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The
Sorcerer's Scroll
By Steve
Kenson

Winning
Combinations: Multiclassing
A number
of multiclass options suit sorcerers well, since their ability is inborn.
Sorcerers may choose to learn how to use their gifts while following another
class, or characters of other classes may discover a latent talent for
sorcery as they adventure and gain experience. Some combinations work
better when the character starts out as a sorcerer then adds another class,
while others work best the other way starting with another class,
then adding the potential for sorcery.
Plot
Points
Adding
a level or two as a sorcerer (or a level in another class to a sorcerer
character) can create an interesting twist in an otherwise "ordinary"
character. You can play a character who discovered a potential for sorcery
early in life but never developed it much beyond a few cantrips and simple
spells. Why the potential went untapped is up to you. Perhaps she was
raised to believe sorcery was unnatural and learned to hide her abilities,
using them secretly. Perhaps she felt more drawn to another profession
or calling and thought studying sorcery would be a waste of time. Maybe
she started out as a sorcerer but then found something that interested
her as much (or more) in another class.
Having
a character discover a talent for sorcery during play can also be fun.
Imagine a young rogue or barbarian who doesn't know much about his origins
finding out he's got magic in his blood, or a priest or even a servant
discovering he's a potential sorcerer. Adding a sorcerer level gives your
character access to magical abilities to call upon in a pinch. Human and
half-elf characters can afford to take just one sorcerer level to represent
some innate potential while concentrating on another class, or you can
pursue two (or more) classes equally.
Sorcerer
Combinations
Barbarian:
When most people think of barbarians, they don't usually think of sorcerers
(except, perhaps as something spitted at the end of the barbarian's sword).
But the barbarian and sorcerer classes actually complement each other
well. If a barbarian is likely to learn arcane magic at all, it is through
the inborn talents of the sorcerer rather than the book learning of a
wizard, so barbarian tribes are more likely to have sorcerers than wizards
among their number. Likewise, a sorcerer living in a savage or barbaric
culture likely knows how to fight and survive. The barbarian focus on
Strength, Constitution, and Wisdom complements the sorcerer's focus on
Charisma and Intelligence, although only an unusual character can excel
in all those areas.
Bard: Bards
are closely akin to sorcerers. Charisma is important to both and they
both cast spells through inner power and improvisation. The bard's wider
selection of weapons, armor, and skills complements the sorcerer's wider
selection and number of spells, and bards who focus more on the arcane
side of things may choose to take a sorcerer level to improve their magical
abilities. Sorcerer/bards can also combine the two styles of spellcasting.
Since they can sometimes cast their sorcerer spells silently, they have
a surprise for opponents who think them helpless when silenced or unable
to sing.
Cleric: Cleric/sorcerers
have the benefits of weapon and armor proficiency (although they must
still check for arcane spell failure when wearing armor), and the ability
to use both divine and arcane spells. Cleric/sorcerers are among the most
flexible spellcasters because they don't have to prepare their sorcery
spells in advance and they can substitute cure or inflict spells
for any of their prepared cleric spells, giving them a wide range of options.
Cleric/sorcerers often have a talent for turning undead, since their Charisma
scores tend to be high. A sorcerer might be drawn to the service of a
deity, particularly a god of magic, while a cleric of a god associated
with magic (like Boccob from the Player's Handbook) might develop
or discover a talent for sorcery.
Druid: A druid/sorcerer
combination provides a wide range of spellcasting options, but not quite
as broad as those of cleric/sorcerers because druids must prepare their
spells and cannot substitute heal or harm spells for prepared
spells. What druids lack in spellcasting flexibility they make up for
in special abilities. A sorcerer/druid can combine the sorcerer's familiar
ability with the druid's animal companion ability to have multiple animal
friends with whom to adventure.
Fighter: Fighters
offer weapon and armor proficiencies and extra feats to complement the
sorcerers spellcasting abilities. The primary limitation on fighter/sorcerers
is the chance of arcane spell failure while wearing armor. But a fighter/sorcerer
can focus on feats and weapons that rely more on Dexterity than Strength,
particularly if the character has a low Strength and a high Dexterity
score. The Weapon Finesse feat is a must for such a character, along with
Dodge. Dwarves make good fighter/sorcerers since fighter is their favored
class.
Monk: The abilities
of the monk spring from within, just like those of the sorcerer, and the
two classes complement each other well. But the path of the monk is a
demanding one, and a monk who gains a new class or raises another class
by a level loses the ability to advance further as a monk (Player's
Handbook, p. 40). Therefore, the best multiclass combo for a sorcerer
monk is to advance as far as desired as a sorcerer before taking up the
monk class -- resulting in a character who leaves off developing sorcery
for the discipline of the monk, but retains her magical abilities as a
sorcerer. A monk's unarmed combat skills improve the character's defensive
and offensive abilities without interfering with arcane spellcasting,
and the monk class offers a wide range of skills. It's also possible to
leave off advancing as a monk to become a sorcerer (for example, a monk
who discovers a potential for sorcery and must explore it). Starting as
a monk offers higher initial hit points and skills, and a few levels as
a monk can give a sorcerer a number of surprises for potential opponents.
Paladin: Both
the paladin and sorcerer classes emphasize Charisma. The paladin class
has the weapon and armor proficiencies the sorcerer lacks, along with
a host of special powers. Unfortunately, like the monk, the calling of
a paladin is a demanding one, and characters cannot advance as paladins
once they have added a new class or advanced another class by a level.
Therefore the advice for monks applies to paladins as well: Choose a primary
class. Either start as a sorcerer, then become a paladin and stick with
it (for a character with a little sorcerous potential and some spells
to aid her holy quest), or start off as a paladin and turn from the path
to become a sorcerer (accepting that the character will never be able
to improve her paladin level). Depending on how sorcery is viewed in the
game world, a paladin who becomes a sorcerer may be considered "fallen"
in some way. In fact, so might a sorcerer who becomes a paladin.
Ranger: The
ranger class offers most of the same benefits to a sorcerer as the fighter
class except that rangers tend to wear lighter armor (which has a smaller
chance of causing arcane spell failure). The solitary lifestyle of the
ranger also appeals to some sorcerers, who are often themselves seen as
outcasts from "civilized" society. Starting out as a ranger
then adding a sorcerer level offers better hit points and more skills.
Rogue: With
their wide range and selection of skills, rogues complement sorcerers
well. The combination of a rogue's skills, evasion, and combat abilities
with a sorcerer's spellcasting flexibility can be formidable. The most
effective combination is to start out as a rogue (with a wide number of
starting skills and higher hit points), then add a sorcerer level to gain
spellcasting abilities and access to a familiar. Many rogue class skills
are based on Charisma, so a high Charisma improves them, while the character
also benefits from the Armor Class and combat bonuses associated with
a rogue's Dexterity.
Wizard: It's
fairly rare for a sorcerer to turn to the more rigorous and disciplined
arts of the wizard. But sorcerers who do so (or wizards who discover within
themselves a talent for sorcery) make powerful spellcasters, having the
advantage of both flexibility and a wide selection of spells. A 1st-level
sorcerer/1st-level wizard with a score of 13 in both Intelligence and
Charisma can cast eight cantrips and six 1st-level spells per day!
The DM
should have the player separately track spells learned as a sorcerer and
spells learned as a wizard. Wizard spells cannot be cast using sorcerer
spell slots -- they have to be learned differently in order to be cast
that way. However, spells a character knows from his sorcerer levels may
be prepared normally using the character's wizard spell slots.
The DM
should also choose whether or not a sorcerer/wizard can have two familiars
(one for being a sorcerer and one for being a wizard), although generally
there's nothing too unbalanced about such an arrangement. Keep in mind
that the abilities of each familiar are based on the relevant class level
(sorcerer or wizard).

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