QARA, F CN HUMAN SORCERESS, LEVEL 7
Nobody among the companions can better crank out spells of mass destruction than Qara. She's ideal for situations where you have to face many foes at once, but not so much when you only need to fight a few at a time.
Stats
Skills
Qara emphasizes Concentration, Craft Alchemy, Lore, and Spellcraft.
Feats
Starting Feats:
9th level: Craft Magic Arms and Armor - Craft Wondrous Items wouldn't be a good idea for a Sorceress, because there's a much greater diversity of spells involved with crafting wondrous items. A Sorceress couldn't indulge in such without compromising her effectiveness in combat. It's a different story with Craft Magic Arms and Armor. Qara already has some of the spells that can be used, and the others can be added that both enhance her combat repertoire and can be used in conjunction with this feat. She can provide weapon and armor enchantments that Elanee may not be able to provide, and vice versa.
12th level: Empower Spell - This kind of feat can be potent enough in the hands of a Wizard, but it is absolute gold in the hands of a Sorceress. It gives Qara immense flexibility in how she expends her numerous spell slots. For example, she could use an 8th level spell slot on a Sunburst spell on the undead, or instead use it to cast a Chain Lightning that will score x 1.5 its usual damage against monsters that have surrounded the party depending on the situation. If the battle is really lasting that long, she could expend all of her 8th level spell slots on Empowered Chain Lightnings, and then use her 6th level spell slots for even more Chain Lightnings. It's not hard to think of other examples, like using 5th level spell slots on Firebrands or Empowered Fireballs, and then using 3rd level spell slots on standard Fireballs.
15th level: Extend Spell - To allow certain buffs like Greater Invisibility, for example, to last twice as long.
18th level: Persistent Spell - One benefit is that she'll be able to cast a Shield spell on herself that will both immunize her against Magic Missiles, but more importantly give her a shield bonus to armor class. It won't wear off until she next rests. Another benefit is that she'll be able to cast a Haste on the party that also lasts until the party rests.
Spells
Starting Spells:
8th level: Stoneskin - Qara often uses this during the early stages of the game to give the entire party damage reduction against physical attacks.
9th level: Greater Invisibility - Another defensive resource for Qara, as it gives her a 50% concealment bonus to avoid attacks outright for 1 round each level.
Lightning Bolt - Gives Qara the option of causing electrical damage in a straight line. It also allows her to enchant a weapon so that it inflicts an additional +1d6 electrical damage.
Mirror Image - The tried and true defensive staple that squeezes so much out of 2nd-level spell slots.
10th level Firebrand - Allows Qara to spit out mini-Fireballs that will damage multiple enemies over a huge area. It won't hurt party members either.
11th level: Cone of Cold - Another offensive option whereby Qara can inflict 1d4 cold damage per level (without a level cap) in a cone area. When Qara attains the Empower Spell feat, she'll be able to use her fifth-level spell slots on x1.5 damage Fireballs instead depending on the situation.
Enervation - Gives Qara an option that weakens instead of damaging an enemy, but without requiring a saving throw. It also allows Qara to bestow the vampiric regeneration property on a weapon if you're so inclined. It will also inflict more negative levels than usual if the ranged touch attack of the spell lands a critical hit.
Haste - Provides the option of allowing party members to double their movement speed, gain a +1 to attack bonus, and attempt an extra attack at full attack bonus each round. Can be really useful during prolonged and melee-intense battles.
Gust of Wind - This spell opens up two more options for Qara. One is to knock enemies down off their feet. Another is to get rid of cloud-type spells if they're put over the party.
12th level: Chain Lightning - Another offensive option which does electrical damage instead. It's party friendly in that it can fry monsters that have surrounded the party, but without harming the party members themselves.
13th level: Tenser's Transformation - There aren't really any other damaging options in the 6th spell level besides Chain Lightning, so Qara branches out a little and gets herself an option that can transform her into a fairly powerful warrior if the situation calls for it.
Shroud of Flame- A dangerous spell, not least for your party members as for the monsters. Should not be cast without an assurance that the monsters will remain at a safe distance, lest it spread to the party.
Elemental Shield - Another buff for Qara, it is most effective in conjunction with a damage reduction spell like Stoneskin or better yet, Premonition.
14th level: Banishment - Allows Qara to get rid of any summoned monsters in an instant, but also allows her to add the Fortified enchantment to armors.
15th level: Bigby's Interposing Hand - Gives a single target a -10 penalty to attack, thus giving Qara a little more versatility in how she uses her fifth-level spell slots. It also utilizes Qara's Greater Spell Focus (Evocation) feat.
Ethereal Visage - Gives Qara damage reduction of 20/adamantine, 25% concealment, and immunity to 1st and 2nd level spells for 1 round per level. A spell like Stoneskin lasts much longer, but will also expire after it has blocked enough damage to Qara. The advantage of Ethereal Visage is that, while it has a shorter duration, it remains in place no matter how much damage is inflicted against her. Ethereal Visage is thus best used when Qara gets surrounded by a LOT of enemies in an intense swarming kind of situation, while a spell like Stoneskin is better suited to being a pre-buff.
Energy Immunity - Qara can use this to immunize either herself or a comrade against one form of energy damage (e.g. acid, fire, etc.). Considering how many spells she can cast as a Sorceress, it is conceivable that she could immunize the entire party against one type of damage in anticipation of a particular battle where that type of damage will be a danger.
16th level: Premonition - A marquee defensive resource for Qara, giving her damage reduction 30/adamantine that lasts for hours, although it can be dissipated if she takes enough hits.
17th level: Sun Burst - This will be one of Qara's key anti-undead weapons during the rest of the game, as it can either blow away whole bunches of undead in an instant or otherwise severely damage them.
Mordenkainen's Sword - Allows her to call upon a magic sword summons, as a kind of bodyguard or distraction if enemies get too close to her.
18th level: Meteor Swarm - One of Qara's key weapons when she helps me faceoff against massive numbers of undead during the siege of Crossroad Keep.
19th level: Bigby's Crushing Hand - A chance to hold a target still and inflict it with crushing damage over the course of several rounds. It also takes advantage of Qara's Greater Spell Focus (Evocation) feat.
Polar Ray - A single target spell that inflicts a lot of cold damage on its target. Will inflict even more if it rolls a critical hits. It also takes advantage of Qara's Greater Spell Focus (Evocation) feat.
20th level: Mordenkainen's Disjunction - The spell most likely to get rid of enchantments or buffs enjoyed by an enemy. Gives Qara a little more flexibility.
Inventory