Human Sorc Alt Racial trait


Rules Questions

1 to 50 of 98 << first < prev | 1 | 2 | next > last >>

Quote:

Sorcerer: Add one spell known from the sorcerer spell

list. This spell must be at least one level below the highest
spell level the sorcerer can cast.

Im having a stupid day. Could someone clarify this for me lol. Does this apply to each level spell and effectively increases level of spells known by one?


Charisma wrote:
Quote:

Sorcerer: Add one spell known from the sorcerer spell

list. This spell must be at least one level below the highest
spell level the sorcerer can cast.
Im having a stupid day. Could someone clarify this for me lol.

say your 4th level and can cast 2nd level spells

you can use this favoured class trait to get an extra known 1st level or 0 level spell

at 6th level with 3rd level spells you could pick a 2nd 1st or 0 with it


Charisma wrote:
Quote:

Sorcerer: Add one spell known from the sorcerer spell

list. This spell must be at least one level below the highest
spell level the sorcerer can cast.
Im having a stupid day. Could someone clarify this for me lol. Does this apply to each level spell and effectively increases level of spells known by one?

Yeah, each time you take this, you add an additional spell known at a level at least one lower than your max spell level.

Grand Lodge

Every time you level, you can add one extra spell to your spells known. It must be one level less than the highest level you can cast at that level. It doesn't evenly add one to each level because for the first few levels you can only add a 0 or 1st level spell.


Thanks guys.

So, going further, if i read correctly, this trait would replace my extra feat as a human? If it does, is it worth it?

Liberty's Edge

Charisma wrote:

Thanks guys.

So, going further, if i read correctly, this trait would replace my extra feat as a human? If it does, is it worth it?

No, it would replace your extra hit point or skill rank for your favored class.

Liberty's Edge

Charisma wrote:
is it worth it?

It certainly seems worth it to me. I would probably select an extra hit point for the first 3 levels (rather than another 0-level spell known), but I'd go for the extra spell known the next 17 levels.


Heymitch wrote:
Charisma wrote:
is it worth it?
It certainly seems worth it to me. I would probably select an extra hit point for the first 3 levels (rather than another 0-level spell known), but I'd go for the extra spell known the next 17 levels.

I agree its useful however i disagree that you should pickup an extra 17 known spells.

the spells you choose will be your 3rd, 4th even 5th best choice for the level and keep in mind you get more known lower spells as you level which means you could end up with 7 known 1st level spells instead of 5 at higher levels

is that really worth 2HP ?

at some levels there are many really good choices at others not so much.

I'd say evalute your choices each level and unless thier is a clear I NEED THIS SPELL then take the extra HP or SP , beucase how often are you going to be using you 6th and 7th choices ?


Phasics wrote:
Heymitch wrote:
Charisma wrote:
is it worth it?
It certainly seems worth it to me. I would probably select an extra hit point for the first 3 levels (rather than another 0-level spell known), but I'd go for the extra spell known the next 17 levels.

I agree its useful however i disagree that you should pickup an extra 17 known spells.

the spells you choose will be your 3rd, 4th even 5th best choice for the level and keep in mind you get more known lower spells as you level which means you could end up with 7 known 1st level spells instead of 5 at higher levels

is that really worth 2HP ?

at some levels there are many really good choices at others not so much.

I'd say evalute your choices each level and unless thier is a clear I NEED THIS SPELL then take the extra HP or SP , beucase how often are you going to be using you 6th and 7th choices ?

I'm personally not very sold by this argument. There is a single spell that makes this argument unconvincing. False Life. It doesn't make all, or even most I suspect, sorceror spell lists. For evidence, see this:

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/advice/makingASorcererWithMAXSpellsKnown

3 spells lists presented so far, 1 False Life spell...

1d10 + lvl (maximum of 10) bonus HP for 1 hr/lvl... 1 added spell known equals how many effective HP?

Similar argument can be made about skill points with spells like Crafter's Fortune...

And this issue is only going to get worse as more and more spells get published... Or casters start researching spells. Would you allow a sorceror to research Timely Inspiration as a 2nd level sorceror spell?

As soon as you get out of the cantrip range, bonus spells dominate.


pad300 wrote:
Phasics wrote:
Heymitch wrote:
Charisma wrote:
is it worth it?
It certainly seems worth it to me. I would probably select an extra hit point for the first 3 levels (rather than another 0-level spell known), but I'd go for the extra spell known the next 17 levels.

I agree its useful however i disagree that you should pickup an extra 17 known spells.

the spells you choose will be your 3rd, 4th even 5th best choice for the level and keep in mind you get more known lower spells as you level which means you could end up with 7 known 1st level spells instead of 5 at higher levels

is that really worth 2HP ?

at some levels there are many really good choices at others not so much.

I'd say evalute your choices each level and unless thier is a clear I NEED THIS SPELL then take the extra HP or SP , beucase how often are you going to be using you 6th and 7th choices ?

I'm personally not very sold by this argument.

Acutaly you are

you just did exactly what I suggested and evaluated the choices instead of blindly commiting to take bonus spells for 17 levels.

depending on how you play, and what kind of role your trying to achieve waht kind of party group you have will dictate how your own evaluation goes.


I've got to admit that once I'm to the point where my primary 'class function' skills (Intimidate, Use Magic Device, Bluff and Spellcraft) are at the +15 range, this is going to be very tempting. I figure it'll start kicking in at 7th or 8th level.


The only disagreement I have with picking up 17 extra spell for levels 4 thorugh 20 is I would pick up 3 extra cantrips as well.


I think this is a very good 'favored class option', especially for later levels, as previous posters pointed out (the great thing about 'favored class options' is that you're free to choose whichever is best at every level).

Even more so, if you consider that spell-preparing classes (wizard, witch, alchemist) get the same option (adding 1 spell to their spellbook). I put this in my questionnaire about the APG. To me this seems quite unbalanced even.


Phasics wrote:
pad300 wrote:
Phasics wrote:
Heymitch wrote:
Charisma wrote:
is it worth it?
It certainly seems worth it to me. I would probably select an extra hit point for the first 3 levels (rather than another 0-level spell known), but I'd go for the extra spell known the next 17 levels.

I agree its useful however i disagree that you should pickup an extra 17 known spells.

the spells you choose will be your 3rd, 4th even 5th best choice for the level and keep in mind you get more known lower spells as you level which means you could end up with 7 known 1st level spells instead of 5 at higher levels

is that really worth 2HP ?

at some levels there are many really good choices at others not so much.

I'd say evalute your choices each level and unless thier is a clear I NEED THIS SPELL then take the extra HP or SP , beucase how often are you going to be using you 6th and 7th choices ?

I'm personally not very sold by this argument.

Acutaly you are

you just did exactly what I suggested and evaluated the choices instead of blindly commiting to take bonus spells for 17 levels.

depending on how you play, and what kind of role your trying to achieve waht kind of party group you have will dictate how your own evaluation goes.

No, you are either b##@#~&@ting or haven't grasped the concept. If you have a choice between 10 hp and one bonus 2nd level spell - False Life, it's worth taking the spell. 1 HP or 1 Skill rank for 1 spell is a trade any optimized sorceror MAKES.

Liberty's Edge

I like HP as well as the next guy, but between the Toughness feat and Belts of Mighty Constitution, I generally can get where I need to be without needing that extra HP from the Favored Class Bonus.

Our group generally uses a higher point buy (25 for Pathfinder), so I generally start out at a 14 Con.

By 10th level, I've got 85 HP (plus an extra 4th level spell known, and 2 extra each of 1st to 3rd level spells). Hit Points = 6 (lvl 1) + 36 (lvls 2-10) + 3 (favored class) + 20 (14 Con) + 10 (Belt) + 10 (Toughness) = 85.

Or, I can have 92 HP and skip those spells. For me, it really is a no-brainer.

If you're playing in a low point buy game, and you can't afford the Con, then maybe I could see your point. But even with a 12 Con, I'd be looking at 75 HP versus 82 HP at 10th level.

Also, the more spells that get released in future books, the greater the reason to maximize your spells known. If your campaign uses all of the 3.5 material, then you already have way too many choices.

Lastly, when I'm playing a caster, if I'm in a position where I'm losing a lot of hit points, I was (more often than not) being more reckless than I needed to be...


Oh well just another reason to house rule = No humans allowed. After you throw on +3 Race HD, they do make good low level monsters tho :)

Muhahahahahaha

Silver Crusade

Pathfinder Adventure Path Subscriber

Human Sorcerer Favoured Class Bonus 2: Electric Boogaloo, Or The Thread That Didn't Want To Fade Away.

Liberty's Edge

It's probably one of the best skill point / hit point trade-off options around, as sorcerers don't really HAVE any good way to add to spells known outside of feats.


cfalcon wrote:
It's probably one of the best skill point / hit point trade-off options around, as sorcerers don't really HAVE any good way to add to spells known outside of feats.

That time of the month again, huh. Unfortunately, despite popular opinion, official word from the developers is that it's not unbalanced, and so they will not change it.

Best we can hope for, I suppose, is for some Ultimate Magic to give other races some juicy options to make them even viable as sorcerers compared to humans.


Several posts seem to refer to a prior discussion on this subject. I'd be quite interested in that. Could someone link to the thread(s)? Especially the one where developers say it isn't unbalanced. I'm especially interested in how the differences between spontaneous and preparing casters are explained.


Actually, the more I think about this, the more I think it might be completely balanced. Here's the thing... almost every character is going to go for the extra hit point if you're core-only. On average a skill point doesn't compare.

With this alternate choice it's exactly that: a choice. It's not a given, but it's still tempting. That's balanced.


Ughbash wrote:
The only disagreement I have with picking up 17 extra spell for levels 4 thorugh 20 is I would pick up 3 extra cantrips as well.

The only reason I might not is because you eventually get 9 total, but I could see it.

Even if you don't have a good choice each level folks, remember that you can do the thing no one ever expects a sorcerer to do, the very thought of which strikes terror into their hearts:

Have utility spells.

Liberty's Edge

FiddlersGreen wrote:
Several posts seem to refer to a prior discussion on this subject. I'd be quite interested in that. Could someone link to the thread(s)? Especially the one where developers say it isn't unbalanced. I'm especially interested in how the differences between spontaneous and preparing casters are explained.

Hey cool awesome thanks for the ad hominem for pointing out that something is good. Start whining if I ask for a nerf K?

It should be obvious that some of the skill point / hit point trade offs will be better than others. The ones that don't trivially map to stuff you could otherwise get have the possibility of being the most valuable. The half elf summoner one (1/4 evolution points) and anything that adds spells to a class that normally needs to spend feats to learn spells, are places you should be looking to spend your points if you are looking outside of the more traditional +hit point or +skill point.

Does it need to be houseruled away in your game? If sorcerers besides humans start being a rarity in your games, maybe. Or if you don't like something sneaking around the edges that has previously been a very tough to break cap. But anyone who wants to change that for their home games doesn't need me to bring it up. But if someone is asking, is this good? Is this worth trading the hit points for? Yes and maybe. No reason to stage a personal attack for trying to help what I assume to be someone looking to build for Society play (where it is 100% legal, as far as I know).

And saying "best we can hope for is more mudflation" is defeatist, if you truly believe it to be OP.


Uhm... Misquote?

I was just asking for a link...

I really just want to read up on the different view-points in the discussion.


cfalcon wrote:
FiddlersGreen wrote:
Several posts seem to refer to a prior discussion on this subject. I'd be quite interested in that. Could someone link to the thread(s)? Especially the one where developers say it isn't unbalanced. I'm especially interested in how the differences between spontaneous and preparing casters are explained.
Hey cool awesome thanks for the ad hominem for pointing out that something is good.

How in the Nine Hells is asking for a link to referenced threads an ad hominem? That word doesn't mean what you think it means.


Anguish wrote:

Actually, the more I think about this, the more I think it might be completely balanced. Here's the thing... almost every character is going to go for the extra hit point if you're core-only. On average a skill point doesn't compare.

With this alternate choice it's exactly that: a choice. It's not a given, but it's still tempting. That's balanced.

Well, it's more like, at lower levels, it's not tempting at all, whilst at upper levels, it becomes too tempting to the point of being a no-brainer. Which puts it out of whack with the other FC bonuses.


Well, with the ability to get double this effect with a feat, maybe there's a design assessment that giving sorcerors a lot more spells known isn't a problem.

Liberty's Edge

The correct quote is from Fiddler's Green:

Quote:
That time of the month again, huh. Unfortunately, despite popular opinion, official word from the developers is that it's not unbalanced, and so they will not change it.

This is the ad hominem. The reply button location gets me sometimes. I mean, he did quote my brief post and then imply I'm being hysterical for saying it's pretty good.


cfalcon wrote:

The correct quote is from Fiddler's Green:

Quote:
That time of the month again, huh. Unfortunately, despite popular opinion, official word from the developers is that it's not unbalanced, and so they will not change it.
This is the ad hominem. The reply button location gets me sometimes. I mean, he did quote my brief post and then imply I'm being hysterical for saying it's pretty good.

On the contrary, I *started* the last thread criticising the FC option for being too good. I'm just also pointing out that the debate is goingt nowhere since the developers have decided to hand-wave it and move on.

To CFalcon-compare toughness to expanded arcana. You get the benefit of the feat essentially once every two levels, you realise, as opposed to toughness, whose benefit is only replicated if you take the hp option at every level. At level 20, you can essentially choose to get the benefit of the toughness feat, or of the expanded arcana feat 10 times. You do the math.


cfalcon wrote:

The correct quote is from Fiddler's Green:

Quote:
That time of the month again, huh. Unfortunately, despite popular opinion, official word from the developers is that it's not unbalanced, and so they will not change it.
This is the ad hominem. The reply button location gets me sometimes. I mean, he did quote my brief post and then imply I'm being hysterical for saying it's pretty good.

Let me clear up this misunderstanding.

I believe you took "that time of the month again, huh" to mean "this poster is acting like a woman with PMS".
I believe what Fiddler's Green actually meant by "that time of the month again, huh" is "I've seen this issue brought up over and over again".
So, no ad hominem was intended; just your typical expression of "we're re-hashing an old issue".
Because 'time of the month' is a euphemism, it would be more useful to vary the expression to something like "Another thread on this? Must be Tuesday."


Alch wrote:

I think this is a very good 'favored class option', especially for later levels, as previous posters pointed out (the great thing about 'favored class options' is that you're free to choose whichever is best at every level).

Even more so, if you consider that spell-preparing classes (wizard, witch, alchemist) get the same option (adding 1 spell to their spellbook). I put this in my questionnaire about the APG. To me this seems quite unbalanced even.

I agree with this.

In my group we feel there's little to no point being a wizard, if you can be a sorcerer with a ton of spells.
We think it is unbalanced as it is.

The most popular suggestion, at this point, is to alter the benefit to +1/3 or+1/4 rather than a full +1.

Edit: misquote


Ral' Yareth wrote:
Alch wrote:

I think this is a very good 'favored class option', especially for later levels, as previous posters pointed out (the great thing about 'favored class options' is that you're free to choose whichever is best at every level).

Even more so, if you consider that spell-preparing classes (wizard, witch, alchemist) get the same option (adding 1 spell to their spellbook). I put this in my questionnaire about the APG. To me this seems quite unbalanced even.

I agree with this.

In my group we feel there's little to no point being a wizard, if you can be a sorcerer with a ton of spells.
We think it is unbalanced as it is.

The most popular suggestion, at this point, is to alter the benefit to +1/3 or+1/4 rather than a full +1.

Edit: misquote

I thought that would be the case with my group but Wizards still win due to getting their spell levels earlier. As much as the extra known spell make the Sorcerer tempting getting you higher level spells a level earlier is just worth so much more.


voska66 wrote:
Ral' Yareth wrote:
Alch wrote:

I think this is a very good 'favored class option', especially for later levels, as previous posters pointed out (the great thing about 'favored class options' is that you're free to choose whichever is best at every level).

Even more so, if you consider that spell-preparing classes (wizard, witch, alchemist) get the same option (adding 1 spell to their spellbook). I put this in my questionnaire about the APG. To me this seems quite unbalanced even.

I agree with this.

In my group we feel there's little to no point being a wizard, if you can be a sorcerer with a ton of spells.
We think it is unbalanced as it is.

The most popular suggestion, at this point, is to alter the benefit to +1/3 or+1/4 rather than a full +1.

Edit: misquote

I thought that would be the case with my group but Wizards still win due to getting their spell levels earlier. As much as the extra known spell make the Sorcerer tempting getting you higher level spells a level earlier is just worth so much more.

We're still testing. Just pointing out that we're concerned about this.

In regards to having more powerful spells earlier on, this advantage goes away at even levels (4,6,8,10, etc.), when the sorcerer ties up in highest spell level know. Not much of an advantage to the wizard if they duel at level 10, for exemple.


Additionally,

We don't think an extra talent (below) is that more powerful than an extra spell know.

"Rogue: The human gains +1/6 of a new rogue talent"

Unless the book in question assumes human are far better sorcerers than rogues. If that's the case, better to just rule "human favored class: sorcerer".

We're also considering a fix of this type:

"Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least TWO levels below the highest spell level the sorcerer can cast (minimum 0 level spells)."

Silver Crusade

Pathfinder Adventure Path Subscriber

Can somebody tell me why do we have a nth thread on this with the same horse being beaten over and over ?


Gorbacz wrote:
Can somebody tell me why do we have a nth thread on this with the same horse being beaten over and over ?

Can somebody link me to the other threads on this?

Silver Crusade

Pathfinder Adventure Path Subscriber
AvalonXQ wrote:
Gorbacz wrote:
Can somebody tell me why do we have a nth thread on this with the same horse being beaten over and over ?
Can somebody link me to the other threads on this?

Say, let me buy you a drink and tell you a story about the "search" function. It's a long tale, fraught with peril and danger, but also full of hope and belief in mankind ...


Ral' Yareth wrote:


We're still testing. Just pointing out that we're concerned about this.

In regards to having more powerful spells earlier on, this advantage goes away at even levels (4,6,8,10, etc.), when the sorcerer ties up in highest spell level know. Not much of an advantage to the wizard if they duel at level 10, for exemple.

Additionally,

We don't think a extra talent (below) is that more powerful than an extra spell know.

"Rogue: The human gains +1/6 of a new rogue talent"

Unless the book in question assumes, human are far better sorcerers than rogues, but if it's the case, better to just say "human favored class: sorcerer".

It's true the Sorcerer does catch up for one level but having Displacement at 5th instead of 6th is so much better. Then the sorcerer catches up and has 2 known spells of that new level. Still limited with only 2 known spells even with the favor class bonus because it only applies to lower level spells.

It's not just sorcerer though. Oracles, Inquisitor, and Bard who are also Spontaneous casters get the same favored class bonus.

The only real issue is why would you ever play anything but human for spontaneous casting classes.


Gorbacz wrote:
Can somebody tell me why do we have a nth thread on this with the same horse being beaten over and over ?

This thread really wasn't about complaining about the issue but asking how it worked. It just degenerated into complaining about the issue. Kind of happens after you explain how it works. So here we go again. Should have just left well enough alone but the temptation got to me.


voska66 wrote:
Ral' Yareth wrote:


We're still testing. Just pointing out that we're concerned about this.

In regards to having more powerful spells earlier on, this advantage goes away at even levels (4,6,8,10, etc.), when the sorcerer ties up in highest spell level know. Not much of an advantage to the wizard if they duel at level 10, for exemple.

Additionally,

We don't think a extra talent (below) is that more powerful than an extra spell know.

"Rogue: The human gains +1/6 of a new rogue talent"

Unless the book in question assumes, human are far better sorcerers than rogues, but if it's the case, better to just say "human favored class: sorcerer".

It's true the Sorcerer does catch up for one level but having Displacement at 5th instead of 6th is so much better. Then the sorcerer catches up and has 2 known spells of that new level. Still limited with only 2 known spells even with the favor class bonus because it only applies to lower level spells.

It's not just sorcerer though. Oracles, Inquisitor, and Bard who are also Spontaneous casters get the same favored class bonus.

The only real issue is why would you ever play anything but human for spontaneous casting classes.

I get your point, but it seems to imply that wizards will have a fair access to other spellbooks or scrolls. That might be true in some campaigns, but not all.

But anyway, good points.

Just to clarify, I think adding that many spells known to any spontaneous class, not just the sorcerer, is potentially game breaking (specially if you use other 3.5 sources).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Alch wrote:

I think this is a very good 'favored class option', especially for later levels, as previous posters pointed out (the great thing about 'favored class options' is that you're free to choose whichever is best at every level).

Even more so, if you consider that spell-preparing classes (wizard, witch, alchemist) get the same option (adding 1 spell to their spellbook). I put this in my questionnaire about the APG. To me this seems quite unbalanced even.

To me the only unbalanced thing is that only humans get it. It's a very good option and giving it only to humans seems to unfairly penalize picking another race.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
FiddlersGreen wrote:
cfalcon wrote:
It's probably one of the best skill point / hit point trade-off options around, as sorcerers don't really HAVE any good way to add to spells known outside of feats.

That time of the month again, huh. Unfortunately, despite popular opinion, official word from the developers is that it's not unbalanced, and so they will not change it.

Best we can hope for, I suppose, is for some Ultimate Magic to give other races some juicy options to make them even viable as sorcerers compared to humans.

Just because you find it unbalanced, and a few other guys do, doesn't make it the popular opinion, btw. There are quite a lot of people who are perfectly okay with the bonus.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
voska66 wrote:


It's true the Sorcerer does catch up for one level but having Displacement at 5th instead of 6th is so much better. Then the sorcerer catches up and has 2 known spells of that new level. Still limited with only 2 known spells even with the favor class bonus because it only applies to lower level spells.

This. I am also finding that the spells per day advantage of the Sorcerer isn't all that high against a specialist wizard, especially at the odd numbered levels.


magnuskn wrote:
Just because you find it unbalanced, and a few other guys do, doesn't make it the popular opinion, btw.

Just because you find it balanced, and a few other guys do, doesn't make it the popular opinion, btw.


magnuskn wrote:
Alch wrote:

I think this is a very good 'favored class option', especially for later levels, as previous posters pointed out (the great thing about 'favored class options' is that you're free to choose whichever is best at every level).

Even more so, if you consider that spell-preparing classes (wizard, witch, alchemist) get the same option (adding 1 spell to their spellbook). I put this in my questionnaire about the APG. To me this seems quite unbalanced even.

To me the only unbalanced thing is that only humans get it. It's a very good option and giving it only to humans seems to unfairly penalize picking another race.

Agreed. The +1 to Skill or +1 to HP is true for all races.

The problem comes in that ONLY human soccers can swap this for bonus spells. That is were people are complaining.


Gorbacz wrote:
AvalonXQ wrote:
Gorbacz wrote:
Can somebody tell me why do we have a nth thread on this with the same horse being beaten over and over ?
Can somebody link me to the other threads on this?
Say, let me buy you a drink and tell you a story about the "search" function. It's a long tale, fraught with peril and danger, but also full of hope and belief in mankind ...

I searched and couldn't find anything (except my own comments). I suspect this is because there isn't a common naming convention for these 'favored class options'.

Could you please give me a link? I would be especially interested in the thread where a member of the Paizo team answered (as a commenter said they did). Thanks in advance.


Alch wrote:
Gorbacz wrote:
AvalonXQ wrote:
Gorbacz wrote:
Can somebody tell me why do we have a nth thread on this with the same horse being beaten over and over ?
Can somebody link me to the other threads on this?
Say, let me buy you a drink and tell you a story about the "search" function. It's a long tale, fraught with peril and danger, but also full of hope and belief in mankind ...

I searched and couldn't find anything (except my own comments). I suspect this is because there isn't a common naming convention for these 'favored class options'.

Could you please give me a link? I would be especially interested in the thread where a member of the Paizo team answered (as a commenter said they did). Thanks in advance.

Try this one:

Human sorcerer's favoured class bonus in the APG- what happened?

Or this, short as it is:

Better prefered class bonus for human wizards & witches

And this is the original source:

Pathfinder Advanced Player's Guide Preview #1

I found these by typing 'human sorcerer' and just looking at page 1 of the messageboard results. I left a few off, just because I'm feeling lazy.


Thanks for the links. I browsed through them. Only the first one has a focused discussion on the point. I totally missed it because it wasn't in the rules or general discussion sections.

Liberty's Edge

AvalonXQ wrote:
Let me clear up this misunderstanding.

Thank you, that explains it nicely. I had no idea that he meant to imply he's seen the thread before.

And back on topic, I would say that in general the APG doesn't seem very balanced. My pet peeve is definitely the addition of older, inferior swords, with godlike stats, and then tagging them as exotic. Falcata's didn't require special training or an exotic locale to use, nor are they super godly amazing like their crit stats imply (x3 19-20, which gives them a total of 4 "crit dots", which can double to 8 with imp crit or keen- this is the modern equivalent of the bladed gauntlet misprint in terms of average damage done, and is the mathematical equivalent of having a crit range of 17-20 base). Having this superior to an English Longsword is absurd logically- one thousand years of sword technology really did improve the situation. Having it with the "hard to use" tag is also wrong. The game doesn't make many claims that are directly applicable to the real world- adding in some and making them wrong makes it feel like a video game manual.

The 8 pound sword can also die on fire. That's a barbell, not a sword. Fully unwieldable, unlike an actual khopesh. An actual Khopesh is like, 2 pounds max I think. If I'm wrong, it's certainly no more than 4, ever. 8 is like guessing the average weight on an adult male at 450 pounds.

So I don't suggest you take the book too literally. It's a splat book. It's meant to have overpowered options that mess up your play balance. It's poorly researched. It's ill thought out. That's what ALL of them have ever been for, since at least the 80s and probably before (exception: second edition priest's handbook, which was nothing but cleric nerfs). I don't really understand why they chose to allow a human sorcerer to get extra spells- I mean, which sorcerer standing at 10th level wouldn't trade 5 hit points for 1 extra 4th level spell, 2 extra 3rd level spells, and 2 extra 2nd level spells? That seems fantastic. But when you are out of spells and low on hit points, maybe you think differently. Certainly it's better than stuff like "your mount gains +1 hit point". Some of the options don't even GET alternate features- for instance, human summoners can hand off those hit points and skill points to their Eidolon. Half Elves can get bonus evolution points. full elves get absolutely nothing. At least the human racial was sort of assigned in the "pick something extra, but still within the rules" concept. The half elf one is certainly not halfway between human and elven!

I guess my point is, arguing about balance won't really help. If you care enough to post on the forums, you know enough about how to balance your home games to avoid stuff you don't like. You know you can houserule out all the alternate traits, or nerf them. They don't seem easy to keep track of, and they compose a set of hard to balance and flavorless racial sub-abilities. Of COURSE at least a couple are gonna be silly. But to me, people asking questions like the one above are really saying "Should I pick this ability for my human sorcerer", and the answer should probably be, "Yea, select that a few times at least, it's good.", not changing the topic to "the APG should be rewritten!" or "I hate you all for suggesting that my human sorcerer be nerfed!".


cfalcon wrote:
I would say that in general the APG doesn't seem very balanced.

I clearly think like you as a DM point of view... But my players don't see it like that at all... They see in the APG a lot of great RP opportunity, and beyond my advice the Dragon Blooded sorcerer still prefer the skill point instead of the spell... All that in name of RP...

A shame... :/

1 to 50 of 98 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Human Sorc Alt Racial trait All Messageboards

Want to post a reply? Sign in.