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*Pathfinder & Starfinder
The issue with wizards and sorcerers
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<blockquote data-quote="Dandu" data-source="post: 5341410" data-attributes="member: 85158"><p>There's no point in using the diagram on a Quasit, since it can't actually teleport out. </p><p>If that's how your group plays it, that's fine, but RAW you just make a Charisma check. Even if you're presenting nothing, it only gives you a +0 bonus, which you might not care much about depending on your Charisma. The example sorcerer I gave would have +11 to the check right off the bat.</p><p></p><p>Creatures do not seem to be able to touch the magic circle due to the warding. I suspect the same would hold true for anything they summon.</p><p>The naked mage is very compelling due to her huge... charisma.</p><p></p><p>I think we belabored the point instead of underscoring it.</p><p></p><p>Sorcerers can take Leadership as well, and use it better to boot. It's not like there are a lot of great feats in core for casters.</p><p></p><p>It only takes about two hour to get a few outsiders around (10 minutes for the circle, 10 minutes for the spell, say 10 minutes bargaining, repeated a few times in case of failures). It's not that much time. Afterward, the sorcerer casts Wall of Stone a few times and shores up the town's defenses in a minute by a much larger margin than the fighter could with his muscles.</p><p></p><p>Time spent casting spells: Under 2 hours, five minutes. Length of typical day: 24 hours.</p><p></p><p>I figure there'd be enough time left over to communicate with villagers, train the town guard's spellcasters, earning credit from the local ruler(s), and actually endear herself to the local populace, and do it better due to having Charisma as a primary stat.</p><p></p><p>Of course this is all DM dependent, but there's always more options for a spellcaster if given the same degree of player creativity because at the end of the day, you're working with a much better tool kit.</p></blockquote><p></p>
[QUOTE="Dandu, post: 5341410, member: 85158"] There's no point in using the diagram on a Quasit, since it can't actually teleport out. If that's how your group plays it, that's fine, but RAW you just make a Charisma check. Even if you're presenting nothing, it only gives you a +0 bonus, which you might not care much about depending on your Charisma. The example sorcerer I gave would have +11 to the check right off the bat. Creatures do not seem to be able to touch the magic circle due to the warding. I suspect the same would hold true for anything they summon. The naked mage is very compelling due to her huge... charisma. I think we belabored the point instead of underscoring it. Sorcerers can take Leadership as well, and use it better to boot. It's not like there are a lot of great feats in core for casters. It only takes about two hour to get a few outsiders around (10 minutes for the circle, 10 minutes for the spell, say 10 minutes bargaining, repeated a few times in case of failures). It's not that much time. Afterward, the sorcerer casts Wall of Stone a few times and shores up the town's defenses in a minute by a much larger margin than the fighter could with his muscles. Time spent casting spells: Under 2 hours, five minutes. Length of typical day: 24 hours. I figure there'd be enough time left over to communicate with villagers, train the town guard's spellcasters, earning credit from the local ruler(s), and actually endear herself to the local populace, and do it better due to having Charisma as a primary stat. Of course this is all DM dependent, but there's always more options for a spellcaster if given the same degree of player creativity because at the end of the day, you're working with a much better tool kit. [/QUOTE]
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The issue with wizards and sorcerers
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