Difference between revisions of "Sorceror (D&D balance)"

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|log=Project:Hastur (import)
 
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}}{{D&D}}
 
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The following system is a rough guide to balance between the classes. Each class ability costs one or more points, with typical classes ending up at 20 or 21 points. The system is highly subjective, and does not include synergy effects.
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{| class="wikitable"
 
{| class="wikitable"
||'''Ability''' ||| '''Example Classes'''||| '''Points'''
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||'''Ability''' ||| '''Example Classes'''||| '''19 Points'''
 
|-
 
|-
 
|colspan=3|'''Spells'''
 
|colspan=3|'''Spells'''
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||Minor Spell ability: Maximum spell level 4 or one level of magic per 2 levels |||Hexblade, paladin||align=right| 1
 
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||Moderate spell ability: Maximum of spell level 6 or 2 levels of magic use per 3 levels |||Bard||align=right| 2
 
 
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|-
 
||Major spell ability: Maximum spell level 9 |||Druid||align=right| 3
 
||Major spell ability: Maximum spell level 9 |||Druid||align=right| 3
 
|-
 
|-
|| Major spell list: Access to many spells and to the most important spells, such as ''miracle'' and ''wish''. |||Cleric, wizard||align=right| 1
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||Arcane spells |||Sorcerer||align=right| 6
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||Arcane spells |||Sorcerer||align=right| x3
 
 
|-
 
|-
 
|colspan=3|'''Combat Ability'''
 
|colspan=3|'''Combat Ability'''
 
|-
 
|-
|colspan=2| Per point of base attack bonus at level 4 ||align=right| 1
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|colspan=2| Per point of base attack bonus at level 4 ||align=right| 2
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|| Proficiency with all martial weapons |||Fighter||align=right| 1
 
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|colspan=3|'''Armor class'''
 
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|colspan=2| Each armor proficiency (light, medium, heavy, shield)||align=right|1
 
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|| Attribute-based armor bonus |||Monk ||align=right|1
 
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|| Level-based armor bonus |||Monk, Swashbuckler ||align=right|1
 
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|| No more than two armor proficiencies, and loses no class abilities when wearing armor|||Cloistered Cleric||align=right| 1
 
 
|-
 
|-
 
|colspan=3|'''Hit Dice'''
 
|colspan=3|'''Hit Dice'''
 
|-
 
|-
|colspan=2|Per point of average dire roll (rounded down)  ||align=right| 1
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|colspan=2|Per point of average dire roll (rounded down)  ||align=right| 2
 
|-
 
|-
 
|colspan=3|'''Saving Throws'''
 
|colspan=3|'''Saving Throws'''
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|-
 
|-
 
|colspan=3|'''Bonus Feats and Class Abilities'''
 
|colspan=3|'''Bonus Feats and Class Abilities'''
|-
 
||1 ability/feat per 5 levels |||Wizard||align=right| 1
 
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||1 ability/feat per 3 levels |||Ranger||align=right| 2
 
 
|-
 
|-
 
||1 ability/feat per 2 levels |||Fighter||align=right| 3
 
||1 ability/feat per 2 levels |||Fighter||align=right| 3
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||1 ability/feat per level |||Monk, Rogue||align=right| 6
 
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||Turn undead |||Cleric||align=right| 1
 
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||Clerical domains |||Cleric||align=right| 1
 
 
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|-
 
||Familiar/Companion/Special Mount |||Paladin||align=right|1
 
||Familiar/Companion/Special Mount |||Paladin||align=right|1
|-
 
||Bardic Lore |||Bard||align=right| 1
 
|-
 
||Bardic Music |||Bard||align=right| 2
 
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||Wild Shape |||Druid||align=right| 3
 
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||Evasion + Improved Evasion |||Monk||align=right| 1
 
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||Uncanny Dodge |||Barbarian||align=right| 1
 
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||Major movement bonus (lesser movement bonuses just count as class abilities)|||Monk||align=right| 1
 
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||Increasing unarmed damage |||Monk||align=right| 1
 
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||Flurry of Blows (not recommended with full base attack)|||Monk||align=right| 1
 
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||Favored enemy |||Ranger||align=right| 1
 
 
|}
 
|}
 
[[Category:D&D]]
 
[[Category:D&D]]

Revision as of 12:57, 28 December 2006

This article is imported from the Hastur wiki. See the import log for details.

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Unofficial rules compendium


Ability Example Classes 19 Points
Spells
Major spell ability: Maximum spell level 9 Druid 3
Arcane spells Sorcerer 6
Combat Ability
Per point of base attack bonus at level 4 2
Hit Dice
Per point of average dire roll (rounded down) 2
Saving Throws
Each good saving throw category (Fortitude, Reflex, Will) 1
Skill Points
Every 2 skill points per level 1
Bonus Feats and Class Abilities
1 ability/feat per 2 levels Fighter 3
Familiar/Companion/Special Mount Paladin 1