Hello,
I'd like to suggest taking a look at True Flame.
For the sake of the suggestion, I am referring to pure class.
Currently, although the class is fun to play at the start, it becomes quite boring from mid to high levels.
Main point:
There is nothing to work towards (except feats) once you reach 19th level. Previous to that each 2nd level could bring a new toy into the arsenal. Now you have 2-3 (best) spells you cast all the time.
Nice to have:
1) Some defensive options outside of the Darkness spell.
2) Speaking of the Darkness spell - Ultravision.
3) Cost efficiency (spell components).
4) Evocation Spells.
To address the main point:
Most classes will receive a boon at 21st and 28th levels which TF is not getting. Below are some options:
Spell components (addresses point 3 as well):
True Flame could receive the Eschew Materials feat or the way Tier 7,8,9 spells are cast could be reworked so each unique spell has a short - round-based - cooldown (which would introduce rotation based casting).
Feats:
Automatic Quicken Spells feat line could be introduced before the 30 Spellcraft requirement is met.
DC:
Instead of flat +X to spell DC, low tier spells could have an in-build mechanic for debuffing enemies. Which adds the tactical aspect.
It could be as easy as X element reducing -1 Y save (stacking up to Z [CL based] for [CL based rounds]).
Since there are 5 elements and 3 saves, the other 2 options could be something like slowing movement speed.
It would pair with CD-based high tier magic - prepare enemies for heavy hitters.
Also, if it is applied to low to mid-tier spells, it will worthwhile to use most of your evocation arsenal instead sticking to the few best spells.
Another aspect could be introducing Highten spell metamagic for True Flames:
A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Addressing nice to have:
1) Some defensive options outside of the Darkness spell.
The Elemental Shield spell could contribute to AC or saves or DR based on CL and with Charisma mod cap.
The Shelgarn's persistent blade could be improved, starting with increasing the duration at low levels and ending by making it slightly stronger at mid-levels (For comparison, keeping it one tier lower power wise than Summon Creature is providing at the CL).
2) Have very limited ways to cast Ultravision is somewhat frustrating.
Could Ultravision potion be craftable through herbalism/alchemy?
Or could Darkness casted by TF provide Ultravision if the caster does not have one active?
Or could TF receive Ultravision as a class perk?
3) Was already addressed.
4) Evocation Spells.
Could the way spells are given to TF resemble the Warlock approach?
No matter what you pick during the leveling screen you are always given evocation spells (this could be more new to the class/ NWN friendly).
Also worth considering adding below evocation spells from outside wizard/sorcerer to TF spell list:
Level 2
Sound burst
Level 3
Searing light
Level 7
Blade barrier (CD option?)
Level 9
Earthquake (CD option?)
Thank you,
Making True Flame more enjoyable
Moderators: Forum Moderators, Contributors, Suggestion Moderators
Re: Making True Flame more enjoyable
Another complex class suggestion. These I can't really ever 'approve' in a thread like this; they require a lot of discussion. Will leave it here for team to view, as one may wish to pursue some of the ideas, but will move it to rejected after a few weeks.
Re: Making True Flame more enjoyable
Moving to rejected as didn't get any further input.