![]() ![]()
I think that Bloodline Spell should have been a first level feat instead of being cooked into general progression. I say this because of two reasons.
This also increases diversity even among sorcerers of the same bloodline. And it isn't as if it would water down bloodlines, these are already very different by virtue of spell list, granted spells and trained skills. Now, this is also a problem for people multiclassing into sorcerer. You may be into it for the spellcasting, but you may be doing it for the bloodline spells as well. And if you take this path, you have a problem. You see, imagine your monk or Barbarian wants to have a bloodline, you start with the dedication, easy, two cantrips. Then you take basic bloodline spell at fourth, cool. Now at a later time you plan to take advanced bloodline potency to get advanced bloodline and/or greater bloodline and find you can't until you take basic bloodline potency. The problem is, there is nothing you can take for this character type, so it ends up turning into a feat tax (Unless you are doing it for both spellcasting and bloodline...) Turning Bloodline spell into a first level feat -and turning the feature into a feat slot- would solve both situations, you can now choose to grab your bloodline spells or not, or to grab something else that catches your fancy. And characters mutliclassing into sorcerer for the bloodline can use basic bloodline potency to grab the first bloodline spell. (I mean both feats are the same level, it isn't breaking anything!) Well at least those are my thoughts... ![]()
Bandw2 wrote:
The sorcerer is even more complex than that. Two sorcerers of different bloodlines aren't likely to recognize each other as belonging to the same class. More so if they belong to different traditions. Yes, an arcane or primal sorcerer can be confused with a witch or wizard, and at the same time not identify with an angelic or demonic one. This is also because sorcerers get little out of interacting with one another -as everything they do is an extension of their own nature so they can't really teach each other the way basically every other class can- so they aren't naturally drawn to each other, except as a result of already present filial attachments. So, if any, they can at most group and band together with relatives that share their gift and bloodline. Some other classes are that likely to not be acknowledged in-world, like the fighter and rogue, in contrast with other stronger ones like wizard, alchemist, witch, druid, and (until this edition) cleric and paladin (as they are now bound to be confusable with each other). In the middle we have bard, barbarian, ranger, monk that could as easily be acknowledged and even band toghether or ignored. ![]()
Lanathar wrote:
Which is something I don't really find that desirable. Unless my first class is sorcerer, I can see it being sticky since it is a part of you, it doesn't gels well with me. I don't want my ex assassin to just keep getting better at killing people. Or my ex-thief to keep getting better at stealing, or my former cleric with a crisis of faith to keep getting better at channeling divine magic. Should I stay longterm with PF2 it'll be despite and not because of this. Also, you didn't really address this part: Yun E. Bears wrote:
![]()
Lanathar wrote:
Well... I do it. Like all the time. I don't like to plan ahead. I have an idea at the begining of play, but I'm not married to stick with a single concept. My thieves find religion, my clerics will turn to assassins, my criminals turn to paladins. (Right now I'm about to play an angelic sorceress that might multiclass into cleric, but what happens in the campaign could change that) On another related issue. I tend to pick off-the-wall choices, like going full melee with a sorcerer ( in core-only third edition!). I don't care if something is not standard or underpowered sometimes I even go for underpowered on purpose.And that's the thing. I need to trust that if I pick a proficiency it will keep working and do its job. I play at the limit of what is not-viable; I cannot afford to further fall behind. If monsters suddenly start hitting way harder or become harder to hit I will become an outright liability to the party and I won't be tolerated at the table anymore. ![]()
graystone wrote:
Sorry if I sound confrontational, but...How is this supposed to be a good thing? ![]()
I share many of the concerns about sorcerers, number of feats, limited support for non-arcane bloodlines, comparing negatively to other classes, having to study like a wizard to get uncommon and rare spells, etc. One thing that bothers me that has been barely mentioned about the sorcerer is having to make daily choices, it feels wrong. IMO the sorcerer shouldn't have to make daily choices, they make the class feel more like a learned wizard and less like an innate spellcaster. Sorcerer abilities work best when they are something "hardcoded" -or at least mostly permanent- or something entirely reactive -tactical not strategic-, so having abilities like "choose an arcane/occult spell every day to prepare..." takes away that feeling. Very much the same with familiars and spontaneous heightening, having to choose which two spells get the benefit -and which ones don't which renders them essentially useless if having more than two- forces the sorcerer to be a planner. Sorcerers shouldn't have to plan ahead!. The more I think it, the more I feel that such day to day changes don't belong in the sorcerer. I would feel better about the sorcerer if these features worked differently. Spontaneous Heightening.- There's two possibilities, either they are fixed at each level up as some sort of signature spells -and maybe add one more if making them static proves to be too limited-, or keep them malleable, but instead of playing pretend wizard every morning, you get to assign them and shift them on the fly with one or two actions. -Or maybe using a minute to change them if that proves too good, or maybe lower them to one at the time-. Arcane Evolution.- Feels wrong, prepare a different one each day is wizard lite, and having to rely on an external object is quite unsorcery. Maybe just add the spell permanently -with the chance to retrain at level up-, and perhaps add a second/third spell if it turns out to be too weak. Occult Evolution.- Again, just make it one or two permanent spells known.(Maybe allow for uncommon spells?) Familiar.- Having to rebuild your familiar everyday feels wrong. How about making it static outside of level-up? and maybe get one extra ability if it being fixed is too weak. What do you think? does anybody feel the same, or am I just babbling incoherent thoughts? ![]()
Wolfism wrote:
I don't know, but a whitemage that uses magic to hurt doesn't feel all that whitemagey IMO. More like the weapon thingie is a token contribution to combat but more of an afterthought than a focus... ![]()
Unicore wrote:
But the paladin is the proverbial archetypal Knight in shinning armor. That people keep projecting religious overtones onto it is a whole different story. ![]()
An alternative I like more could be, to just outright heighten every single spell the sorcerer casts to its maximum possible level? Maybe not to its full progression, but maybe like at 5th level every spell under 2nd level heightens to full second level regardless of the slot is used to cast it, then again at ninth they all go up to third, at eleventh they go to fourth, at fifteenth to fifth and at seventeenth to sixth? ![]()
Well, from the previews the Paladin is LG only in the playtest because it is the most iconic and they want to get it right. The finished game will have all of the other alignments so-called pallies. (I say that, because to me paladins aren't servants of deities, they worship lawful good deities because that is what lawful good people do, but in the end they are paladins because they are heroic, chivalrous,and dedicated to good. They don't owe their power to any deities. Can any deity have divine warriors/champions? yes but these aren't necessarily paladins) ![]()
I'm not sure. How about this, maybe we keep feats gated through class, but we create "weaker" dedication feats that have stronger prerreqs that give a simpler benefit and access to the feats if you are already close to the class in class features. For example Alternate Fighter Dedication: Prerrequisites: Trained in simple and martial armors, trained in light, medium and heavy armor.
Just like that, as it is Paladins and Rangers gain nothing out of the standard fighter dedication, yet have to pay the full cost.
About DriskarrBasic Stats:
Driskarr-the-Drowned Tengu Unchained Barbarian(Scarred Rager)2, Druid (Kraken Caller) 3 Domain: War- Subdomain: Tactics CN Medium Init +5; , Speed: 30ft, Low-Light Vision, Perception: +12 Intimidate: +4 Defense:
AC: 19 T: 15, FF:14CMD: 21 (+4 Armor, +5 Dex, +0 Shield, +4Natural Armor, +0 Size, +0 Dodge) HP: 42 Fort: +8 Ref: +7, Will: +6/spoiler] [spoiler=Offense]
Melee:
Statistics:
Str 13, Dex 20, Con 12, Int 10, Wis 15, Cha 7 BaB: 4, CMB: +5, CMD: +20 Feats/Traits:
Feats: 1.) Weapon Finesse 3.) Power Attack 5.) Extra Rage Traits:
Skills:
5/ lvl
Acrobatics +10 <2 Ranks> Climb +5 <1 Rank> Craft Fly Handle Animal -2 Heal +6 <1 Rank> Intimidate +5 <4 Ranks> Knowledge(Geography) +5 <2 Ranks> Knowledge(Nature) +7 <2 Ranks> Linguistics +5 <1 Rank> Perception +12 <5 Ranks> Perform Profession Spellcraft Stealth +9 <2 Ranks> Survival +10 <3 Ranks> Swim +6 <2 Ranks> Use Magic Device +6 <1 Rank> Racial Modifiers:+2 Dex, +2 Wis, -2 Con Languages:Aboleth, Aquan, Common, Druidic, Tengu Gear::
+1 Studded Leather Armor +1 Amulet of Mighty Fist( Agile) MWComposite Longbow(+1Str) +1 Cloak of Resistance Cold Weather Outfit Rope 50ft x2 Antitoxin x2 Antiplague x2 Acid Flask x2 Smelling Salts Wand of CLW x50 3 Potions Cure Moderate Wounds 3 Potions Cure Light Wounds 25 Arrows 10 Blunt Arrows 8 Cold Iton Arrows 754 GP, 0 SP, 0 CP Notes::
Skilled: +2 Bluff/Stealth Uncanny Dodge: Never caught Flat-Footed Unscathed: +2 all energy resistance Reactionary: +2 Initiative Fast Movement +10 ft. base speed Rageage 14 rounds/ day [b]Claws 1d8 damage and are considered magic to overcome DR. Beastial Aspect:When the rageshaper gains the use of a Natural Attack through a polymorph spell or from his bloodline he can increase the damage done by one die. At 9th lvl if the altered form or bloodine grants a new mode of movement that movement is increased by 10ft. This is an enhancement bonus. |