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View Full Version : Aranean Unseen Seer/Spellwarp Sniper, in need of spells



wadledo
2008-09-27, 01:35 PM
As the title says, I'm planing on making an aranean (http://www.d20srd.org/srd/monsters/aranea.htm) Rogue/Sorcerer/Unseen Seer/Spellwarp Sniper for a gestalt game, and I'm lost as to which spells to choose.
Thematically, I'd rather use very few fire spells, and I need at least 2 divination spells(True Strike and ????:smallconfused:), so that helps mold it a bit.
I'm going Metamagic Specialist Sorcerer, and so far I only have 3 feats that are "needed" for my build(Point Blank Shot, Ability Focus[Poison], and Spit Poison[or whatever]), so those are pretty free.
Backstory wise, he's the head of the "thieves guild", and leader of the caverns under the city that the PC's are going to be ruling.

So any help?:smallconfused:

BRC
2008-09-27, 01:41 PM
Well, Spellwarp snipers don't work as well with Sorcerors as they do with Wizards. A wizard/spellwarp Sniper can take a fireball spell, which is a bad idea in close quarters while the party meatshields are mixing it up melee, and turn it into a ray. A Sorcerer could just cast Scorching Ray. Also, the fact that you don't want to use fire spells limits your spellwarp sniperness.

First of all, which books are available, what do you expect to be going up against.

As for divination Spells, Spymasters Coin from Com Scoundrel is always a good idea, great for gathering information.

wadledo
2008-09-27, 01:45 PM
I noticed that, but, to me at least, Spellwarp sniper always seemed a blasty class, which is Sorcerer territory.

Pretty much everything, though my past two idea's (Mind Flayer Diviner and Neogi Beguler) were shot down.
Though more likely because it was a Neogi and a Mind Flayer.

The game is most likely going to be against an opposing city state, and possibly a good number of Urban encounters.
So Humanoids.

And the anti-fire thing is just because I'd love to see the face of the NPC who thinks I can't burn anything as I cast that 0-level fire spell, burning down all the webs it's standing on.

Eldariel
2008-09-27, 01:49 PM
Well, you obviously want something like Rogue 1/Sorcerer 4 entry into Unseen Seer. The Divination-spells are easy to cover with Read Magic/Detect Magic as your cantrips. If you can convince your DM to allow it for non-Human/Changeling races, you'd obviously want to pick up Able Learner to learn the Roguish skills for good (including Disable Device). That would allow you to actually be a Rogue/Sorcerer (otherwise you'd just be a skilled Sorcerer).

Also, I'd enter Spellwarp Sniper as soon as possible and learn Wings of Flurry if at all possible. That spell really kicks ass with Spellwarp Sniper (no-save uncapped damage and Daze). And you'll obviously need to pick up Practiced Spellcaster to make up for the "Divination Spell Power" eating up your caster level for every other caster class (and the Rogue-level). You could pick up the PHBII Sorcerer Variant that allows you to apply Metamagic without increasing the casting time (trades away Familiar). You could pick up Obtain Familiar if you want a Familiar that advances throughout the levels (even PrCs) instead of the limited Sorcerer Familiar. Mostly, the remaining feats should be a variety of metamagic feats.

Also, on what level are you starting and what do you intend on advancing on the Aranea-side after you're done with racial HD and LA?


EDIT: I'd just like to point out that Sorcerers are actually better Snipers than Wizards. I mean, no self-respecting Wizard casts Fireballs anyways, while Sorcerers have a bunch of really potent area spells they can Warpify with the class.

BRC
2008-09-27, 01:53 PM
Humanoids eh?
Hmm, well, definetally get Lightning Bolt, Cone of Cold, Scorching Ray, and Burning Hands. Yeah I know you said you wanted to stay away from fire spells, but Scorching ray is too good to ignore, and Burning hands is a good 1st level spell that you can spellwarp.

Kurald Galain
2008-09-27, 01:57 PM
Scorching ray is too good to ignore, and Burning hands is a good 1st level spell that you can spellwarp.

Given the low amount of known spells a sorcerer gets, I would ignore burning hands; there's no need to spellwarp anything like that as long as you've got scorching ray power left.

Eldariel
2008-09-27, 02:02 PM
Frost Breath is among the better spells to Spellwarp in addition to the absolutely incredible Wings of Flurry. If I assume your role correctly, you should definitely play into your immense Charisma with spells like Charm Person, Planar Ally-line and company as your primary tools. Screwing with peoples' minds and getting a bunch of slaves > killing people. Sure, you can kill if need be, but that seems quite inefficient compared to what you can do. Also, you'll obviously want Invisibility-line, some Illusions and so on - you are a Rogue/Sorcerer after all.

Get Cloudkill, btw. You need tools to kill masses if the campaign has an actual war sitiuation. Cloudkill is one of the better ways to slay masses.

wadledo
2008-09-27, 02:23 PM
My exact plan is something like Rogue 3/Sorcerer 2/UnseenSeer 1/Spellwarp Sniper 4//Racial 7(which provides 3 levels of Sorcerer)/Rogue 3.
So full casting, +4d6 sneak attack, +6d6 ray damage, some nice movements(climb and 50'), web 6/day, Change Shape(which could or could not give me human feats and skill points, up in the air at the moment), the possibility of 2 additional feats from flaws, and some kick @ss poison.

Edit: Please note, that while all books are available, I don't have Spell Compendium at the ready.
Level and book would be appreciated.

Eldariel
2008-09-27, 03:13 PM
I'd go for more Unseen Seer-levels with Practiced Spellcaster simply because Casting + Sneak Attack + 6 skills/level > Sneak Attack + 8 skills/level. I mean, you have a combination class so no need to pick one or the other.

wadledo
2008-09-27, 04:32 PM
I'd go for more Unseen Seer-levels with Practiced Spellcaster simply because Casting + Sneak Attack + 6 skills/level > Sneak Attack + 8 skills/level. I mean, you have a combination class so no need to pick one or the other.

.....Wait, what?:smallconfused:
Gestalt.
Geeestttttaaaallllt.
Meaning I can't have more than 1 PrC at any one time.

Eldariel
2008-09-27, 05:23 PM
Lol, yea, I read the // wrong (as a /) - was thinking, you were only talking about one side of the progression (all the way up to 20). That seems solid then.


Anyways, spells I listed:
Wings of Flurry: Races of the Dragon Pg. 119
Frost Breath: Spell Compendium Pg. 100
Others are core.

There are other incredibles, but those two are true standouts with no-save Daze.

Chronos
2008-09-27, 05:23 PM
You could pick up Obtain Familiar if you want a Familiar that advances throughout the levels (even PrCs) instead of the limited Sorcerer Familiar.In most of the important respects, any class at all advances a familiar, several of them more than sorcerer or wizard. In particular, a familiar gets all of your skill ranks, which makes them completely awesome for skillful characters. All the skill stuff you can do, your familiar can do, too, so it's basically like playing two skillmonkeys at once.

FinalJustice
2008-09-27, 05:29 PM
Spellwarping Otiluke's Resilient Sphere is cool for trapping baddies. No Reflex save, just a ranged touch.