Talk:Sorcerer, 4th Variant (3.5e Class)

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These are only personal suggestions, but I dislike the fact that choosing the defensive option means I cannot choose offensive spells, and vise versa. Perhaps a slightly less draconian restriction of the first spell known of each spell level must be an offensive/defensive spell? Where do non-offensive non-defensive spells such as teleport fit in either? Secondly, the windcraft ability needs a few qualifiers(is that the right word?), such as duration, the action required, what happens if the sorcerer tries to pass the item to the barbarian, etc. Third, I like the idea of bonus heritage feats, but perhaps if they were not as specific- not all my sorcerers are celestial fiendish dragons :P. Lastly, does the arcane implement completely replace all the arcane material components? At lower levels that's fine, but it does mean you replace some 5000gp material components with a 100gp focus sometimes. Just something to keep an eye on. All this being said, do what you want. --I iz Cricket, hear me chirp. 03:59, 20 December 2010 (MST)

I agree with pretty much everything Cricket has said. In addition, I think you are getting some terms confused with 4e; 3.5 has no use for the terms "striker" or "controller". And if you are going to limit the sorcerer to only offensive or defensive spells (and I'm honestly not sure how this makes the sorcerer better), you really should define which are which. Besides the fact that some are neither (mending, alarm, summon monster), some are both (command undead, vampiric touch, enervation). Also, if the sorcerer chooses attack spells as her spells she can learn, does that exclude her from casting defensive spells from scrolls or wands? If not, what person would ever choose the defensive version?
To add to what Cricket said about the implement, while it may seem like a boon at very low levels, the sorcerer will really be missing that ring slot at higher levels. If this is supposed to make a sorcerer better, he shouldn't be hampered so greatly.
Lastly, windcraft is missing some key components, and is not well thought out. "Weaponized magic affect (sic) that is known to the sorcerer equal to the bonus that she has at the time" is very confusing. Does the weapon have to start with a +1 bonus before it can have any damage effects applied to it, like normal weapons? And most importantly, what is a sorcerer going to do with a +1 flaming dagger at 8th level? You gave them a 3/4 attack progression (which is WAY OVERPOWERED, btw), but who would choose that over a ray spell, which is a touch attack which keeps them far away from the enemy, or an area spell, which, in addition to keeping them far away, deals lots of damage to several opponents at once? JazzMan 09:29, 20 December 2010 (MST)
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