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What to be or not to be?
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<blockquote data-quote="Arkhandus" data-source="post: 2301788" data-attributes="member: 13966"><p>For a different suggestion, I'd say go with a human sorcerer 13. It won't get dull nor does it necessarily involve using complex spells and stuff, whereas a fighter or barbarian can get dull if you don't switch to taking feats and such that utilize complex tactical rules and junk, like twinking out with a spiked chain, Com Exp, Com Ref, and Imp Trip.</p><p></p><p>For spells, considering how many a sorcerer 13 knows.....</p><p>0-level: Resistance, Detect Magic, Read Magic, Light, Mage Hand, Mending, Message, Arcane Mark, Prestidigitation</p><p>1st-level: Mage Armor, Shield, Magic Missile, True Strike, Comprehend Languages</p><p>2nd-level: Acid Arrow, Eagle's Splendor, Cat's Grace, Scorching Ray, Resist Energy</p><p>3rd-level: Lightning Bolt, Displacement, Invisibility Sphere, Magic Circle Against Evil</p><p>4th-level: Shout, Fire Shield, Lesser Globe of Invulnerability, Stone Shape</p><p>5th-level: Overland Flight, Cone of Cold, Persistant Image</p><p>6th-level: Greater Dispel Magic, Disintegrate</p><p>This gives you a good variety of basic damage spells; force, acid, fire, electricity, sonic, and cold, plus the die-or-suffer-generic-damage Disintegrate. You also get a good variety of simple defense spells; Mage Armor, Shield, and Cat's Grace to boost your AC, Displacement, Invisibility Sphere, Magic Circle, Lesser Globe, Fire Shield, Resist Energy, and Greater Dispel to make you both harder to hit and harder to afflict; plus, Disintegrate and Greater Dispel can help you get rid of annoying barriers or problems, such as a Wall of Force or an ally being Dominated (which Magic Circle can help against too). You get some decent mobility and utility from Flight, Image, Shape, Invis Sphere, and Com Lang. True Strike and Cat's Grace help your Disintegrates, Acid Arrows, and Scorching Rays hit. Eagle's Splendor makes your spells harder to resist (the Cha boost improves your spell save DCs as a sorcerer, i.e. Lightning Bolt, Shout, Cone of Cold, Disintegrate, Persistant Image), as well as aiding you in social situations.</p><p></p><p>Base ability scores might be something like Str 11, Dex 14, Con 13, Int 13, Wis 10, Cha 18, likely adding +2 to Cha and +1 to Con after that for the 4th/8th/12th-level increases.</p><p></p><p>Skills would probably be Bluff, Concentration, Knowledge-Arcana, and Spellcraft, each with maximum ranks (sorcerers get 2 skill points per level, 13 Int +1/level, human +1/level)</p><p></p><p>Possible feat selection may be.....</p><p>Combat Casting, Great Fortitude, Lightning Reflexes, Improved Counterspell, Spell Penetration, and Empower Spell.</p><p>Possibly replace Improved Counterspell with Improved Initiative, if you prefer.</p><p></p><p>You may choose to forgo 2 levels of sorcerer though, giving up a few spells, in order to have 2 levels of monk to begin with before the sorcerer levels, boosting your saving throws, HP, and skill points (likely going into Diplomacy and Sense Motive, or something). It'd also give you Evasion (to better avoid nasty damage from some spells; combined with Cat's Grace, Lightning Reflexes, and a decent Dexterity score, this'd give you a decent chance of avoiding harm from many damage spells altogether). The monk bonus feats you'd be best taking would be Improved Grapple and Deflect Arrows. Imp Grap will help you avoid getting grappled by enemies, which would disrupt your spellcasting, and since you'll have a free hand open for somatic components anyway, you'd always be able to use Deflect Arrows to avoid one ranged weapon attack per round. I'd suggest wielding a decent one-handed weapon like a morningstar, with a light crossbow or a few dozen shuriken as back-up ranged weapons in case your spells are ineffective or depleted in a tough battle.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2301788, member: 13966"] For a different suggestion, I'd say go with a human sorcerer 13. It won't get dull nor does it necessarily involve using complex spells and stuff, whereas a fighter or barbarian can get dull if you don't switch to taking feats and such that utilize complex tactical rules and junk, like twinking out with a spiked chain, Com Exp, Com Ref, and Imp Trip. For spells, considering how many a sorcerer 13 knows..... 0-level: Resistance, Detect Magic, Read Magic, Light, Mage Hand, Mending, Message, Arcane Mark, Prestidigitation 1st-level: Mage Armor, Shield, Magic Missile, True Strike, Comprehend Languages 2nd-level: Acid Arrow, Eagle's Splendor, Cat's Grace, Scorching Ray, Resist Energy 3rd-level: Lightning Bolt, Displacement, Invisibility Sphere, Magic Circle Against Evil 4th-level: Shout, Fire Shield, Lesser Globe of Invulnerability, Stone Shape 5th-level: Overland Flight, Cone of Cold, Persistant Image 6th-level: Greater Dispel Magic, Disintegrate This gives you a good variety of basic damage spells; force, acid, fire, electricity, sonic, and cold, plus the die-or-suffer-generic-damage Disintegrate. You also get a good variety of simple defense spells; Mage Armor, Shield, and Cat's Grace to boost your AC, Displacement, Invisibility Sphere, Magic Circle, Lesser Globe, Fire Shield, Resist Energy, and Greater Dispel to make you both harder to hit and harder to afflict; plus, Disintegrate and Greater Dispel can help you get rid of annoying barriers or problems, such as a Wall of Force or an ally being Dominated (which Magic Circle can help against too). You get some decent mobility and utility from Flight, Image, Shape, Invis Sphere, and Com Lang. True Strike and Cat's Grace help your Disintegrates, Acid Arrows, and Scorching Rays hit. Eagle's Splendor makes your spells harder to resist (the Cha boost improves your spell save DCs as a sorcerer, i.e. Lightning Bolt, Shout, Cone of Cold, Disintegrate, Persistant Image), as well as aiding you in social situations. Base ability scores might be something like Str 11, Dex 14, Con 13, Int 13, Wis 10, Cha 18, likely adding +2 to Cha and +1 to Con after that for the 4th/8th/12th-level increases. Skills would probably be Bluff, Concentration, Knowledge-Arcana, and Spellcraft, each with maximum ranks (sorcerers get 2 skill points per level, 13 Int +1/level, human +1/level) Possible feat selection may be..... Combat Casting, Great Fortitude, Lightning Reflexes, Improved Counterspell, Spell Penetration, and Empower Spell. Possibly replace Improved Counterspell with Improved Initiative, if you prefer. You may choose to forgo 2 levels of sorcerer though, giving up a few spells, in order to have 2 levels of monk to begin with before the sorcerer levels, boosting your saving throws, HP, and skill points (likely going into Diplomacy and Sense Motive, or something). It'd also give you Evasion (to better avoid nasty damage from some spells; combined with Cat's Grace, Lightning Reflexes, and a decent Dexterity score, this'd give you a decent chance of avoiding harm from many damage spells altogether). The monk bonus feats you'd be best taking would be Improved Grapple and Deflect Arrows. Imp Grap will help you avoid getting grappled by enemies, which would disrupt your spellcasting, and since you'll have a free hand open for somatic components anyway, you'd always be able to use Deflect Arrows to avoid one ranged weapon attack per round. I'd suggest wielding a decent one-handed weapon like a morningstar, with a light crossbow or a few dozen shuriken as back-up ranged weapons in case your spells are ineffective or depleted in a tough battle. [/QUOTE]
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