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General Tabletop Discussion
Character Builds & Optimization
Help me build a versatile Sorcerer
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<blockquote data-quote="uzagi_akimbo" data-source="post: 1519632" data-attributes="member: 15945"><p>As for the damaging spells - consider two points. </p><p>a) Speaking from my experience, in many situations it is as important as to have a choice in which way/shape to deal damage with spells, as it is as to what type of damage you deal. Fireball for example is tricky to place, especially in confined quarters if you do not want to roast your allies in the bargain, Lightning bolt is rather precise due to its "line" area, but more difficult to hit multiple targets with. Scorching Ray is a great level vs damage deal, but has the problem that it requires a ranged touch attack, which might pose a problem with high Dex+dodge+deflection targets, even more if a target is close combat. And there are some type of opposition where you just might need an area, non-precision form of elemental damage - like swarms etc.</p><p>If you take the "Energy Substituion" feat, make sure you have at least one spell doing acid or fire damage to finish of regenerating stuff like trolls with some certainty. Also take into account the easier save on lower level attack spells - which 'Scorching Ray' and 'Magic missile' do not have, and Shatterfloor at least relegates to the Will save, with some advantages.</p><p>If you cannot take "Firebrand" yet, I would recommend the following set of damage spells in your arsenal - "Magic Missile", "Scorching Ray" and "Shatterfloor" - replace "Scorching Ray" once you get "Firebrand", if you want. Another point to observe is that 'Magic missiles' do not prenetrate 'Shield' spells - a pretty common spell. Maybe "Horikaul's Boom" (1st level arcane, MoF, Sonic, up to 5D4, no save vs damage) could work out as an alternative.</p><p></p><p>As for "Invisibility" and "Greater Invisibility" - both are great utility spells, admitted, but...... please consider that you are heading into the Underdark, a realm of eternal night, where the natural 'wildlife' will have adapted to the lack of light. Read - you might encounter a fair number of monsters/creatures who have 'blindsight', 'blindsense', 'tremorsense', 'scent' or similar means of determining your position without the need for visible light.... rendering the "invisibility" line of spells less useful than above ground.</p><p></p><p>As for "Fly" - yes "Polymorph" can replace "Fly" very nicely... if you have a lot of space to manouevre, that is. Be sure to pick some form with high mobility in flight if you go spelunking in caves - to avoid collisions with walls etc.</p><p></p><p>As for the 'hairy spider' - have fun !</p></blockquote><p></p>
[QUOTE="uzagi_akimbo, post: 1519632, member: 15945"] As for the damaging spells - consider two points. a) Speaking from my experience, in many situations it is as important as to have a choice in which way/shape to deal damage with spells, as it is as to what type of damage you deal. Fireball for example is tricky to place, especially in confined quarters if you do not want to roast your allies in the bargain, Lightning bolt is rather precise due to its "line" area, but more difficult to hit multiple targets with. Scorching Ray is a great level vs damage deal, but has the problem that it requires a ranged touch attack, which might pose a problem with high Dex+dodge+deflection targets, even more if a target is close combat. And there are some type of opposition where you just might need an area, non-precision form of elemental damage - like swarms etc. If you take the "Energy Substituion" feat, make sure you have at least one spell doing acid or fire damage to finish of regenerating stuff like trolls with some certainty. Also take into account the easier save on lower level attack spells - which 'Scorching Ray' and 'Magic missile' do not have, and Shatterfloor at least relegates to the Will save, with some advantages. If you cannot take "Firebrand" yet, I would recommend the following set of damage spells in your arsenal - "Magic Missile", "Scorching Ray" and "Shatterfloor" - replace "Scorching Ray" once you get "Firebrand", if you want. Another point to observe is that 'Magic missiles' do not prenetrate 'Shield' spells - a pretty common spell. Maybe "Horikaul's Boom" (1st level arcane, MoF, Sonic, up to 5D4, no save vs damage) could work out as an alternative. As for "Invisibility" and "Greater Invisibility" - both are great utility spells, admitted, but...... please consider that you are heading into the Underdark, a realm of eternal night, where the natural 'wildlife' will have adapted to the lack of light. Read - you might encounter a fair number of monsters/creatures who have 'blindsight', 'blindsense', 'tremorsense', 'scent' or similar means of determining your position without the need for visible light.... rendering the "invisibility" line of spells less useful than above ground. As for "Fly" - yes "Polymorph" can replace "Fly" very nicely... if you have a lot of space to manouevre, that is. Be sure to pick some form with high mobility in flight if you go spelunking in caves - to avoid collisions with walls etc. As for the 'hairy spider' - have fun ! [/QUOTE]
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