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*Pathfinder & Starfinder
Sorceror in current edition worse than wizard?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 819180" data-attributes="member: 3146"><p>The multi-classing may be good for "role-playing" but unless you're planning to actually DO something with the abilities from those classes, there's no point in asking advice whether you should play a wizard or a sorceror. Either way, as a 20th level character (and isn't there an ECL for Fey-ri so you'd be 21st or 22nd level) with the spellcasting ability of a 15th or 16th level character, you will be weak and anemic no matter what.</p><p></p><p>Uncanny Dodge is nice but it doesn't match up to 9th level spells. (Foresight is better). +2d6 sneak attack is completely insignificant compared to the difference between casting Meteor Swarm and Horrid Wilting and castind Delayed Blast Fireball or Prismatic Spray.</p><p>Two fighter feats, weapon and armor proficiencies, an extra 7hp, +2 fort saves, and +1 BAB doesn't make up for the difference between 7th and 8th (or 9th) level spells either.</p><p></p><p>If you want to run a character in a 20th level game that isn't nerfed down to the level of your character, you'll either need to:</p><p>1. Design the character to fit a multi-classed concept.</p><p>or</p><p>2. Cut the multi-classing down to one or two levels at most. (And that will still dramatically weaken the character).</p><p>As it is, you're going to be shown up by any decently designed cohort a party member brings.</p><p></p><p>I would suggest option 1. If you want to be a fighting wizard, design your character that way. Drop the rogue levels, pick feats that have good synergy with your wizard abilities (Expert Tactician to go with Blink or Improved Invisibility, Extend and Persistent Spell to go with buffs, Still spell to let you cast spells while in armor or Iron Bodied). Then pick your spells from ones that have synergy for a fighting wizard: Shield, Blink, Displacement, Haste, Improved Invisibility, Fire Shield, Stoneskin, Polymorph Self, Iron Body, Tenser's Transformation, etc. (I'd suggest Ftr 1/Wizard or sorceror 15/Spellsword 4 or Ftr 2/Wiz or Sor 18 (if you go with Still Spell)) If you want to be a rogue/wizard, drop the fighter levels and go either Rog 4/Wiz (or sorceror) 6/Arcane Trickster 10) or Rog 3/Wiz (or Sor) 17. Load up on spells and abilities that have good synergy with your rogue abilities. Buy up search and disable device cross class with wizard skill points (You won't be disarming anything at 20th level with 7 ranks of disable device--you need something a lot more like 23 ranks). If you go Arcane Trickster, you'll have a decent sneak attack so load up on ray spells like the orbs, Otiluke's Freezing Sphere, etc. If not, you won't be doing much with your sneak attack, so you'll have to pretend you're an ordinary wizard or sorceror except when it comes to traps, surprise rounds (uncanny dodge) and reflex saves (evasion).</p><p></p><p>Is that "realistic?" Sure. It may not fit the backstory you've worked up so far, but small changes in the backstory would fix that. She's always had strange things happen around her. When she sneaked away from the House and in the times when she was running and hiding, she found that she was so good at hiding that people would walk right by her in a corridor in broad daylight (although she didn't know it, she had turned invisible). When it really mattered, she found that horses had trouble keeping up with her (Expeditious retreat). It was only when she arrived on the surface and began adventuring that she realized that what she was doing instinctively was what others called "magic." There. Now she doesn't need any rogue levels at all in order for the backstory to make sense. A single fighter level could explain her proficiencies (and anyone with decent stats and proficiencies who instinctively uses the Shield spell--and maybe True Strike--is going to seem like they're a decent fighter at low levels).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 819180, member: 3146"] The multi-classing may be good for "role-playing" but unless you're planning to actually DO something with the abilities from those classes, there's no point in asking advice whether you should play a wizard or a sorceror. Either way, as a 20th level character (and isn't there an ECL for Fey-ri so you'd be 21st or 22nd level) with the spellcasting ability of a 15th or 16th level character, you will be weak and anemic no matter what. Uncanny Dodge is nice but it doesn't match up to 9th level spells. (Foresight is better). +2d6 sneak attack is completely insignificant compared to the difference between casting Meteor Swarm and Horrid Wilting and castind Delayed Blast Fireball or Prismatic Spray. Two fighter feats, weapon and armor proficiencies, an extra 7hp, +2 fort saves, and +1 BAB doesn't make up for the difference between 7th and 8th (or 9th) level spells either. If you want to run a character in a 20th level game that isn't nerfed down to the level of your character, you'll either need to: 1. Design the character to fit a multi-classed concept. or 2. Cut the multi-classing down to one or two levels at most. (And that will still dramatically weaken the character). As it is, you're going to be shown up by any decently designed cohort a party member brings. I would suggest option 1. If you want to be a fighting wizard, design your character that way. Drop the rogue levels, pick feats that have good synergy with your wizard abilities (Expert Tactician to go with Blink or Improved Invisibility, Extend and Persistent Spell to go with buffs, Still spell to let you cast spells while in armor or Iron Bodied). Then pick your spells from ones that have synergy for a fighting wizard: Shield, Blink, Displacement, Haste, Improved Invisibility, Fire Shield, Stoneskin, Polymorph Self, Iron Body, Tenser's Transformation, etc. (I'd suggest Ftr 1/Wizard or sorceror 15/Spellsword 4 or Ftr 2/Wiz or Sor 18 (if you go with Still Spell)) If you want to be a rogue/wizard, drop the fighter levels and go either Rog 4/Wiz (or sorceror) 6/Arcane Trickster 10) or Rog 3/Wiz (or Sor) 17. Load up on spells and abilities that have good synergy with your rogue abilities. Buy up search and disable device cross class with wizard skill points (You won't be disarming anything at 20th level with 7 ranks of disable device--you need something a lot more like 23 ranks). If you go Arcane Trickster, you'll have a decent sneak attack so load up on ray spells like the orbs, Otiluke's Freezing Sphere, etc. If not, you won't be doing much with your sneak attack, so you'll have to pretend you're an ordinary wizard or sorceror except when it comes to traps, surprise rounds (uncanny dodge) and reflex saves (evasion). Is that "realistic?" Sure. It may not fit the backstory you've worked up so far, but small changes in the backstory would fix that. She's always had strange things happen around her. When she sneaked away from the House and in the times when she was running and hiding, she found that she was so good at hiding that people would walk right by her in a corridor in broad daylight (although she didn't know it, she had turned invisible). When it really mattered, she found that horses had trouble keeping up with her (Expeditious retreat). It was only when she arrived on the surface and began adventuring that she realized that what she was doing instinctively was what others called "magic." There. Now she doesn't need any rogue levels at all in order for the backstory to make sense. A single fighter level could explain her proficiencies (and anyone with decent stats and proficiencies who instinctively uses the Shield spell--and maybe True Strike--is going to seem like they're a decent fighter at low levels). [/QUOTE]
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