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[3.5] Spells Per Day Level Substitution
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<blockquote data-quote="jefgorbach" data-source="post: 5140919" data-attributes="member: 28278"><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>OTOH, your innate abilities should allow the party to more easily cope with many routine problems:</p><p>* 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. </p><p>* Retrieve the guard's keys from the desk/room outside the jail cell. </p><p>* fly into the building and unlock the door/drop the drawbridge to let the others in</p><p>* fly over the trap's pressure-plate to retrieve the needed object on the far side</p><p>etc</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="jefgorbach, post: 5140919, member: 28278"] 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. [/QUOTE]
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[3.5] Spells Per Day Level Substitution
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