D&D 3E/3.5 [3.5] Spells Per Day Level Substitution

Dopplegangers also have 4 racial HD, so total level of 8 before any class levels. Of course, he can start pre- level 8 with partial advancement. The table for that is in Races of Destiny, although with Doppleganger it wouldn't be hard to make a progression on your own (equal number of HD and LA, so on odd levels gain a HD, on even levels gain a point of LA; spread the racial benefits across all 8 levels, giving the more major boosts on an LA level, since he's not gaining any hp, skills, saves, BAB, etc...)

Doppleganger's main problem is his racial abilities scream "make me a Rogue!" but the fact he loses out on 4x skill points to a racial level rather than in Rogue screams "not gonna work!" Dopplegangers can make decent warriors, especially if the DM allows the Warshaper prestige class (Changelings are the far less painful way to get in, but are a setting-specific race), and the bonuses to all ability scores leaves them well suited to do a warrior build with some spellcasting...though favored class and xp penalties can become an issue.
 

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The choice of being a pixie may/may not be suitable - it really depends upon YOUR style and intent regarding a party as a whole.

As pointed out, pixies have great defenses for an early character (DR, flight, invisibility) which the group's early foes shouldn't be able to counter - making it likely you'll live to offset the level-adjustment.

The downside, again as others have noted, is you won't be combat oriented - which would only be a problem if 1) the adventures are combat heavy and (2) the balance of the group is unable to pickup the slack.

OTOH, your innate abilities should allow the party to more easily cope with many routine problems:
* instead of the standard launch an arrow and hope it sticks well enough to let the party cross the unbridged chasm, you simply fly the rope across and ensure its tied to something secure.
* Retrieve the guard's keys from the desk/room outside the jail cell.
* fly into the building and unlock the door/drop the drawbridge to let the others in
* fly over the trap's pressure-plate to retrieve the needed object on the far side
etc

However rather than a sorcerer, might I suggest starting as a rogue for a level or two for the extra skills, trap knowledge, and back-stab feature then switch to sorcerer - wielding your 1d8 crossbow invisibly from above the crowd is nice, but would be further improved by first flanking the foe and gaining the back-stab bonus if your DM allows.
 

Do you have MM3? If you really want to be a fairy type creature and a sorcerer, look at the Petal on p.120. Gives you flight with good maneuvering and size tiny (nice for a caster), along with DR and some other weak racial features.

The issue with Petal is that they never really gave it a true write up as a character. In other words, the bonus stats. It's listed as "LA +2 (cohort)." Now, if it had base scores of 10 or 11 in all of its abilities, Petal is stupid broken for LA +2 and 1 HD. But that's...cohort LA. You could ask the DM to work out a "Petals as a PC race" houserule. Judging by the listed ability scores, it clearly should have a high cha and dex bonus and a large str penalty (I assume much of the dex and str adjustment is solely from being size tiny), and maybe a small boost in con and int. In your interest would be getting him to allow you to replace the racial HD with your sorc levels, if possible.
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Maybe...-6 str, +6 dex, +4 cha, +2 int, +2 con? Not sure if, along with racial features that's too good for LA +2 and 1 racial HD. But...playing a spellcaster with a racial ECL is already underpowered....
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It's a pretty strong race that seems no less suited to work as a PC than a Pixie, so just thought I'd mention it.

EDIT: Any monster race can replace their single HD with a class level if all they have is the 1 racial HD. In fact, it's required: "Creatures with 1 or less HD replace their monster levels with their character levels"
 
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OTOH, your innate abilities should allow the party to more easily cope with many routine problems:
* instead of the standard launch an arrow and hope it sticks well enough to let the party cross the unbridged chasm, you simply fly the rope across and ensure its tied to something secure.
Only a routine problem if you don't have anyone capable of flying at 5th level (ie, no sorcerer, wizard, druid...)
* Retrieve the guard's keys from the desk/room outside the jail cell.
The phrase "move silently" come to mind.

* fly into the building and unlock the door/drop the drawbridge to let the others in
The phrase "open lock" comes to mind.
* fly over the trap's pressure-plate to retrieve the needed object on the far side
To fly over a pressure plate, you have to know it's there. But if you know it's there... you could just avoid it.
 

Only a routine problem if you don't have anyone capable of flying at 5th level (ie, no sorcerer, wizard, druid...)

Sorcerer can't until level 6, except for maybe Swift Fly (if it exists), which would only last for 1 round.
Druid needs to use his 1/day Wildshape, though if splats are allowed, Master Air will work.
You didn't mention Cleric, but I don't think they can fly by level 5. Lesser Holy Transformation is a level 4 spell; can't remember what level Footsteps of the Divine is. Travel domain clerics can, I suppose.

The phrase "move silently" come to mind.

Or Silent Spell Mage Hand. Eschew Materials, too, if you have no component pouch (jailed), I guess.
 

Sorcerer can't until level 6, except for maybe Swift Fly (if it exists), which would only last for 1 round.
Alter Self into a Raptoran or Avariel. Lasts 10 min/day.

Unseen Servant would also work for this.

You might also be able to Benign Transportation with your familiar.

Or... just have the familiar do it.

Druid needs to use his 1/day Wildshape, though if splats are allowed, Master Air will work.
Or the AC, possibly. If it's capable of flight. Or a summoned monster.

You didn't mention Cleric, but I don't think they can fly by level 5. Lesser Holy Transformation is a level 4 spell; can't remember what level Footsteps of the Divine is. Travel domain clerics can, I suppose.
Summoned monsters is another possibility.

Or Silent Spell Mage Hand. Eschew Materials, too, if you have no component pouch (jailed), I guess.
And Invisible Servant.
 

You may also want to check what sort of game your DM is running, as well as what the rest of your party is playing.

Doppelganger makes for a fairly poor combatant, but his abilities makes him good in subterfuge. Similar to the pixie, which can fly and is always invisible, and so makes for an ideal scout/infiltrator. If the rest are also rogue-like characters, they may not excel in combat, but would fare quite well in social encounters.

Thus, if you don't expect to be involved in a lot of fights, then not being optimized may not be all that important. :)
 

You may also want to check what sort of game your DM is running, as well as what the rest of your party is playing.


This is the key - you all need DM feedback and input on what the idea he has for a game style. Combat oriented, city oriented, mix, high/low magic. He should have given everyone an "ECL" to start their thought processes with - if he hasn't then he hasn't really thought enough about what he wants to do with a game and IMO it will end up being highly off the cuff, which in general leaves the players unfullfilled.
 

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