Sorcerer help


3.5/d20/OGL


Hey this is my first time creating a sorcerer. Does anyone have any advice for spells and feats? Or general tips for a good build? I have access to PHB, CA, CS, and the Eberron campaign setting.


We had a couple of good threads on this topic some time back. I'll see if I can find them using the search feature.

Here

and here

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Depends on what *books you're using.

If it's the PHB only, go summoning with a bit of backup, use lots of wands and the augment summoning feat.

If it includes the spell compendium, shadow magic and spell focus for maximum flexibility.


although unhelpful, my opinion is that one should not ask for "Builds" within D&D before having a character entrenched in their own minds, it distances the resulting character from roleplaying and leaves the player less attached to the character.

Note that I would be happy to help construct a build based off of a character you had in mind (poison-based mage, blaster, etc...).

Liberty's Edge

Hear, hear! Character concept FIRST, build second. Don't design a killer character and then try to justify it afterwards.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Gentlemen,

May I ask that we don't assume he's looking to just make a pile of stats with a blaster on top? I know the internet strips context from text, but it is easy to infer a level of hostility in your posts.

That said, to the OP, what excatly are you looking for?


The best sorcerer I have is a sorcerer/initiate of the sevenfold veil(dmg)/abjurant champion(complete mage). Full caster level, disgusting defensive abilities.


Sorcerers are among my favorite classes, high above wizards. Plech. I never play wizards anymore. They'e too loserish.


Sorry i will be more descriptive. I have the Players hand book, complete adventurer, complete scoundrel, and the eberron campaign setting books.

I have two ideas for my sorcerer. Both however i want to have skills in bluff and diplomacy, intimidate, sense motif ect. Speaking skills and such.

Do you want to know his personality or what i had in mind for his combat style?

Grand Lodge

Can't go wrong with giving both. The more you give to work with the more people will tailor ideas to an interpretation of your character. Plus it makes them feel like they are helping you realize your idea instead of just throwing out rival sets of crunch min/max data.

But yeah you could give information on what kind of arcane role you want to fill in the party (blaster, tactical control, support & buffs, summoner, etc).

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Blade402 wrote:

Sorry i will be more descriptive. I have the Players hand book, complete adventurer, complete scoundrel, and the eberron campaign setting books.

I have two ideas for my sorcerer. Both however i want to have skills in bluff and diplomacy, intimidate, sense motif ect. Speaking skills and such.

Do you want to know his personality or what i had in mind for his combat style?

The more data the merrier. Depending on the DM preference, see if he'll allow Diversified talent from Hamanuptra (I think it's ok to reprint here, since it's open content, buy the book or the PDF!):

Hamunaptra, the coolest pseudo Eygypt out there wrote:


DIVERSIFIED TALENT [GENERAL]
You are skilled in fields not traditional to your class.
Prerequisites: Int 11.
Benefit: You may select any three cross-class skills. These become class skills for you, and are treated as normal class skills in all ways. Furthermore, you gain a +1 competence bonus to all checks with two of these skills.
Special: You may select this feat multiple times. Each time, you may treat three additional cross-class skills as class skills for all future levels. Purchasing this feat after character creation may, at the GM’s discretion, require you have an opportunity or character-related reason to master these skills.
Quote:

This would make your intimidate, diplomacy and sense motive class skills.


I don't think his personality will really warrant him limiting his spells to a theme. The most logical and helpful spells are best, what ever they may be. So spells to help with speaking/dialogue, killing, crowd control, defense.

However, i really like the idea of tricky spells. Question/example, can you grease an opponents sword for a chance to make him drop it? That kind of stuff i really enjoy. Also considering my fellow adventures are rather bland. I want to spice things up with tricky/flashy spells and personality. But again only if it really does not sacrifice to much practicality. Or i mean, another spell really does the job better.

I'm thinking he will seemingly be switching his system of morals at certain times (my dm will love me). But really he just does what ever for various reasons, sometimes he really doesn’t even know why. He will speak his thoughts audibly to himself sometimes in a whisper. But of course others will hear at times (kinda like edwin from Baldur's Gate). They will notice the stage in his mind is in conflict between two archetypes. He will act accordingly to one or the other and sometimes a mixture/compromise of both. Often refer to himself as we or us. Like "we don't like that idea" instead of "i dont like that idea". I was thinking of mixing Edwin and Xzar from BG and then adding some of my own ideas and flare.

Yeah, i need some ideas on feats and spells.

Liberty's Edge

Sorcerers have a very limited selection of spells "known", but have a great number of spells on their list. I suggest that those few you select as "known" have the following criteria:

1) have a saving throw
2) have level-dependant duration or damage dice
3) you expect to use very often (ie almost every combat situation)

This way your character's caster level and Cha modifier can be used to maximum effect and you won't likely run out of your favourite spells. The rest can be scrolls or wands.

There are some excellent articles on the various roles of arcance spellcasters in the party. Complete mage has one, but there are a zillion on various message boards. Check them out and decide what you want to do, then choose your spells.

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