Talk:Sorcerer, Tome (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search

Ratings[edit]

RatedFavor.png Paleomancer favors this article and rated it 4 of 4!
The power path gives the class a coherent build around which to base both character development and spell tactics. Even though most of the spells are preset for a path, the extra spells gained with levels add enough flexibility to satisfy customization, and the spells seem to be chosen for maximum power and utility. The ability to gain other tricks, like armored mage, only sweetens the deal.

Some (unrequested) help

I was scrolling through the recent changes and I saw "Sorcerer, Tome" and I was obviously intrigued. I'm not going to try to help you with any mechanical things, because I'd be of no use. However, I did notice your page is getting long and gross. That, I can (kinda) help with. I quickly threw this together to make your page more readable. Use it if you want, ignore it if you don't. It's kinda gross, code-wise, but reading the page becomes much easier. --The Badger 05:17, April 27, 2010 (UTC)

Aberrant Power
Scion of Madness (Ex): You may act normally while dazed or confused. This ability does not function if a dazed status was inflicted upon you by a spell that you cast yourself.
Special Skills: Knowledge (Dungeoneering & Planes), Linguistics, Swim

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells

Oh sweet. That makes things a lot nicer, thanks. I was probably going to have to do something like that eventually. --Quantumboost 05:31, April 27, 2010 (UTC)
Sweet god yes. This (or something similar) +9001 unless you're going to split them out from the main writeup (which might not be bad anyway).
Also, is this based on the alpha pathfinder suggestion? If so, it's nice to see some life being breathed back into it. If not, lucky you, I can point you at some suggested power setups :-) - TarkisFlux 05:35, April 27, 2010 (UTC)
It is in fact based on the Alpha Pathfinder suggestion. Hence why I'm using the exact same power paths Frank posted there. :D
And yeah, probably should split them off into their own pages at some point. --Quantumboost 05:49, April 27, 2010 (UTC)

Sorcerous Technique[edit]

A sorc will gain eight of these, and have four options to spend them on (three of which can be taken multiple times, admittedly).

Maybe more techniques are in order? Also, maybe Armored Mage should granted proficiency with the relevant armor catergory (after all, Counterspell Reflexes gives immediate counterspelling and the feat Improved Counterspell to boot). Without built in proficiency, they end up needing to dip, or spend three feats to end up on par with a warmage, who only spent one feat, and also did it a level earlier.

Just a thought.--Tavis McCricket 20:18, May 6, 2010 (UTC)

Yes, more techniques are in order, hence its status as a sandboxed class. This is a work in progress. I expect to eventually have 8ish distinct abilities (including the three Armored Mage levels) that aren't the Extra Spell or Metamagic options.
@Armor Proficiency: Fair enough, proficiency with that type of armor wouldn't drastically change its overall power and would mesh better without having to multiclass. --Quantumboost 22:17, May 6, 2010 (UTC)

Metamagic[edit]

I recently moved all of the tome metamagic feats into the Spellcasting type to end confusion on the matter. I don't know if the bonus metamagic feats here were supposed to be regular ones or the tome ones, but if the latter you'll need to change text here :-/ - TarkisFlux 18:41, July 12, 2010 (UTC)

Original intent was that it would be the regular ones for baseline games, so changes won't be necessary. Thanks for the notification. --Quantumboost 19:28, July 12, 2010 (UTC)


Other Spell Lists[edit]

the SRD Sorcerer isn't limited to the Wiz/Sorc list "At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. " Is this class still capable of picking up spells from other lists, or is it more limited in spell selection?