Help!: Sorcerer PHB vs. Sorcerer Book of Eldritch Might 2

Asheron

First Post
I recently began playing a new character, a strongheart halfling sorcerer. That's all nice and all but here's the thing: In our group we've always used the sorcerer class as by the rules of the PHB. Recently I picked up a copy of the Book of Eldritch Might 2 and to my delight I found a variant of the sorcerer. I haven't had the time to study it exactly, but am I correct to assume that the sorcerer in the BoEM2 is by far superiour compared to the sorcerer form the PHB?
As I see he get's D6 Hit Dice, extra skill points and extra spells , and the only drawback is that he's missing some divination spells like identify, which to me isn't really a drawback anyway.

Am I missing something here? Are there more drawbacks/ disadvantages? If so I like to hear them.......

Oh and I appologies if I this came up before or/and if I really missed some crucial paragraph by my skimming of the sorcerer variant description... :)
 
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You'll notice that a few spells are missing while others (notably Shield and Haste) are now one level higher.

Personally, I think it's not only balanced but an improvement over the default Sorcerer.

My players, on the other hand, consider 4th level Haste such an affront to powergaming that the class remains untested our game.
 

Yup, many spells are gone entirely or bumped up a level. Sit down with the PHB list and compare the two. A good balancing act ensues, with the Monte sorcerer winning out in my opinion because it is more distinct from a wizard than the PHB sorcerer is.

If you are after min-max goodness however, I would suggest that you stick to the PHB class, so you can load up on shield, haste, fly etc. as soon as possible.

A subtle drawback of this class over the PHB sorc is that you stand to loose more by taking a prestige class (skill points, d6 hp cha based skills), wich results in taking a prc with the monte sorcerer to not be as automatic as the phb sorcerer.

Oh, and don't forget the ability to ignore components!
 

Another drawback of Monte's Sorcerer: it has only the sorcerer spell listed in the BoEM2. While the core sorcerer is going to have all the additional spells found in Tome & Blood, Magic of Faerûn, d20 sourcebooks like Relics & Rituals or Spells & Spellcraft, and so on.

Plus, it would probably be tricky to get the DM to accept membership of a Monte Sorcerer in the Arcane Order Guild or the Watchful Order of Magists and Protectors (spellpool classes). In the same way that it's dubious they would accept bards.
 

Hygric said:
A subtle drawback of this class over the PHB sorc is that you stand to loose more by taking a prestige class (skill points, d6 hp cha based skills), wich results in taking a prc with the monte sorcerer to not be as automatic as the phb sorcerer.

Oh, and don't forget the ability to ignore components!
Imo, both of these are huge improvements over the PHB sorcerer. The first is an improvement from a design pov since you now actually forgo something by taking a PrC. The other I just like - sorcerers shouldn't be too dependent on materials for casting.
Gez said:
Another drawback of Monte's Sorcerer: it has only the sorcerer spell listed in the BoEM2. While the core sorcerer is going to have all the additional spells found in Tome & Blood, Magic of Faerûn, d20 sourcebooks like Relics & Rituals or Spells & Spellcraft, and so on.
Well, wouldn't a reasonable DM look over new arcane spells and determine if they "fit" Monte's sorcerer and whether the level should be bumped or not... Just like he would for any PrCs used in the campaign.
 
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The other 2 DMs in my group and I tend to agree that the MC sorcerer wins out on flavor, and is very balanced.

The powergamer in me really wants to stick with the PHB in most cases though. polymorphs, invis, haste...all a spell level higher => 2 class levels later.

Anyway, actually having a charisma based skill on the skill list is a huge plus.

The big headache here is, as mentioned, deciding which among non-core spells should be allowed at what level for the MC sorcerer.

Oh well, it can't all be easy :-)

-Skaros
 

Well, most spells should just go straight in there without changes. Spells that are "too good to be true" for an artillery platform (shield, haste, fly, polymorph other, ...) or that you want to cast a lot (a little cautious with those - given the chance, you'd want to cast most spells a lot) should be bumped a level. Those that are only rarely cast should be excluded. Well, that's how I would do it anyway.

I'm sure people here on the board will be happy to consider specific spells. And otherwise, Monte Cook have his own messageboards too :)
 
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