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2007-08-07, 09:01 PM (ISO 8601)
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- May 2006
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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2007-08-07, 09:14 PM (ISO 8601)
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- May 2007
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- Las Vegas, NV
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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.Custom Avatar By: "The Chilli God"
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2007-08-07, 09:48 PM (ISO 8601)
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- Mar 2006
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- Piercing the heavens!
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Re: Things to keep in mind for a sorc?
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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2007-08-07, 10:18 PM (ISO 8601)
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- May 2007
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- The Land of Cleves
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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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2007-08-07, 10:25 PM (ISO 8601)
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- May 2007
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- Las Vegas, NV
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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.Custom Avatar By: "The Chilli God"
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2007-08-08, 12:53 AM (ISO 8601)
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- Jan 2007
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- Davis, California Avatar by Ceika
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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2007-08-08, 01:41 AM (ISO 8601)
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- Jan 2007
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2007-08-08, 06:57 AM (ISO 8601)
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- Mar 2007
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- Reykjavík, Iceland
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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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2007-08-08, 07:03 AM (ISO 8601)
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- Jun 2007
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- Leeds
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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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2007-08-08, 07:34 AM (ISO 8601)
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- Mar 2007
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- Reykjavík, Iceland
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Re: Things to keep in mind for a sorc?
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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2007-08-08, 08:29 AM (ISO 8601)
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- Oct 2006
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- Cleveland, OH
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Re: Things to keep in mind for a sorc?
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.Handbooks:
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2007-08-08, 08:33 AM (ISO 8601)
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- Apr 2005
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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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2007-08-08, 08:47 AM (ISO 8601)
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- Jun 2004
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- UK
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2007-08-08, 08:54 AM (ISO 8601)
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- Oct 2006
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- Swan Hill, Australia
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Re: Things to keep in mind for a sorc?
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2007-08-08, 09:28 AM (ISO 8601)
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- Aug 2006
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- Albany, NY
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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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2007-08-08, 10:13 AM (ISO 8601)
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- Feb 2006
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2007-08-08, 10:21 AM (ISO 8601)
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- May 2007
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- The Land of Cleves
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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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2007-08-08, 10:30 AM (ISO 8601)
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- Mar 2007
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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2007-08-08, 10:33 AM (ISO 8601)
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- Mar 2007
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- Reykjavík, Iceland
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Re: Things to keep in mind for a sorc?
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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2007-08-08, 10:36 AM (ISO 8601)
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- May 2006
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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2007-08-08, 11:00 AM (ISO 8601)
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- Jul 2005
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- Newcastle, Australia
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Re: Things to keep in mind for a sorc?
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2007-08-08, 03:04 PM (ISO 8601)
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- Nov 2006
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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2007-08-08, 06:44 PM (ISO 8601)
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- May 2006
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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2007-08-08, 07:15 PM (ISO 8601)
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- Mar 2007
Re: Things to keep in mind for a sorc?
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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2007-08-08, 08:00 PM (ISO 8601)
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- Mar 2007
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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2007-08-08, 08:05 PM (ISO 8601)
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- Jun 2007
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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.Last edited by Sornjss Lichdom; 2007-08-08 at 08:06 PM.
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2007-08-08, 08:11 PM (ISO 8601)
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- May 2006
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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2007-08-08, 08:16 PM (ISO 8601)
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- Mar 2007
Re: Things to keep in mind for a sorc?
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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2007-08-08, 08:23 PM (ISO 8601)
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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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2007-08-09, 10:09 AM (ISO 8601)
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- Jun 2007
Re: Things to keep in mind for a sorc?
What book are the reserve feats from, again?