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20th level Sorcerer vs the world
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<blockquote data-quote="Gammadoodler" data-source="post: 8175590" data-attributes="member: 6914290"><p>I mean, this assumes Skill Empowerment right? So, with by casting a 5th level spell, and using a class feature, and having a second character cast guidance on them..constantly somehow, they get to be maybe verrry slightly better than a vanilla rogue is with the rogue's proficient skills...for 1 minute at a time (maybe a little longer if the sorcerer is burning all their slots for SP, and using all those SP for Trance).</p><p></p><p>An ordinary rogue with magic initiate is your equal with at least 4 of the skills with no resource expenditure 24/7 before factoring in any subclass benefits, races or feats. Call it stealth, insight, perception, investigation, and 90% of your approach mechanics turn into a coin toss. (Actually it's worse than that since at 20, rogues can use stroke of luck to make an ability check roll turn into a 20 1x/SR, which means if the rogue looks for you and you are present, they <em>will</em> find you).</p><p></p><p>And there's more, rogues are this good at all of these skills at the same time. So while your sorcerer is burning a 5th level spell slot to be temporarily rogue-like in stealth, they can't be similarly rogue-like in perception so they are vulnerable to other stealthy parties. </p><p></p><p>In fact, the 6v1 probably wouldn't even need to include a wizard. 6 lvl 20 rogues with readied attacks from stealth <em>will (stroke of luck - turn a miss into a hit 1x/SR)</em> do 50-60d6 damage in base sneak attack alone in round 1 (50 assuming the sorcerer can kill one of them in the opening round). Then add in 5-6*weapon damage, 5-6*Sharpshooter bonus, any crit effects, and.. you've got a ....loooooooottt of damage headed your way. </p><p></p><p>Let's see low end damage assuming a longbow gets to...22.5 weapon damage + 50 sharpshooter + 175 sneak attack = 247.5 for the damage floor. Any crits add 39.5 damage to this damage floor, some amount extra if you don't kill your first target, and heaven help you if the DM rules that you are surprised and any assassins are in this 6v1. Aaaaanddd, all this assumes you find them before they find you, which is unlikely for reasons noted above)</p><p></p><p>Further... stuff like Spell Thief from Arcane Tricksters could just straight up negate your alpha strike. </p><p></p><p>The short version is, a 6v1 even with your limitations on magic items would be a 1-sided bloodbath with a sorcerer corpse in the middle.</p></blockquote><p></p>
[QUOTE="Gammadoodler, post: 8175590, member: 6914290"] I mean, this assumes Skill Empowerment right? So, with by casting a 5th level spell, and using a class feature, and having a second character cast guidance on them..constantly somehow, they get to be maybe verrry slightly better than a vanilla rogue is with the rogue's proficient skills...for 1 minute at a time (maybe a little longer if the sorcerer is burning all their slots for SP, and using all those SP for Trance). An ordinary rogue with magic initiate is your equal with at least 4 of the skills with no resource expenditure 24/7 before factoring in any subclass benefits, races or feats. Call it stealth, insight, perception, investigation, and 90% of your approach mechanics turn into a coin toss. (Actually it's worse than that since at 20, rogues can use stroke of luck to make an ability check roll turn into a 20 1x/SR, which means if the rogue looks for you and you are present, they [I]will[/I] find you). And there's more, rogues are this good at all of these skills at the same time. So while your sorcerer is burning a 5th level spell slot to be temporarily rogue-like in stealth, they can't be similarly rogue-like in perception so they are vulnerable to other stealthy parties. In fact, the 6v1 probably wouldn't even need to include a wizard. 6 lvl 20 rogues with readied attacks from stealth [I]will (stroke of luck - turn a miss into a hit 1x/SR)[/I] do 50-60d6 damage in base sneak attack alone in round 1 (50 assuming the sorcerer can kill one of them in the opening round). Then add in 5-6*weapon damage, 5-6*Sharpshooter bonus, any crit effects, and.. you've got a ....loooooooottt of damage headed your way. Let's see low end damage assuming a longbow gets to...22.5 weapon damage + 50 sharpshooter + 175 sneak attack = 247.5 for the damage floor. Any crits add 39.5 damage to this damage floor, some amount extra if you don't kill your first target, and heaven help you if the DM rules that you are surprised and any assassins are in this 6v1. Aaaaanddd, all this assumes you find them before they find you, which is unlikely for reasons noted above) Further... stuff like Spell Thief from Arcane Tricksters could just straight up negate your alpha strike. The short version is, a 6v1 even with your limitations on magic items would be a 1-sided bloodbath with a sorcerer corpse in the middle. [/QUOTE]
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