Update: Sorcerer/MotAO/ES (Air) for RttToEE.

Unfortunetly, only PHB, DMG, and Class Splat books are allowed as per the original post.

Perhaps your DM would allow you to take Knowledge:the Planes as a Sorceror Class skill at the sacrifice of another skill (or two).

While the extra hit points are nice, I felt the Charisma hit too steep to recommend Dwarf as a possible race, however obviously some people think its worth while so you may want to consider that as well.
 

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If you are going to multiclass to Bard in order to get the ranks of Knowledge: The Planes I would suggest doing it at a higher level. You can pump more points into it that way, reducing the number of cross-class skill points you need to spend.

Considering how tough this module is supposed to be, I wouldn't go Elf. The Con adjustment really hurts. If you really like the Sorcerer concept, go either Halfling or Human. Halfling gives you a bonus to saving throws plus a slightly better AC from both size and the DEX mod. You weren't going to use that Strength anyways with that many fighters in the group.
 

Okay, how about a gnome.

+2 CON, like the dwarf, but -2 in a stat you couldn't care less about, STR.

Plus, you get to have a cool name (or 10) like Figgle D'Fay, can look stylin in your outrageous gnomish attire, and generally adopt the speech patterns of an Irish leprechan on speed, to invigorate your roleplaying.

You might notice from the specific example, that we had a reoccuring NPC in one of our games of the above description.

Anyway, its a great race for survival. Low light vision, +2 listen...never ever hurts.

A few free 0-level spells, small size AC bonus, etc.

Not to mention (again) the style and pinache associated with that mischevious, high-wired little race.

-Skaros
 

This is what I would do: Human Sorceror/Mage of the Arcane Order (What level are you starting at anyway?). If you decide you want to play an Elemental Savant, pick up the class at level 11 (after Sor 6/MotAO 4). Also, consider picking up Sacred Exorcist for levels 11-20 instead. (A prestige domain never hurt any sorceror).

You'll notice a focus on combat spells here: as a Mage of the Arcane Order, you can fetch any general purpose spells you need from the spell pool.

Str 13, Dex 15, Con 16 (18), Int 14, Wis 13, Cha 18
Toad Familiar.

Sor 1: Arcane Preparation, Extend Spell Shield, Magic Missile
Sor 2:
Sor 3: Sculpt Spell, Burning Hands
Sor 4: Cat's Grace
Sor 5: Glitterdust, Spider Climb
Sor 6: Cooperative Spell, haste
Sor 6/MotAO 1: If you want to go Elemental Savant, this is when you make your choiceIcy Burst (for a variety of energy types), See Invisibility, Lesser cold Orb
Sor 6/MotAO 2: Empower Spell or Energy Substitution Improved Invisibility, Polymorph Self, or Polymorph Other
Sor 6/MotAO 3: Persistent Spell, or whichever of Empower Spell or Energy Substitution you didn't choose last level Summon Monster II, one of the 4th level spells you didn't pick last level, or Melf's Acid Arrow and Summon Monster IV

At this point, you're qualified to take Elemental Savant (Water) levels. If you'd rather take Fire, substitute Fireball and Lesser Fire Orb for Icy Burst and Lesser Cold Orb. If you'd rather have earth, you'll need to take Acid Arrow instead of Glitterdust or See Invisibility, Summon Monster II instead of Summon Monster IV, and Acid Orb as one of your 4th level spells.

If you'd rather be able to toss a variety of elemental types around at will, I'd recommend following my progression there, skipping the Monster Summoning spell at 9th level and taking Elemental Substitution (Sonic). That way you'll have fire (Sculpted Burning Hands, Cold (Lesser Cold Orb, Ray of Frost (not that it really counts) and Icy Burst), Acid (Acid Arrow), and Sonic (Sonic versions of any of the above) available at a moment's notice.
 

Wow you guys gave me a lot to think about. :D Thank you all so much for all of your hard work. I will try a human Sorcerer. We will start out at first level and hopefully have a lot of low level encounters before we enter the Temple.

Str 13
Dex 14
Con 16
Int 15
Wis 13
Cha 18
I think I will wait for an Improved Familiar even though they do not seem too much better.

Here is the progesssion that I came up with while you were all hard at work:

1st Lvl Sorc
0th Lvl Spell: Det Magic, Read Magic, Ray of Frost, Flare
1st Lvl Spell: Magic Missle, Shield
Feat: Energy Substitution: Sonic, Energy Substitution: Lightening

2nd Lvl Sorc
0th Lvl Spell: Disrupt Undead

3rd Lvl Sorc
1st Lvl Spell: Negative Energy Ray (Will Sv)
Feat: Energy Substitution: Cold

4th Lvl Sorc
0th Lvl Spell: Light
2nd Lvl Spell: Glitterdust
Ability +1 Charisma

5th Lvl Sorc
1st Lvl Spell: True Strike
2nd Lvl Spell: Ice Knife

6th Lvl Sorc
0th Lvl Spell: Prestidigitation
3rd Lvl Spell: Fireball (Ref Sv)
Feat: Arcane Preparation

7th Lvl Sorc
1st Lvl Spell: Spider Climb
2nd Lvl Spell: Cat's Grace
3rd Lvl Spell: Haste

8th Lvl Sorc
4th Lvl Spell: Improved Invis
Ability +1 Charisma

9th Lvl Sorc
3rd Lvl Spell: Lightening Bolt
4th Lvl Spell: Enervation
Feat: Cooperative Spell

This is just a rough draft of things that I thought would be cool. Please tell me what you think and how you would put it into the Sorc/ MotAO/ES(air). I really like the going Sorc and then Mage of the Arcane Order to have access to the spell pool and the knowledge planes skill to get to Elemental Savant.

So please tell me how to change my feats and spells to get into the MotAO and then ES(air). (Please let me know also what you think about ES(air).

Thank you again :D for all of your hard work I really appreciate it!


:) :D
 
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I don't have a lot of time now, but note that as an Elemental Savant (Air) you would be restricted from using your Energy Substitution (Acid) ability, since Acid corresponds to Earth, and Earth opposes Air.

Also note that you would need Energy Substitution (Electricity) to qualify to be an Elemental Savant (Air) and Arcane Prepartion to be a Mage of the Arcane Order.

Maybe I will be able to post some more later.
 

There are two problems with your planned progression and MotAO and Elemental Savant (Air).

1. You don't have Arcane Preparation or Cooperative Spell which are prereqs for MotAO

2. You don't have any [Electricity] or summoning spells in the list--and you need both for Elemental Savant (Air).

3. You can't have energy substitution at 1st level--it requires another metamagic feat and 5 ranks of Knowledge:Arcana

I'd recommend switching up for the following feat progression:

1. Arcane Preparation, Extend Spell
3. Sculpt Spell (this will give you a flexibility that is essential for the use of Lightning bolt and will be helpful with all of your other area effect spells.
6. Cooperative Spell
8. (MotAO bonus feat) Elemental Substitution (electricity) if you're willing to forgoe spell focus or wait until 12th level to start on Elemental Savant levels, you can afford another element here.
9. If you want spell focus, this is the first place I would think to take it. With an 18 cha (20 by this point before Eagle's Splendor (from the cleric) or a cloak of charisma, your DCs are going to be quite high even without it though. Spell penetration might actually be a better choice.
12. Greater Spell Penetration or Greater Spell Focus

I noticed that you have heighten spell on your feat list there. I'd drop that one like a hot potato. The only spells you have that you'd likely want to heighten are Magic Missile and Fireball--and that's only to get through minor globes of invulnerability. If you want DC, spell focus (evocation) is better in every way. In terms of damage dealt, you're also almost certainly better off using Empower spell to get 50% more damage than heightening the spell by 2 levels to bump the DC by 2. (50% of 150% is still 75%--assuming the foe makes the save). Heighten spell is mostly useful for sorcerors focussed on things like Charm Person, Charm Monster, Suggestion, Hold Person, etc which don't benefit from Empowering and do nothing on a successful save.

I recommended Extend spell because at higher levels, it's a great way to spend a few of your high level spell slots. Cast a double extended Energy Buffer before you go to bed and you're protected for 3 days without using a spell slot for it. The same is true for attribute buffs or Greater Magic Weapon, etc.

Getting 3 useful electricity spells is going to be a bit of a challenge. You could technically use the Spell Pool to cast shocking grasp, summon monster I, lesser electric orb, and lightning bolt and be qualified by MotAO 2 but that seems really cheesy.

I'd recommend starting out with lesser Electric Orb at 5th level instead of True Strike. It's electricity and shield doesn't stop it Unfortunately you won't have point blank or precise shot but some sacrifices have to be made. . . .

If you go with sculpt spell, I'd pick up burning hands as your 3rd level spell. Sculpted Burning hands, as discussed on another thread is a simply brutal 2nd level attack spell. At 4th level, that's 4d4 points of fire damage in a 60 foot cone. That'll really help your party survive until you get lightning bolt.

Your second spell is obviously Lightning Bolt at 6th level. With sculpt spell, this can be a lightning ball if you need it to be or a cone or nearly any shape you like. (It's more flexible than fireball in this way since it can also be a 5 foot or 10 foot line if you don't sculpt it).

If you can stand the wait, I'd make Chain lightning the last electricity spell but then you wouldn't start on elemental savant until 13th level. Otherwise, I think you'll have to bite the bullet and pick up shocking grasp or bite the 4th level bullet and get Electric Orb.

You'll also need a summoning spell. I'd go with one that will see long term use. Summon Monster III is good since you can get the celestial bison which has DR and will soak up attacks for quite a few levels as well as the fiendish dire bat which is invaluable for finding and destroying invisible and/or flying foes. Summon Monster IV can get you multiples of either creature, or Fiendish dire wolf, dire ape, Celestial Lion, or Lantern Archon (whose spell like Aid at will ability and energy blasts will always have potential use). Summon Monster V gets you a celestial dire lion, fiendish tiger or dire wolverine, a celestial brown bear, Hound Archon, or Celestial Pegasus (which will give you an instant flying mount if you need one). Summon Monster VI is probably the most versatile one--Xorns, Celestial Dire Bears (melee combat machines with DR 10/+3), Avoral Guardinal (True Seeing at Will, Lay on Hands, etc.) and Celestial Unicorns (which can cast a variety of curative spells and Neutralize Poison, etc). Unfortunately, this is also a 6th level spell so between it and Chain Lightning you'd be waiting until 14th level to start taking Elemental Savant levels.

In any event, since you're going to be taking MotAO levels, you should stay away from utility spells like Rope Trick and long duration buffs like Cat's Grace. If you need those, odds are you can afford to wait several rounds for them to arrive so just rely on Spell pool for them. A spell pool Cat's Grace, Rope Trick, or Greater Magic Weapon is just as good as having one as a known spell. OTOH, you're going to be in trouble if you wait for a magic missile, or see invisibility spell to arrive from the pool.
 

A few suggestions:

DO NOT MULTICLASS with any class that does not give you +1 spell level. First off, you are in RttToEE. You need your caster to be as powerful as possible. Currently playing the module right now I can definitely say that any multiclassed casters that focus on their spells/powers are useless in comparison to what our party would have been with just straight casters. This is not to say that multiclassed casters have no place in RttToEE, they just simply ought not to focus on magic. Rather that magic should supplement their fighting or skills. Second you have quite an extensive party. Multiclassing really is not necessary. If RttToEE has taught me anything it is that the only way to survive is to not just have each character be the best that he/she can be but also have every party be the best that it can be. This is not the same as just the sum of each indiviual party member. AKA the whole is greater than the sum of its parts. Take advantage of the synergy between the classes. I will come back to this point later

GO WIZARD!!! (with the following condition). If your DM actually makes it possible for you to use item creation feats, the wizard will wipe the floor with the sorcerer because of the free scribe scrolls feat at 1st level. The XP cost is close to nill for scrolls and you can make them extremely cheaply. If your DM plans on having you enter the module at 4th (the recommended) you will have those 4 levels to scribe as many scrolls as you have money for ahead of time. Thus, your goal should be to learn every spell you can - researching, buying, and defeating other casters. While the sorcerer has more spells per day than a wizard. A wizard with scribe scroll will have more spells than a sorcerer at a very low cost and have much greater diversity of spells. The scrolls only take a day each to make and at higher levels (higher than first) you can for example make a scroll of color spray at caster level 1 and it will be incredibly cheap. If you focus on making spells that you can minimize your caster level you will save a lot of money.

Wizards also incentivize high Int as opposed to Chr with Sorcerers. Int provides bonus skill points while Chr provides no extra bonus at all. Wizards have access to far more PrC's - usually at earlier levels (meaning you can increase your Saves at earlier levels). And wizards get the extra feat(s).

Maximize the synergy between you and the rest of the party. You have 3 warriors a caster and a utility person in your group. Let the cleric worry about buffing everyone and healing everyone. Have the rogue be your scout possibly with the ranger and you ought to take care of all dispelling, counterspelling, and battle control. As an arcane caster you basically get to mediate battles with the use of spells like fireball, wall of force, etc. You will determine the formation of the enemies and who gets to interact with your group (in a fighting sense) and who doesn't. Working with your teammates literally means tactically mediating combat. If faced with a front line of weaker individuals that prevent your fighter types from getting to the casters in the back use color spray, flaming sphere, or some other effect to make a hole in their ranks. If you see a group of powerful creatures that no one can get to, use web. Use invisibility on your rogue to maximize the effect of his sneak attack, etc.

If you still decide to go with sorcerer keep several things in the mind. Along the same lines as was described above with synergy with your teammates, choose spells accordingly.

YOU HAVE A CLERIC IN YOUR PARTY!!!. Do not take any spells that the cleric can cast - they will be an aboslute waste since the cleric could have cast them instead of you.

Do not take any spells that you would not use at any level at any time. For Example, sleep is only useful at low levels - get some scrolls of it - don't even waste money on a wand of it. However, sleep is VERY good at low levels - so definitely do get some scrolls.

Rope Trick - good for resting before you have mass teleport and good if you can outdistance a pursuer. AKA only useful once a day for resting and maybe a few other times besides that - get a wand or a few scrolls.

Change self - useful only until alterself. Both of which are very limited in their applicability - get some scrolls. You could focus more on subterfuge with your sorcerer - in which case the bard multiclass may be a bit more useful as you can get additional languages as well.

Protection from ... (arrows, elements, etc.) only useful a few times - get scrolls.

Knock - get scrolls - just won't use it enough

Jump/Spider Climb/Expiditious Retreat - get scrolls or wands or items


Effective spells to take would be:

Charm Person (if you don't take a wand of it)

True Strike - only if you plan on making potions of it. Simply not useful enough otherwise. Only exception to this is for polymorph, but you can have your cleric buff you to make sure you hit when you polymorph, so still a bit of waste.

Magic Missile - only nonavoidable damage your party will have

Shield - greatest 1st level spell in the game - get bonus to AC, bonus to reflex saves, immune to Magic Missles

Color Spray - incredible at lower levels, still useful at higher levels - stunning for a round is quite nice and will save your party

Web - one of the ultimate utility spells - casts between a flying creatures wings with a readied action for when the wings are parallel, use as a net if falling, create a barrier on the battlefield, immobilize creatures, prevent spellcasters from casting, unless then have the appropriate metamagicked spells, prevent invisible creatures from attacking you while you sleep, etc.

Glitterdust - absolutely requires permanent/semipermanent ability to detect magic or invisibility. However, if you have it, one of the greatest single spells because has the effect of dispelling invisibility and harms the enemy

melf's acid arrow - continuous damage, good against creatures immune to multiple attack forms (read - trolls), good against casters requiring concentration check every round, good for destroying inanimate objects such as doors as most objects do not have acid resistance

Blink - (only if you can cast on others - IDHMBWM - I forget if you can cast on target or if it is self only) - if you can cast on others reduces damage to everyone by 50% - combine that with shield other cast by your cleric - and all your party members are taking 25% of the damage they would normally take which effectively quadruples their hit points. Also, a pure boon for the rogue - constant sneak attacks.

Fireball - goes without saying.

Haste - along with Polymorph, may be the most powerful spell in the game

Vampiric Touch - touch attack spell, one of the only ways you will ever be able to heal yourself

Polymorph - goes without saying - may be the most powerful spell in the game relatively speaking

Summon Monster IV or V, V or VI, IX. While the cleric can cast these spells, he will be limited by alignment. You can cast the spell with any creature - one of the best diversity spells for sorcerers.

Charm Monster (if you don't already have Charm Person)

Dismissal (if going for Sacred Exorcist only)

Wall of Force - absolute must - ultimate utility spell - can be used to partition battle field, invisible so existence unknown, can be used to counter many spells like fireball, lightning bolt, etc. - just ready an action to cast a spell and cast it directly in front of caster, can be used to enter hostile environment, etc.

Telekinesis - ever seen the shuriken smack - but even if your DM rules 0 on that still has so many uses




Spells you definitely want wands of if possible are:



Dispell Magic

Suggestion

Invisibility

Haste - if you did not take it as a spell

Polymorph other

Superior Invisibility - don't take as spell if take blink - redundant. I put blink instead of superior invisibility because enemies can detect you when invisible but nothing but a ghost touch weapon will deal full damage when blinking.




Finally, go for Mage of the Arcane Order - the spell pool will be the most useful ability a sorcerer can ever get - EVER! and only the cost of two feats that you might not choose anyway (spell prerparation and cooperative spell) And spell preparation is useful anyway because now you can metamagic spells without the full round action.





If you go with sorcerer, here are a few other things to consider

Take a level of Paladin - you get your chr mod as a bonus to all saves. Let me say that again - YOU GET YOUR CHR MOD AS A BONUS TO ALL SAVES. Believe me when I tell you that this can save your life. Not to mention you get the increase in HP (esp. if you took this as your 1st level). Also you get prof. in all armor and all martial weapons. You can use mithril light armors and mithril shields to negate arcane spell failure chance and significanlty boost your AC esp. if you enchant those armors and spike then and put defending on the armor and shield spikes. I know I said earlier not to multiclass but this may be the one valid exception as the defensive abilities are simply so great. A second level will give you the fear immunity and the bonus to your teammates which can save all of your lives and the smite ability - not necessarily useful for damage but very useful if you do not want to miss with one of your touch attack spells - like vampiric touch. Also, I think this will give you what you need to successfully multiclass into Sacred Exorcist as a Pal. 2/Sor 8/ Sacred Exorcist. If you do wind up taking a level in Paladin make sure to capitalize on your newfound melee prowess - make sure the cleric buffs you up, definitely take true strike and take Power attack as a feat. This seems to significantly diverge from your original concept however.

Take a level of Bard - you can continue to take ranks of Perform (even if cc) and get all the higher level abilities of the Bard just limited to a few people. You get the low level bard spells, you can use wands of curative magic and you get some good skills and languages. Languages can be combined with alter self to very good effect and skills are useful for qualifying for PrC's

Consider Sacred Exorcist as a PrC - perhaps after your 10 levels in MotAO. Sacred Exorcist will give you the same spell progression as any other PrC with +1 spell level/level but gives you turning - augmented with your high Chr, gives great hit points for an arcane caster - 1d8! hp/level - and gives you a domain power and additional spells. If you think about it, each of those additional spells - 9 in total - is equal to the expenditure of 1 feat not to mention some of those spells are not on the sorcerer's normal spell list. You also gain extra turning and some really cool special abilities - constant consecrate rocks my world especially in the ToEE. You will be borderline as good as a cleric at turning and you can get the same items to boost your power. (If you took a few levels of paladin you can also wear the armor giving you those phat bonuses). Alternatively you can take the feats requiring turning as a prereq - Divine Shield and Divine Might could be quite useful.

Finally consider taking leadership - your chr score will be great for giving you the most powerful cohort possible and can have your NPC's be adepts with cooperative spell increasing the effectiveness of your spells.



Since I have written this much I might as well go all the way. RttToEE is the toughest module I have every played in (almost 10 years of gaming time) EVER. It is literally ridiculous. My advice is to min/max the shiz out of everything and everyone. If you don't, your party will die. There is simply no way around it.




Given your party I would recommend the folowing.

Make sure to get Item Creation feats - you need to have the best and most optimized equipment you can afford. I prefer to take leadership and have my cohort have the item creation feat I am looking for. However, do what you like. I would definitely recommend that between your party and their cohorts that someone get craft magic arms and armor. This way your archer can have healing arrows - greatly increases effectiveness vs. undead and is much more effective than any cleric could ever be for healing as the archer can fire so many more arrows per round vs. casting healing spells. Also making spell storing arrows will increase the range of many spells and again have the same effectiveness of the healilng spells vs. cleric casting. You will also be able to make +1 swords with every freakin enhancement possible - things you certainly will not find. That way your clereic can cast greater magic weapon on them and effectively make the weapons epic at greater levels by having temporary +'s and a whole lot of abilities. You can also make armors that increase a few things. For one you can increase the turning capability of the cleric (and possibly sorcerer/sacred exorcist). You can gain partial immunity to ciritical hits, and can give the ranger and scout bonues to sneaking around.

Craft Woundrous Item - most useful item creation feat in existance - so many useful little toys. To name a few: boots of springing and striding, the Haversack, scarabs, Cloak of Protection, Bracers of Armor, Amulets of Natural Armor, Prayer Beads of Karma, etc. etc. etc.

Forge Ring - RING OF WIZARDRY!!! - better for wizards than sorcerers but still darn useful. If just for this alone, get someone to have the feat. You can give the rogue a ring of blinking - sneaks all the time - giddyup. Ring of Counterspells for the barbarian. Ring of Chameleon Power for the Ranger

Brew Potion - POTIONS OF TRUE STRIKE ANYBODY? ALmost useful enough to get the feat simply for the warriors. Again, though, better if you can get a cohort who has it.

SCRIBE SCROLL - not as useful since as a sorcerer you have a limited list of spells - however if you get a wizard cohort - by all means.

Craft Rod/ Craft Staff - don't take - simply not useful enough

Craft Wand - same as scroll - however not as bad if you take a level of bard as you will be able to use a wand of curing.

Get the Barbarian a suit of Mithral Breast Plate - counts as light armor - so no movement reductions - great AC bonus, low armor check penalty and can enchant to +5. Again, spike all armors with +5 defending spikes to add unnamed +5 bonus to AC. If they are wielding a shield as well you can do the same thing. From magical bonuses alone, +5 armor with +5 defending spikes and +5 shield with +5 defending spikes is a+20 armor bonus not including the actual bonus the shield and armor give you. Get gloves of storing and have your cleric cast the temporary weapon enhancement spells like flaming blade and just store it in stasis to prolong the spell (effectively giving permanent ability - again, same principle as greater magic weapon). Also gives virtual quick draw feat with that weapon alone.

Make sure your ranger has the most powerful animal companion he can get (adventuring separately to do so if necessary) and give the pet all the magical stuff possible.

Have your familiar be invisible at all times and deliver all of your touch spells.

Ok,

I am done, hope all that was helpful
 

2ND DRAFT

Str 13
Dex 14
Con 16
Int 15
Wis 13
Cha 18
I think I will wait for an Improved Familiar even though they do not seem too much better.

1st Lvl Sorc1
0th Lvl Spell: Det Magic, Read Magic, Ray of Frost, Flare
1st Lvl Spell: Magic Missle, Shield
Feat: Arcane Preparation, Quicken Spell

2nd Lvl Sorc2
0th Lvl Spell: Disrupt Undead

3rd Lvl Sorc3
1st Lvl Spell: Burning Hands (Refl Sv ½)
Feat: Sculpt Spell

4th Lvl Sorc4
0th Lvl Spell: Light
2nd Lvl Spell: Glitterdust (Will Sv)
Ability +1 Charisma

5th Lvl Sorc5
1st Lvl Spell: Lesser Electric Orb (Fort Sv ½)
2nd Lvl Spell: Ice Knife (Fort Sv)

6th Lvl Sorc6
0th Lvl Spell: Prestidigitation
3rd Lvl Spell: Lightening Bolt (Ref Sv)
Feat: Cooperative Spell

7th Lvl Sorc6/MotAO1
1st Lvl Spell: Negative Energy Ray (Will Sv 1/2)
2nd Lvl Spell: Flaming Sphere (Ref Negs)
3rd Lvl Spell: Slow

8th Lvl Sorc6/MotAO2
4th Lvl Spell: Electric Orb (Fort Sv ½)
Ability +1 Charisma
Feat: Energy Substitution: Electricity


9th Lvl Sorc6/MotAO3
3rd Lvl Spell: Fireball (Ref Sv 1/2)
4th Lvl Spell: Enervation (No Sv)
Feat: Energy Substitution: Sonic

Cant’ I just purchase a Summon Monster X to have a peaceful contact with a monster of Subtype Air?
 

A few things:

1. Don't count on a wand for dispel magic. If you can, rely on the cleric. If you can't rely on the cleric to dispel magic, get the spell yourself (or greater dispelling). A wand will be useful around 5th to 8th level but after that, you won't really have a significant chance of succeeding at dispelling anything with the wand.

2. In general, Potions of True Strike are a waste. They're good for some kinds of high level massive power attack smackdowns but usually a fighter has a good enough chance of hitting that they'll do more damage (on average) with two attacks than with one at +20.

3. Blink is a personal range spell. You can't cast it on others. . . .
 

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