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Update: Sorcerer/MotAO/ES (Air) for RttToEE.
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<blockquote data-quote="Apok" data-source="post: 452672" data-attributes="member: 1969"><p>Go for the Sorcerer. The extra spells per day are really worth it, IMO. Just make sure you have a good variety of known spells, like Caliber mentioned go with a good mix of Offensive, Defensive and Utility. As for a PrC, both of the ones you mentioned are excellent. Elemental Savant just oozes coolness and it is very appropo for the module. The only downside to that PrC is that, unless you do careful planning ahead of time, you'll end up with only one energy type for most of your offensive spells, which ain't great. For example, becomming an Elemental Savant specialized in Fire means that when you come up against fire-based creatueres you are SoL unless you've got some spells that are non-fire based damage, which sort of interferes with the theme of the class. Mage of the Arcane Order makes for some awesome backstory and gives the DM lots of options to play with if you choose to interact with the Guild. </p><p></p><p>Now, on to mechancis. I would suggest the following stat-spread;</p><p></p><p>Str 13</p><p>Dex 15</p><p>Con 16</p><p>Int 14</p><p>Wis 13</p><p>Cha 18</p><p></p><p>If you are starting out at 4th level, use your extra ability point to bump your Dex to a 16. Get yourself a nice ranged weapon, say a light or heavy xbow for when you run out of spells. One thing I've noticed is that nothing bums a wizard or sorc character out more than when they've cast all their spells and then just sit around for the rest of the combat not doing much. Using a crossbow will keep you in the combat at a safe distance at the lower levels, which is a good thing. </p><p></p><p>You should have 5400 gp worth of starting equipment at 4th level which you could spend on potions and scrolls, perhaps a bag of holding type 1 or 2 (or a Heward's Haversack), and if you really wanted to splurge; a Vest of Resistance +2 or a Cloak of Charisma +2. If you really want to, get a Wand of Magic Missiles. The starting gold doesn't look like much but don't worry as there are plenty of opportunities to find treasure in that module. I should know, I've run through it once & am running through it again now. </p><p></p><p>I'll leave the spell selection suggestions to somebody else.</p></blockquote><p></p>
[QUOTE="Apok, post: 452672, member: 1969"] Go for the Sorcerer. The extra spells per day are really worth it, IMO. Just make sure you have a good variety of known spells, like Caliber mentioned go with a good mix of Offensive, Defensive and Utility. As for a PrC, both of the ones you mentioned are excellent. Elemental Savant just oozes coolness and it is very appropo for the module. The only downside to that PrC is that, unless you do careful planning ahead of time, you'll end up with only one energy type for most of your offensive spells, which ain't great. For example, becomming an Elemental Savant specialized in Fire means that when you come up against fire-based creatueres you are SoL unless you've got some spells that are non-fire based damage, which sort of interferes with the theme of the class. Mage of the Arcane Order makes for some awesome backstory and gives the DM lots of options to play with if you choose to interact with the Guild. Now, on to mechancis. I would suggest the following stat-spread; Str 13 Dex 15 Con 16 Int 14 Wis 13 Cha 18 If you are starting out at 4th level, use your extra ability point to bump your Dex to a 16. Get yourself a nice ranged weapon, say a light or heavy xbow for when you run out of spells. One thing I've noticed is that nothing bums a wizard or sorc character out more than when they've cast all their spells and then just sit around for the rest of the combat not doing much. Using a crossbow will keep you in the combat at a safe distance at the lower levels, which is a good thing. You should have 5400 gp worth of starting equipment at 4th level which you could spend on potions and scrolls, perhaps a bag of holding type 1 or 2 (or a Heward's Haversack), and if you really wanted to splurge; a Vest of Resistance +2 or a Cloak of Charisma +2. If you really want to, get a Wand of Magic Missiles. The starting gold doesn't look like much but don't worry as there are plenty of opportunities to find treasure in that module. I should know, I've run through it once & am running through it again now. I'll leave the spell selection suggestions to somebody else. [/QUOTE]
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Update: Sorcerer/MotAO/ES (Air) for RttToEE.
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