PDA

View Full Version : Strategies for a Wizard + Sorcerer duo???



HunterOfJello
2013-04-05, 07:02 AM
I'm currently playing in a campaign that has only 2 players and a DM. We started with 4 players, but people have abandoned the game over time and only the two of us are left.

The current builds for the characters are my Primordial Half-Giant Wizard 2/Binder 1/Anima Mage 3 and my friend's Feytouched Sorcerer 6 (going into Sandshaper at some time in the future). The wizard is a focused specialist transmuter who has given up necromancy, evocation, and enchantment. The Sorcerer was allowed to trade his familiar for an Animal Companion so he's running around with an Ape as if he was a 6th level druid.

The Sorcerer's current high level spells are Invisibility, Ray of Stupidity, and Suggestion. (Also, although most of his spells are from the Beguiler list, he's not interested in playing a Beguiler because he loves his Ape so much.) The Sorcerer has also recently obtained a Runstaff of Fire, whilst my wizard has yet to purchase a Runestaff.

~~~~

I was wondering if anyone had strategies that would be effective for a duo like this and suggestions on what kind of actions we can take towards creating a more effective group in general. Any help you guys can provide would be greatly appreciated

kreenlover
2013-04-05, 07:42 AM
Leadership.
Feat.
Chain.

cohort, then class example (2 people of your main class at your total level-2)
then get things like assemble the horde and inspiring zealotry

You have then near infinite suicide meat shields, along with more spells per day. ex. you can get an enchanter and a necromancer, which means charmed and dominated allies(eventually) as well as undead armada

cue amazing army


Asides from that, then I would suggest, well I guess since you are a transmuter just hit the ape with buffs and throw him into combat. Use the sorcerer to beguil enemy heavy hitters
Get some magic items of healing (My favourite, using DMG rules, Torc of Healing, or some such, cure light wounds EVERY ROUND FOREVER and depending on the interpretation of the rules it can cost anywhere from 2000 GP and up