Lethal Reword 5: True Mirage

right, short on equipment lists at the moment, I'll come up with something though.
thanks Neko, never heard of the spell before, otherwise i would have noticed it.
 
So, LR5 or L5R? lol Anywho, my character will be up shortly.

Name: Dossan
Race: Treant (Plant)
Class: Treant 3
ECL: 3
XP: 3000
Next LV@ 6000
WoD_Artworks__Treant_by_OptionBB.jpg

Code:
Str: 18|+4
Dex: 16|+3
Con: 18|+4
Int: 16|+3
Wis: 12|+1
Cha: 12|+1
[spoiler]
Before Racial Adj: Str-14 Dex-14 Con-14 Int-14 Wis-12 Cha-12[/spoiler]HP: 24
AC: 17
Fort: +7
Ref: +3
Will: +1
 
[U]Racial Features[/U]
Size: Medium
Speed: 30ft
[LEFT][SIZE=2][FONT=CelestiaAntiqua-Medium][SIZE=2][FONT=CelestiaAntiqua-Medium]Plant: Treants are immune to mind-affecting effects, [/FONT][/SIZE][SIZE=2][FONT=CelestiaAntiqua-Medium]poison, [/FONT][/SIZE][/FONT][/SIZE]
[I][FONT=CelestiaAntiqua-MediumItalic][SIZE=2][FONT=CelestiaAntiqua-MediumItalic][SIZE=2]sleep, [/SIZE][/FONT][/SIZE][/FONT][/I][FONT=CelestiaAntiqua-Medium][SIZE=2][FONT=CelestiaAntiqua-Medium][SIZE=2]paralysis, stunning, and polymorphing.[/SIZE][/FONT][/SIZE][/FONT]
[FONT=CelestiaAntiqua-Medium][SIZE=2][SIZE=2][FONT=CelestiaAntiqua-Medium]They are not subject to critical hits.[/FONT][/SIZE][/SIZE][/FONT]
[FONT=CelestiaAntiqua-Medium][SIZE=2][SIZE=2][FONT=CelestiaAntiqua-Medium]Low-Light Vision[/FONT][/SIZE][/SIZE][/FONT]
[SIZE=2][FONT=CelestiaAntiqua-Medium][SIZE=2][FONT=CelestiaAntiqua-Medium]+16 Hide check in forested areas[/FONT][/SIZE][/FONT][/SIZE]
[SIZE=2][FONT=CelestiaAntiqua-Medium][SIZE=2][FONT=CelestiaAntiqua-Medium]Auto-Languages: Common, Treant, Sylvan[/FONT][/SIZE][/FONT][/SIZE][/LEFT]
 
[LEFT]Base Attack Bonus: +1[/LEFT]
 
Slam Attack: +5 to Hit; 1d6+4 Bludgeon; x2 crit
 
[U]Feats[/U]
Toughness
 
[U]Skills(25/25)[/U]
Craft: 3 + 0 | +3
Hide: 3 + 5 | +8
Intimidate: 1 + 1 | +2
Knowledge(Nature): 3 + 2 | +5
Listen: 1 + 5 | +6
Profession: 1 + 0 | +1
Sense Motive: 1 + 4 | +5
Spot: 1 + 5 | +6
Survival: 1 + 3 | +4
 
 
Languages: Common, Treant, Sylvan, Elven, Aquan, Terran
 
2500g
 
At long last, here he is. Er, here I am. Whatever.

-----

Name: Heldred Ghestvilla
Race: Human
Class: Dragon Shaman
Dragon: Copper
Alignment: Chaotic Good
Deity: Loki
Level: 3

<table><tbody><tr><td>Strength</td> <td align="right">15</td><td>(+2)</td></tr> <tr> <td>Dexterity</td> <td align="right">12</td><td>(+1)</td></tr> <tr> <td>Constitution</td> <td align="right">15</td><td>(+2)</td></tr> <tr> <td>Intelligence</td> <td align="right">12</td><td>(+1)</td></tr> <tr> <td>Wisdom</td> <td align="right">10</td><td>(+0)</td></tr> <tr> <td>Charisma</td> <td align="right">14</td><td>(+2)</td></tr></tbody></table>
<table><tbody><tr><td>Size:</td> <td>Medium</td></tr> <tr> <td>Height:</td> <td>5' 11"</td></tr> <tr> <td>Weight:</td> <td>190 lb</td></tr> <tr> <td>Skin:</td> <td>Light</td></tr> <tr> <td>Eyes:</td> <td>Black</td></tr> <tr> <td valign="top">Hair:</td> <td>Black; Straight; Beardless</td></tr></tbody></table>
Total Hit Points: 26
Speed: 20 feet [armor]
Armor Class: 18 = 10 +5 [chainmail] +2 [heavy steel] +1 [dexterity]

  • Touch AC: 11
    Flat-footed: 17
<table><tbody><tr><td>Initiative modifier:</td><td>+1</td><td> = +1 [dexterity] </td></tr> <tr><td>Fortitude save:</td><td>+5</td><td> = 3 [base] +2 [constitution] </td></tr> <tr><td>Reflex save:</td><td>+2</td><td> = 1 [base] +1 [dexterity] </td></tr> <tr><td>Will save:</td><td>+3</td><td> = 3 [base] </td></tr> <tr><td>Attack (handheld):</td><td>+4</td><td> = 2 [base] +2 [strength] </td></tr> <tr><td>Attack (unarmed):</td><td>+4</td><td> = 2 [base] +2 [strength] </td></tr> <tr><td>Attack (missile):</td><td>+3</td><td> = 2 [base] +1 [dexterity] </td></tr> <tr><td>Grapple check:</td><td>+4</td><td> = 2 [base] +2 [strength] </td></tr></tbody></table>
Languages:
Common, Draconic

Class Features
Weapon and Armor Proficiency: Dragon shamans are proficient with simple weapons, with light and medium armor, and with shields (except tower shields).

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margin-bottom:10.0pt; margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} .MsoPapDefault {mso-style-type:export-only; margin-bottom:10.0pt; line-height:115%;} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.0in 1.0in 1.0in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} --> </style><!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} </style> <![endif]-->Draconic Aura (Su): You can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit. Projecting an aura is a swift action (see page 4), and you can only project one draconic aura at a time. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn. Unless otherwise noted, your draconic aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting. The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. As a 1st-level dragon shaman, you know how to project three auras chosen from the list below. At every oddnumbered level after that, you learn one additional draconic aura of your choice, until all seven auras are known at 9th level. Each time you activate a draconic aura, you can choose from any of the auras that you know.

Auras Known

Power: Bonus on melee damage rolls equal to your aura bonus.


Senses: Bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus.

Toughness: DR 1/magic for each point of your aura bonus (up to 5/magic at 20th level).

Vigor: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.

Skills & Feats
Human Traits
Extra feat at first level

Four extra skill points at first level

One extra skill point at each additional level


Skills

<table><tbody><tr><td>
</td> <td><center>Key
Ability
</center></td> <td><center>Skill
Modifier
</center></td><td><center>Ability
Modifier
</center></td> <td><center>Ranks</center></td> <td><center>Misc.
Modifier
</center></td></tr> <tr> <td>Appraise</td> <td>Int</td> <td align="right">1 = </td> <td><center>+1</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Balance</td> <td>Dex*</td> <td align="right">1 = </td> <td><center>+1</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Bluff</td> <td>Cha</td> <td align="right">8 = </td> <td><center>+2</center></td> <td>+6</td> <td>
</td></tr> <tr> <td>Climb</td> <td>Str<sup>*</sup></td> <td align="right">5 = </td> <td><center>+2</center></td> <td>+3</td> <td>
</td></tr> <tr> <td>Concentration</td> <td>Con</td> <td align="right">2 = </td> <td><center>+2</center></td><td>
</td> <td>
</td></tr> <tr> <td>Diplomacy</td> <td>Cha</td> <td align="right">4 = </td> <td><center>+2</center></td> <td>
</td> <td> +2 [bluff] </td></tr> <tr> <td>Disguise</td> <td>Cha</td> <td align="right">2 = </td> <td><center>+2</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Escape Artist</td> <td>Dex<sup>*</sup></td> <td align="right">1 = </td> <td><center>+1</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Forgery</td> <td>Int</td> <td align="right">1 = </td> <td><center>+1</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Gather Information</td> <td>Cha</td> <td align="right">2 = </td> <td><center>+2</center></td><td>
</td> <td>
</td></tr> <tr> <td>Heal</td> <td>Wis</td> <td align="right">0 = </td> <td><center>+0</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Hide</td> <td>Dex<sup>*</sup></td> <td align="right">7 = </td> <td><center>+1</center></td> <td>+6</td> <td>
</td></tr> <tr> <td>Intimidate</td> <td>Cha</td> <td align="right">7 = </td> <td><center>+2</center></td> <td>+3</td> <td> +2 [bluff] </td></tr> <tr> <td>Jump</td> <td>Str<sup>*</sup></td> <td align="right">-2 = </td> <td><center>+2</center></td> <td>+2</td> <td> -6 [speed 20] </td></tr> <tr> <td> Knowledge (nature)</td> <td>Int</td> <td align="right">3 = </td> <td><center>+1</center></td> <td>+2</td> <td>
</td></tr> <tr> <td>Listen</td> <td>Wis</td> <td align="right">0 = </td> <td><center>+0</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Move Silently</td> <td>Dex<sup>*</sup></td> <td align="right">1 = </td> <td><center>+1</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Ride</td> <td>Dex</td> <td align="right">1 = </td> <td><center>+1</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Search</td> <td>Int</td> <td align="right">1 = </td> <td><center>+1</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Sense Motive</td> <td>Wis</td> <td align="right">0 = </td> <td><center>+0</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Spot</td> <td>Wis</td> <td align="right">0 = </td> <td><center>+0</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Survival</td> <td>Wis</td> <td align="right">0 = </td> <td><center>+0</center></td> <td>
</td> <td>
</td></tr> <tr> <td>Swim</td> <td>Str<sup>**</sup></td> <td align="right">3 = </td> <td><center>+2</center></td> <td>+1</td> <td>
</td></tr> <tr> <td>Use Rope</td> <td>Dex</td> <td align="right">1 = </td> <td><center>+1</center></td> <td>
</td> <td>
</td></tr></tbody></table>
Feats

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.


Die Hard: When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.


Weapon Focus: Heavy Mace

Inventory

Equipment
Masterwork, Mace, heavy 1d8 (1)
Shortspear 1d8 (1)
Masterwork, Chainmail +5 (1)
Masterwork, Shield, large, steel +2 (1)
Backpack 2lb (1)
Bedroll 5lb (1)
Blanket 3lb (1)
Flint/steel (1)
Lantern, hooded 2lb (1)
Rations 1lb (5)
Soap 1lb (2)
Torch 1lb (2)
Waterskin 4lb (1)
Traveler's outfit 5lb (1)

Potions
Cure light wounds (4)
Cure Moderate Wounds (2)
Bless weapon (2)
Enlarge person (1)
Levitate (1)

Gold: 120

----

There you have it. Please let me know if anything's missing or needs corrections. I'm kind of in a rush as I'm sick of getting interrupted every time I start to work on this, so I'm dropping this here before I get interrupted... again. For the umpteenth time.
 
TnT, you're good.

Tain, your deity doesn't exist. If you're going to pick a deity, it must be from the Egyptian, Greek, or Norse pantheons.
 
Whoops, always something... there we go though, that's an easy fix.
 
note to self: Have Adra hit on Sanor.

"Oh, the girls can share a roo-"
"YES! I mean, um..yeah, that makes sense."
 
Should have seen this coming when I threw in a female half-elf.

Can't say I entirly disslike the idea though.
 
A CHALLENGER APPEARS

*cue street fighter 2 music*

Character Name: Michael Petrenko
Race: Human
Class: Fighter
Level: 1

STR: 17 (+3 modifier)
DEX: 10 (n0 modifer)
CON: 17 (15 Base, +2 race) (+3 modifer)
INT: 10(no modifer)
WIS: 11(no modifer)
CHA: 10(no modifer)


HP: 32 (16 Bloodied, heals 8 hit points per surge 12 Surges per day)
AC: 16 (10 +6 Chainmail, )
FORT: +6 (+1 Race +2 Class +3 STR)
REF: +1 (+1 race)
WILL: +1 (+1 Race )

Race Features:
Ability Scores: +2 to one ability score of your choice (Chosen: constitution)
Vision: Normal
Languages: Common, choice of one other (Chosen: Draconic)
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat's prerequisites. (Chosen: Weapon Focus: Polearms
Bonus Skill: You gain training in one additional skill
from your class skill list. ( Chosen: Athletics)
Human Defense+1 to Fortitude, Reflex, and
Will defenses. (Added to profile)

Feats:
Powerful Charge (sometimes accompanied by a bellow of "For teh emprah!"
Weapon Focus: Polearms

Trained Skills:
Endurance (CON)

Heal(WIS):

Intimidate(CHA):

Athletics(STR)



Class Features:
Combat Challenge: In combat, it's dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or not, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A creature can be subject to only one mark at a time. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that doesn't include you, you can make a melee basic attack against that enemy as an immeadiate interrupt.
Combat Superiority: You gain a bonus to oppurtunity attacks equal to your Wisdom modifier. An enemy struck by your oppurtunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to continue moving.
Fighter Weapon Talent
Choose either one-handed or two-handed weapons.
When using a weapon of your chosen style, you gain a
+1 bonus to attack rolls. (Chosen: Two handed Weapons)

At-Will Powers:
Sure Strike
Cleave

Encounter Powers:
Spinning Sweep (Usually accompanied with some form of insult)

Daily:
Brute Strike (Usually accompanied by a shout of several profanities)

Equipment:
Chainmail Armor 40gp
Glaive (25gp) (Weapon stats: +2 prof 2D4 Damage 10Lb weight Group: Heavy Blade, Polarm Properties: Reach)
Standard Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, Two Sunrods, Rations - 10 days, 50ft Rope, Waterskin, 33lbs, 15gp)
one Bottle of Ale 7gp (Its the Huntsmaster's Draught)
10 gold peices
25 Silver peices
50 Copper peices
Able to carry up to 170Lbs of gear

Appearance:

coming soon to a roleplay near you


Armor:
ImprovedChainmailArmor.jpg

(covers legs too)

allthingsrenn_highlander.jpg

shirt worn under armor
bgURBDIGP.jpg

pants (worn under armor)
yasuyuki-ishii-patchboots.jpg

boots (worn all the time[you know, except when sleeping in an inn or something])

Other/ personality:
How do others perceive you in social interactions?
either Talkative or Reserved
How optimistic are you?
Pessemistic "Expect the worst, then if something good happens, its a pleaseant suprise!" - michael
How trusting are you?
Suspicious/paranoid, Trusting and guillible of allies (or assmed allies)
How assertive are you at a decision point?
depending on the severity of the descision either Timid (big decisions) or Impatient (small decisions, such as whether or not to hve a beer)
How conscientious are you about following rules?
Honest...most of the time
How empathetic are you?
Oblivious, though if he does empathise, michael tries to be kind to his freinds/allies
How courageous are you in dire straits?
Fierce when not terrified
How do you feel when faced by setbacks?
Stoic/Vengeful
How are your nerves?
Skittish/Restless/Impulsive though sometimes Michael's nerves are unshakeable, this is usually when his freinds are in danger.

Fun Facts::

A selection of Michael's favorite sayings
"Its beer o'clock motherfuckers"
"I'm Michael the "Neutral i-dont-really-give-two-shits" Fighter, how can i help you today?"
"Got Vodka? no? well ill just get a couple of beers then"
"BLOOD FOR THE BLOOD GOD......ermjsut get me more beer dude!"




by the way, can you give me a hand levelin him up frosteh?
 
WMD, this game is using the 3.5 and not 4.0 rules.
 
I have no doubt I've fucked up somewhere with this, so let me know if you spot anything.

---



Name: Daveth Macarus
Race: Human
Class: Warlock
Level: 3
Alignment: Chaotic Neutral
Deity: Hermes
Languages: Common, Elven, Celestial

Str: 13|+1
Dex: 16|+3
Con: 11|+0
Int: 15|+2
Wis: 16|+3
Cha: 14|+2

Hair: Brown, long
Eyes: Brown
Skin: Tanned
Height: 5'8
Weight: 130lb.

Skills:
bluff 4 + 2 = 6
concentration 5 + 0 = 5
craft 2 + 2 = 4
disguise 2 + 2 = 4
forgery 2 + 2 = 4
handle animal 2 + 2 = 4
knowledge arcana 4 + 2 = 6
profession 3 + 3 = 6
ride 2 + 3 = 5
spellcraft 4 + 2 = 6

Feats:
brew potion
toughness
ability focus (eldritch blast)
simple weapon proficiency
light armour proficiency

Innvocations:
Eldritch Blast (2d6)
Spiderwalk
Hideous Blow

Special Abilities:
Detect Magic
Damage Reduction 1/cold iron

Equipment:
Masterwork, Dagger 1d4 (2)
Masterwork, Shortspear 1d8 (1)
Masterwork Studded Leather Armour (1)
Backpack 2lb (1)
Bedroll 5lb (1)
Blanket 3lb (1)
Bottle (4)
Caltrops 2lb (2)
Candle (10) (1)
Case (1)
Crowbar 5lb (1)
Firewood (10 days) 200lb (2)
Flask (3) (1)
Flint/steel (1)
Ink (5)
Inkpen (2)
Lantern, bullseye 3lb (1)
Oil 1lb (4)
Paper (10)
Rations 1lb (7)
Tent 20lb (1)
Torch 1lb (3)
Vial (5)
Waterskin 4lb (1)
Alchemist's Lab 40lb (1)
Spell component pouch 2lb (1)
Spell book 3lb (1)
Cold weather outfit 7lb (1)
Explorer's outfit 8lb (1)
Bit and Bridle 1lb (2)
Feed per day 10lb (7)
Horse, heavy (2)
Carriage 600lb (1)

Fortitude: 1
Reflex: 3
Will: 6
Initiative: 2
Melee: 2
Ranged: 4
Armour Class: 15 (10+Armour+Dex)
 
WMD, you've used the wrong version. This is a 3.5 campaign, where you've clearly got a 4e sheet.

Yup. Grump,- your deity doesn't exist. We're drawing from the Norse, Egyptian, or Greek pantheons. Out of them, the deity you chose must not be one already picked by any other hero.

So far, the deities that have represenatives are:
Thor, Tyr, Loki, and Forseti from the Norse pantheon.
Artemis and Apollo from the Greek pantheon.
Anubis and Thoth from the Egyptian pantheon.

So you'd have to pick a deity not already chosen.

Though really, we've got eight people already. I'd need some real convicing why I'd want to bump the character total to ten.

Maybe some Greek or Egyptian represenatives would be nice. We're a little Norse-heavy.
 
Dammit, missed that bit. I thought we were using the traditional D&D Gods.

If you're lacking on the Greek front, I'd probably go for Hermes. Trickster-ish God, but not quite as conniving and cruel-hearted as Loki.
 
Good pick. Nice to have another spellcaster in the group, too. So many warriors and rogues... that, and the other arcane caster is a bard, so it's nice to have someone with spells that are useful in combat.

Your character's accepted. I'll come up with a way to bring you in, despite us being quite a bit ahead.

Nice horse and carriage, too. Some transport is always nice.
 
Yeah, I noticed no-one really bothered to get a way of going from A to B.

Guess it pays to play a lot of Scion; I know about Ancient Gods a fair bit now.
 
mmm....there are also some character optimization things that could help you out, grumpy.

Decietful isn't particularly useful; I can probably dig up a side feat that will help you out more. Same goes for some of the spells, though you're going to want to start out knowing color spray; it can completely wreck large swaths of enemies, and you can lay one down while Adra is in the way with no issues.

I can get more given some time. Currently running on the assumption that you want to spam spells and be a human.

On the class, Wizard is better for general casting, and Warlock is generally better for sheer spammyness and combat durability. Then you can combine the two, or make a sorcerer/wizard mix.

Magic knights are a completey different story..

If you really want to stay pure sorcerer though, I can help you get that powerlevel up. Most of this game will be roleplaying, but it will come in handy.

Metamagic feats and sorcerers...don't really work so well together.
 
The more help I can get with this, dude, the better. I've not really played D&D 3.5 much at all, so any assistance would be most appreciated.

I quite like the idea of a combat magic-user, so would warlock work better?
 
Warlock's good for the pew-pew, though you'll have to wait a bit to get a real AoE.

Now, a Warlock/Sorcerer going into Eldritch Theurge... and you get the best of both. (Complete Mage, page 57).

Full spell progession, full invocations, Eldritch Blast increases, Damage Reduction...

Yeah. Pew-pew and boom-boom.