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Sorceror in current edition worse than wizard?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 819589" data-attributes="member: 3146"><p>Well, it seems to me then that you need to decide whether you're a wizard with a few extra skill points that will be nice at level 1 and useless by level 6 or a rogue who will learn to cast spells. If you're a wizard, then forget the multiclassing (I'd advise against this route as well because you've got an ECL--the human wizard would be casting fireball 4/day (if an evoker) by the time you could cast 2nd level spells (6th level even if you don't multi-class); if you multiclass at all, the human wizard will be casting phantasmal killer and improved invisibility by the time you're casting invisibility. If spells are your primary contribution to the party, you might as well stay at home.</p><p></p><p></p><p></p><p>Actually, this is probably a better plan. As a character who's primarily a wizard, you'll always be second rate (or even third or fourth rate if you combine extensive multiclassing and an ECL). As a character who's primarily a rogue or a fighter, the ECL doesn't have the same effect.</p><p></p><p>I would recommend something like Rogue 8/Fighter 2/Wizard 3/Duelist 2/Guild Thief 5. You still get some magic--and Cat's Grace, Fox's Cunning, Knock, Alter Self, and Invisibility will give you capabilities you wouldn't otherwise have--and which will be useful in the game. Shield, Expeditious Retreat, and Mage Armor will also be helpful. However, your role in the party would be "rogue"--and that's a role that can be filled by a heavily multiclassed character with an ECL. At low levels, the DR will be very helpful when you go into combat for sneak attacks; at high levels the combination of SR, evasion, and a good touch AC will mean that you are less vulnerable to magic than most rogues. Precise Strike the wizard spells, and the fighter feats will make up for the difference between you and a single classed rogue in sneak attack damage and spells like Invisbility can substitute for some of the skill points you lose out on.</p><p></p><p></p><p></p><p>Knowing that you've got a +3 ECL and are starting at first level really changes matters. If you multiclass at all, you can forget about ever being an effective spellcaster of any kind. You'll be closest to effectiveness at ECL 23 but note that the pure human wizard is casting epic spells before you're casting 9th level spells if you take as even 1 level that doesn't give full spellcasting progression.</p><p></p><p>Now the skill points for starting with a level of rogue are tempting but by level 4 they'll only make you a second rate rogue and prevent you from even being a second rate wizard. By level 10, you might as well not have bothered (+4 spot, listen, disable device, etc won't help by then). The same is true for the fighter level. Only take it if you actually want to play a melee combatant. If it represents 3 extra hit points and +2 fort save, take toughness and Great Fortitude instead. (I know toughness sucks but you'd be better off). However, I have serious doubts about the possibility of making an effective fighter/wizard out of any ECL race. It's very difficult even with a human. And it minimizes your ECL advantages while maximizing the disadvantages(fighter/wizards have an easy time getting a high AC but a hard time hitting (and tend not to hit hard when they do hit); a big part of the Fey'ri advantage is the DR which is irrelevant if you don't get hit and your attack bonus and spellcasting ability (which is what enables you to make up that deficiency) both suffer from the ECL).</p><p></p><p>I say go for the rogue. If you want levels of wizard, you can take a few without killing the character. (If you do it right, they might even make the character better). If you want fighter levels, you can take a few without making her useless. (Again, if she's a combat rogue, they might even make her better).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 819589, member: 3146"] Well, it seems to me then that you need to decide whether you're a wizard with a few extra skill points that will be nice at level 1 and useless by level 6 or a rogue who will learn to cast spells. If you're a wizard, then forget the multiclassing (I'd advise against this route as well because you've got an ECL--the human wizard would be casting fireball 4/day (if an evoker) by the time you could cast 2nd level spells (6th level even if you don't multi-class); if you multiclass at all, the human wizard will be casting phantasmal killer and improved invisibility by the time you're casting invisibility. If spells are your primary contribution to the party, you might as well stay at home. [b][/b] Actually, this is probably a better plan. As a character who's primarily a wizard, you'll always be second rate (or even third or fourth rate if you combine extensive multiclassing and an ECL). As a character who's primarily a rogue or a fighter, the ECL doesn't have the same effect. I would recommend something like Rogue 8/Fighter 2/Wizard 3/Duelist 2/Guild Thief 5. You still get some magic--and Cat's Grace, Fox's Cunning, Knock, Alter Self, and Invisibility will give you capabilities you wouldn't otherwise have--and which will be useful in the game. Shield, Expeditious Retreat, and Mage Armor will also be helpful. However, your role in the party would be "rogue"--and that's a role that can be filled by a heavily multiclassed character with an ECL. At low levels, the DR will be very helpful when you go into combat for sneak attacks; at high levels the combination of SR, evasion, and a good touch AC will mean that you are less vulnerable to magic than most rogues. Precise Strike the wizard spells, and the fighter feats will make up for the difference between you and a single classed rogue in sneak attack damage and spells like Invisbility can substitute for some of the skill points you lose out on. [b][/B] Knowing that you've got a +3 ECL and are starting at first level really changes matters. If you multiclass at all, you can forget about ever being an effective spellcaster of any kind. You'll be closest to effectiveness at ECL 23 but note that the pure human wizard is casting epic spells before you're casting 9th level spells if you take as even 1 level that doesn't give full spellcasting progression. Now the skill points for starting with a level of rogue are tempting but by level 4 they'll only make you a second rate rogue and prevent you from even being a second rate wizard. By level 10, you might as well not have bothered (+4 spot, listen, disable device, etc won't help by then). The same is true for the fighter level. Only take it if you actually want to play a melee combatant. If it represents 3 extra hit points and +2 fort save, take toughness and Great Fortitude instead. (I know toughness sucks but you'd be better off). However, I have serious doubts about the possibility of making an effective fighter/wizard out of any ECL race. It's very difficult even with a human. And it minimizes your ECL advantages while maximizing the disadvantages(fighter/wizards have an easy time getting a high AC but a hard time hitting (and tend not to hit hard when they do hit); a big part of the Fey'ri advantage is the DR which is irrelevant if you don't get hit and your attack bonus and spellcasting ability (which is what enables you to make up that deficiency) both suffer from the ECL). I say go for the rogue. If you want levels of wizard, you can take a few without killing the character. (If you do it right, they might even make the character better). If you want fighter levels, you can take a few without making her useless. (Again, if she's a combat rogue, they might even make her better). [/QUOTE]
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