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Post by Iron Bonny Shades on Mar 15, 2004 19:07:46 GMT -5
My Mephit died ( R.I.P.) and so I am going to build a character that is a drop dead gorgeous sorceress in the next game.
Before I put in my two cents into this topic, I would be wondering what you guys would do in such a situation and a general overview of the sorceror class as a whole.
additionally, the character will be 4th level when generated, which means I need good ideas for equipment for a babe sorceress and also to remain useful for the party.
I am interested in your guys responses.
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Post by Challenger on Jun 2, 2004 16:12:35 GMT -5
Hum where to start
Ok my general overview of the sorceror is a battle mage. You can put more firepower of the required type on any point than a similar level wizard. (Though admittadly they get higher level spells a level earlier)
On the flip side in exchange for more situational flexability you lose the wizards access to a large and varried numbers of spells. Where a mage can taylor her memorised spells for the expected situation from a potentialy massive list, the sorceror generaly has to make do with a limited selection that may not include a spell that will be effective.
My sorceror's tend to excel at battle with numberous defencive and offencive spells. However for this flexability in battle I tend to have to sacrifice any ability to use magic out of battle spells. Going for a trade off would probably be a good idea but can leave you with limited options preventing you from doing either job effectively. With that in mind I tend to specialise while leaving a wizard to use divination spells etc as he can choice to do one or the other. He just has to choice which at the start of the day.
Probably the sorceress' best role is countering enemy mages. With an overwelming advantage in volume of spells she can general counter enemy magic and keep a powerful offence. The fact you don't have a fixed number of each spell avaliable for you to use (beyond your limit per day) tips the scales further your way by incressing your chances of having a spell to counter an enemies spell.
As to equipment.
Armors not needed, mage armour and shield bung a healthy +8 AC yourway.
Ranged weapons are probably the way to go. A Longbow lets you keep contributing to a fight once your spells are dry.
Challenger
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