| Post/Author/DateTime | Post |
|---|---|
| SearcherOmega11-22-04, 02:13 PM | For my campaign, I was thinking of using Unearthed Arcana's Spell Point system, but tweaking the Sorcerer class so that it could artificially fuel its spells and raise its caster level, using the mechanics of a Wilder (XPH core class). A few questions here: A) Wizards would still use Spells / Day. Given that one uses Spell Points (basically the arcane clone of Power Points) and the other uses Spells / Day, would you say this is unbalancing, or do the pros and cons of each (free scaling versus higher augmentation) balance out? B) What would be the best way to fuse aspects of the Wilder class into the Sorcerer class without making Sorcerer too powerful? Currently, I see socerer as slightly sub-par to wizard (especially since there's usually a lot of opportunities to plan ahead in this campaign), but I want to avoid making the wizard the lesser of two choices. Thank you! |
| _plucky01-03-05, 06:48 PM | Bump! I'd like to hear comments on this as well, so I'll cast "Raise Thread" on this and keep looking! _plucky |
| Nephlite01-03-05, 11:52 PM | For my campaign, I was thinking of using Unearthed Arcana's Spell Point system, but tweaking the Sorcerer class so that it could artificially fuel its spells and raise its caster level, using the mechanics of a Wilder (XPH core class). A few questions here: A) Wizards would still use Spells / Day. Given that one uses Spell Points (basically the arcane clone of Power Points) and the other uses Spells / Day, would you say this is unbalancing, or do the pros and cons of each (free scaling versus higher augmentation) balance out? B) What would be the best way to fuse aspects of the Wilder class into the Sorcerer class without making Sorcerer too powerful? Currently, I see socerer as slightly sub-par to wizard (especially since there's usually a lot of opportunities to plan ahead in this campaign), but I want to avoid making the wizard the lesser of two choices. Thank you! I don't have Unearthed Arcana's Spell Point system so I wouldn't know, but for now: Give Sorceror Wild Surge power with Enervation and for balance same spells per day as a Wizard. Unless you think Wild surge with chance of being dazed is balanced than keep spells per day of soeceror. Unlike a Wilder which has Weapon and Armor Proficiency light armor, and with shields (except tower shields); you only get simple weapons like them. Wild Surge (Su): A Sorceror can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a Sorceror gains phenomenal arcane strength, but may harm herself by the reckless use of her power (see Arcane Enervation, below). A Sorceror can choose to invoke a wild surge whenever she casts a power as a free action. When she does so, she gains +1 to her caster level with that casting of the spell. The caster level boost gives her the ability to cast her spells to a higher degree than she otherwise could or to apply a metapsionic feat she knows to a spell fort free once/day. Level-dependent spell effects are also improved, depending on the spell a Sorceror casts with her wild surge. This improvement in caster level does not grant her any other benefits (familiar abilities do not advance, she does not gain higher-level class abilities, and so on). At 4th level, a Sorceror can choose to boost her caster level by two instead of one. At 8th level, she can boost her caster level by up to three; at 12th level, by up to four; at 16th level, by up to five; and at 20th level, by up to six. You have a 20% chance to cast one spell/day a spell with no spell level increase when applied a metamagic feat such as empower. Aracane Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a Sorceror may be overcome by the strain of her effort. To avoid enervation, the Sorceror rolls 1d20 + her Sorceror level against a DC of 5 * the number of caster levels added with the wild surge. A roll of 1 is an automatic failure. A Sorceror who is overcome by arcane enervation is dazed until the end of her next turn and loses a number of spell levels equal to twice the number of Caster levels added. |