>As I said, the DC for the spellcraft check could be tweaked. Any Ideas? SR 30 enough?</p><p></p><p>I don't think that's too powerful, since it's hard enough to counterspell (especially with the same spell). If you do counterspell the spell, you'll have a chance (as said, DC for the check could use some tweaking) that you'll do it for free.</p><p></p><p>And even with imitate spell (especially if it's further restricted as I proposed above) the noumber of spells known to the warlock is not so high (while the wizard that uses counterspell a lot usually has dispel magic prepared), so this should not be to much of a problem.</p><p></p><p></p><p></p><p></p><p>You have to consider that you must counterspell with the very same spell (what's not so easy IMHO as I said at Spell Defence). </p><p></p><p>The idea of disabling spell defense while you have a spell in you is worth of considering.</p><p></p><p></p><p></p><p></p><p>I'm still waiting for new suggestions for ancestral powers (something off-beat).</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 168186, member: 4134"] The Sorcerer gains the use of 7th-level spells at 14th level. You can have the skills at rank 15 by 12th level. You can have all the feats when you're 6th level (or 3rd if you're human). So it's possible to start getting levels of this PrC at character level 15. But the spellcasting prodigy(sorcerer) should be replaced with spellcasting prodigy(whatever class you cast 7th-level spells spontaneously with). This class is open for everyone who casts spells spontaneously. That's only sorcerers in the core rules (bards have no 7th-level spells), but the Shugenja from Oriental Adventures can also cast spells spontaneously. Since the PrC heavily leans on FRCS sources (many Ancestral Powers are the same as the Archwizard's High Arcana), I see no problem why I shouldn't use feats from there. Also, the advantage of home-made PrC's is that I don't have to rely on core rule stuff only, and so I can use feats and the like that better suit the PrC. But, if you know some feats from the core rules (or from wherever) that better fit the PrC, your input is very welcome. The reason why I used those two feats is that they improve the caster's capabilities in a way the standard feats can't. If you don't have T&B or the FRCS, you could use Great fortitude, Iron Will, Weapon Focus (ray, energy missile or touch spell), Improved Critical (see WF), Precise shot, Weapon Finesse (touch spells), Toughness (or a xxx's Toughness feat from MotW), Spell Penetration, or Lighning Reflexes as a replacement. Hm... as I said, the idea is from The Summoning, and described a really cool way to explain the sorcerer's powers. But I already said that it is probably too powerful. So what about these changes in order to balance this one out. You could take out the scrolls and rule that the sorcerer may do nothing in that round but watch the spell being cast and unfold in order to gain understanding of it. If you take the "observe" (or something like that) full-round action, you can spy on someone else casting a spell. You could further limit the noumber of spells you could learn by day with this ability (maybe only one for every time you take this Ancestral power) You could rule it that for every spell you learn this way, one (by your choice or randomly determinated) spell you know (of the same level of the spell observed or maybe one level higher)becomes unavailable for the rest of the day. You could increase the cost of the ability: You not only have to sacrifice a spell slot, you also have to have to sacrifice one spell known to you (maybe one of those you gain at the time you get the Ancestral Power). You can now spy on spells of that spell's level or lower. I think that with one or several of these measures the power could be implemented. OK As I said, the DC for the spellcraft check could be tweaked. Any Ideas? SR 30 enough? I don't think that's too powerful, since it's hard enough to counterspell (especially with the same spell). If you do counterspell the spell, you'll have a chance (as said, DC for the check could use some tweaking) that you'll do it for free. And even with imitate spell (especially if it's further restricted as I proposed above) the noumber of spells known to the warlock is not so high (while the wizard that uses counterspell a lot usually has dispel magic prepared), so this should not be to much of a problem. You have to consider that you must counterspell with the very same spell (what's not so easy IMHO as I said at Spell Defence). The idea of disabling spell defense while you have a spell in you is worth of considering. I'm still waiting for new suggestions for ancestral powers (something off-beat). [/QUOTE]
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