Her spell AND feat selections are just utterly awful. And as a 10th level sorc there is very little you can do to fix her (with a wizard you can give them scrolls, then select a new spell loadout... and you can live without good feats). She also insists on wearing a non magical necklace, preventing her from using a +6 to Con necklace. Does she actually have anything to say or contribute to the party in terms of plot at least? as far as I can see NPCs in TOEE are either escort missions, or have a background, but no plot development. EDIT: Actually, she is an "illegally" build character. A level 10 sorcerer should know the following amount of spells: SL0 9 SL1 5 SL2 4 SL3 3 SL4 2 SL5 1 Her spell known amount? SL0 0 SL1 3 SL2 2 SL3 3 SL4 2 SL5 1 She is short by 9 cantrips, 2 level 1 spells, and 2 level 2 spells. As for the spell choices: SL1: Charm Person - useless spell. Magic Missile - craptastic at low to mid levels where a bow outdamages it, obsolete in high levels where it doesn't do enough to matter. A bad spell all around. Should have gotten grease or something good. Mage Armor - Bracers of armor provide superior protection and don't waste a spell slot. You should be staying out of combat anyways. And if something closes on you, that extra +4 isn't gonna mean much. You should have a useful spell instead. This spell should only be used as a prereq for crafting bracers of armor... by a wizard. Never actually prepared as it is a waste of a precious daily slot. SL2: Blur - Actually a decent spell in PnP... not sure how it is implemented in TOEE because there are much better spells at this level, such as glitterdust and web. Cat's Grace - gloves of dex are better. This spell should only be use to craft gloves of dex. SL3: Vampiric Touch - Touch range for a squishy means you fail. Blink - Same as blur, a decent defense spell that is entirely unnecessary, the best defense is standing behind your tank... which you should buff. Also control the terrain via web and the like. haste is distinctly missing here. Summon Monster 3 - Summon monster only gets useful around summon monster 4 (although SM1 is good for "disarming" traps)... ANY summon monster spell becomes obsolete very quickly as you level up. Thus it is a terrible choice and a terrible waste. SL4: Dimension Door - Only teleports the caster across the map. Not nearly as useful as the PnP version... besides, with the efficiency of CC vs dumb AI this is never, ever needed. Stoneskin - A very powerful buff, but costly (500gp per cast) and as such used only rarely. Leave that to the wizard or cleric and get something else. SL5: Mindfog - if you fail a will save (and you only need to make ONE, not one every roud), you take a -10 to future will saves? why not use a "will save or lose" spell instead then and conserve a spell slot? The other effect is only dangerous to a cleric or druid, and that is if you fail the will save (clerics have the best will saves in the game) you also take -10 to wisdom... however they would not prevent them from casting spells as they should have maxed out wisdom anyways... so they should still be able to cast ~5th level spells or so, they just lose a few bonus spells. And are unlikely to fail it. EDIT: I have had my bard fail it due to friendly fire, he took -10 to will but his wisdom was not reduced... as such I conclude the spell to be bugged and completely worthless:EDIT PS. while her spell loadout and feat selections are horrendous, her skill selection is excellent and I wouldn't change anything about it.