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Jqspin
2017-03-07, 10:17 PM
I've got a returning player rolling up a 4th level human sorcerer and I'm looking for some suggestions as to what feats/spells he should take. I suggested sculpt spell and he definetly seemed to like the idea of metamagic. What are some other good metamagic/feats and spells he could take to round out his character?

Right now for spells he's only got:
Bunch of 0 level spells
Magic Missile
Grease
Mage armor
Mirror image

Thanks!

Rerednaw
2017-03-08, 12:00 AM
I've got a returning player rolling up a 4th level human sorcerer and I'm looking for some suggestions as to what feats/spells he should take. I suggested sculpt spell and he definetly seemed to like the idea of metamagic. What are some other good metamagic/feats and spells he could take to round out his character?

Right now for spells he's only got:
Bunch of 0 level spells
Magic Missile
Grease
Mage armor
Mirror image

Thanks!

Sorcerers are feat-starved. He's going to need Metamagic Focus to reduce the hit to spell level and Rapid Metamagic (9th level) and then he needs the actual feats.

That said...for a utility caster Extend Spell is good. He doesn't really have any major spells that are worth any other boosts at this time.

In fact he'd be better off looking at Reserve Feats (Complete Mage) if the campaign is going to be an endurance run. But again as a sorcerer he's going to be at least a level or two behind because of his spell acquisition.

At lot of 'what's best' depends on his focus...is he planning on blasting? Control? Support? Summoning? When he can afford it, Quicken Spell is usually a good choice because of the swift action/extra spell a round.

If a summoner:
SpF Conj, Augment Summoning, Metamagic Focus (Conj) Rapid Spell.
If utility:
Extend Spell
If control:
SpF(probably Conj again) Heighten Spell,
If blasting...Metamagic Focus (Evoc) Empower OR Maximize (not both), Quicken. And get a rod to stack with Empower or Max (the one you don't have)...or better yet play a warmage. If a ray specialist than Split Ray.

Just a few suggestions, YMMV.

EvulOne
2017-03-08, 10:59 AM
Extend is decent as well as enlarge, but I'd personally recommend against at metamagic feat at 4th level simply because there's little effect for him given his spells and low level. I'd wait until 6th or 9th level to get the metamagic feats. Sculpting or Enlarging a Fireball when he hits 6th level can be REAL fun.

Vizzerdrix
2017-03-08, 12:21 PM
Heighten is good on a sorc. It keeps save dependant spells relevant longer.

The player should go for the metamagic variant if it is allowed. It can make mm much less of a hassle. It will make Int a bit more important though.

What cantrips does the player have? Quite a few can become scary when metamagics are applied to them. Sculpted, Invisable spelled, caltrops blankets a huge area in invisable Movement = Nope for a first level spell slot. Later when Fell Drain is added it becomes the bane of low level fodder minions everywhere. Never ignore your cantrips.

In general, reserve feats arent too good for a sorc. They have enough castings to get through the day and they require specific types of spells to stay strong, limiting choices to be fueled.

Versatile spellcaster is a good feat to take early. It will keep the sorc going strong a bit longer, with careful use.

Nerveskitter is a wonderful spell and should be taken as soon as possable. I cant think of a level where it wont be relivent.

If a second level damage spell is needed, look to scorching ray. It scales well and later on can be used to carry several nice metamagics. Not as good as the orb line of spells, though.

Also, sorcerer offers nothingbut spells. You may want to start working with the plyer now if they plan on taking a PrC so they can get out of sorc as soon as they can.