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  1. - Top - End - #1
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    Default Things to keep in mind for a sorc?

    Well, I'll be trying my hand at arcane spellcasting with a PbP game here (the dungeon of raving gnolls on crack, to be precise), but I'm not sure how to play a sorcerer well.

    Crunch wise, the general theme is a blaster-batman mix, providing save or suck spells to start off battles and delivering artillery strikes at foes the tanks can't easily reach (archers, other mages, etc). The sorc is only level 3 right now. The char sheet is here: http://www.rpgwebprofiler.net/view.php?id=59167

    Any critiques, suggestions, etc. crunch wise?

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    Default Re: Things to keep in mind for a sorc?

    As a spell caster the Sorc is nice and simple to play. The limited spell casting flexibility is actually a boon if your not familiar with the casters or the spells in the PHB.

    Your build is fine. You had outstanding stats to work with so didn't need to worry about sacrificing anything.

    Only thing to keep in mind when playing a sorc is to spread out your spell choice to you're not a 1 trick pony at each spell level. You've done that just fine.

    At each level i would try to pick at least 1 utility spell, 1 save or suck spell, and one damage spell.

    Then just fill in the rest of your slots with whatever you think is neat.

    PS: Personally I prefer Shield to mage armor.
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    Default Re: Things to keep in mind for a sorc?

    Quote Originally Posted by Damionte View Post
    PS: Personally I prefer Shield to mage armor.
    Out of curiosity, why? Shield doesn't have nearly as long a duration, and you can pick up a mithral buckler fairly early on as per core rules with no arcane spell failure. You can't wear a Mithral Twilight Chainshirt without the DM allowing the Twilight enhancement, something much less likely to happen.


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    Default Re: Things to keep in mind for a sorc?

    Mage Armor also has the advantage that you can cast it on others. Sure, everyone else in the party will probably have some armor anyway, but it'd be an improvement over the rogue's studded leather, and it comes in handy for "protect the NPC" quests.

    Personally, I wouldn't bother with Ray of Frost. If you're that desparate for a couple points of damage, you can get better results with a thrown dagger or dart (both of which you're proficient with). I'd go with Ghost Sound, Light, or Mage Hand instead.

    And your equipment list is pretty short, for my taste. You can get a lot of useful mundane equipment for cheap (some rope? A grappling hook? A bag of caltrops, some fishing line, firestarting materials, a knife, a hatchet? A first-aid kit, in case the cleric ever gets knocked negative?) And you've got a pretty good strength for a sorc, which gives you enough carrying capacity to haul it.

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    Default Re: Things to keep in mind for a sorc?

    Because shield blocks magic missle, and doesn't have as many stacking issues. Most people have soem kind of armor, but not everyone usually carries a shield.

    So i can still make use of things like bracers of armor, or myhtril light armor, things that make Mage armor almost useless except against spectral foes.
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    Default Re: Things to keep in mind for a sorc?

    As a third-level human character, you actually get three feats. One for being human, one as your first-level feat, and one as your third-level feats. I recommend Sculpt Spell if it is in your allowed books. It's a really useful metamagic feat that'll go nicely with any of your battlefield control spells (future spells to pick up that'll synergize well with it: glitterdust, grease, stinking cloud).

    Magic Missile is pretty weak; at low levels, you get comparable damage with a bow or crossbow, and at higher levels, the damage doesn't actually matter (your opponents will have too many hit points). I'd replace it with a different 1st level spell at level 6. If you want to do a good amount of ranged damage to someone, pick up Scorching Ray as one of your 2nd level spells. You can even Empower it once you hit level 8.

    One more good 1st level spell to look at is Ray of Enfeeblement, which would work nicely with your Empower Spell feat.

    In general, you want to have a good selection of metamagic feats that compliment your spells known, and you want to pick spells that work well with your metamagic feats. It's all about synergy.

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    Default Re: Things to keep in mind for a sorc?

    Quote Originally Posted by Behold_the_Void View Post
    Out of curiosity, why? Shield doesn't have nearly as long a duration, and you can pick up a mithral buckler fairly early on as per core rules with no arcane spell failure. You can't wear a Mithral Twilight Chainshirt without the DM allowing the Twilight enhancement, something much less likely to happen.
    A wand of mage armor is cheaper.

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    Bugbear in the Playground
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    Default Re: Things to keep in mind for a sorc?

    For a sorcerer, I like taking the Arcane Preperation and Cooperative Spell feats from Complete Arcane, then going into Mage of the Arcane Order at 6th level. What? Don't give me that look.

    You look fine though. I'd personally delay taking Magic Missile till you can actually do something with it a crossbow can't, but hey. A hint you'll learn to appreciate, especially with arcane casters: Build for a prestige class(es). I've got a 25th level Transmuter that doesn't qualify for anything interesting. It feels like 20 wasted levels, since mages don't get anything except better familiars and, in the case of wizards, bonus feats, that they don't get with prestige classes. So page through CArc and CM if you have 'em, and find a class you like. Good ones include the aforementioned MotAO, Fatespinner (four levels only, but they're awesome), Archmage (for the higher levels) and Alienist (if you don't mind going loony and like summoning slimy things). IotSV, of course, reigns pretty supreme.
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    Default Re: Things to keep in mind for a sorc?

    just wondering, maybe put acid orb in as one of your known 0 level spells. otherwise, looks alright to me
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    Default Re: Things to keep in mind for a sorc?

    Quote Originally Posted by Balkash View Post
    just wondering, maybe put acid orb in as one of your known 0 level spells. otherwise, looks alright to me
    Acid Orb is a 4th level spell. Acid Splash, which I guess you're referring to, is utter crap and not worth a known spell. If you want to kill something, use a crossbow instead. Actually, use your warblade buddy. Failing that, maybe a crossbow, but Acid Splash is just about never a valid option.
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    Default Re: Things to keep in mind for a sorc?

    Quote Originally Posted by Jacob Orlove View Post
    Magic Missile is pretty weak; at low levels, you get comparable damage with a bow or crossbow, and at higher levels, the damage doesn't actually matter (your opponents will have too many hit points).
    Comparable? I don't think so. A bow or crossbow requires an attack roll. Given the sorcerer's BAB/Dex/Feats, you can just break the arrows in half or shoot them, and it'll be hard to tell which is more effective. Also, at higher levels you're going to be running into creatures with Damage Reduction, which the force damage, although low, gets through rather nicely.

    Yes, direct damage spells are non-optimal, but I'm not sure I'd call Magic Missle "weak" (the game designers actually considered it borderline broken at one point, mostly because it hits automatically, no save). It's a pretty reliable workhorse for early levels. Later on... I'm not sure what you'd swap it with, but the damage on Chill Touch scales up nicely.

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    Default Re: Things to keep in mind for a sorc?

    Acid splash does Acid Damage = Utility.

    Shoot al locks or other thingies with hardness you easily pass.

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    Default Re: Things to keep in mind for a sorc?

    Your HP need rolling - your 12 HP is an impossible number.

    You should have 4 (first level is max) + 2d4 (levels) + 9 (3 x your con bonus, once for each level).

    You'll get between 15 and 21 hp (18 average) this way.

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    Default Re: Things to keep in mind for a sorc?

    Quote Originally Posted by Jacob Orlove View Post
    Magic Missile is pretty weak; at low levels, you get comparable damage with a bow or crossbow, and at higher levels, the damage doesn't actually matter (your opponents will have too many hit points). I'd replace it with a different 1st level spell at level 6. If you want to do a good amount of ranged damage to someone, pick up Scorching Ray as one of your 2nd level spells. You can even Empower it once you hit level 8.

    One more good 1st level spell to look at is Ray of Enfeeblement, which would work nicely with your Empower Spell feat.
    I'm not so sure about magic missile. Unlike ranged weapons it ALWAYS hits and is a force effect so it pretty much always does damage. Granted, I like scorching ray but there are a lot of things with DR against or immune to fire and that's where MM comes in.

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    Default Re: Things to keep in mind for a sorc?

    I'm going to chime in with the pro magic missile team. It's great for those times at low levels when nothing seems to be working.

    "Fine. I cast magic missile at the damn thing!"

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    Default Re: Things to keep in mind for a sorc?

    Quote Originally Posted by Swooper View Post
    Failing that, maybe a crossbow, but Acid Splash is just about never a valid option.
    If you're taking a 1-level dip in Sorcerer for flavor or PrC qualification from a main class that gets a pile of Sneak Attack dice, it could be useful. Not the topic of discussion, but Acid Splash isn't completely useless.

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    Default Re: Things to keep in mind for a sorc?

    Well, Acid Splash is definitely a better choice than the Ray of Frost he has listed now. Both are ranged touch attacks that do 1d3 damage, but acid damage is a lot more useful than cold damage (less creatures resist it, and it's full effectiveness versus items). Still, though, I wouldn't advise taking either. Once you get 2nd-level spells, though, Acid Arrow isn't bad for disrupting the concentration of enemy spellcasters for a few rounds.

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    Default Re: Things to keep in mind for a sorc?

    What's with all the Magic Missile hate? There are times when its just the right spell. Its force damage, so when everyone else is ineffectively swinging their swords at that incorporeal creature, you hit. Guaranteed. Every time. Unless I am mistaken, it also completely ignores miss chances (via displacement and the like) and the damage is not too shabby.

    Its not the most optimized spell choice, sure. But its great fun.

    Overall though, other than the comments posted above, it looks like you are well on your way to a decent build and a fun character. Enjoy!
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    Default Re: Things to keep in mind for a sorc?

    Quote Originally Posted by Lapak View Post
    If you're taking a 1-level dip in Sorcerer for flavor or PrC qualification from a main class that gets a pile of Sneak Attack dice, it could be useful. Not the topic of discussion, but Acid Splash isn't completely useless.
    Well, I did say almost never, didn't I? I can see extreme cases like this, although UMDing a cheap Wand of Acid Splash (pair it with a Wand of Grease and you're set for as long as those charges last! One sneak attack per round against a Grease'd target without 5 ranks in Balance, as a touch attack? Yes please!) is propably more effective though.
    Also, yeah, I know, it works on items.. but I stick to my point that lots of other cantrips are better for spending known spells on as a sorcerer. Light, Mending, Mage Hand, Prestidigitation, Ghost Sound, Daze and Detect Magic are all ones I'd take before it, off the top of my head.
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    Default Re: Things to keep in mind for a sorc?

    Thanks for the tips guys! Keep 'em coming.

    *Goes off to fix HP*

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    Default Re: Things to keep in mind for a sorc?

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    Default Re: Things to keep in mind for a sorc?

    Magic Missile is a waste. It's a damage spell that doesn't even do that much damage. I would say replace it with something more useful like Enlarge Person which ends up netting your party more damage and which improves your tank's efficiency.

    I also agree with replacing Ray of Frost with Ghost Sound. With a bit of thought, this spell is useful for a character's entire career while 1d3 damage is almost never even remotely useful.

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    Default Re: Things to keep in mind for a sorc?

    Since I'm building this sorc as a batman-blaster mix, I think I'll go for MM for now. I definately will pick up Enlarge Person and Grease later, though.

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    Default Re: Things to keep in mind for a sorc?

    Quote Originally Posted by Dr. Weasel View Post
    Magic Missile is a waste. It's a damage spell that doesn't even do that much damage. I would say replace it with something more useful like Enlarge Person which ends up netting your party more damage and which improves your tank's efficiency.
    Which is great if your opponents are easily hit critters that stay on the ground and allow your warriors to close. Then I agree 100%. But if they are incorporeal, have displacement, have unusually high ACs or fly... well then MM is going to outshine a lot of level 1 spells.
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    Default Re: Things to keep in mind for a sorc?

    I'd consider going +0 LA Planetouched for the +2 bump to charisma and wisdom and other minor Aasimar bennies and being a planar human.

    If you can use flaws and the game probably won't go past level 6 - 8.

    Consider taking a Reserve Feat like Fiery Burst and the Precocious Apprentice feat with something like Scorching Ray which will give you an always on blasting power at 2D6 fire with a 5' radius as long as you have one single scorching ray available if you want to do a little blasting. Scorching Ray will become a bonus known spell at level 4 and is one of the best level 2 spells for meta. Fiery Burst can be powered up at level 6 with a Fire spell to 3D6.

    I like Magic Missile but I'd consider delaying it a few more levels (5+ when you get 3 or more missiles good choice for swapping out with sleep (More range than Color Spray) leveling up).

    Instead get something like Ray of Enfeeblement or Sleep instead (although you will need to trade Sleep out shortly as it is quickly becoming less effective) since most of your encounters should be under 4 HD so it is still pretty effective if you can drop a creature with it.

    I like Shield and Mage Armor in an Abjurant Champion build. Going Battle Sorcerer lets you cast spells in light armor without ASF. Plus the D8 and other bennies for some spellcasting loss.

    Shield works nice at lower levels in an inexpensive talisman at 300 GP 1/Day for 10 rounds.
    Last edited by CASTLEMIKE; 2007-08-08 at 08:18 PM.

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    Default Re: Things to keep in mind for a sorc?

    ya try for the aasmir, drop magic missle, and color spray, get silent image, it's almost broken good, make a wall, a darkness another view of your or even set a fake guard. And cause fear, mage armor is great keep it.

    Make sure your dex is high and just keep out your light crossbow, its better damage than most at your level.

    and pick up some levaitate scrolls.

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    Default Re: Things to keep in mind for a sorc?

    Hmm...aasimars aren't in the SRD, are they? I have access to literally no books.

    Most of the people here seem to suggest dropping MM, so I'll do it.

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    Default Re: Things to keep in mind for a sorc?

    Quote Originally Posted by 13_CBS View Post
    Hmm...aasimars aren't in the SRD, are they? I have access to literally no books.

    Most of the people here seem to suggest dropping MM, so I'll do it.
    Check out the D20 SRD Hypertext document and monsters under P for Planetouched (Aaisimar and Tiefling). Normally a +1LA race/template if you go dual human/outsider your PC is affected by spells that effect both types but you get most of the bennies Dark Vision, +2 Char and Wisdom, Energy resistance, day light 1/Day as per PGtF.

    Taking flaws for feats like Improved Initiative or other feats can be a good idea.

    If not planning on PRCing a D20 SRD spellcaster can be a better choice than sorcerer since your PC will pick up bonus feats at 5, 10, 15 and 20.
    Last edited by CASTLEMIKE; 2007-08-08 at 08:22 PM.

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    Default Re: Things to keep in mind for a sorc?

    While acid splash has one redeeming quality it is creation so you can save up acid for a nice alternitive to create water on the beegs head
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    Default Re: Things to keep in mind for a sorc?

    What book are the reserve feats from, again?

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