A wee bit of PC design...

I get the support caster role, but inevitably you will either want or need to do some damage. just pointing out that touch spells are the way to go.

your STR and DEX may not be great, but your attack bonus from cleric and greomancer give you a leg up when hitting a touch AC.

I know i can never play a support caster, i have tried many times, but i always end up getting the damage bug and changing my role. more power to you if you can do it.
 

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Well, one thing that's going to help him stay out of combat is a bunch of Summon Monster spells. Plus I've found a few nifty area of effect spells, like Cometfall from CompDiv that essentially calls down a comet to explode over your enemies...when I get to that level, that is. He also has Earthen Grasp (and eventually Stony Grasp & Evard's Tentacles) to go after spellcasters.

Our DM's been pretty stingy with the magic- my 11th level PC only has a +2 Magic Sickle as sole magic weapon, otherwise I'd have taken Whirling Blade. And his armor is +2 Mithril Splint, which plus a wand comprise the sum total of his magic equipment.

But even if I don't have good damage spells, I'm not too concerned- we have a single class Wizard in the party, played by a guy who has almost exclusively run single class Wizards since I met him back in 1985. His spell list looks like those optimized ones you see on the boards, and he knows exactly what he's doing with them.

My job is primarily to keep other PCs alive (he's the highest level divine caster in the group) and- as an arcanist- fill in some gaps. I'm pretty free to keep my Sorcerer thematically pure.

About the only concession I'm thinking about is possibly taking Arcane Disciple once or twice to get the Fire or Weather domain spells...or maybe taking some few elemental attack spells and Energy Substitution: Acid. But I'm not doing that until after taking Improved Familiar to get a Small Earth Elemental...

who will be able to deliver those touch spells!;)
 
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Just an update...

I'm turning into a big fan of this Sacred Healing, as is my party. Coupled with Extra Turning, my PC has 11 turns available per day...and in an undead-poor campaign, this means my guy can pretty much completely heal the entire party- and whatever allies we have on hand!- a couple times over without burning a spell.

This is definitely something I'll keep in mind for future use.
 


I like Reserve feats...no...I LOVE them, actually.

Unfortunately for me, the campaign is PHB + Comp. Warrior, Divine, Arcane & Adventurer only.

Otherwise, it would be on my short list of feats to take...as would the Summon Elemental reserve feat.
 
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