I am going to be playing second darkness in a few weeks (4-5) and I am going over the type of character I want to play. I really want to play a Sorcerer for some reason (I always played wizards, rogues, fighters, warlocks, etc) but never a Sorcerer. Mainly because I liked being really versatile and having a huge spell book which I could use to fix any situation. But really I think a break and playing this would be nice.
So I looked at the Ranger in Treantmonks build and wanted to see if I could make my guy do more damage than his range attacks by level 6, and just as consistently, and over great number (though of course not unlimited as a Melee is).
This guy is a "Melee Touch" attack from 30ft+ guy. He doesn't want to get into melee, but he will get say 60 ft away (at level 6) and hit you with a shocking grasp (level 1, 5d6, no save/yes resistance 7/day), then he can use Ghoul Touch or Touch of Idiocry up to 4/day at 60 ft
Of course he still has Grease, Color Spray, Silent Image and party buffers/help like Invisibility/Haste.
Also with +10 Initiative I should be going first, or close to it most of the time for awhile. This is a zero gear build because I don't know how much GP I would have to spend on items, and how much items will be given to me.
But any items I should pick up would be REALLY appreciated.
So real quickly, I will be starting at level 1, but I want to know my build up to 5/6 or so, because it will help me know if he is workable. And I don't know what the rest of the party will be, but most likely it will have a odd character or 2, and a NPC run by the DM to fill any holes.
GEO KELOFF CR 5
Male Human Sorcerer 6
CG Medium Humanoid (Human)
Init +10; Senses Perception +7
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DEFENSE
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AC 10, touch 10, flat-footed 10
hp 44 (6d6+12)
Fort +4, Ref +2, Will +5
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +4 (1d3+1/20/x2)
Sorcerer Spells Known (CL 6, +4 melee touch, +3 ranged touch):
3 (4/day) Haste (DC 17)
2 (6/day) Ghoul Touch (DC 16), Touch of Idiocy, Invisibility
1 (7/day) Identify, Silent Image (DC 15), Shocking Grasp, Color Spray (DC 15), Grease (DC 15)
0 (at will) Touch of Fatigue (DC 14), Mage Hand, Read Magic, Message, Light, Prestidigitation (DC 14), Detect Magic
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STATISTICS
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Str 12, Dex 10, Con 14, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +4; CMD 14
Feats Elemental Spell: Acid, Eschew Materials, Improved Initiative, Intensified Spell, Reach Spell
Traits Magical Lineage: Shocking Grasp, Reactionary
Skills Bluff +11, Diplomacy +9, Knowledge: History +9, Perception +7, Sense Motive +2, Spellcraft +11, Use Magic Device +13
Languages Celestial, Common, Varisian
SQ +4 to Initiative checks, Arcane, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Metamagic Adept (1/day) (Ex), Share Spells with Familiar, Speak With Familiar (Ex)
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TRACKED RESOURCES
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Action Points - 0/8
Metamagic Adept (1/day) (Ex) - 0/1
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SPECIAL ABILITIES
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+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Spell: Acid You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Magical Lineage: Shocking Grasp A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
ARCANE FAMILIAR CR 6
Male Dinosaur, Compsognathus
NN Tiny Magical Beast
Init +6; Senses Low-Light Vision, Scent; Perception +10
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DEFENSE
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AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 22 (1d10+18)
Fort +7, Ref +7, Will +5
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OFFENSE
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Spd 40 ft., Swimming (20 feet)
Melee Bite (Dinosaur, Compsognathus) +7 (1d3-1/20/x2) and
Unarmed Strike +7/+2 (1-1/20/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Poison: Bite - injury (DC 15)
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STATISTICS
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Str 8, Dex 15, Con 14, Int 9, Wis 11, Cha 5
Base Atk +6; CMB +6; CMD 15
Feats Alertness, Improved Initiative, Toughness +6
Skills Bluff +1, Diplomacy +2, Fly +6, Perception +10, Sense Motive +2, Spellcraft +5, Stealth +18, Swim +7, Use Magic Device +3
Languages
SQ Improved Evasion (Ex)
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TRACKED RESOURCES
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Action Points - 0/5
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SPECIAL ABILITIES
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite - injury (DC 15) (Ex) Poison deals 1d2 STR damage, 1/round for 4rounds, cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.
Ok... last little comments..
Seems to me the good things are the following:
7/day level 1 (best spell 5d6, 60 foot touch attack) Great damage, and no save with almost guarantee to hit, especially if they have metal armor/weapon (gives +3 to hit)
Cast invisibility 5/day (leaving 1 spell for my free +1 metamagic ghoul touch/touch of idiocry). I will be using this to overcome my low AC, and help my party, since I will be using battle field control unless I can stop the battle with a quick ranged melee touch attack.
Cast Ghoul Touch 5/day at 60 foot melee touch attack(1 from Arcane specialty being a level 2 spell at reach).
The Ghoul Touch is the key to me in humanoid combats, as this will take care of the majority of any CL appropriate encounters rather quickly. Anything non-humanoid means I will be using Haste and Invisibility and Scorching Rays possibly Touch of Idiocry. I would like a better spell for it's place but it fits the theme of the character, and can put a big hurt on some enemy's (like spell casters, or dumb monsters).
Any better spells that fit the build would be great, as well as possible items. Thanks!