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![]() kyrt-ryder wrote: Adjust the level achieved of bloodline bonus spells up by 2 levels. Such that you get the 1st level bonus spell known at level 1, the second level at level 3, and so on, and give the Sorcerer one bonus spell per day at those levels. This is more or less what I do (except I just shift spells/day up one row instead of granting one/day at odd levels). It works quite well. ![]()
![]() "Spell Critical (Su): At 10th level, whenever an
Two questions: 1. Does the spell in question need to have a normal casting time of one standard action? One full round or less? Or can a 10-minute spell be cast as a swift action? As much fun as critting an enemy and casting Geas on him would be, I somehow doubt that was the intention. 2. Can a sorcerer add metamagic to the spell? If the answer is no because the spell must be a standard action, can an arcane-bloodline sorcerer add metamagic using his metamagic adept class feature? How about a universalist wizard? ![]()
![]() LazarX wrote:
I'm not comparing it to "the old days", I'm comparing it to the wizard. And I'm not denying that this is a major improvement. As I said: Lord Pomposity wrote: Overall, I'm very impressed. The games in which I play tend to end at around levels 10-11, so a one-level imbalance can create a significant difference as to which abilities become available before the end of the campaign. Furthermore, the multiclassing levels prior to qualifying for a prestige class tend to be rather painful, so getting out of that a level earlier means a lot. ![]()
![]() dulsin wrote:
Um, the most feats you can get out of loremaster is two. Toughness and one other. You can only choose a given secret once. This is, coincidentally, the same number of bonus feats as you lose by not taking ten levels of wizard. ![]()
![]() Overall, I'm very impressed. My one remaining complaint is that, even though the descriptive text explicitly says that sorcerers are the more common spellcaster base class, they still have more difficulty qualifying for the prestige class. Sigh. I'll probably house rule that entry requirement to "3rd level arcane caster." Granted, sorcerers can still qualify at 7th level by going Sorcerer4/Rogue1/Assassin1, but this seems a little forced. ![]()
![]() Carnivorous_Bean wrote:
The ability to mate and produce fertile young is the most widely-accepted scientific definition of species (I know that ornithology does not use this definition, but that's their problem). A horse and a donkey, for example, are defined as separate species because while they can mate and produce a mule, the mule cannot bear offspring of its own. Wolves (C. lupus lupus) and dogs (C. lupus familiaris) share the same scientific name down to species, and can hybridize and produce fertile young. Coyotes (C. latrans) can hybridize with dogs as well; however, after a few generations there began to be significant fertility issues. So this is something of a gray area. In sum, I'm probably being way too anal retentive about a fantasy game. ![]()
![]() Dennis da Ogre wrote: Giving +2 to the entire subschool is a bit much also. What about "Illusions with a duration of concentration last for a number of rounds equal to your 1/2 caster level after you stop concentrating" For reference, Fey get +2 to enchantment (compulsion)...which is every single sorcerer/wizard enchantment spell except for charm person, charm monster, symbol of persuasion, and mass charm monster. +2 to illusion (shadow) doesn't seem out of line. ![]()
![]() concerro wrote:
It makes sense in this case. At level 20, there are enough ways to cram so much blasting into one turn (time stop + delayed blast fireball being merely the most gratuitous one) that whoever goes second is unlikely to go at all. Of course, the way to go if you really want to munchkin it up in 1v1 PvP is to craft as many single-use items with your favorite ninth-level spell as you possibly can. At 20th level, that's 230 (wizard) or 217 (sorcerer). Now take leadership and hand them out to your followers like they're candy. ![]()
![]() concerro wrote: The people arguing for the wizard being stronger are pointing toward his ability to do it all. Therefore the generalist or universal wizard should be used. Now we just need the sorcerer bloodline to also be not immune to fire. Then both players can load up their spell slots with time stops and delayed blast fireballs and let the initiative roll decide things. Why does it seem like all high-level combat degenerates into rocket tag? ![]()
![]() dulsin wrote:
Good point. Let me illustrate the same principle by expanding your argument to include a few more evocation spells: Magic missile: Wizard 5d4+10, "red dragon wannabe" 5d4+5
And now we'll take things to level 11, where, as you say, it gets worse! Freezing Sphere: Wizard 11d6+5, "red dragon wannabe" 0
Clearly, the wizard is unplayable and needs a boost. ![]()
![]() Hydro wrote: It's still a game-breaking power (which I use as a term above and beyond "broken", which is in turn above and beyond merely "overpowered"). Hydro wrote: Pathfinder paladins are broken. I'm glad to see they've been demoted. To be more serious and less flippant, I agree that there's a problem. I may house-rule smite evil as affecting one attack per round (or maybe # of attacks allowed by BAB per round, if the goal is to avoid paladins whoring two-weapon fighting). One other thing for GMs to consider is the fiendish template. Slapping this on a monster will give it attack and AC bonuses against the paladin (and only the paladin) in rough proportion to the paladin's attack and AC bonuses against it. |