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First time Magic User Advice?
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<blockquote data-quote="Mark1733" data-source="post: 4740462" data-attributes="member: 83142"><p>I am playing a real magic-user--a sorcerer--for the first time also. I like it. I am the usually the straight build guy...I rarely multi-class. The sorcerer is easier because of the limitation on spells and the ability to cast at will. True, picking less spell to know, but at the early levels, you really can't go wrong with any attack spell + mage armor in your list. I think you will have no trouble being happy with your initial spell selection. Just decide if you will be more blaster/attacker, buffer/utility, or battlefield controller. Also, the casting at will is much more satisfying if you don't want to deal with logistics of spellcraft. There are lots of good V,S only spells--no need for lots of material components.</p><p></p><p>We just had an adventure where the wizard didn't bring her spellbook to a local encounter we thought would end fairly quick. We got trapped inside for a couple days by a force-field that protected the dungeon in town. She was spell-less after that first 24-hrs in the dungeon, and the heavies hadn't come yet. Luckily, she had a wand. Which reminds me...pick up lots of basic, infrequently used scrolls to give you some diversity with spellcasting and get a familiar. </p><p></p><p>Working off that last comment, my one bit of advice...depending on what level you are starting on, and how much magic stuff is around, get a <em>magic missile</em> wand. Don't take the spell unless you don't think you can get sufficient gold fast enough. Our DM was starting the campaign with 3rd level characters, so we could buy a magic item within a certain cost range. Using the <em>magic missile</em> wand doesn't draw an AoO, where a casting the spell in a fight could. Plus you are not limited by your knowledge...if you need 8 magic missiles that day, the wand can provide that.</p><p></p><p>Familiars: I tend to pick familiars that fit my character's storyline with less regard to their bonuses and what not. For example, I played a rogue (a locksmith / exterminator with trapmaking craft) with one level of wizard (a diviner, because that was my mentor). My familiar was a rat that decided to tag along after I caught and released him--I named him Trapspring...guess what his thankless job was? My current familiar is a weasel because of the sneakiness/cunning factor. The familiar does give me some additional role-playing opportunities. </p><p></p><p>I think the limitation on skill points and class skills is something you should discuss with your DM and negotiate. There have been comments that another skill point or two per level and a couple additional class skills would provide for a more versatile sorcerer. Basically Diplomacy, Gather Infomation, and Intimidate (all Cha-based) seem like good skills a sorcerer could have, especially since the PHB says they can be an excellent spy or diplomat (under Roles). You can just see the vane sorcerer trying to extract the secret from the tipster by using a hand crackling with electricity from the <em>shocking grasp</em> spell she just cast. Well, with an average intelligence and only 2 skill points per level, they can be--but at the expense of essential concentration and spellcraft skills. So I can build my concentration and spellcraft evenly with 1 rank per level each, or I can spend both ranks to build any of those cross-class skills only 1 rank? Hmmm. No real choice in my opinion. The lack of skills really limits my character to his spellcraft which has its own obvious limitations on versatility. I think these slight additions would add a bit more value to the sorcerer.</p><p></p><p>I hope my feedback helps. I would like to see what you choose. Good luck and have fun!</p></blockquote><p></p>
[QUOTE="Mark1733, post: 4740462, member: 83142"] I am playing a real magic-user--a sorcerer--for the first time also. I like it. I am the usually the straight build guy...I rarely multi-class. The sorcerer is easier because of the limitation on spells and the ability to cast at will. True, picking less spell to know, but at the early levels, you really can't go wrong with any attack spell + mage armor in your list. I think you will have no trouble being happy with your initial spell selection. Just decide if you will be more blaster/attacker, buffer/utility, or battlefield controller. Also, the casting at will is much more satisfying if you don't want to deal with logistics of spellcraft. There are lots of good V,S only spells--no need for lots of material components. We just had an adventure where the wizard didn't bring her spellbook to a local encounter we thought would end fairly quick. We got trapped inside for a couple days by a force-field that protected the dungeon in town. She was spell-less after that first 24-hrs in the dungeon, and the heavies hadn't come yet. Luckily, she had a wand. Which reminds me...pick up lots of basic, infrequently used scrolls to give you some diversity with spellcasting and get a familiar. Working off that last comment, my one bit of advice...depending on what level you are starting on, and how much magic stuff is around, get a [I]magic missile[/I] wand. Don't take the spell unless you don't think you can get sufficient gold fast enough. Our DM was starting the campaign with 3rd level characters, so we could buy a magic item within a certain cost range. Using the [I]magic missile[/I] wand doesn't draw an AoO, where a casting the spell in a fight could. Plus you are not limited by your knowledge...if you need 8 magic missiles that day, the wand can provide that. Familiars: I tend to pick familiars that fit my character's storyline with less regard to their bonuses and what not. For example, I played a rogue (a locksmith / exterminator with trapmaking craft) with one level of wizard (a diviner, because that was my mentor). My familiar was a rat that decided to tag along after I caught and released him--I named him Trapspring...guess what his thankless job was? My current familiar is a weasel because of the sneakiness/cunning factor. The familiar does give me some additional role-playing opportunities. I think the limitation on skill points and class skills is something you should discuss with your DM and negotiate. There have been comments that another skill point or two per level and a couple additional class skills would provide for a more versatile sorcerer. Basically Diplomacy, Gather Infomation, and Intimidate (all Cha-based) seem like good skills a sorcerer could have, especially since the PHB says they can be an excellent spy or diplomat (under Roles). You can just see the vane sorcerer trying to extract the secret from the tipster by using a hand crackling with electricity from the [I]shocking grasp[/I] spell she just cast. Well, with an average intelligence and only 2 skill points per level, they can be--but at the expense of essential concentration and spellcraft skills. So I can build my concentration and spellcraft evenly with 1 rank per level each, or I can spend both ranks to build any of those cross-class skills only 1 rank? Hmmm. No real choice in my opinion. The lack of skills really limits my character to his spellcraft which has its own obvious limitations on versatility. I think these slight additions would add a bit more value to the sorcerer. I hope my feedback helps. I would like to see what you choose. Good luck and have fun! [/QUOTE]
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