Assistance with a Sorcerer build

Well, I guess I'll throw my hat into ye old "help me build a character" ring. In an online campaign I'll be playing in, I'd like to play either a Pally or a Sorcerer. The Pally is easy enough to build, but with the limited spells and feat selection being quite important for sorcerers I thought I'd ask for some help. Or at least if someone could link me to one of the previous build me a sorcerer threads it would be appreciated.

Rules of the build; 36 point buy, Lv7, 19000 gp to spend, Core rules/races only. The DM has said that anything outside the core rules may be allowed, but I thought I'd go mainly core, just to keep things simple. But feel free to offer something from other sources. Right now I'm open to anything, themed or not, damage master, versitilaty expert, summoner extrodinaire, quivering baby in the corner, whatever.

Thanks in advance.
 

log in or register to remove this ad

Here are some useful spells you might want to consider:

1st - Magic Missile (!!), Ray of Enfeeblement, Mage Armor, Shield, Protection from Evil, Charm Person, Unseen Servant
2nd - False Life (!!), Scorching Ray, See Invisibility, Glitterdust, Resist Energy, Web
3rd - Dispel Magic, Slow, Fireball/Lightning Bolt, Gaseous Form, Suggestion

For later:

4th - Polymorph, Dimension Door

Good metamagic feats:

Empower Spell (not very useful yet, but from next level on it will be), Silent Spell, Heighten Spell (also of more use later (10th+)), or Energy Affinity (if you have some energy-based spells, which happen to be of the same element (often fire - Scorching Ray, Fireball, for example)).

Bye
Thanee
 
Last edited:

Don't forget that half of a successful adventuring career is being able to survive. You want something like mirror image or displacement, and later, stoneskin and dim door.
 

One approach to a sorcerer I have used was an emphasis on ranged touch. The first 2 feats were point blank shot and precise shot. The first couple levels of spells have several ranged touch spells, ray of frost, acid splash, ray of enfeeblement, scorching ray and acid arrow being core, with a number of others in FR and other sources. The primary advantage of this build is that it avoids saving throws (my GM rolled very well for our opponents) as well as giving you some spells early on that have no spell resistance check either. The character only made it to 6th level and this combination would probably lose it's strength at later levels. However, ith a nice mix of utility spells and an attack spell or two at each level, he worked out quite well and I will probably do something simular the next time I run one.
 

I just built a more unusual sorcerer for a new campaign we will be starting today. It is a gnome sorcerer with spell focus/greater spell focus illusion. The plan is to have quite a bit of versatility with the shadow spells and since they raise the save DC of the spells, a shadow evocation fireball (in case you didn't select fireball as a 3rd level spell) would get 2 saving throws, but they would each be at a DC of 24 (with a 22 Cha, +1 from being gnome, and +2 from greater spell focus) and therefore is much more effective against anyone with evasion.

Anyway, since I haven't played the character yet, I don't know how effective he will be, but there are a few other nice illusion spells too like phantasmal killer and I'll be playing with several of the image spells if I can think of any creative ways to use them. I just wanted to keep the shadow spells for a variety of offensive capabilities to free up some of the other slots for spells that are also useful outside of combat.

Oh, and I am taking this prestige class, http://www.geocities.com/celewritor/prestige7.html
(Master Illusionist) which was approved by our DM.

Edit: fixed my math and other minor grammar
 
Last edited:


Couple of things that I have...

Stats in order of importance are:

CHA
CON
INT/DEX
WIS
STR

The limited number of spells known means that sorcerers can really depend upon magic items, choose wisely and don't choose items and spells that duplicate each other. For example, if you had Bear's Endurance (or whatever the CON increasing spell is) then I would suggest not having an item that does the same thing, because you are wasting your money. So either you have the spell and not the item and you keep casting it on yourself as needed (sorcerers can do that) or you have the item and tell you buddies that they are left out in the cold.
 

apsuman said:
Stats in order of importance are:

CHA
CON
INT/DEX
WIS
STR
That is a good order, but for my character I moved Dex between Wis and Str. I don't plan on using any spells that require an attack roll and I'm ignoring my AC. It is still good for reflex saving throws... which is probably more important than will saves for a sorcerer, but it is hard for me to role play a low wis character. I like coming up with and using wise solutions to problems.
 

Yep, Con should be at least 14 to have some decent hit points. Together with False Life and possibly Empower Spell, that's more than enough to survive normal combat situations.

If you go heavy on touch spells, a higher Dex is good to have, of course.

Bye
Thanee
 

Origins!

One of the things you might want to work out for yourself is -why- your character is a sorcerer.. as in..where did the magic come from? Not only does this help fluff the character in terms of backstory and character concept (which can help you determine where you want to go with the character) but it can also have crunchy benefits as well; if your DM allows, check out the section on sorcerers in Dragon #311 as it has a large list of "Bloodline Feats" that let's you choose your sorcerous origin and then gain bonus spells that reflect that. I should also mention that it has a good range of options: dragons, alignment-based, elemental-based, fey and some others..

I know it's not "core" but check it out just in case you find something really neat

J from Three Haligonians
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top