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<blockquote data-quote="Spatzimaus" data-source="post: 775917" data-attributes="member: 3051"><p>Multiclassing with a pure caster isn't something to be done lightly, but it shouldn't be the "RUN AWAY!!" type of reaction some people seem to think. What do you lose?</p><p>> Caster level: well, a lot of spells cap at a certain point. 10d6, for example. But what's the downside for nondamaging spells like Charm Monster? Caster level isn't really important there (unless they have SR).</p><p>> Higher-level spell slots: Frankly, I didn't care about any spells above 6th level, and was intending to switch into a good PrC by that point anyway. If you start adding tons of stuff from splatbooks, then yes, high-level spells are good, but we were just using the PHB at the time.</p><p></p><p>A 5 Sorcerer/2 Rogue is a worse caster than a 7 Sorcerer, or a 7 Wizard. I know because I've played exactly that character, and I was grouped with a Wizard at the time. The trick is, don't think of a Sorcerer/Rogue as a light Sorcerer, think of him as a spell-heavy Bard. This may not be what you want in the class, but it's not the end of the world to sacrifice a caster level. I mean, look at all the PrCs out there that sacrifice levels of spellcasting. Some of those are still pretty good classes, you know.</p><p></p><p>The Wizard in the group would throw a 7d6 Fireball. Great spell, everyone loves big flaming pellets of bat guano. I couldn't compete with him on raw damage at that point, so I didn't try. On the other hand, I could cast Invisibility or Blindness as many times per day as he could, and I had better access to utility spells. We complemented each other pretty well. He also couldn't scout ahead with the stealthy types; I could.</p><p></p><p>The first couple levels (level 1 was Rogue, of course, as was level 3) I basically played as a Rogue. I could sneak attack, I had 6 ranks each of Hide and Move Silently (enough to easily sneak past anyone without Listen/Spot), and I could use a weapon almost as well as the tanks. Composite Longbows are SO much nicer than crossbows, by the way.</p><p></p><p>The painful stretch was levels 6-7, when I was still waiting to get Haste. Thank goodness they're changing that spell in 3.5E. But even those levels weren't that bad; it was a lot like playing a Bard.</p><p>Once we got to the higher levels (we ended the campaign at level 13), everything was fine. I had things like Teleport, so while the Wizard was throwing EVEN BIGGER damage spells, I could do all sorts of interesting stuff, and I could still throw more damage spells per day than he could.</p><p>(Hint: avoid damage spells with saving throws if you do this)</p><p></p><p>Now, if we had continued to level 20, then I would have had a serious problem with Spell Resistance. Not as bad as Rangers and Paladins have to put up with, though.</p><p></p><p>Your mileage may vary, though.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 775917, member: 3051"] Multiclassing with a pure caster isn't something to be done lightly, but it shouldn't be the "RUN AWAY!!" type of reaction some people seem to think. What do you lose? > Caster level: well, a lot of spells cap at a certain point. 10d6, for example. But what's the downside for nondamaging spells like Charm Monster? Caster level isn't really important there (unless they have SR). > Higher-level spell slots: Frankly, I didn't care about any spells above 6th level, and was intending to switch into a good PrC by that point anyway. If you start adding tons of stuff from splatbooks, then yes, high-level spells are good, but we were just using the PHB at the time. A 5 Sorcerer/2 Rogue is a worse caster than a 7 Sorcerer, or a 7 Wizard. I know because I've played exactly that character, and I was grouped with a Wizard at the time. The trick is, don't think of a Sorcerer/Rogue as a light Sorcerer, think of him as a spell-heavy Bard. This may not be what you want in the class, but it's not the end of the world to sacrifice a caster level. I mean, look at all the PrCs out there that sacrifice levels of spellcasting. Some of those are still pretty good classes, you know. The Wizard in the group would throw a 7d6 Fireball. Great spell, everyone loves big flaming pellets of bat guano. I couldn't compete with him on raw damage at that point, so I didn't try. On the other hand, I could cast Invisibility or Blindness as many times per day as he could, and I had better access to utility spells. We complemented each other pretty well. He also couldn't scout ahead with the stealthy types; I could. The first couple levels (level 1 was Rogue, of course, as was level 3) I basically played as a Rogue. I could sneak attack, I had 6 ranks each of Hide and Move Silently (enough to easily sneak past anyone without Listen/Spot), and I could use a weapon almost as well as the tanks. Composite Longbows are SO much nicer than crossbows, by the way. The painful stretch was levels 6-7, when I was still waiting to get Haste. Thank goodness they're changing that spell in 3.5E. But even those levels weren't that bad; it was a lot like playing a Bard. Once we got to the higher levels (we ended the campaign at level 13), everything was fine. I had things like Teleport, so while the Wizard was throwing EVEN BIGGER damage spells, I could do all sorts of interesting stuff, and I could still throw more damage spells per day than he could. (Hint: avoid damage spells with saving throws if you do this) Now, if we had continued to level 20, then I would have had a serious problem with Spell Resistance. Not as bad as Rangers and Paladins have to put up with, though. Your mileage may vary, though. [/QUOTE]
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