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[3.5] Help needed in creating a Sorcerer (4th Lvl)
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<blockquote data-quote="Technik4" data-source="post: 1038312" data-attributes="member: 7211"><p>Couple Builds for you.</p><p></p><p>Ray Blaster 6/3/1</p><p>0: Detect Magic, Read Magic, Light, Ray of Frost (R), Disrupt Undead (R)</p><p>1: Magic Missile, Ray of Enfeeblement (R), Mage Armor or Shield*</p><p>2: Scorching Ray (R)</p><p></p><p>STR 12</p><p>DEX 14</p><p>CON 14</p><p>INT 14</p><p>WIS 13</p><p>CHR 17 </p><p></p><p>I raised the dexterity a little (over Charisma) because this build focuses on Rays (and therefore Ranged Touch Attacks). Wouldn't hurt to pick up a crossbow now and then, if you want a back-up weapon. Charisma isn't as critical to this build because most of your spells won't have saves (but require ranged touch attacks). Alternately, you could switch Intelligence and Dexterity and give the +1 to Cha if you are concerned about Skill Points.</p><p></p><p>Feats: Point Blank Shot, Empower Spell, Energy Substitution</p><p></p><p>Alternates: Spellcasting Prodigy (its a great feat, always applicable) or Bloodline of Fire (if you wish to be from Calimshan).</p><p></p><p>Down the Road: Pick up a defensive 2nd level spell or one with good utility (Glitterdust is a perennial favorite). 3rd level will be Ray of Exhaustion and Empowered Ray of Enfeeblements. 4th level will be Enervation and Empowered Scorching Rays. You can always sub out the type of energy on Scorching Ray so that will be your main attack spell until high levels (until Disintegrate basically). </p><p></p><p>Since most of your needs are covered by one attack spell (and empowering it as needed) you can pick up a lot of buffs or defensive spells, or a mix, If its something really specialized, get a scroll or a wand. Definitely get the Spell Penetration and Greater Spell Penetration feats, and perhaps the feat from DotF that lets you change touch spells into rays (giving you more options at higher levels). </p><p></p><p></p><p></p><p>Shadow Enchanter 6/3/1</p><p>0: Detect Magic, Daze, Light, Message, Read Magic, Prestidigation </p><p>1: Charm Person, Nybor's Gentle Reminder, Shield or Mage Armor*</p><p>2: Tasha's Hideous Laughter</p><p></p><p>STR 12</p><p>DEX 13</p><p>CON 14</p><p>INT 14</p><p>WIS 13</p><p>CHR 18 </p><p></p><p>This build is extremely focused on DCs (compared to the last) so you want to seek out Cha-bonus items immediately, as well as bump it every 4 levels. Spell Penetration and Greater Spell Penetration are still necessary.</p><p></p><p>Feats: Shadow Weave Magic, Spell Focus: Enchantment, Still Spell</p><p>Alternates: Spellcasting Prodigy (its awesome) or a feat which gives Charisma Skill bonuses (if you are less of a hack n slash game).</p><p></p><p>Down The Road: 4th level sees you fairly set up. Nybor's Reminder is a great way to stop a spellcaster for one turn (Fort Save) and they aren't likely to benefit from the circumstance bonus to strength. Charm Person is your diplomatic card and Tasha's is your combat. Shadow Adept could be a good prc, although it requires you to be a little darker (non-good). You could still get along alright with a good-aligned party.</p><p></p><p>This build is less of a combat one and more of a slick behind the scenes character. Pick up the various dazes, charms, and dominates while picking utility spells as well. Due to your shadowy nature transmutations and evocations should be avoided (unless they are Darkness descriptored). Message is still a nice 0-level spell, lasts 30 minutes (instead of 40). Spell Focus (Illusion) or (Necromancy) could lead to Archmage status down the road, so don't neglect them!</p><p></p><p></p><p>Make sure you just go with a cohesive theme. Necromancies, Illusions, and Enchantments (mixed-bag with enchantments really) all got buffed, so try and use this to your advantage. Think of yourself as a specialist mage without restrictions, so paint your magic in broad strokes (Ray specialist instead of Necromancer or Evoker; Shadow Enchanter lends itself to 3 schools instead of any one of them). Eschew Materials can be a nice feat for either of these builds but in most campaigns it is entirely a flavor thing (as a spell component pouch is an assumed item). Try persuading your DM to give it to sorcerors at first level for free, or don't stress it. Also try switching in skills (Craft or Profession for Diplomacy or Intimidate for instance) so you have good out-of-combat applicability too.</p><p></p><p>Overall your sorceror is what you make of it, and don't forget to integrate your familiar into your overall character scheme. The first build might have waited for a Beholder-kin Eyeball (A ray-specialist familiar) or taken a hawk or owl (for their perceptive skills). The second would be more at home with a rat, bat, or cat (heh) to go with their overall darker nature.</p><p></p><p>Edited: *- Almost forgot. I would take one or the other (Shield or Mage Armor) at 4th level. Shield is good if you intend to be able to predict battles where you will be in danger, and is nice against arcane opponents because of immunity to Magic Missile. Mage Armor is better with parties that go delving for days upon days (without visits back to town). You get a lot more mileage out of it, plus it can be cast on friendly monks, animal companions, or your own familiar! The upshot is that you can buy an item to emulate mage armor (AC-wise) and you can't for Shield. Its largely an issue of how the party dynamics are going to work, not to mention your own preference.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1038312, member: 7211"] Couple Builds for you. Ray Blaster 6/3/1 0: Detect Magic, Read Magic, Light, Ray of Frost (R), Disrupt Undead (R) 1: Magic Missile, Ray of Enfeeblement (R), Mage Armor or Shield* 2: Scorching Ray (R) STR 12 DEX 14 CON 14 INT 14 WIS 13 CHR 17 I raised the dexterity a little (over Charisma) because this build focuses on Rays (and therefore Ranged Touch Attacks). Wouldn't hurt to pick up a crossbow now and then, if you want a back-up weapon. Charisma isn't as critical to this build because most of your spells won't have saves (but require ranged touch attacks). Alternately, you could switch Intelligence and Dexterity and give the +1 to Cha if you are concerned about Skill Points. Feats: Point Blank Shot, Empower Spell, Energy Substitution Alternates: Spellcasting Prodigy (its a great feat, always applicable) or Bloodline of Fire (if you wish to be from Calimshan). Down the Road: Pick up a defensive 2nd level spell or one with good utility (Glitterdust is a perennial favorite). 3rd level will be Ray of Exhaustion and Empowered Ray of Enfeeblements. 4th level will be Enervation and Empowered Scorching Rays. You can always sub out the type of energy on Scorching Ray so that will be your main attack spell until high levels (until Disintegrate basically). Since most of your needs are covered by one attack spell (and empowering it as needed) you can pick up a lot of buffs or defensive spells, or a mix, If its something really specialized, get a scroll or a wand. Definitely get the Spell Penetration and Greater Spell Penetration feats, and perhaps the feat from DotF that lets you change touch spells into rays (giving you more options at higher levels). Shadow Enchanter 6/3/1 0: Detect Magic, Daze, Light, Message, Read Magic, Prestidigation 1: Charm Person, Nybor's Gentle Reminder, Shield or Mage Armor* 2: Tasha's Hideous Laughter STR 12 DEX 13 CON 14 INT 14 WIS 13 CHR 18 This build is extremely focused on DCs (compared to the last) so you want to seek out Cha-bonus items immediately, as well as bump it every 4 levels. Spell Penetration and Greater Spell Penetration are still necessary. Feats: Shadow Weave Magic, Spell Focus: Enchantment, Still Spell Alternates: Spellcasting Prodigy (its awesome) or a feat which gives Charisma Skill bonuses (if you are less of a hack n slash game). Down The Road: 4th level sees you fairly set up. Nybor's Reminder is a great way to stop a spellcaster for one turn (Fort Save) and they aren't likely to benefit from the circumstance bonus to strength. Charm Person is your diplomatic card and Tasha's is your combat. Shadow Adept could be a good prc, although it requires you to be a little darker (non-good). You could still get along alright with a good-aligned party. This build is less of a combat one and more of a slick behind the scenes character. Pick up the various dazes, charms, and dominates while picking utility spells as well. Due to your shadowy nature transmutations and evocations should be avoided (unless they are Darkness descriptored). Message is still a nice 0-level spell, lasts 30 minutes (instead of 40). Spell Focus (Illusion) or (Necromancy) could lead to Archmage status down the road, so don't neglect them! Make sure you just go with a cohesive theme. Necromancies, Illusions, and Enchantments (mixed-bag with enchantments really) all got buffed, so try and use this to your advantage. Think of yourself as a specialist mage without restrictions, so paint your magic in broad strokes (Ray specialist instead of Necromancer or Evoker; Shadow Enchanter lends itself to 3 schools instead of any one of them). Eschew Materials can be a nice feat for either of these builds but in most campaigns it is entirely a flavor thing (as a spell component pouch is an assumed item). Try persuading your DM to give it to sorcerors at first level for free, or don't stress it. Also try switching in skills (Craft or Profession for Diplomacy or Intimidate for instance) so you have good out-of-combat applicability too. Overall your sorceror is what you make of it, and don't forget to integrate your familiar into your overall character scheme. The first build might have waited for a Beholder-kin Eyeball (A ray-specialist familiar) or taken a hawk or owl (for their perceptive skills). The second would be more at home with a rat, bat, or cat (heh) to go with their overall darker nature. Edited: *- Almost forgot. I would take one or the other (Shield or Mage Armor) at 4th level. Shield is good if you intend to be able to predict battles where you will be in danger, and is nice against arcane opponents because of immunity to Magic Missile. Mage Armor is better with parties that go delving for days upon days (without visits back to town). You get a lot more mileage out of it, plus it can be cast on friendly monks, animal companions, or your own familiar! The upshot is that you can buy an item to emulate mage armor (AC-wise) and you can't for Shield. Its largely an issue of how the party dynamics are going to work, not to mention your own preference. Technik [/QUOTE]
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[3.5] Help needed in creating a Sorcerer (4th Lvl)
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