Author Topic: A Sorcerer guide?  (Read 13297 times)

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Solo

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A Sorcerer guide?
« on: July 23, 2008, 01:16:23 AM »
Even though this isn't quite CO material, a lot of people on GitP found it entertaining, so I thought I'd share it here.

Solo's Stupendously Superior Sorcerer Stratagems

May it provide much amusement until something better comes along.
« Last Edit: July 23, 2008, 01:23:22 AM by Solo »

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

bayar

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Re: A Sorcerer guide?
« Reply #1 on: July 23, 2008, 05:08:23 PM »
Well, I know from personal experience that you should not put mage armor/shield on the sorcerer spell list because you wont have anything else to choose at low levels. Instead, just be a kobold l, sacrifice a gem worth at least 100 GP and 1 HP and you get a sorcerer spell as a spell like ability 1/day.

Solo

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Re: A Sorcerer guide?
« Reply #2 on: July 24, 2008, 05:15:51 PM »
Well, that's not true. A sorcerer with Mage Armor could use it a lot.


By buffing up Giacomo's monk, for example. :)

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

dman11235

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Re: A Sorcerer guide?
« Reply #3 on: July 24, 2008, 07:30:12 PM »
Giacomo's monk sucks.
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bayar

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Re: A Sorcerer guide?
« Reply #4 on: July 24, 2008, 08:01:14 PM »

Solo

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Re: A Sorcerer guide?
« Reply #5 on: July 24, 2008, 09:06:06 PM »
Giacomo's monk sucks.

Thanks for explaining the joke...

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

Deth Muncher

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Re: A Sorcerer guide?
« Reply #6 on: July 27, 2008, 09:18:39 PM »
Heh, Giacomo. I'm amazed that monk thread hasn't been closed down yet.

bayar

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Re: A Sorcerer guide?
« Reply #7 on: July 28, 2008, 12:43:07 PM »
Heh, Giacomo. I'm amazed that monk thread hasn't been closed down yet.

Well...if the sparks light up the flame, it will get closed  :D

Guyr Adamantine

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Re: A Sorcerer guide?
« Reply #8 on: July 28, 2008, 01:08:24 PM »
Well...if the sparks light up the flame, it will get closed  :D

It just got closed because it was too big.

He'll probably put another one to "enlighten the community" once again.

bayar

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Re: A Sorcerer guide?
« Reply #9 on: July 28, 2008, 03:51:52 PM »
Well...if the sparks light up the flame, it will get closed  :D

It just got closed because it was too big.

He'll probably put another one to "enlighten the community" once again.

69 pages...holy heck ! And yeah, the mods kinda edited every flame there  :lol

Guyr Adamantine

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Re: A Sorcerer guide?
« Reply #10 on: July 28, 2008, 04:40:40 PM »
69 pages...holy heck ! And yeah, the mods kinda edited every flame there  :lol

They edited the parts where I called him "dense" (Baby Jesus don't like people to be called dense), when I implied his inability to read made people laugh of him and when I compared his butt to a bag of holding. (He invented rules he pulled off his arse)
« Last Edit: July 28, 2008, 08:21:49 PM by Guyr Adamantine »

dman11235

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Re: A Sorcerer guide?
« Reply #11 on: July 28, 2008, 07:54:38 PM »
[spoiler]oh ericgrau and ossian, where have you been in my thread? *

Anyhow, for the OP: a campaign close to core rules starting at level 10 can offer various things to make monks stronger:
- in case of players liking to use grappling tactics, ban/lower the availability of the freedom of movement spell and make huge or larger creatures quite rare. Also make sure that everyone agrees to the rule of grapple checks affected by flurry of blows (i.e. more grapple checks available).
- in case of players liking to play mage banes, give them UMD and spellcraft as class abilities (see my sig below on what a monk can do with them). Leaving them as it is would be OK, but this way you'd have a reasonable chance for 10th level characters to be able to auto-activate wands and recognise what casters do, without said players having to give up on combat feats to also do other stuff with more fun.
- in case players would love to do true wuxia stuff without waving around wands or some such, use the same mechanics - but different fluff (belts or tattoos takin the place of wand effects, for instance).
- if you wish to provide a more mystical/religious aspect to the monk class, allow the sacred fist prestige class or allow free multiclassing of paladin, cleric and monk.
- similarly, multiclassing options with the ascetic feats (I guess in complete scoundrel sourcebook, not sure) would also be good; for roguish monks or monks getting crazy with barbarian level dip etc.
- EDIT: an interesting concept is also the exalted monk with vow of poverty (and even peace?). But may be too overpowered in a near-core-only environment.

Having said that, I guess that allowing flurry/full round attack AND a move in one round would be too overpowered. Think on it: the monk has the most attacks in the game, and the highest move. With roughly core rules, this is almost unbeatable at high levels in combat in terms of damage output reliability.

- Giacomo

* Joker Monk Guide Sequel will be up soon[/spoiler]

Yeah....
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Guyr Adamantine

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Re: A Sorcerer guide?
« Reply #12 on: July 28, 2008, 08:12:38 PM »
Quote from: Dman11235
Stuff

Where was that posted?

dman11235

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Re: A Sorcerer guide?
« Reply #13 on: July 28, 2008, 08:45:42 PM »
My sig's Handy Haversack: Need help?  Want to see what I've done?  Want to see what others have done well?  Check it out.

Guyr Adamantine

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Re: A Sorcerer guide?
« Reply #14 on: July 28, 2008, 09:10:17 PM »
Thanks!

Also:

Quote
- EDIT: an interesting concept is also the exalted monk with vow of poverty (and even peace?). But may be too overpowered in a near-core-only environment.

I nearly chocked. :lol

Solo

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Re: A Sorcerer guide?
« Reply #15 on: July 29, 2008, 01:08:47 AM »
Like all sequels, it will be worse than the original, as impossible as it may seem.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

bayar

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Re: A Sorcerer guide?
« Reply #16 on: July 29, 2008, 04:47:39 AM »
Quote
- EDIT: an interesting concept is also the exalted monk with vow of poverty (and even peace?). But may be too overpowered in a near-core-only environment.

Should I challenge his monk to a PvP battle, level 20 with my core druid? Or wizard? Or barbarian 1 ranger 2 fighter X ?



This is why i never read his guide. I found out it was a joke before I found the actual guide.

ninjarabbit

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Re: A Sorcerer guide?
« Reply #17 on: July 29, 2008, 11:10:36 AM »
I can't tell if this is a joke or Dropped-on-the-head-as-a-baby syndrome.

BowenSilverclaw

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Re: A Sorcerer guide?
« Reply #18 on: July 29, 2008, 01:12:39 PM »
I think it's the latter...

Seriously, evolution needs to do a better job at keeping the gene pool unpoluted with stupidity  :wall :fo
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bayar

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Re: A Sorcerer guide?
« Reply #19 on: July 29, 2008, 07:44:37 PM »
I think it's the latter...

Seriously, evolution needs to do a better job at keeping the gene pool unpoluted with stupidity  :wall :fo

Too bad that humans no longer follow natural selection you mean.