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<blockquote data-quote="RangerWickett" data-source="post: 392991" data-attributes="member: 63"><p>Assuming you don't want to add any new rulebooks beyond the core PHB, DMG, MM, you've still got a lot of options available to you. The main thing to do is make the DM read the last page of Chapter Six, in the section of customizing your character. Unless he has a very D&D-specific image for his game, he should let you fiddle with your spells a little. Just try not to fiddle too much. In fact, you'd only want to fiddle with maybe one spell of any given level, to make his life easier.</p><p></p><p><strong>The Simple Ones:</strong></p><ul> <li data-xf-list-type="ul"><em>The Arcane Sorcerer</em> - focusing on flashy force-magic, illusions, and really high fantasy-style spell. Magic Missile, Mage Armor, Shield, Silent Image, Mirror Image, Levitate, Protection from Arrows, Resist Elements, Fly, Lightning Bolt, and a bunch of wall spells.</li> <li data-xf-list-type="ul"><em>The Fire Mage</em> - This one's a no-brainer.</li> <li data-xf-list-type="ul"><em>The Illusionist</em> - This one's also not too hard, and it works well if you're going for some sort of trickster-style character.</li> </ul><p></p><p><strong>The Nifty Ones:</strong></p><ul> <li data-xf-list-type="ul"><em>Aeromancer</em> - I have an NPC sorceress of this variety in my game back home. Levitate, featherfall, gust of wind, fly, whispering wind, water breathing. Her magic missiles are wind blasts instead of force bolts, and she has a lot of spells that are similarly air-themed.</li> <li data-xf-list-type="ul"><em>The Mystic</em> - Take a lot of spells to disguise and hide yourself, some divinations, and only have attack spells if their effects are subtle. Maybe try to convince your DM to let you change magic missile so it does only 1d4 instead of 1d4+1, but it just hurts the target, instead of shooting them. You basically want to be mysterious, enigmatic, and to always know more than anyone else.</li> <li data-xf-list-type="ul"><em>The Shapeshifter</em> - Fairly straightforward, though you'll want to see if your DM will let you take some of the wildshape feats from Masters of the Wild.</li> <li data-xf-list-type="ul"><em>The Summoner</em> - This one's been discussed a little already on the boards recently. Sure, it's a little repetitive to have all the summon monster spells, but you'll have a ton of flexibility in what you can cast. Summon Monster I, Summon Swarm, Summon Monster III, Summon Monster IV, Lesser Planar Binding, Planar Binding, Summon Monster VII, Greater Planar Binding, Gate. Either go for a lot of small monsters, or try to make all the summoned critters represent something from your character's religion. Lots of personality possibilities here.</li> </ul><p></p><p><strong>The Weird Ones:</strong></p><ul> <li data-xf-list-type="ul"><em>The Arcane Knight</em> - Start as an apprentice level paladin/sorcerer, and get stuff like mage armor, shield, mount, phantom steed, greater magic weapon, true strike, bull's strength, etc. At higher levels, try to lesser planar binding to get nifty mounts, or maybe use an extended summon monster spell to get a celestial critter or something. Make sure your DM will let you multi-class between paladin and sorcerer.</li> <li data-xf-list-type="ul"><em>The Sorcerous Scientist</em> - Dabbling in unorthodox magic, this sorcerer would take the Wild Spellcaster template from Wild Spellcraft, and would always try to create his own spells whenever he levels up, usually to solve some problem he's been suffering.</li> <li data-xf-list-type="ul"><em>The Effigist</em> - He takes some sort of feat to empower his spells, in exchange for always requiring some sort of effigy of his target for the spell to work. He'd focus on long-range spells to curse his foes from a distance, rather than confronting them in direct combat. He'd probably have a voodoo doll.</li> </ul></blockquote><p></p>
[QUOTE="RangerWickett, post: 392991, member: 63"] Assuming you don't want to add any new rulebooks beyond the core PHB, DMG, MM, you've still got a lot of options available to you. The main thing to do is make the DM read the last page of Chapter Six, in the section of customizing your character. Unless he has a very D&D-specific image for his game, he should let you fiddle with your spells a little. Just try not to fiddle too much. In fact, you'd only want to fiddle with maybe one spell of any given level, to make his life easier. [b]The Simple Ones:[/b] [list][*][i]The Arcane Sorcerer[/i] - focusing on flashy force-magic, illusions, and really high fantasy-style spell. Magic Missile, Mage Armor, Shield, Silent Image, Mirror Image, Levitate, Protection from Arrows, Resist Elements, Fly, Lightning Bolt, and a bunch of wall spells. [*][i]The Fire Mage[/i] - This one's a no-brainer. [*][i]The Illusionist[/i] - This one's also not too hard, and it works well if you're going for some sort of trickster-style character.[/list] [b]The Nifty Ones:[/b] [list][*][i]Aeromancer[/i] - I have an NPC sorceress of this variety in my game back home. Levitate, featherfall, gust of wind, fly, whispering wind, water breathing. Her magic missiles are wind blasts instead of force bolts, and she has a lot of spells that are similarly air-themed. [*][i]The Mystic[/i] - Take a lot of spells to disguise and hide yourself, some divinations, and only have attack spells if their effects are subtle. Maybe try to convince your DM to let you change magic missile so it does only 1d4 instead of 1d4+1, but it just hurts the target, instead of shooting them. You basically want to be mysterious, enigmatic, and to always know more than anyone else. [*][i]The Shapeshifter[/i] - Fairly straightforward, though you'll want to see if your DM will let you take some of the wildshape feats from Masters of the Wild. [*][i]The Summoner[/i] - This one's been discussed a little already on the boards recently. Sure, it's a little repetitive to have all the summon monster spells, but you'll have a ton of flexibility in what you can cast. Summon Monster I, Summon Swarm, Summon Monster III, Summon Monster IV, Lesser Planar Binding, Planar Binding, Summon Monster VII, Greater Planar Binding, Gate. Either go for a lot of small monsters, or try to make all the summoned critters represent something from your character's religion. Lots of personality possibilities here.[/list] [b]The Weird Ones:[/b] [list][*][i]The Arcane Knight[/i] - Start as an apprentice level paladin/sorcerer, and get stuff like mage armor, shield, mount, phantom steed, greater magic weapon, true strike, bull's strength, etc. At higher levels, try to lesser planar binding to get nifty mounts, or maybe use an extended summon monster spell to get a celestial critter or something. Make sure your DM will let you multi-class between paladin and sorcerer. [*][i]The Sorcerous Scientist[/i] - Dabbling in unorthodox magic, this sorcerer would take the Wild Spellcaster template from Wild Spellcraft, and would always try to create his own spells whenever he levels up, usually to solve some problem he's been suffering. [*][i]The Effigist[/i] - He takes some sort of feat to empower his spells, in exchange for always requiring some sort of effigy of his target for the spell to work. He'd focus on long-range spells to curse his foes from a distance, rather than confronting them in direct combat. He'd probably have a voodoo doll.[/list] [/QUOTE]
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