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RoboEmperor
2016-04-06, 10:02 PM
I want to try a blaster sorcerer for fun. This is out of my field of expertise so some assistance would be appreciated. I have read the mailman sorcerer so i have a decent idea what I'm supposed to do.

Some rules:
1. Race: Human I know not being dragonblooded really kills blaster sorcerers, but DM specifically requested an all-human party for this campaign.
2. Setting: Greyhawk That means no books with Ghostwalk, Eberron, and Forgotten Realms. Spells like Unseen Crafter seem harmless but the DM gave an absolute NO to anything only mentioned in those settings. This makes incantatrix unavailabe. Which sucks.
3. No Dragon Magazine. This is actually a step up. He used to be "completes only" type of guy, but now he's accepting all 1st party books.

Ability Scores: 25 Point Buy
9 STR
14 DEX
14 CON
14 INT
8 WIS
14 CHA

We are starting at level 1. Party size is 4, but we all have individual adventures now and then. It's kind of like we have 2 sessions with everyone, then 1 individual session per week, so I do need to get my defenses up somehow. DM said expect the campaign to end around level 10-12

I'll be grabbing the Spell Shield ACF.

So... What spells, feats, and PrCs would you recommend? Retraining can only be done in the individual sessions and are not guaranteed to be allowed at that session.

2 flaws are allowed. I'm thinking of grabbing empower and maximize spell, arcane thesis: lesser orb of ___ and just cast empowered maximized lesser orb of ___ all day. Maybe grab energy substitution: Acid too for spells like fireball. I thought about grabbing arcane thesis: magic missile, but it seems lesser orb is superior in every aspect, because once SR:Yes appears, touch ac is easier to land, especially with true strike, than assay resistance or true casting.

Since Ranged Touch is kind of hard to land at level 1 though, maybe I should grab magic missile first and then swap it out for lesser orb of acid at 6, when I grab arcane thesis.

Nova-ing is completely acceptable. Our group never goes past 2 encounters before resting.

Troacctid
2016-04-06, 10:58 PM
Power Word Pain is the most efficient single-target damage spell at level 1. Sleep and Color Spray are pretty effective for AoE, although both have their weaknesses—Sleep takes a full round and gives all your enemies a turn to rush you and interrupt it, while Color Spray has a short range and can force you into awkward positioning.

You can improve your early survivability by choosing a toad as your familiar for extra HP, although that strategy definitely doesn't scale well. Alternately, trading your familiar for an animal companion gives it a bit more combat power so it can face-tank for you. Shape Soulmeld (Astral Vambraces) also helps a lot against dinky goblins and kobolds, who will have trouble getting past DR 2/magic, let alone DR 4/magic if you're an Azurin.

Ruethgar
2016-04-06, 11:16 PM
Well, Silverbrow Humans are Humans if you wanted Dragonblooded. But I would suggest Precocious Apprentice and Fiery Burst for low level blasting and retrain away later or, if low op, heighten and keep it.

magicalmagicman
2016-04-06, 11:25 PM
Well, Silverbrow Humans are Humans if you wanted Dragonblooded. But I would suggest Precocious Apprentice and Fiery Burst for low level blasting and retrain away later or, if low op, heighten and keep it.

That doesn't work. Precocious Apprentice specifically says it does not give you the ability to cast 2nd level spells. Also the spell chosen is not added to your spell's known list.

RoboEmperor
2016-04-06, 11:50 PM
Power Word Pain is the most efficient single-target damage spell at level 1. Sleep and Color Spray are pretty effective for AoE, although both have their weaknesses—Sleep takes a full round and gives all your enemies a turn to rush you and interrupt it, while Color Spray has a short range and can force you into awkward positioning.

You can improve your early survivability by choosing a toad as your familiar for extra HP, although that strategy definitely doesn't scale well. Alternately, trading your familiar for an animal companion gives it a bit more combat power so it can face-tank for you. Shape Soulmeld (Astral Vambraces) also helps a lot against dinky goblins and kobolds, who will have trouble getting past DR 2/magic, let alone DR 4/magic if you're an Azurin.

I forgot to mention I'll be taking the spell shield ACF, so no familiar.

Power Word Pain is awesome. I'll grab that instead of magic missile, since I'll be swapping it out for lesser orb of acid at level 6.

Snowbluff
2016-04-06, 11:54 PM
Seeing as someone already suggested Power Word Pain (it's good) and Fiery burst... I'll give some build ideas.

Arcane Archer is my favorite blaster, if you can combine Arrowsplit (a ranger spell) and a Splitting bow with a channeled Fell Drain Hail of Stone to bombard people with lots of little d4s and negative levels.

Eldritch Theurge is a nice, low-op blaster class. It lets you combine eldritch blast with spells, not unlike Arcane Archer. It also get the ability to add eldritch essence to spells, including Vitriolic blast (it become conjured acid, getting around AMF and spell resistance, and adds a DoT), or Utterdark Blast (two negative levels).

I'd suggest Recaster, but you want to be human...

Ultimate Magus, assuming you fix the progression order with Practiced Spellcaster, is nice, since it lets you add MM easily.



Well, Silverbrow Humans are Humans if you wanted Dragonblooded. But I would suggest Precocious Apprentice and Fiery Burst for low level blasting and retrain away later or, if low op, heighten and keep it.
This was my first thought. :smallwink:

That doesn't work. Precocious Apprentice specifically says it does not give you the ability to cast 2nd level spells. Also the spell chosen is not added to your spell's known list.
It doesn't say that. It says you get the spell slot when you can cast second level spells. Which you can now. It's not a very well written feat.

magicalmagicman
2016-04-07, 12:00 AM
It doesn't say that. It says you get the spell slot when you can cast second level spells. Which you can now. It's not a very well written feat.

1. The feat clearly states that if you gain the ability to cast 2nd level spells, you lose all benefits of this feat except the extra spell slot.
2. Which means you don't have the ability to cast 2nd level spells.
3. Which means you can't qualify for Fiery Burst at level 1.
4. If you do claim Precocious Apprentice grants the ability to cast 2nd level spells, then the moment you take the feat at level 1 you lose all benefits of the spell.
5. The chosen spell isn't added to your spell's known. You can cast it without it adding to your spell's known. This feat is independent of your class. This feat lets you cast the chosen spell, by passing all other requirements, but it doesn't add to your spell's known. It's like an extra ability granted by the feat.

I tried to use this early entry, but Troacctid here shot me down in my other thread. After a heated RAW debate I admitted he was right.

You might argue that Versatile Spellcaster grants you the ability to cast 2nd level spells, but the feat description isn't clear about metamagic spells, and by RAW in complete arcane, a spell available to cast is a spell that you know of appropriate level and a spell slot left to use it. Heightened burning hands isn't an appropriate spell, because you don't know heightened burning hands. You know burning hands and you apply metamagic to it.

If it was worded differently, like if you can cast an appropriate spell, then it'd be a different story. By RAW though versatile spell doesn't allow metamagic spells, because it lets you cast a spell that you know.

RAI instead of RAW though, I see no problem.

Vizzerdrix
2016-04-07, 12:11 AM
Grab the feat from Magic of Incarnum that will give you a soulspark familiar. Best option for a minion at level 1 I was able to find, unless you take hidden talent and find a good way to oost your ml.

Troacctid
2016-04-07, 12:17 AM
Grab the feat from Magic of Incarnum that will give you a soulspark familiar. Best option for a minion at level 1 I was able to find, unless you take hidden talent and find a good way to oost your ml.

Wild Cohort does it much better.

Vizzerdrix
2016-04-07, 05:58 AM
Wild Cohort does it much better.

Indeed, without question. But I rather doubt it is in an allowed source.

May want to look into the sorc variant that lets you apply metamagic faster.

Sahleb
2016-04-07, 06:22 AM
You'll be wanting the Draconic Heritage feat, since you're not going for silverbrow human and, as you say, you need the Dragonblood subtype to get Practical Metamagic.

You should also really consider taking the Metamagic Specialist variant in PHBII instead of Spell Shield. It meshes well with your intelligence, and blasting relies on metamagic.

You might want to consider Arcanist's Gloves as soon as you can afford them. They're in the Magic Item Compendium for 500gp, and allow you to cast 2 1st level spells per day at +2 CL.

Arcane Thesis requires 9 ranks in knowledge(arcana), so it isn't availible at first level.

Personally, I'd do:

ACF: Metamagic Specialist 5/d
1: Empower Spell
H: Draconic Heritage (for the dragonblood subtype)
F: Energy Substitution(Sonic, if you can swing getting the version from Deities and Demigods, elsewise Acid)
F: Maximize Spell (for later)

3: Ocular Spell.
6: Practical Metamagic(empower) - This is where it gets pretty good. You're tossing out empowered 2nd level spells, which is stuff like Combust or perhaps Scorching Ray, if you've a +1 to caster level from say, a Ring of Arcane Fire.
9: Arcane Thesis(Orb of Fire)
12: Practical Metamagic(Maximize)

RoboEmperor
2016-04-07, 07:25 AM
ACF: Metamagic Specialist 5/d
1: Empower Spell
H: Draconic Heritage (for the dragonblood subtype)
F: Energy Substitution(Sonic, if you can swing getting the version from Deities and Demigods, elsewise Acid)
F: Maximize Spell (for later)

3: Ocular Spell.
6: Practical Metamagic(empower) - This is where it gets pretty good. You're tossing out empowered 2nd level spells, which is stuff like Combust or perhaps Scorching Ray, if you've a +1 to caster level from say, a Ring of Arcane Fire.
9: Arcane Thesis(Orb of Fire)
12: Practical Metamagic(Maximize)

Thank you. This is what I was looking for. Deities and Demigods are 3e so no, I cannot grab the sonic version.

Is arcane thesis:orb of fire necessary? The campaign ends at 10-12, so wouldn't arcane thesis: lesser orb of acid be better?
At level 10, orb of fire is 10d6 = 35 average damage, empowered to 52.5 average damage, and is a level 4 spell.
Lesser Orb of Acid maximized and empowered = 5*8*1.5 = 60 damage, and it is a level 2 spell, meaning I can get more casts out of it.

At level 12 (potential max) orb of fire is 12d6 = 42 average damage, empowered to 63 and maximized it's 108 damage.

Huh... I guess the difference in power does rise exponentially.

If I ditch ocular spell or energy substitution I can grab a twin spell, I will deal 120 damage with a level 4 slot at level 12.

Alternatively I could rely on true casting and get arcane thesis:fireball instead... hmm...

Sahleb
2016-04-07, 08:24 AM
Actually, Empower+Maximize does not give you Max*1.5. It makes you roll the dice, and then add half of the result to max.

So an Empowered Maximized Lesser Orb of Fire would deal 8*5+4.5*5*0.5, I.e. 40+11.25=51.25 damage.

Which, admittedly, is more than you get out of Empowered Orb of Fire CL 9, but less than you get from Empowered Orb of Fire CL 10 or CL 8(where lesser orb of fire only deals 4d8).

If you do the True Casting thing, remember Arcane Fusion.

RoboEmperor
2016-04-07, 08:49 AM
Which, admittedly, is more than you get out of Empowered Orb of Fire CL 9, but less than you get from Empowered Orb of Fire CL 10 or CL 8(where lesser orb of fire only deals 4d8).

But in exchange you can cast a lot more of them. Hmm... classic Marathon v.s. Sprinting

Sahleb
2016-04-07, 08:49 AM
Not sure how to put it together exactly, but I dug up an old list of stuff for a fire sorcerer build I collected.

Feats:
-Empower. By RAW, this one increases not only the dice result, but also flat increases to the dice result. Take a look at the example with magic missile.
-Practical Metamagic.
-Arcane Thesis: By RAW, this does not actually lower the cost of the metamagic feats, but instead, the total level of the resulting spell slot. Therefore, it works with Practical Metamagic, even on +2 metamagic feats.
-Fiery Spell. This one adds +1 damage per die to fire spells for +1 spell level. Perfect for a metamagic wand, if you can convince your GM.
-Energy Substitution: Because although the best direct damage spells are fire, things are sometimes immune.


Spells:
-Raging Flame. Adds +1 damage per die to your fire spells in a large area. Great with Empower, bad when things are fire immune. 1st, Std. Candidate for Arcane Fusion.
-Lesser Orb of Fire. 1st, Std. SR no, like you say, and up to 5d8 damage.
-Assay Spell Resistance. +10 to SR checks for 1rd/lvl, 4th, swift.
-Orb of Fire. 4th, std. Like the lesser, but CL d6 damage, caps at 15d6. Also has a sweet rider effect, but your save DCs will be pretty bad.
-Combust. Another SR Yes, and melee touch, but scales well. 2nd, std. cld8 max 10.
-Scorching Ray. Can pump out 12d6 damage at CL 11, which is impressive for a lvl 2 slot. Needs Assay Spell Resistance at higher levels.
-Arcane Fusion. Allows you to cast a third level slot and a 1st level slot in a single action, without actually spending the slots. 5th, Std.
-Lesser Spell Matrix. Lets you store a 3rd level slot in the matrix to cast as a swift action later. Unlike Arcane Fusion, you do expend the 3rd level spell in addition to casting Spell Matrix. 5th, Std.
-Energy Vulnerability. Is in spell compendium, SR: Yes, and a will save, but if you can make it stick, stuff in a 10ft. burst in medium range becomes vulnerable to fire. 3rd, Std. Unlike normal D&D multiplication, this multiplies the effect of empower as well.
-True Casting. Poor man's Assay Spell Resistance. 1st, Std.

Gear
-Ring of Arcane Fire. 7500gp. +1CL to fire spells, and spend charges to increase damage.
-Rod of Fiery Spell, Lesser. 3000gp, custom item. fiery spell is in sandstorm.

RoboEmperor
2016-04-07, 09:09 AM
Actually, yeah, I'm going to maximize lesser orb of acid.

Reason? Too many amazing level 4 spells to burn on orb of fire.
1. Polymorph. Combo with Alter Self to get a Gloura (21dex) and Crucian (+8 NA) to get a +5 to range attacks and when combo'd with mage armor and shield, 31 AC
2. Mirror Image, Greater.
3. Possibly Extend spell. Adventuring doesn't usually take more than 20minutes. After 2-4 encounters you're done, and in dungeons encounters are only a minute apart.
4. Twin spell at higher levels.

Ultimately it will be less burst than Orb of Fire, but I can use lower level spell slots for empower and maximize, and it frees up spell knowns for defensive spells.

If you disagree please say so. Discussion is great.

Sahleb
2016-04-07, 09:19 AM
Ehh. I think you should at least take Ocular Spell then. Way cheaper than Twinning them.

Also, short range is icky.

I also think you're missing out on quite a lot of damage from Raging Flame + Fiery + Empower.

Empowered Fiery Lesser Orb of Fire inside a Raging Flame is (4.5+2)*5*1.5=48.75. With Practical Metamagic(Empower) and Arcane Thesis, that's a 1st level spell, even if you took Fiery Spell yourself instead of as a rod.

Maximized Lesser Orb of Fire inside a raging flame is (8+1)*5=45 damage, 50 if you also put Fiery Spell on it. With practical metamagic(maximize) and Arcane Thesis, that's a second level spell.

Obviously, the maximized one is better if you're Energy Subbing it.

I'd go for scorching ray instead, myself, but that's pretty much just preference. When Spell Resistance shows up, you can get away with casting Assay Spell Resistance as a swift action.

Flickerdart
2016-04-07, 09:20 AM
At your level, boosting CL is the best way to boost your damage. Bloodline of Fire is the go-to but it's FR.

Primitive Caster appears in Frostburn and is an easy way to add +1 CL to spells, since many don't have one or more of the components.

Arcanist's Gloves from the MIC are a cheap way of boosting CL a few times a day.

Sahleb
2016-04-07, 09:22 AM
That's also true. Although I believe they were going to rely on Power Word Pain for damage on the first few levels.

RoboEmperor
2016-04-07, 09:30 AM
Ehh. I think you should at least take Ocular Spell then. Way cheaper than Twinning them.

Also, short range is icky.

I also think you're missing out on quite a lot of damage from Raging Flame + Fiery + Empower.

Empowered Fiery Lesser Orb of Fire inside a Raging Flame is (4.5+2)*5*1.5=48.75. With Practical Metamagic(Empower) and Arcane Thesis, that's a 1st level spell, even if you took Fiery Spell yourself instead of as a rod.

Maximized Lesser Orb of Fire inside a raging flame is (8+1)*5=45 damage, 50 if you also put Fiery Spell on it. With practical metamagic(maximize) and Arcane Thesis, that's a second level spell.

Obviously, the maximized one is better if you're Energy Subbing it.

I'd go for scorching ray instead, myself, but that's pretty much just preference. When Spell Resistance shows up, you can get away with casting Assay Spell Resistance as a swift action.

Definitely maximize for energy sub, so I guess no Fiery spell. Due to some individual sessions, I can't afford to skip out on defensive spells for assay spell resistance, so scorching ray is prolly a bad idea too.

Nah, I'm not going power word pain anymore. Lesser orb of acid at the start.

Definitely grabbing Arcanist gloves.

RoboEmperor
2016-04-08, 02:08 AM
I decided to get both arcane thesis: lesser orb of electricity (i like lightning), and arcane thesis: orb of force. Lesser orb of electricity is for arcane fusions, and orb of force is for greater arcane fusions. Thanks a lot Sahleb.

If I go higher levels, I'm definitely going dweomerkeeper.

Sahleb
2016-04-08, 12:07 PM
Can't you just rely on Wings of Cover for most stuff?

Ruethgar
2016-04-08, 01:34 PM
Bloodline 3/Sorcerer 1 with Laborious Training can pick up Arcane Thesis at character level 1 and XP total 0. But would need to be human or have decent Int to pull it off.

Gruftzwerg
2016-04-08, 02:15 PM
edit:Sorry, now I read the Human only paragraph.. *sad*

Go for a Dragonwrought Kobold (Races of the Dragon)
(you need a feat to up your kobold to a dragonwrought kobold)

http://archive.wizards.com/default.asp?x=dnd/we/20060420a


small creature (+hit/AC), +1 natural armor, base speed 30 ft. (for small size!)
You become a "True Dragon" (not affected by humanoid only effects).
silliness with Alter Self. (since you are a true dragon)
Immunities to sleep, paralyze & aging penalties
Since you have no aging penalties, go for +3 age-bonus for mental stats for free @lvl1
Access to "Dragon Wings" feat @lvl 3 (improvement @6 available)
Greater Draconic Rite of Passage (@lvl6): increases your caster lvl and spells known/per day (!) by 1 level.



and if all the raw stats/buffs are not enough, don't forgot the roleplay buffs. You are a dragon & a kobold, double coolness. You are (not) cute and badass at the same time^^

Nothing is bigger than the Ego of a Dragonwought Kobold :smallbiggrin:

RoboEmperor
2016-04-08, 04:08 PM
Thank you everyone on this thread. But...

I decided to not go draconic heritage + practical metamagic.

100% of my sorcerers are granted their power through demonic or devilish means, and to suddenly change that concept for optimization purposes seems kind of like a... sellout? Unloyal bastard? XD

But it's fine, dealing about 150-200damage in a turn at high levels is sufficient. Potential to one shotting balors and pit fiends qualifies as "good enough" for me.

Those of you who are interested in what I'm going, it's basically
Arcane thesis: Orb of Force, Fire, and Lesser Orb of Fire.
Searing Spell
Empower Spell
Maximize Spell
Twin Spell.

And... that's it. XD. Arcane Spellsurge + Greater Arcane Fusion = 3 orbs = Possible 180 + 116 + 51.25 = 347.25damage.

ericgrau
2016-04-10, 11:26 AM
You're worrying way too much about SR and fire resistance for a level 1-11 campaign. I'd focus on your fireballs and use the orbs as backups. Get energy substitution, searing spell and so forth later on too, around level 7 at the earliest if not later. Early on focus on pumping your damage. I'd arcane thesis your fireball and scorching ray so you have something nice for levels 4-8. Maybe 1 orb as a backup. I mean at level 8 do you want an 8d6 fireball, or effectively a 15d6 fireball?

Plus for levels 1-10 your touch attacks won't actually hit reliably, unlike all the talk about touch attacks which refers to high level play. Pick up precise shot or the like before you get orbs, rays or all those anti-SR or anti fire resistance feats. Or you'll find that you're focusing too much on a handful of foes while constantly missing nearly everything else. All that damage... except you rolled a 6 and your ally was in melee with the foe so it didn't hit. A small sized dex race such as whisper gnome would be nice for the +2 to hit, but human is still ok.

At level one honestly your orb misses, its damage is poor, other damage is poor, and I'd get sleep or color spray. Maybe damage as a backup. By level 2 or 3 you get started blasting. Even then you might consider other damage spells temporarily so you can hit.

Sharing a melee touch damage spell with your familiar is a great way to get some free extra damage round 1 before you cast your own spell. Bigger round 1 nova.