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Call to the Four Lands

I like the sorcerer primarily because I don't play spellcasters that often (read: never). The sorcerer seemed a little simpler to me both because of the limited number of spells they know (I went with spells 'in character' rather than going for what seem to be 'typical' spells there) and the simplicity of spontaneous casting.

She seems pretty limited as far as casting right now (due to lack of breadth) but I expect that will change.

I am looking forward to getting high enough spells that some of the metamagic feats will become useful (quicken, for example). I expect I'll focus all my feats on metamagic from here on out (maybe one more non-magic feat, I don't know).

Suggestions for feat selection to make her a more useful spellcaster are always welcome! Is she the only arcane caster in the party?
 

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J. Alexander said:
Guys, I am off to the hills to try and shoot bambi with my brother.....tons of fun let me tell you..but at least he drinks good beer........be back sunday noon.


Good luck, my friend! I hope you get one. And if not, enjoy the beer! :D
 

Mowgli said:
I am looking forward to getting high enough spells that some of the metamagic feats will become useful (quicken, for example). I expect I'll focus all my feats on metamagic from here on out (maybe one more non-magic feat, I don't know).

Suggestions for feat selection to make her a more useful spellcaster are always welcome! Is she the only arcane caster in the party?

Sadly, in the absence of house-rules Quicken doesn't work at all for a Sorcerer. Applying metamagic makes the cast a full-round action, which then means it can't be quickened.

Empower is definately a winner. Depending on how the game progresses you might also consider (greater) Spell Penetration.
 


If you have access to Complete Mage, the Reserve feats provide some interesting options. For a combo Sorcerer/Rogue you might want to look at either Acidic Splatter (ranged) or Clap of Thunder (melee) for a nice minor touch attack or either of the Dimension based feats if our characters reach the levels to acquire those.

My character Finnian just picked up Clap of Thunder in the Great North campaign.
 

One of the reasons I like the Reserve feats is that they allow a magic oriented character to do something magical without expending the spell slot. They are also considered supernatural abilities so they don't provoke attacks of opportunity and, for the attack feats, can be used to bypass SR.

The biggest problem with using them is their very short range. A lot of folks mistake the range calculation by using the character or caster level in the formula instead of using the level of the spell used to power the feat. 5 ft per spell level instead of caster level makes for a much shorter range.
 



Pyrex said:
Also given that they're keyed based on your highest-level available spell, they scale poorly for multiclass characters... :\

True 'dat...however, Katherine is on target to qualify for Arcane Trickster with her current set-up. Might be one way for her to go.
 

Pyrex said:
Also given that they're keyed based on your highest-level available spell, they scale poorly for multiclass characters... :\

Not quite. They are based on the highest level spell that qualifies to power the reserve. Particularly for a sorcerer, that might not necessarily be the highest level spell available.

Metamagic feats cannot be used for a Sorcerer to qualify for a reserve since the spell doesn't receive the metamagic until it is cast. That is another place where wizards get the advantage over sorcerers.
 
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