Hmm |
Sammi (you can see her 9th level character sheet) has reached 10th level. She's a kitsune maestro sorceress, specializing in battlefield control and enchantment.
At this level, all she gets is a 5th level spell and a cantrip.
Any good suggestions for either?
PREVIOUS SPELLS
4th (5/day)—black tentacles, scrying (DC 20), shout
3rd (7/day)—fly, haste, mad monkeysUM, suggestion (DC 24)
2nd (8/day)—carry companion, glitterdust (DC 18), hideous laughter (DC 22), mirror image, page-bound epiphany, summon monster II
1st (8/day)—charm person (DC 21), ear-piercing screamUM (DC 11), feather fall, grease, mage armor, memory lapseAPG (DC 21), silent image (DC 17), snowball (DC 17), unseen servant, ventriloquism (DC 17)
0th (at will)—acid splash, arcane mark, detect magic, mage hand, mending, message, prestidigitation, read magic
Hmm
RainyDayNinja RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
Hmm |
Dominate Person is great, but I get it for free as my 11th level bloodline spell.
Ooh. Teleport and overland flight are also at this level... So many choices!
RainyDayNinja, my party is almost all melee and smash.
The Slaughterhouse Five:
2 paladins
1 slayer that switch hits between range and melee
1 ranger (also smash)
1 inquisitor who deals out more damage than everyone else combined
We also have an alchemist and very underpowered nature oracle/rogue. I'm the only dedicated caster of any sort.
DM-DR |
Hmm... Because your group is lacking in top casters, I would look into a utility spell that can't be covered by anyone else.
Teleport and Summon Monster V both come to mind. Even if you never actually cast teleport, you will fare better than needing it and not having it.
(Otherwise, I would take the Hold Monster. Especially with your group's setup).
andreww |
If you want extra combat ability then feeblemind or hold monster. If you want extra utility then teleport or summon monster 5. You lack some of the fairly common and backbone spells, Haste, Dimension Door, Communal Resist.
If you can I would suggest changing some of your feats for one or more of expanded arcana, persistent spell or spell penetration. Flagbearer is really unnecessary as is realistic likeness, it could largely be replaced by a 1000gp Disguise Self page of spell knowledge.
Hrothdane |
Hmm |
Ivy prison is interesting. So is Wall of Stone.
Andreww -- I should note that I do have haste on my spell list. No dimension door because our rogue / spirit guide oracle has a 30 foot teleport that he can use once a day per person. It's one of his few areas to shine, and I'm letting him shine. (But I do have a scroll of it to use with my mnemonic vest.)
No communal resist... I'll have to look at that one again.
As for realistic likeness and the flag, those are the two feats that make me happiest. I'm a kitsune. Changing shape and lying is part of my backstory. I impersonated someone else to escape slavery. The flag lets me be a bit more of a bard, and helps the weaker members of the party hit.
I deliberately did not choose Persistent because almost EVERYTHING falls to my DCs. I really don't want my GM to hate me.
Baleful polymorph is hilarious. I probably won't pick that one, but thanks for pointing it out!
SmiloDan RPG Superstar 2012 Top 32 |
LazarX |
Hmm... Because your group is lacking in top casters, I would look into a utility spell that can't be covered by anyone else.
Teleport and Summon Monster V both come to mind. Even if you never actually cast teleport, you will fare better than needing it and not having it.
(Otherwise, I would take the Hold Monster. Especially with your group's setup).
I would suggest Teleport as a second pick, not first. As a sorcerer you want to pick spells that you will cast often. Summon Monster V will be something you cast far more often than Teleport.
chaoseffect |
How useful Teleport is really depends on the kind of game you are playing in so I can't answer how useful it would really be to you; regardless I'd second not making it your first pick as it is something you could go sessions without needing to cast. Looking at your party composition you really don't need to be dropping in more bodies onto the field as you have nothing but damage dealers besides you already, so I'd back off of Summon Monster.
Really I think I'd go Wall of Stone. It can be used both offensively (reflex negates being entombed), defensively, for utility purposes, and for general battlefield control. It's just good all around.
Fruian Thistlefoot |
I recommend SM5. It adds everything you need. CC, damage, SLAs, and works in most situations.
Get a scroll of teleport for your vestments to use. It's a great just in case.
You will get dominate next level so no need to double up on other enchantment.
Actually add teleport to your list in a few more levels as it is great to have but terrible to rush on a sorcerer.
Might I recommend these spells:
Communal (or regular)resist energy, false life, and enervation.
The enervation is a great debuff that does a lot of work to help those enchantments stick. It is a workhorse of a spell.