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<blockquote data-quote="Kweezil" data-source="post: 2717594" data-attributes="member: 681"><p>Having played through a couple of games with characters like this, I have a few thoughts:</p><p></p><p>1. <em>Teleport</em> - at 9th level, you can bring 3 other Medium-sized creatures with you. This might be enough to bring the whole party (depends on how many PCs you have), but if not, he'll have to leave people behind. Also, unless the character is spending a long time studying the area he's planning on teleporting back to, it will count as 'seen casually' at best, and he has a chance of mishapping. One teleport mishap is usually enough to put a player off risking teleportation unless they need to. </p><p></p><p>2. Adventures where time is a factor. These will make the players keep going when they might wish to rest for spell-recovery, and make the sorcerer be more conservative with his spells.</p><p></p><p>3. Tactical enemies. Make use of foes who can work counter his spell-tactics. An archer who readies to fire at where the fireball originates from, or better, a spellcaster who readies to cast an area dispel on the same point (this will only take off one spell, but either flight or invisibility being dispelled will be very effective). True strike is this sorcerer's worst enemy, as it allows someone to ignore the %age miss chance for his concealment.</p><p></p><p>Also, if he continues to teleport away to rest when out of spells, the surviving enemies should reinforce and rearm as well. If they have a powerful spellcaster on their side, there's nothing stopping them using the old scry-teleport assault on the PCs while they're resting (with the primary target being the sorcerer who provides their arcane firepower.)</p><p></p><p>4. Fame/Infamy. As you've described things, tales are likely to have spread of this mighty sorcerer who has defeated so many enemies, yet his allies rarely survive, and he takes their property as his own. Most people, and most governments, will not be happy to see someone as dangerous (and apparently amoral/dishonourable), and he might find things more difficult when people refuse to do business with him, and he is politely asked to leave the city. If he decides to threaten or attack someone for doing this, he'll end up outlawed, with a bounty on his head and powerful adventurers on his tail (since that seems to be how D&D cities deal with major threats).</p></blockquote><p></p>
[QUOTE="Kweezil, post: 2717594, member: 681"] Having played through a couple of games with characters like this, I have a few thoughts: 1. [I]Teleport[/I] - at 9th level, you can bring 3 other Medium-sized creatures with you. This might be enough to bring the whole party (depends on how many PCs you have), but if not, he'll have to leave people behind. Also, unless the character is spending a long time studying the area he's planning on teleporting back to, it will count as 'seen casually' at best, and he has a chance of mishapping. One teleport mishap is usually enough to put a player off risking teleportation unless they need to. 2. Adventures where time is a factor. These will make the players keep going when they might wish to rest for spell-recovery, and make the sorcerer be more conservative with his spells. 3. Tactical enemies. Make use of foes who can work counter his spell-tactics. An archer who readies to fire at where the fireball originates from, or better, a spellcaster who readies to cast an area dispel on the same point (this will only take off one spell, but either flight or invisibility being dispelled will be very effective). True strike is this sorcerer's worst enemy, as it allows someone to ignore the %age miss chance for his concealment. Also, if he continues to teleport away to rest when out of spells, the surviving enemies should reinforce and rearm as well. If they have a powerful spellcaster on their side, there's nothing stopping them using the old scry-teleport assault on the PCs while they're resting (with the primary target being the sorcerer who provides their arcane firepower.) 4. Fame/Infamy. As you've described things, tales are likely to have spread of this mighty sorcerer who has defeated so many enemies, yet his allies rarely survive, and he takes their property as his own. Most people, and most governments, will not be happy to see someone as dangerous (and apparently amoral/dishonourable), and he might find things more difficult when people refuse to do business with him, and he is politely asked to leave the city. If he decides to threaten or attack someone for doing this, he'll end up outlawed, with a bounty on his head and powerful adventurers on his tail (since that seems to be how D&D cities deal with major threats). [/QUOTE]
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