Talk:Tactical Sorcerist (3.5e Class)

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These Chants are Crazy, and your Formatting is Weird[edit]

Nowhere does it explicitly say that you can speak 6 words per round, it just implies that in the descriptions of Chants and Fast Talk. So can a level 1 character really do 12d6 damage in a 30 foot cone, no save? At level 6 this can improve to 24d6, at level 10, 72d6, and at level 20, 144d6? Admittedly, this is Very High level, but those are annoyingly excessive numbers. You must not have been thinking about those numbers, because at no point can Chant: Annihilation be better.

The Forbidden chant's 3 Standard and Move actions per round is slightly less idiotic than it would be on a Wizard because it takes a 10 level investment in a class that isn't particularly dependent on Standard actions.

You're also missing rules on how to regain charges, or what clips actually are.

Chant: Stasis has no range or save.

Chant: Destruction, Scattershot gives no use for charges.

What do you mean by "permanently spent"? Is investing not permanent?

Does a 2 level dip in Tactical Sorcerist really give them a permanent ~+20 bonus to attack rolls? Or Fast healing 12? Or DR 22/Adamantine? Or cast level 10 spells?

...what? Okay, the first three were beyond unbalanced, but that one blows all other level 15 Very High-level characters out of the water. At level 2.


That said, I like the aesthetic design of this class. --Foxwarrior 18:58, 27 May 2012 (UTC)

Thanks for pointing these things out, I'll be changing a lot of things to make this less powerful, however, you did make a lot of inferences and many of what you say is wrong. However, I did forget to put saves, and I'll put progression for all of the abilities so people understand things better. And it says you can only say 6 words per round in the Player's Handbook. Also, in Destruction, Shattershot, it says it sends out a number of cylinders equal to the number of charges*(Your Tactical Sorcerist level/5) and up to 5 charges can be used. Once I make all the mechanics changes, I'd be glad if you think you can do the formatting a bit better, and I'll keep a backup in case. I'll post again when the mechanical changes are done. Alcyius 19:10, 14 June 2012 (UTC)
I made some mechanical changes, If you could tidy it up and fix up the formatting feel free. I'm keeping a backup just in case, so go wild. Alcyius 19:32, 14 June 2012 (UTC)
Okay. When I look up talking as a Free Action, it tells me that people can speak "a few sentences". It's a good thing the rules are so consistent. I'm not sure what the levels and die numbers after Exist are supposed to mean, since you didn't change the damage value for it in the effect text or anything.
I don't understand why you weakened Annihilation, because you didn't weaken Exist more.
Anima×2 certainly makes those options less excessive, but level 5 is still a little early to be casting time stop or astral projection. For someone who already has plenty of other options, try more like level 25 or 30. I'm also not sure whether there are any daily limits to this.
And I still don't know what the difference between spending and investing is, really.
Oh, and 2 standard actions per round is still enough to totally abuse wands with Use Magic Device, or abuse Magic more than a Wizard can.
Also, your DCs are high. An optimized Wizard who loves save DCs has DCs of maybe 16 at level 1 and 37 at level 20, but adding charges in there brings your numbers out of balance with that. --Foxwarrior 20:28, 14 June 2012 (UTC)
Do you have a justification for the damage numbers you choose? --Foxwarrior 22:39, 14 June 2012 (UTC)