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Sorcerors in d&d
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<blockquote data-quote="hopeless" data-source="post: 3119433" data-attributes="member: 36349"><p><strong>Sorcerors</strong></p><p></p><p>Sorry messed that one up better get more practice first before trying it any further.</p><p>Anyway I have no problems with Call of Cthulhu but if you're going to run d&d with rules from the book of vile darkness I'd rather he'd remember this isn't Call of Cthulhu since if he really wanted to run that kind of game, I believe Midnight would be more appropriate, but he no plans to run the next game since he wants to run Conan, Cowboys, d20 apocalypse and a d20 space opera before even considering running the next part of Greyhawk.</p><p></p><p>If I could find another game I'd probably even consider giving up d&d to run gurps instead, but as I said I really run to run that sorceror again and the fact the best player in that d&d game was the Paladin player's son who ran a half orc druid.</p><p></p><p>In regards to Warlocks, I have more of a problem with Favoured Souls since they're supposed to be the divine equivalent of sorcerors and that leaves me baffled as I've read a few threads about how the sorceror is suposedly broke and needs a prestige class to recover.</p><p>Personally increasing its hd to d6 and giving them option of 3 bonus class skills based on their sorceror's style would have been more encouraging than adding bluff and removing scry from the skill list for everyone. </p><p>Most of that was from those threads regarding how to make the sorceror a true character class, but I found whilst running my halfling sorceror that the only problem I had was that halflings are considered kleptomaniacs for some reason (Favoured Class: Rogue).</p><p>I suppose they thought they were designing kender I suppose but thats a tale for another thread.</p><p>As for those 3 bonus class skills, it was suggested Bluff, Diplomacy and Intimidate, but being able to select your own 3 class skills might make the sorceror more interesting since it would allow a little variety between the sorcerors in addition to making them less dependent on wizards (Sorry had to be said, just in case a would be dm reads this and doesn't get the hint).</p><p></p><p>Regarding silent and still spell feats, yes they are interesting, but I got mesmerised by the Chain spell feat and seriously wondered about taking it at 6th even though it would only work on 0th level spells until she reached 8th (Disrupt Undead, encouraged by being told he was using the Book of Vile Darkness and the fact its one of the only Necromantic spells he says doesn't promote corruption). I can just see the character being bound and gagged, but took Extend spell feat because I could see it becoming very useful and wanted to leave something to help further my halflings tendencies as her stealthy habits merit obtaining some more metamagic feats but without alerting her party members in particular one who has already stated he was going to pull a twist in his character's tendencies and by that I suspected he would either become a blackguard or a cleric since his need to be the top dog meant at the cost of everyone else playing... but only time will tell.</p><p></p><p>No offense last time I checked Colour Spray requires some fine sand and whilst blinding and stunning foes so they can't hurt is a good tactic, I was looking for spells to cover a wider range and had planned to select Ray of Frost and Knock spell for her new spells for 4th level.</p><p>Prestdigitation is on the list but felt with all that had happened that another combat spell might be handier at this point. As for knock, well its a Vocal only spell component and I just couldn't resist, the others however wanted me to go for Mirror Image, but I don't plan on putting myself in harms way unless unavoidable and from experience with this character find that a halfling fighting with a dagger and protected by a shield to be far more effective than the Paladin with a masterwork greatsword and a set of full plate (actually even the ranger is better and thats with the bow in melee!)</p><p>Take care and all the best.</p></blockquote><p></p>
[QUOTE="hopeless, post: 3119433, member: 36349"] [b]Sorcerors[/b] Sorry messed that one up better get more practice first before trying it any further. Anyway I have no problems with Call of Cthulhu but if you're going to run d&d with rules from the book of vile darkness I'd rather he'd remember this isn't Call of Cthulhu since if he really wanted to run that kind of game, I believe Midnight would be more appropriate, but he no plans to run the next game since he wants to run Conan, Cowboys, d20 apocalypse and a d20 space opera before even considering running the next part of Greyhawk. If I could find another game I'd probably even consider giving up d&d to run gurps instead, but as I said I really run to run that sorceror again and the fact the best player in that d&d game was the Paladin player's son who ran a half orc druid. In regards to Warlocks, I have more of a problem with Favoured Souls since they're supposed to be the divine equivalent of sorcerors and that leaves me baffled as I've read a few threads about how the sorceror is suposedly broke and needs a prestige class to recover. Personally increasing its hd to d6 and giving them option of 3 bonus class skills based on their sorceror's style would have been more encouraging than adding bluff and removing scry from the skill list for everyone. Most of that was from those threads regarding how to make the sorceror a true character class, but I found whilst running my halfling sorceror that the only problem I had was that halflings are considered kleptomaniacs for some reason (Favoured Class: Rogue). I suppose they thought they were designing kender I suppose but thats a tale for another thread. As for those 3 bonus class skills, it was suggested Bluff, Diplomacy and Intimidate, but being able to select your own 3 class skills might make the sorceror more interesting since it would allow a little variety between the sorcerors in addition to making them less dependent on wizards (Sorry had to be said, just in case a would be dm reads this and doesn't get the hint). Regarding silent and still spell feats, yes they are interesting, but I got mesmerised by the Chain spell feat and seriously wondered about taking it at 6th even though it would only work on 0th level spells until she reached 8th (Disrupt Undead, encouraged by being told he was using the Book of Vile Darkness and the fact its one of the only Necromantic spells he says doesn't promote corruption). I can just see the character being bound and gagged, but took Extend spell feat because I could see it becoming very useful and wanted to leave something to help further my halflings tendencies as her stealthy habits merit obtaining some more metamagic feats but without alerting her party members in particular one who has already stated he was going to pull a twist in his character's tendencies and by that I suspected he would either become a blackguard or a cleric since his need to be the top dog meant at the cost of everyone else playing... but only time will tell. No offense last time I checked Colour Spray requires some fine sand and whilst blinding and stunning foes so they can't hurt is a good tactic, I was looking for spells to cover a wider range and had planned to select Ray of Frost and Knock spell for her new spells for 4th level. Prestdigitation is on the list but felt with all that had happened that another combat spell might be handier at this point. As for knock, well its a Vocal only spell component and I just couldn't resist, the others however wanted me to go for Mirror Image, but I don't plan on putting myself in harms way unless unavoidable and from experience with this character find that a halfling fighting with a dagger and protected by a shield to be far more effective than the Paladin with a masterwork greatsword and a set of full plate (actually even the ranger is better and thats with the bow in melee!) Take care and all the best. [/QUOTE]
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