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  1. - Top - End - #1
    Dwarf in the Playground
    Join Date
    Jan 2008

    Default 3.5 Rogue Sorcerer

    I am working on a odd build that seems to work out in the long run but I am not so sure, I would appreciate any input.

    So here it goes:

    Progression:
    1 Rogue
    2 Sorcerer
    3 Sorcerer
    4 Sorcerer
    5 Sorcerer
    6 Unseen Seer
    7 Unseen Seer
    8 Arcane Trickster
    9 Arcane Trickster
    10 Aracne Tricster
    11 Argent Savant
    12 Abjurant Champion
    13 Argent Savant
    14 Abjurant Champion
    15 Argent Savant
    16 Abjurant Champion
    17 Argent Savant
    18 Abjurant Champion
    19 Argent Savant
    20 Abjurant Champion

    Feats:
    Lvl1: Improved Initiative (PHB)
    Lvl3: Still Spell (PHB)
    Lvl6: Combat Casting (PHB)
    Lvl7 bonus: Silent Spell
    Lvl9: Blade of Force (CompMage)
    Lvl12: Invisible Needle (CompMage)
    Lvl15: Rapid Metamagic (CompMage)
    Lvl18: Quicken Spell (PHB)

    Spells: Are primarily all force descriptor, I have a spell list hashed out somewhere that I really like.

  2. - Top - End - #2

    Default Re: 3.5 Rogue Sorcerer

    Blade of Force and Invisible Needle are not good feats.

  3. - Top - End - #3
    Banned
    Join Date
    Jan 2009

    Default Re: 3.5 Rogue Sorcerer

    Quote Originally Posted by Pharaoh's Fist View Post
    Blade of Force and Invisible Needle are not good feats.
    It's cheap, easy sneak attack, though.

  4. - Top - End - #4
    Titan in the Playground
     
    AssassinGuy

    Join Date
    May 2006
    Location
    Sunnydale

    Default Re: 3.5 Rogue Sorcerer

    If you want sneak attack, you want Craven: it's +1 point of damage per character level on all sneak attack. (Gets multiplied on critical hits, too.)

  5. - Top - End - #5
    Ettin in the Playground
     
    Imp

    Join Date
    Aug 2006
    Location
    England
    Gender
    Male

    Default Re: 3.5 Rogue Sorcerer

    When you said Rogue Sorcerer, I thought you meant some kind of rebel, sticking it to the man and fighting the system with arcane might...ah well...
    I apologise if I come across daft. I'm a bit like that. I also like a good argument, so please don't take offence if I'm somewhat...forthright.

    Please be aware; when it comes to 5ed D&D, I own Core (1st printing) and SCAG only. All my opinions and rulings are based solely on those, unless otherwise stated. I reserve the right of ignorance of errata or any other source.

  6. - Top - End - #6
    Titan in the Playground
    Join Date
    Dec 2004
    Location
    I wish I knew...
    Gender
    Male

    Default Re: 3.5 Rogue Sorcerer

    A better way would be:

    Rogue1/Sorcerer4/Spellthief1/Unseen Seer 2/AT10/Archmage2

    No clue why you want to bother with Argent Savant or AbChamp...

    This build has 8d6 SA, 9th level spells, can pick up the ability to cast in light armor with no ACF as a feat (Master Spellthief), the ability to do so in Medium Armor with another feat (meaning Mithral Full Plate), and the ability to steal spells, which progresses with Master Spellthief.

    Your build seems to revolve around doing a mediocre amount of force damage, and I can't see any purpose to it.
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  7. - Top - End - #7
    Colossus in the Playground
    Join Date
    Dec 2007
    Location
    Finland
    Gender
    Male

    Default Re: 3.5 Rogue Sorcerer

    I'd probably go with Rogue 1/Sorcerer 4/Unseen Seer 10/Spellwarp Sniper 5 simply because while Unseen Seer does get 1d6 less SA, Divination Spell Power makes up for it. Now, obviously you need Practiced Spellcaster (if only to maximize your CL, and it doesn't hurt that it negates the drawback of DSP too), but the good news is: You cast Divination spells at +3 CL.

    And you have Advanced Learning which enables you to learn Hunter's Eye [PHBII]. Now you can turbocharge your Sneak Attack (and Sudden Strike from Spellwarp Sniper, which is about the same). By default, you'll have +7d6 SA/SS.

    Then you cast Hunter's Eye at CL...30 or so (23 default, 24 Ioun Stone, 25 Tattoo, 26 Ring of Arcane Power, 30 UMDd [Sorcerer with Rogue skills] Beads of Karma). And Persist it 'cause it's a level 2 spell and you can easily Persist it the hard way. This gives you +10d6 extra SA placing you at +17d6. You can also persist Guided Shot and Sniper's Shot, pick up some Long Rays and profit. If you care, you can try for some source of Divine Power (say, Arcane Disciple; Quicken it at your 8th level slots or pick some metamagic reducer like Metamagic School Focus to Persist it at 9th level slot) and do fine in oldfashioned archery; all you need is Heroics for Rapid Shot.

    You are also a Sorcerer and a Spellwarp Sniper giving you Wings of Flurry no-save Daze that's eligible for SA. And every other area spell of 5th level or lower.


    If armor is a clutch point, Rogue could become Spellthief, but I find the extra skillpoints, particularly for a Sorcerer base, to be worth much, much more.
    Last edited by Eldariel; 2009-10-14 at 03:48 PM.
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  8. - Top - End - #8
    Titan in the Playground
    Join Date
    Dec 2004
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    I wish I knew...
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    Male

    Default Re: 3.5 Rogue Sorcerer

    Quote Originally Posted by Eldariel View Post
    I'd probably go with Rogue 1/Sorcerer 4/Unseen Seer 10/Spellwarp Sniper 5 simply because while Unseen Seer does get 1d6 less UMD, Divination Spell Power makes up for it. Now, obviously you need Practiced Spellcaster (if only to maximize your CL, and it doesn't hurt that it negates the drawback of DSP too), but the good news is: You cast Divination spells at +3 CL.
    And blow yet another feat in an already feat-starved build, simply to negate disadvantages... no thanks.

    And you have Advanced Learning which enables you to learn Hunter's Eye [PHBII]. Now you can turbocharge your Sneak Attack (and Sudden Strike from Spellwarp Sniper, which is about the same). By default, you'll have +7d6 SA/SS.
    Umm... you get that anyways with my build.

    Then you cast Hunter's Eye at CL...30 or so (23 default, 24 Ioun Stone, 25 Tattoo, 26 Ring of Arcane Power, 30 UMDd [Sorcerer with Rogue skills] Beads of Karma). And Persist it 'cause it's a level 2 spell and you can easily Persist it the hard way. This gives you +10d6 extra SA placing you at +17d6. You can also persist Guided Shot and Sniper's Shot, pick up some Long Rays and profit. If you care, you can try for some source of Divine Power (say, Arcane Disciple; Quicken it at your 8th level slots) and do fine in oldfashioned archery; all you need is Heroics for Rapid Shot.
    Again, which you can do with my build. CL 27 vs CL 30 is not going to break the bank.

    You are also a Sorcerer and a Spellwarp Sniper giving you Wings of Flurry no-save Daze that's eligible for SA. And every other area spell of 5th level or lower.
    That might be something to consider, although it doesn't need all five levels to do it with Wings of Flurry. Replace Archmage with Spellwarp sniper.

    If armor is a clutch point, Rogue could become Spellthief, but I find the extra skillpoints, particularly for a Sorcerer base, to be worth much, much more.
    Umm... there seems to be a confusion. How is getting Spellthief *fewer* skill points than not getting it? My build has a level in both rogue and spellthief. It actually ends up with *MORE* skill points than your build does. So how is this a bad thing?
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
    Spoiler
    Show
    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  9. - Top - End - #9
    Colossus in the Playground
    Join Date
    Dec 2007
    Location
    Finland
    Gender
    Male

    Default Re: 3.5 Rogue Sorcerer

    Quote Originally Posted by ShneekeyTheLost View Post
    And blow yet another feat in an already feat-starved build, simply to negate disadvantages... no thanks.
    You already are CL behind from Rogue so it's more than just negating disadvantages; your particular build is 2 CLs behind. Unless you're a Krau-sigil Illumian, I don't see how you'd afford skipping that (and being a Human instead buys you the feat for Practiced Spellcaster to same effect; more skill points too). Master Spellthief gets that 1 CL back, but is a feat that you coulda spent on Practiced Spellcaster instead in, as you said, a feat-starved build. I don't think the build can fit Master Spellthief either way.

    Quote Originally Posted by ShneekeyTheLost View Post
    Again, which you can do with my build. CL 27 vs CL 30 is not going to break the bank.
    It simply means same SA. Also, two extra Advanced Learnings and more skillpoints are nice.

    Quote Originally Posted by ShneekeyTheLost View Post
    That might be something to consider, although it doesn't need all five levels to do it with Wings of Flurry. Replace Archmage with Spellwarp sniper.
    4 levels are needed; I didn't find any decent fillers for the last level so I went all the way. Archmage...two feats on Spell Foci that aren't otherwise used seem like too much. Mindbender could possibly be worth it, but affording Mindsight...

    Quote Originally Posted by ShneekeyTheLost View Post
    Umm... there seems to be a confusion. How is getting Spellthief *fewer* skill points than not getting it? My build has a level in both rogue and spellthief. It actually ends up with *MORE* skill points than your build does. So how is this a bad thing?
    I didn't compare our builds, I simply compared the build I suggested with either Rogue first or Spellthief first. I'm of the "Don't lose caster levels"-school of thought, so I didn't really consider the idea of taking another non-caster level (though it's worth noting that thanks to extra Unseen Seer-levels and no wasted ranks for Arcane Trickster-qualifications, my build does end up with vastly larger number of skill points).


    EDIT: I just noticed that I had my brain somehow crosswired and typed "CL" over "SA" at one point, didn't explain what I meant by saying "no feats for Archmage" and so on, so I rewrote the whole fcking post...

    EDIT#2: Feat suggestions:
    Human
    1. Extend Spell, Able Learner
    3. Practiced Spellcaster
    6. Rapid Metamagic
    7B. Silent Spell
    9. Quicken Spell
    12. Persistent Spell
    15. Point Blank Shot
    18B. Precise Shot
    18. Free Feat

    Able Learner obviously not strictly necessary, but very useful for hitting the skill requirements on 6. Dropping it would enable fitting Arcane Disciple: War and Metamagic School Focus: Evocation.
    Last edited by Eldariel; 2009-10-14 at 04:20 PM.
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
    Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
    SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.

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