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Advice-Non-Standard Rogue turning mage
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<blockquote data-quote="phloog" data-source="post: 4060086" data-attributes="member: 59219"><p>I'm fortunate enough to be playing (instead of DMing FINALLY!) in a campaign with a lot of room for different types of characters (hmm...no forced 'roles'!)...</p><p></p><p>My current character spent his first four levels as a variant rogue, giving up sneak attack for bonus feats, so long as those feats dealt solely with skills or deception (so Skill Focus, or any feat that provides new options for Disguise, Forgery, etc.) As a result, he was never really that good in combat - Rogue with no sneak attack. But most of the time he can avoid fighting the guards because he has an official writ from Lord Puffkin - - aw, heck, he IS Lord Puffkin!</p><p></p><p>At fifth level, due to great interest in EoM and the need to playtest the stuff, I am switching over to Mage, and will stay that way likely for the rest of his career. I'm looking for feedback/advice with respect to initial spell lists chosen...right now I'm leaning toward the following seven (took Extra Spell List as a feat) at 1st level:</p><p></p><p>Create Air</p><p>Create Space</p><p>Evoke Shadow</p><p>Illusion Shadow</p><p>Move Space</p><p>Transform Humanoid</p><p>Transform Nature</p><p></p><p>We've already house-ruled that non-clerics cannot take Heal Humanoid and similar. Are these bad choices? It seems like with the options there are no bad choices, but I have only one evocation, and I'm not sure if that's a problem. My intent was to give a FEW new options, but to really enhance his current specialties - make him better at disguise, better at forgery, etc. The only one that doesn't really seem to fit is Create Air, but I could see him wanting to distract guards or force them indoors with a cold breeze.</p><p></p><p>Are there 'standard' lists that every mage should take at 1st level?...frankly I'm hoping NOT, because that could imply a balance issue.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="phloog, post: 4060086, member: 59219"] I'm fortunate enough to be playing (instead of DMing FINALLY!) in a campaign with a lot of room for different types of characters (hmm...no forced 'roles'!)... My current character spent his first four levels as a variant rogue, giving up sneak attack for bonus feats, so long as those feats dealt solely with skills or deception (so Skill Focus, or any feat that provides new options for Disguise, Forgery, etc.) As a result, he was never really that good in combat - Rogue with no sneak attack. But most of the time he can avoid fighting the guards because he has an official writ from Lord Puffkin - - aw, heck, he IS Lord Puffkin! At fifth level, due to great interest in EoM and the need to playtest the stuff, I am switching over to Mage, and will stay that way likely for the rest of his career. I'm looking for feedback/advice with respect to initial spell lists chosen...right now I'm leaning toward the following seven (took Extra Spell List as a feat) at 1st level: Create Air Create Space Evoke Shadow Illusion Shadow Move Space Transform Humanoid Transform Nature We've already house-ruled that non-clerics cannot take Heal Humanoid and similar. Are these bad choices? It seems like with the options there are no bad choices, but I have only one evocation, and I'm not sure if that's a problem. My intent was to give a FEW new options, but to really enhance his current specialties - make him better at disguise, better at forgery, etc. The only one that doesn't really seem to fit is Create Air, but I could see him wanting to distract guards or force them indoors with a cold breeze. Are there 'standard' lists that every mage should take at 1st level?...frankly I'm hoping NOT, because that could imply a balance issue. Thoughts? [/QUOTE]
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