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The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
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<blockquote data-quote="Nibelung" data-source="post: 6712041" data-attributes="member: 74499"><p><strong>Originally posted by DuelistDelSol:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Part Three: Ability Scores, Races, and Skills</strong></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><strong>Starting Ability Scores</strong></span></p><p></p><p>(Keep in mind that these are guidelines for scores before your racial bonus kicks in. Unlike most other classes, your secondary ability score is incredibly important, to the point where a Charisma score of 18 pre-racial is actually ill advised if you gain a bonus to Charisma through your racial features. An alternative spread of 16/16 is much more highly recommended, though 17/15 has some stock if your campaign takes place at a period of time where you'd end up with even scores with ability score boosts.)<span style="color: #00ccff"><u><strong></strong></u></span></p><p><span style="color: #00ccff"><u><strong></strong></u></span><u><strong><span style="color: #00ccff"><u></u></span></strong></u></p><p><u><strong><span style="color: #00ccff"><u>STRENGTH:</u></span></strong></u> (10-16) For Dragon and Cosmic Sorcerers, this determines your secondary damage stat, a few of your riders, and your AC; for Cosmic'sorcs, it also powers up two of their three phases. For both of these Souls, there is absolutely no question in putting, at a bare minimum, a pre-racial 14 in this stat (preferred 16). It does way too much for you to do otherwise. <span style="color: #800080"><strong>Wild'sorcs</strong></span> and <span style="color: #800080"><strong>Storm'sorcs</strong></span> can pretty much leave this stat alone.</p><p></p><p><u><strong>CONSTITUTION:</strong></u><strong></strong></p><p><strong></strong>(10-13) Nothing you do requires this stat, but it's still your HP stat and could determine your Fortitude. However, <span style="color: #00ccff"><strong>Elementalists</strong></span> have their AC and damage bonus ride off of this stat, and for them this is amazingly important.</p><p></p><p><u><strong><span style="color: #00ccff"><u>DEXTERITY:</u></span></strong></u><strong></strong></p><p><strong></strong>(11-16) For Wild and Storm Sorcerers, this does just as much for you as Strength does for your cousins... and more, since it determines initiative, qualification for Light Blade feats, and gaining Dual Implement Spellcaster, which <span style="color: #0000ff"><strong>Strength'sorcs</strong></span> should strive for as well. Pretty much a universally important stat for all involved.</p><p></p><p><span style="color: #800080"><u><strong>INTELLIGENCE:</strong></u></span> (10-13) Nothing you do, except for Arcana, requires this stat. Ignore it, but don't necessarily dump it.</p><p></p><p><u><strong><span style="color: #ff0000"><u>WISDOM:</u></span></strong></u><strong></strong></p><p><strong></strong>(8) Absolutely nothing you do requires Wisdom. It isn't even a corner case "take it because Perception is awesome", because that has its own fix as well.</p><p></p><p><u><strong><span style="color: #ff9900"><u>CHARISMA:</u></span></strong></u><strong></strong></p><p><strong></strong>(16-18) This, however, does everything. Attack bonuses, damage bonuses, Will defense, social skills... this stat makes you the Striker you are, and while I wouldn't necessarily recommend knocking in a pre-racial 18, due to how important your secondary is, you absolutely need some way to make this score end up at 18 at first level.</p><p></p><p style="text-align: center"><span style="font-size: 12px"><strong>Racial Options</strong></span></p><p></p><p>I'll be sorting out races by their ability scores, whether they gain bonuses to both primary and secondary stats (i.e. CHA/STR or CHA/DEX), only their primary (CHA without STR or DEX), and only their secondary (STR or DEX, without CHA). The ratings will be massively different for Essentials Sorcerers, and they will be covered in another section.</p><p></p><p><strong>Primary and Secondary</strong></p><p>[sblock]<span style="color: #ff9900"><strong>Dragonborn</strong></span> (CHA + Con, Str, Dex): ... now, remember. I don't rate things Gold to indicate the one option you must take; it's a reflection of a wow-factor, of something that truly stands out amongst its peers. The Dragonborn does this. Thanks to the infinite wisdom of WOTC, the Dragonborn is the first race to have <u><em>three secondary stats</em></u>, the third being Dexterity (though this requires you to be a Kapak Draconian, but that's not exactly a major loss). The one race in the entire game that makes the perfect Sorcerer... even if you're going with Essentials. You will not be bad if you don't pick this race, but take absolute careful consideration first, because this race has become the alpha race for all Sorcerers - Dragon Sorcerers <em>especially</em>.</p><p></p><p><strong><span style="color: #00ccff">Drow</span></strong> (DEX + Cha, Wis): With a perfect alignment in terms of skills and perfect ability score bonuses, on top of some neat feats, this race works quite well as any Sorcerer. However, the racial powers weren't exactly meant for DEX-based Sorcerers - Darkfire will only work against one enemy, and meanwhile Cloud of Darkness is a danger to everyone inside that cloud. They honestly fit better in the hands of a STR-based Sorcerer, which only serves to make these guys pretty darn versatile.</p><p></p><p><strong><span style="color: #00ccff">Goblin</span> </strong>(DEX + Wis, Cha): I really do love how they wrote this race up. <em>Goblin Tactics</em> was left completely intact, and gives Skirmishers a wonderful out-of-turn repositioning option to set up future Close attacks. They also get phenomenal skill bonuses, a little bit of a bump to their Reflex, and to top it off, some honestly decent feats. A surprisingly potent pick.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #00ccff"><strong>Halfling</strong></span> (DEX + Cha, Con): You may be small, but that means nothing to you. You gain bonuses in both of your damage scores, have incredible defensive features and options, and have bonuses to skills you'll be pretty darn good at as a DEX-based Sorcerer. Excellent.</p><p></p><p><span style="color: #00ccff"><strong>Pixie</strong></span> (CHA + Dex, Int): For it to be as highly rated as it is, it has to do something within the realm of the 4e spectrum that's unique amongst all the other DEX/CHA races. And one simple little trait does that: Pixies are Tiny flyers. Close bursts become much more powerful when you can hover a square over your origin target, and other monsters will have a much harder time targetting you for opportunity attacks with your flight speed. Remember something very important as well: just because you have an elevation limit does NOT mean you can never fly above that height - it just means you drop to that level at the end of your turn should you be higher up. Fantastic.</p><p></p><p><span style="color: #00ccff"><strong>Revenant</strong></span> (DEX + Cha, Con): However, that doesn't quite matter in the face of what may be the best DEX-based Sorcerer race in the entire game. Not only do you get a bonus to both your primary and your secondary, but you have complete freedom of choice as to what race you'd like to borrow feats from, and your own feats and racial features are monstrously good at keeping you upright. Heck, even your racial power is awesome with your role choice. A thousand times yes.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #00ccff"><strong>Vryloka</strong></span> (CHA + Str, Dex): Hey, look - it's a CHA/STR race! Hard to come across them these days. Their racial ability is top notch, giving you variable options to use once per encounter when an enemy is bloodied or killed by you. Throw in Necrotic resistance and a Speed of 7, and you've got a winner. Thank you so much, Heroes of Shadow, for giving us another CHA/STR race!</p><p></p><p><span style="color: #0000ff"><strong>Changeling</strong></span> (CHA + Dex, Int): As if your Will wasn't high enough already, you'll have it boosted to the stratosphere with this race. Even your racial powers work well with you, since your Bluff will be enormous and there's not a lot of call on your Minor actions. Your feats may not be amazing, but who cares?</p><p></p><p><strong><span style="color: #0000ff">Hengeyokai</span></strong> (DEX + Wis, Cha): There is absolutely no denying that they make excellent DEX Sorcerers on their ability scores and skill bonuses alone. However, they have no support whatsoever. Getting a boost to Reflex is certainly welcome, and the unique flavor is something to consider.</p><p></p><p><span style="color: #0000ff"><strong>Kenku</strong></span> (DEX + Int, Cha): Now that they've been made official thanks to the Dungeon Survival Guide... they're still dark blue. They were given no substantial support past some meager leveled racial utilities, and none of their abilities are different than their MM print states. Regardless, they are still wonderfully thematic Storm Sorcerers, and thankfully their ability scores still match up.</p><p></p><p><strong><span style="color: #0000ff">Satyr</span></strong> (CHA + Dex, Con): Lure of Enchantment gives you some welcome control on a lot of your otherwise lacking powers, and the scores match up nicely. However, remember where you came from... and the lack of support it gave you.</p><p></p><p><strong>Shade</strong> (CHA + Dex, Int): Unfortunately, while the ability scores mesh well, their features are largely redundant... and sometimes even damaging. For seekers of power, they sure got the short end of the stick. They do have one thing that helps them out, though: automatic Stealth training. That's definitely a boon.[/sblock]</p><p></p><p><strong>Primary Only</strong></p><p>[sblock]<span style="color: #00ccff"><strong>Half-Elf</strong></span> (CON + Wis, Cha): While not being able to bump Strength or Dexterity is a little sad (though they do make phenomenal Elementalists, but we'll get to them later), being able to choose from a wide array of Arcane At-Wills to borrow as Encounter powers, and potentially later as true At-Wills, is quite fascinating. Of particular note are Swordmage and Wizard At-Wills: the former giving you two pretty good options in Greenflame Blade and Sword Burst, and the latter giving you pretty much any replacement you would want for a rather lacking set of Sorcerer At-Will powers. Adept Dilettante will be required for those classes, of course, since you don't run on Intelligence at all. Then again, no one said you couldn't nab <em>Echoing Dirge</em> or a Skald At-Will (though make sure you have a basic attack and the Skald Multiclass to accompany it).</p><p></p><p><span style="color: #00ccff"><strong>Hobgoblin</strong></span> (CON + Int, Cha): While the lack of secondaries is a little disappointing, one feat makes it all worthwhile: Warcaster Tactics, a feat that finally gives some semblance of a solution for those really pesky Close spells you like to sling around in regards to allies getting all up in your grill.</p><p></p><p><span style="color: #00ccff"><strong>Tiefling</strong></span> (CHA + Con, Int): With what you're given as skill bonuses, you do favor a DEX bent, but your feats beckon a more Fiery outlook on life, favoring Dragon and Cosmic Souls. Really, it comes down to just what you want to do with your feats, because you have a ton of them - and having that INT bonus will give you some leeway in qualifying for the best ones in other classes.</p><p></p><p><span style="color: #0000ff"><strong>Eladrin</strong></span> (INT + Cha, Dex): Unfortunately, you cannot gain Charisma and Dexterity at the same time, but you can manage as pretty much any Sorcerer. Keep in mind, however, that going Cosmic utterly rocks for you, since gaining an at-will immediate reaction teleport (Phase of the Stars) works very well with a lot of items you like to use.</p><p></p><p><strong><span style="color: #0000ff">Gnome</span></strong> (INT + Cha, Dex): While not as good as the Halfling in being a DEX-based Sorcerer, you still have a few features that you like to exploit as a Sorcerer, putting you on equal footing with them as STR-Sorcerers.</p><p></p><p><span style="color: #0000ff"><strong>Human</strong></span> (Any one score): Not being able to have bonuses in both your primary and secondary is kind of a big penalty in and of itself, which is why I don't rate this Light Blue. However, they come amazingly close, as having access to three at-wills at level 1 means they can take a melee power, a blast/burst power, and an RBA power to have a solution to every enemy configuration. Their feats are also pretty darn spiffy, as well.</p><p></p><p><span style="color: #0000ff"><strong>Kobold</strong></span> (CON + Dex, Cha): Dragon's Indomitability is a hilarious little feat paired up with Superior Will, you've got Darkvision, and your racial utility, while a shadow of its former self, still has some clout with Skirmisher-types, especially if they need to clear a path for a future burst or blast. They're also obviously excellent candidates for Elementalists, but you don't need me to tell you that.</p><p></p><p><span style="color: #0000ff"><strong>Shardmind</strong></span> (INT + Cha, Wis): A rather weird set of skill bonuses (especially since one of your features cancels out Endurance checks for most conditions), but being able to pick a third to gain a bonus in is quite awesome. You also have a nice racial buffer against Psychic damage, a good racial power that works well with the ranged blaster that you are, and all told, you can work quite nicely as either brand of Sorcerer.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><strong>Hamadryad</strong> (WIS + Int, Cha): Being from Heroes of the Feywild, your support outside of what you get at face value is pretty much nil, but what you do have to show for yourself is no laughing matter.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><strong>Kalashtar</strong> (CHA + Int, Wis): A fantastic racial ability offsets a lot of the lack of support this race has to offer for Sorcerers. They work great, but do it for the flavor, not for the features.[/sblock]</p><p></p><p><strong>Secondary Only</strong></p><p>[sblock]<strong><span style="color: #0000ff">Genasi</span></strong> (INT + Str, Con): The rating assumes that you're somehow not allowed to play Revenants (which all told is quite a common occurance), as the main value of this pick is in its incredible racial utility options - something a "Dead Genasi" can just nick from them. Otherwise, while there's a feat or two that may entice you, I'd be reborn instead.</p><p></p><p><span style="color: #0000ff"><strong>Half-Orc</strong></span> (DEX + Str, Con): The choice of two secondaries, both of which are incredibly important to Strength-based Sorcerers and yet still not wasteful for Dexterity-based Sorcerers, and a racial power with vigorous feat support. Shame they have no Charisma bonus - these guys ain't half bad otherwise, what with being bloodied giving them even more defensive prowess on top of having great skill bonuses.</p><p></p><p><strong>Dwarf</strong> (CON + Str, Wis): They make pretty resilient STR Sorcerers, but gaining proficiencies with other weapons does nothing for you. Having a minor-action Second Wind once per encounter rocks, though, especially since you're still one of the most fragile classes around. Decent.</p><p></p><p><strong>Elf</strong> (DEX + Int, Wis): Elven Accuracy can be made to work with the AOEs you favor, and in that regard they're quite solid. Unfortunately, most of what else you can do can be replicated by other races - Eladrin can get proficiency in the Shortbow if they want to go the Moonbow Dedicate route as well, and your Speed doesn't matter as much for Wild'sorcs and Storm'sorcs.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><strong>Minotaur</strong> (STR + Con, Wis): Your racial power works pretty nicely regardless of what flavor of Sorcerer you favor, Ferocity will add a pretty awesome punch if you choose Ensorceled Blade as one of your At-Wills, and pretty much everything else about the Minotaur wants to keep them on their feet. Honestly, I wouldn't be too dissuaded from playing a Minotaur Sorcerer myself. If nothing else, it produces a sweet image.</p><p></p><p><strong>Mul</strong> (CON + Str, Wis): Now that Constitution is a viable secondary for the class in its Essentials option, there's a little more to this than previously imagined. Your racial will carry the day if needed, and the option to take Human feats is worth noting.</p><p></p><p><strong>Shadar-Kai</strong> (DEX + Int, Wis): All it needs is a Charisma-score boost and it would instantly jump to Light Blue due to how great its features and racial powers are. Really not a bad choice for DEX-based Sorcerers in any regard.</p><p></p><p><strong>Shifter</strong> (WIS + Dex, Str): Another race with the choice of two secondaries. However, the Longtooth Shifter (STR) has a <em>much</em> better bonus, with Regeneration and bonuses to damage that works for everything, while the Razorclaw's (DEX) really doesn't mesh with what Wild'sorcs or Storm'sorcs want.</p><p></p><p><strong>Thri-Kreen</strong> (DEX + Str, Wis): Yes, they get a choice of two secondaries... but that's it. Natural Jumper's kind of a neat feature, and the racial power's OK, but there's nothing else here to sway you. Low end of Black, unfortunately.</p><p></p><p><strong>Warforged</strong> (CON + Str, Int): It's a lot of little things about the Warforged that come together that makes it the "decent" race it is amongst Sorcerers. You gain a bonus to Will, a really cool healing racial power, and a fantastic death saving-throw feature. It's tenuously Black, but it's not bad.</p><p></p><p><span style="color: #800080"><strong>Bladeling</strong></span> (WIS + Str, Dex): Hey, you're playable now. Hooray? You'd make an alright Monk, and a great Brawler Fighter, but you aren't either of those now, are you? Least the stats are pretty friendly.</p><p></p><p><span style="color: #800080"><strong>Githzerai</strong></span> (WIS + Dex, Int): Meh... work with them a little bit and they can be competent Sorcerers, but there are better choices out there.</p><p></p><p><span style="color: #800080"><strong>Goliath</strong></span> (STR + Con, Wis): The +1 to Will is pretty decent, as it'll make up for the loss in Charisma, but nothing else the Goliath has to offer really does much for Sorcerers - Stone's Endurance is a pretty decent exception, though.</p><p></p><p><strong><span style="color: #800080">Snirvneblin</span> </strong>(WIS + Str, Con): You're the Gnome, with a Strength bonus instead of a Dexterity bonus, and no chance to bump your Charisma. Your skill bonuses and fervent focus on Dungeoneering don't help matters, either. Interesting little racial utility, though...</p><p></p><p><span style="color: #800080"><strong>Wilden</strong></span> (WIS + Con, Dex): To be quite honest, there's little reason to play a Wilden Sorcerer, as one of its best features (variable bonuses to NAD) is better done by Humans. It would be red if it were not for some rather interesting racial powers, of which you can switch between every day.[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 12px"><strong>Skill Checklist</strong></span></p><p></p><p><strong>Base Skills</strong></p><p>[sblock]</p><p><span style="color: #ff9900"><strong>Arcana</strong></span> (INT): Well... you have to take it. Too bad you're lame with it. It's an important knowledge skill, so be glad you have it, but...</p><p></p><p><span style="color: #00ccff"><strong>Athletics</strong></span> (STR): Now we're talking. Since you'll be galavanting around in Cloth, you'll have full use of this skill, and helps give some mobility options for Dragon and Cosmic Sorcerers. Wild and Storm Sorcerers can disregard it, though.</p><p></p><p><span style="color: #00ccff"><strong>Bluff, Diplomacy, Intimidate</strong></span> (CHA): All rated simultaneously due to how you're both good at all three skills, and how rather overlapping they are in the face of things. They all pertain to social skills, and which one(s) you want to favor largely depend on the skills your teammates have trained and what kind of situations you expect to be in.</p><p></p><p><span style="color: #ff0000"><strong>Dungeoneering</strong></span> (WIS): Wait what?</p><p></p><p><strong>Endurance</strong> (CON): Important for some things, diseases being one of these big things, but your CON score won't be the greatest and really, unless you're stuck in Athas, there's little reason to use it, especially if you're not in the front lines.</p><p></p><p><span style="color: #800080"><strong>History</strong></span> (INT): Your INT score will be too low to care about this skill. Let the Wizard or Invoker give it a shot first.</p><p></p><p><span style="color: #ff0000"><strong>Insight</strong></span> (WIS): You're too arrogant to care about what other people are thinking.</p><p></p><p><span style="color: #ff0000"><strong>Nature</strong></span> (WIS): Leave it to the Ranger.[/sblock]</p><p><strong>Other Skills</strong></p><p>[sblock]<span style="color: #00ccff"><strong>Acrobatics</strong></span> (DEX): Wild and Storm Sorcerers (especially Eladrin) might want to snatch this up, as it's a skill you'll be quite good at and gives you a little bit of extra padding in terms of mobility.</p><p></p><p><span style="color: #ff0000"><strong>Heal</strong></span> (WIS): No.</p><p></p><p><span style="color: #800080"><strong>Perception</strong></span> (WIS): The most important skill in the entire game... and yet you suck at it. Again, let others train in it - this is not your area of expertise by any stretch of the imagination.</p><p></p><p><span style="color: #800080"><strong>Religion</strong></span> (INT): This is getting repetitive.</p><p></p><p><span style="color: #00ccff"><strong>Stealth, Thievery</strong></span> (DEX): Now we're getting somewhere - most DEX-based Sorcerers will have outside bonuses to these skills, making you quite awesome at them. If you have to be the sneakmonkey, you'll find no guilt in training (either of) these. It's not like you have a big calling on your feats.</p><p></p><p><span style="color: #0000ff"><strong>Streetwise</strong></span> (CHA): It largely depends on the campaign and your DM, but you are good at this, and the associated skill powers aren't that bad. Worth consideration.[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6712041, member: 74499"] [b]Originally posted by DuelistDelSol:[/b] [CENTER][Size=4][b]Part Three: Ability Scores, Races, and Skills[/b][/size] [Size=3][b]Starting Ability Scores[/b][/size][/CENTER] (Keep in mind that these are guidelines for scores before your racial bonus kicks in. Unlike most other classes, your secondary ability score is incredibly important, to the point where a Charisma score of 18 pre-racial is actually ill advised if you gain a bonus to Charisma through your racial features. An alternative spread of 16/16 is much more highly recommended, though 17/15 has some stock if your campaign takes place at a period of time where you'd end up with even scores with ability score boosts.)[COLOR=#00ccff][u][b] [/b][/u][/COLOR][u][b][COLOR=#00ccff][u] STRENGTH:[/u][/COLOR][/b][/u] (10-16) For Dragon and Cosmic Sorcerers, this determines your secondary damage stat, a few of your riders, and your AC; for Cosmic'sorcs, it also powers up two of their three phases. For both of these Souls, there is absolutely no question in putting, at a bare minimum, a pre-racial 14 in this stat (preferred 16). It does way too much for you to do otherwise. [COLOR=#800080][b]Wild'sorcs[/b][/COLOR] and [COLOR=#800080][b]Storm'sorcs[/b][/COLOR] can pretty much leave this stat alone. [u][b]CONSTITUTION:[/b][/u][b] [/b](10-13) Nothing you do requires this stat, but it's still your HP stat and could determine your Fortitude. However, [COLOR=#00ccff][b]Elementalists[/b][/COLOR] have their AC and damage bonus ride off of this stat, and for them this is amazingly important. [u][b][COLOR=#00ccff][u]DEXTERITY:[/u][/COLOR][/b][/u][b] [/b](11-16) For Wild and Storm Sorcerers, this does just as much for you as Strength does for your cousins... and more, since it determines initiative, qualification for Light Blade feats, and gaining Dual Implement Spellcaster, which [COLOR=#0000ff][b]Strength'sorcs[/b][/COLOR] should strive for as well. Pretty much a universally important stat for all involved. [COLOR=#800080][u][b]INTELLIGENCE:[/b][/u][/COLOR] (10-13) Nothing you do, except for Arcana, requires this stat. Ignore it, but don't necessarily dump it. [u][b][COLOR=#ff0000][u]WISDOM:[/u][/COLOR][/b][/u][b] [/b](8) Absolutely nothing you do requires Wisdom. It isn't even a corner case "take it because Perception is awesome", because that has its own fix as well. [u][b][COLOR=#ff9900][u]CHARISMA:[/u][/COLOR][/b][/u][b] [/b](16-18) This, however, does everything. Attack bonuses, damage bonuses, Will defense, social skills... this stat makes you the Striker you are, and while I wouldn't necessarily recommend knocking in a pre-racial 18, due to how important your secondary is, you absolutely need some way to make this score end up at 18 at first level. [CENTER][Size=3][b]Racial Options[/b][/size][/CENTER] I'll be sorting out races by their ability scores, whether they gain bonuses to both primary and secondary stats (i.e. CHA/STR or CHA/DEX), only their primary (CHA without STR or DEX), and only their secondary (STR or DEX, without CHA). The ratings will be massively different for Essentials Sorcerers, and they will be covered in another section. [b]Primary and Secondary[/b] [sblock][COLOR=#ff9900][b]Dragonborn[/b][/COLOR] (CHA + Con, Str, Dex): ... now, remember. I don't rate things Gold to indicate the one option you must take; it's a reflection of a wow-factor, of something that truly stands out amongst its peers. The Dragonborn does this. Thanks to the infinite wisdom of WOTC, the Dragonborn is the first race to have [u][i]three secondary stats[/i][/u], the third being Dexterity (though this requires you to be a Kapak Draconian, but that's not exactly a major loss). The one race in the entire game that makes the perfect Sorcerer... even if you're going with Essentials. You will not be bad if you don't pick this race, but take absolute careful consideration first, because this race has become the alpha race for all Sorcerers - Dragon Sorcerers [i]especially[/i]. [b][COLOR=#00ccff]Drow[/COLOR][/b] (DEX + Cha, Wis): With a perfect alignment in terms of skills and perfect ability score bonuses, on top of some neat feats, this race works quite well as any Sorcerer. However, the racial powers weren't exactly meant for DEX-based Sorcerers - Darkfire will only work against one enemy, and meanwhile Cloud of Darkness is a danger to everyone inside that cloud. They honestly fit better in the hands of a STR-based Sorcerer, which only serves to make these guys pretty darn versatile. [b][COLOR=#00ccff]Goblin[/COLOR] [/b](DEX + Wis, Cha): I really do love how they wrote this race up. [i]Goblin Tactics[/i] was left completely intact, and gives Skirmishers a wonderful out-of-turn repositioning option to set up future Close attacks. They also get phenomenal skill bonuses, a little bit of a bump to their Reflex, and to top it off, some honestly decent feats. A surprisingly potent pick. [COLOR=#0000ff] [/COLOR][COLOR=#00ccff][b]Halfling[/b][/COLOR] (DEX + Cha, Con): You may be small, but that means nothing to you. You gain bonuses in both of your damage scores, have incredible defensive features and options, and have bonuses to skills you'll be pretty darn good at as a DEX-based Sorcerer. Excellent. [COLOR=#00ccff][b]Pixie[/b][/COLOR] (CHA + Dex, Int): For it to be as highly rated as it is, it has to do something within the realm of the 4e spectrum that's unique amongst all the other DEX/CHA races. And one simple little trait does that: Pixies are Tiny flyers. Close bursts become much more powerful when you can hover a square over your origin target, and other monsters will have a much harder time targetting you for opportunity attacks with your flight speed. Remember something very important as well: just because you have an elevation limit does NOT mean you can never fly above that height - it just means you drop to that level at the end of your turn should you be higher up. Fantastic. [COLOR=#00ccff][b]Revenant[/b][/COLOR] (DEX + Cha, Con): However, that doesn't quite matter in the face of what may be the best DEX-based Sorcerer race in the entire game. Not only do you get a bonus to both your primary and your secondary, but you have complete freedom of choice as to what race you'd like to borrow feats from, and your own feats and racial features are monstrously good at keeping you upright. Heck, even your racial power is awesome with your role choice. A thousand times yes. [COLOR=#0000ff] [/COLOR][COLOR=#00ccff][b]Vryloka[/b][/COLOR] (CHA + Str, Dex): Hey, look - it's a CHA/STR race! Hard to come across them these days. Their racial ability is top notch, giving you variable options to use once per encounter when an enemy is bloodied or killed by you. Throw in Necrotic resistance and a Speed of 7, and you've got a winner. Thank you so much, Heroes of Shadow, for giving us another CHA/STR race! [COLOR=#0000ff][b]Changeling[/b][/COLOR] (CHA + Dex, Int): As if your Will wasn't high enough already, you'll have it boosted to the stratosphere with this race. Even your racial powers work well with you, since your Bluff will be enormous and there's not a lot of call on your Minor actions. Your feats may not be amazing, but who cares? [b][COLOR=#0000ff]Hengeyokai[/COLOR][/b] (DEX + Wis, Cha): There is absolutely no denying that they make excellent DEX Sorcerers on their ability scores and skill bonuses alone. However, they have no support whatsoever. Getting a boost to Reflex is certainly welcome, and the unique flavor is something to consider. [COLOR=#0000ff][b]Kenku[/b][/COLOR] (DEX + Int, Cha): Now that they've been made official thanks to the Dungeon Survival Guide... they're still dark blue. They were given no substantial support past some meager leveled racial utilities, and none of their abilities are different than their MM print states. Regardless, they are still wonderfully thematic Storm Sorcerers, and thankfully their ability scores still match up. [b][COLOR=#0000ff]Satyr[/COLOR][/b] (CHA + Dex, Con): Lure of Enchantment gives you some welcome control on a lot of your otherwise lacking powers, and the scores match up nicely. However, remember where you came from... and the lack of support it gave you. [b]Shade[/b] (CHA + Dex, Int): Unfortunately, while the ability scores mesh well, their features are largely redundant... and sometimes even damaging. For seekers of power, they sure got the short end of the stick. They do have one thing that helps them out, though: automatic Stealth training. That's definitely a boon.[/sblock] [b]Primary Only[/b] [sblock][COLOR=#00ccff][b]Half-Elf[/b][/COLOR] (CON + Wis, Cha): While not being able to bump Strength or Dexterity is a little sad (though they do make phenomenal Elementalists, but we'll get to them later), being able to choose from a wide array of Arcane At-Wills to borrow as Encounter powers, and potentially later as true At-Wills, is quite fascinating. Of particular note are Swordmage and Wizard At-Wills: the former giving you two pretty good options in Greenflame Blade and Sword Burst, and the latter giving you pretty much any replacement you would want for a rather lacking set of Sorcerer At-Will powers. Adept Dilettante will be required for those classes, of course, since you don't run on Intelligence at all. Then again, no one said you couldn't nab [i]Echoing Dirge[/i] or a Skald At-Will (though make sure you have a basic attack and the Skald Multiclass to accompany it). [COLOR=#00ccff][b]Hobgoblin[/b][/COLOR] (CON + Int, Cha): While the lack of secondaries is a little disappointing, one feat makes it all worthwhile: Warcaster Tactics, a feat that finally gives some semblance of a solution for those really pesky Close spells you like to sling around in regards to allies getting all up in your grill. [COLOR=#00ccff][b]Tiefling[/b][/COLOR] (CHA + Con, Int): With what you're given as skill bonuses, you do favor a DEX bent, but your feats beckon a more Fiery outlook on life, favoring Dragon and Cosmic Souls. Really, it comes down to just what you want to do with your feats, because you have a ton of them - and having that INT bonus will give you some leeway in qualifying for the best ones in other classes. [COLOR=#0000ff][b]Eladrin[/b][/COLOR] (INT + Cha, Dex): Unfortunately, you cannot gain Charisma and Dexterity at the same time, but you can manage as pretty much any Sorcerer. Keep in mind, however, that going Cosmic utterly rocks for you, since gaining an at-will immediate reaction teleport (Phase of the Stars) works very well with a lot of items you like to use. [b][COLOR=#0000ff]Gnome[/COLOR][/b] (INT + Cha, Dex): While not as good as the Halfling in being a DEX-based Sorcerer, you still have a few features that you like to exploit as a Sorcerer, putting you on equal footing with them as STR-Sorcerers. [COLOR=#0000ff][b]Human[/b][/COLOR] (Any one score): Not being able to have bonuses in both your primary and secondary is kind of a big penalty in and of itself, which is why I don't rate this Light Blue. However, they come amazingly close, as having access to three at-wills at level 1 means they can take a melee power, a blast/burst power, and an RBA power to have a solution to every enemy configuration. Their feats are also pretty darn spiffy, as well. [COLOR=#0000ff][b]Kobold[/b][/COLOR] (CON + Dex, Cha): Dragon's Indomitability is a hilarious little feat paired up with Superior Will, you've got Darkvision, and your racial utility, while a shadow of its former self, still has some clout with Skirmisher-types, especially if they need to clear a path for a future burst or blast. They're also obviously excellent candidates for Elementalists, but you don't need me to tell you that. [COLOR=#0000ff][b]Shardmind[/b][/COLOR] (INT + Cha, Wis): A rather weird set of skill bonuses (especially since one of your features cancels out Endurance checks for most conditions), but being able to pick a third to gain a bonus in is quite awesome. You also have a nice racial buffer against Psychic damage, a good racial power that works well with the ranged blaster that you are, and all told, you can work quite nicely as either brand of Sorcerer. [COLOR=#00ccff] [/COLOR][b]Hamadryad[/b] (WIS + Int, Cha): Being from Heroes of the Feywild, your support outside of what you get at face value is pretty much nil, but what you do have to show for yourself is no laughing matter. [COLOR=#00ccff] [/COLOR][b]Kalashtar[/b] (CHA + Int, Wis): A fantastic racial ability offsets a lot of the lack of support this race has to offer for Sorcerers. They work great, but do it for the flavor, not for the features.[/sblock] [b]Secondary Only[/b] [sblock][b][COLOR=#0000ff]Genasi[/COLOR][/b] (INT + Str, Con): The rating assumes that you're somehow not allowed to play Revenants (which all told is quite a common occurance), as the main value of this pick is in its incredible racial utility options - something a "Dead Genasi" can just nick from them. Otherwise, while there's a feat or two that may entice you, I'd be reborn instead. [COLOR=#0000ff][b]Half-Orc[/b][/COLOR] (DEX + Str, Con): The choice of two secondaries, both of which are incredibly important to Strength-based Sorcerers and yet still not wasteful for Dexterity-based Sorcerers, and a racial power with vigorous feat support. Shame they have no Charisma bonus - these guys ain't half bad otherwise, what with being bloodied giving them even more defensive prowess on top of having great skill bonuses. [b]Dwarf[/b] (CON + Str, Wis): They make pretty resilient STR Sorcerers, but gaining proficiencies with other weapons does nothing for you. Having a minor-action Second Wind once per encounter rocks, though, especially since you're still one of the most fragile classes around. Decent. [b]Elf[/b] (DEX + Int, Wis): Elven Accuracy can be made to work with the AOEs you favor, and in that regard they're quite solid. Unfortunately, most of what else you can do can be replicated by other races - Eladrin can get proficiency in the Shortbow if they want to go the Moonbow Dedicate route as well, and your Speed doesn't matter as much for Wild'sorcs and Storm'sorcs.[COLOR=#0000ff] [/COLOR] [b]Minotaur[/b] (STR + Con, Wis): Your racial power works pretty nicely regardless of what flavor of Sorcerer you favor, Ferocity will add a pretty awesome punch if you choose Ensorceled Blade as one of your At-Wills, and pretty much everything else about the Minotaur wants to keep them on their feet. Honestly, I wouldn't be too dissuaded from playing a Minotaur Sorcerer myself. If nothing else, it produces a sweet image. [b]Mul[/b] (CON + Str, Wis): Now that Constitution is a viable secondary for the class in its Essentials option, there's a little more to this than previously imagined. Your racial will carry the day if needed, and the option to take Human feats is worth noting. [b]Shadar-Kai[/b] (DEX + Int, Wis): All it needs is a Charisma-score boost and it would instantly jump to Light Blue due to how great its features and racial powers are. Really not a bad choice for DEX-based Sorcerers in any regard. [b]Shifter[/b] (WIS + Dex, Str): Another race with the choice of two secondaries. However, the Longtooth Shifter (STR) has a [i]much[/i] better bonus, with Regeneration and bonuses to damage that works for everything, while the Razorclaw's (DEX) really doesn't mesh with what Wild'sorcs or Storm'sorcs want. [b]Thri-Kreen[/b] (DEX + Str, Wis): Yes, they get a choice of two secondaries... but that's it. Natural Jumper's kind of a neat feature, and the racial power's OK, but there's nothing else here to sway you. Low end of Black, unfortunately. [b]Warforged[/b] (CON + Str, Int): It's a lot of little things about the Warforged that come together that makes it the "decent" race it is amongst Sorcerers. You gain a bonus to Will, a really cool healing racial power, and a fantastic death saving-throw feature. It's tenuously Black, but it's not bad. [COLOR=#800080][b]Bladeling[/b][/COLOR] (WIS + Str, Dex): Hey, you're playable now. Hooray? You'd make an alright Monk, and a great Brawler Fighter, but you aren't either of those now, are you? Least the stats are pretty friendly. [COLOR=#800080][b]Githzerai[/b][/COLOR] (WIS + Dex, Int): Meh... work with them a little bit and they can be competent Sorcerers, but there are better choices out there. [COLOR=#800080][b]Goliath[/b][/COLOR] (STR + Con, Wis): The +1 to Will is pretty decent, as it'll make up for the loss in Charisma, but nothing else the Goliath has to offer really does much for Sorcerers - Stone's Endurance is a pretty decent exception, though. [b][COLOR=#800080]Snirvneblin[/COLOR] [/b](WIS + Str, Con): You're the Gnome, with a Strength bonus instead of a Dexterity bonus, and no chance to bump your Charisma. Your skill bonuses and fervent focus on Dungeoneering don't help matters, either. Interesting little racial utility, though... [COLOR=#800080][b]Wilden[/b][/COLOR] (WIS + Con, Dex): To be quite honest, there's little reason to play a Wilden Sorcerer, as one of its best features (variable bonuses to NAD) is better done by Humans. It would be red if it were not for some rather interesting racial powers, of which you can switch between every day.[/sblock] [CENTER][Size=3][b]Skill Checklist[/b][/size][/CENTER] [b]Base Skills[/b] [sblock] [COLOR=#ff9900][b]Arcana[/b][/COLOR] (INT): Well... you have to take it. Too bad you're lame with it. It's an important knowledge skill, so be glad you have it, but... [COLOR=#00ccff][b]Athletics[/b][/COLOR] (STR): Now we're talking. Since you'll be galavanting around in Cloth, you'll have full use of this skill, and helps give some mobility options for Dragon and Cosmic Sorcerers. Wild and Storm Sorcerers can disregard it, though. [COLOR=#00ccff][b]Bluff, Diplomacy, Intimidate[/b][/COLOR] (CHA): All rated simultaneously due to how you're both good at all three skills, and how rather overlapping they are in the face of things. They all pertain to social skills, and which one(s) you want to favor largely depend on the skills your teammates have trained and what kind of situations you expect to be in. [COLOR=#ff0000][b]Dungeoneering[/b][/COLOR] (WIS): Wait what? [b]Endurance[/b] (CON): Important for some things, diseases being one of these big things, but your CON score won't be the greatest and really, unless you're stuck in Athas, there's little reason to use it, especially if you're not in the front lines. [COLOR=#800080][b]History[/b][/COLOR] (INT): Your INT score will be too low to care about this skill. Let the Wizard or Invoker give it a shot first. [COLOR=#ff0000][b]Insight[/b][/COLOR] (WIS): You're too arrogant to care about what other people are thinking. [COLOR=#ff0000][b]Nature[/b][/COLOR] (WIS): Leave it to the Ranger.[/sblock] [b]Other Skills[/b] [sblock][COLOR=#00ccff][b]Acrobatics[/b][/COLOR] (DEX): Wild and Storm Sorcerers (especially Eladrin) might want to snatch this up, as it's a skill you'll be quite good at and gives you a little bit of extra padding in terms of mobility. [COLOR=#ff0000][b]Heal[/b][/COLOR] (WIS): No. [COLOR=#800080][b]Perception[/b][/COLOR] (WIS): The most important skill in the entire game... and yet you suck at it. Again, let others train in it - this is not your area of expertise by any stretch of the imagination. [COLOR=#800080][b]Religion[/b][/COLOR] (INT): This is getting repetitive. [COLOR=#00ccff][b]Stealth, Thievery[/b][/COLOR] (DEX): Now we're getting somewhere - most DEX-based Sorcerers will have outside bonuses to these skills, making you quite awesome at them. If you have to be the sneakmonkey, you'll find no guilt in training (either of) these. It's not like you have a big calling on your feats. [COLOR=#0000ff][b]Streetwise[/b][/COLOR] (CHA): It largely depends on the campaign and your DM, but you are good at this, and the associated skill powers aren't that bad. Worth consideration.[/sblock] [/QUOTE]
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The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
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