• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Why Wizards are better than Sorcerers, and other stories

Talmun said:
...
Core classes are flammable
Insane Fire-Mages are flammable - (but this is a benefit in their case)

"The look on the red dragon's face when the Fire Elementalist casts an empowered acidball on it: Priceless"

Almost everything is flammable, and
... for everything else, there's Energy Substitution (Acid)

::Kaze (thinks that allowing Psionic Kineticists to choose their element at time of manifestation is just plain unfair to sorcerors and shugenja!)
 

log in or register to remove this ad

Vrecknidj said:
When everyone else loots the bodies, they mean that they're taking previous possessions. When the necromancer loots the body, he really loots the body.

Bwahahaha! That's brilliant. :)

-The Gneech :cool:
 

Gnomes may be flammable, but if you don't know where the pointy-hatted bugger is, it doesnt help you. One must be careful not to get a lightning bolt up one's whoopsie-daisy. :p
 
Last edited:


Monks are still the greatest!

Gnomes suck because they get less unarmed damage as monks.

And, btw, a necromancer is cool, especially a charred necromancer who decided to argue with the pyromancer so the pyromaniac lit him up with a fireball. Then the rogue snuck (or is it sneaked?) up behind the pyromage and stabbed him in the back--killing him with one blow.

But my monk is still better than the stupid sneaky little rogue who can't even fight with honor, because he doesn't need to eat, drink, or breathe and has an unarmored AC of 29!


SO, this means that A HUMAN MONK WITH A VOW OF POVERTY IS STILL THE GREATEST IN THE WORLD! :]




BTW, if my silliness has offended anyone, I apologize.


Sparxmith
 

Pirates get funky diseases like scurvy all the time. That's no fun.

As for wizard vs. sorcerer -- wizard. A wizard can focus heavily in one area but still do other stuff just fine. A sorcerer that focuses in any area other than blowing things up or mind control will probably be useless in many adventuring-related situations.

And spellcasters that use the right spells aren't flammable.
 

Lol, this thread is silly...

Wizard
- d4 HD (low)
- One good save (Will)
- Poor BAB progression
- 2 Skill Points/level
- High Intelligence for more skill points
- 17 Class skills (10 of them Knowledge skills)
- High Int adds significantly to important Class Skills such as Knowledge (arcana) and Spellcraft.
- Familiar (bonus Alertness Feat plus another Feat Equivalent Familiar bonus)
- Scribe Scroll for free
- Spell Mastery is available as an exclusive Wizard feat (a wizard has no need of spellbook for these spells)
- 5 Simple Weapons. No shield, no armor.
- base max 4 spells/level/day
- School Specialization (extra spell per level per day for a max 5 spells/level /day), 1-2 prohibited Schools.
- Higher Level Spells sooner
- More Known Spells (theoretically unlimited)
- Spellbook is a GP-sink (I tend to think of them as magic items that may be improved regularly), costs gold & time to add new spells. May be lost.
- Other Spellbooks may be found and copied.
- BONUS feats at 5th, 10th, 15th, and 20th
- May leave Open Spell Slots that may be filled at need
- May cast Quickened spells (only wizards can cast 2 spells per round)
- May cast metamagiked spells as a standard action
- Item creation is cheaper for Wizards as spells may be cast sooner (at lower levels).
- With greater selection of spells and more schools available (Improved Counterspell), able to Counterspell more effectively.


Compare this to the Core Sorcerer:


Sorcerer
- d4 HD (low)
- One good save (Will)
- Poor BAB progression
- 2 Skill Points/level
- 6 class skills (1 Knowledge skill)
- Familiar (bonus Alertness Feat plus Feat Equivalent Familiar bonus)
- Simple Weapon Proficiency. No shield, no armor.
- Cast spells Spontaneously
- Limited Known Spells
- base max 6 spells/level/day
- Gains higher level spells later.
- Effetive counterspelling more difficult due to lack of variety of spells.
- May cast metamagic spells spontaneously as a full round action
- May not cast Quickened spells.
- Item creation more expensive, have to buy scrolls to meet all spell requirements.


Let me know what points I may have missed though folks.

As for my opinion, I'll take a Wizard over a Sorcerer any day power-wise, though it takes alot more work as a player to realize the full benefits, I don't mind. ;)
 

Nononononono you are all wrong.

Pirates are cool but not as cool as Privateers.

Barbarian are cool but always lose right after they yell "me smash joo" against a centurion that forces them to do the appropriate conjugation of the latin verb to be.

Wizards are not cool because they are smart and the smart guy is never cool.

Bards are cool but they are scared of the dark.

Rogues are not cool because they keep mooching your stuff without asking.

Ninjas are scared of the daylight.

Druids are not cool because they just seem *too* friendly with thier favorite tree if you know what I mean.

Necromancers are cool, but not as cool as a raised from the dead lich type necromancer.

Fire mages are cool, but not as cook as energy substituted fire mages.

No, my friends the coolest is the Paladin with every stat boosting trick applied to his charisma, because with the leadership feat, he can have *ALL* the above characters following him around.
 

Liquidsabre said:
Lol, this thread is silly...

Wizard
- d4 HD (low)
- ... snip

Compare this to the Core Sorcerer:


Sorcerer
- d4 HD (low)
... snip

And despite all those added features they gave the wizard, the sorcerer still manages to kick his #$%^&!.

:)
 


Into the Woods

Remove ads

Top