jekessler
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I originally posted this question to rpg.net, but I was getting a lot of 3.5 specific suggestions, and wanted to expand my search anyway.
I need some help picking optimal spells to live with for a couple of levels.
First, some background:
So, I've been in a VERY non-standard D&D campaign for a few years, and the group is starting up a monthly side-game that is (mostly) straight 3.0, set in Greyhawk just before the time of the Wars.
We've got a druid, a monk from the future (don't ask, I don't understand it, but it's a 'story' thing), and twin dwarven fighters (barbarians, supposedly, though one is less barbarian-y than the other).
And me. Since I like playing spellcasters, I went for a sorcerer (since the DM suggested that would be good for the 'story' since in his Greyhawk, sorcerers are just now appearing). Given that we didn't have a thief, and I wanted to get a better HP count and skills to start with, the DM allowed me to use the DMG apprentice rules to whip up a rogue/sorcerer at first level. That way we could have some low level rogue skills to tide us over until I could pick up Knock and the like.
Unfortunately I missed our first session, but as such, I get to still tweak my character a little, since I haven't played.
Which is good, since we have a new player joining us (and we are all 2nd level now, thanks to some DM fiat, so I got to do the full Rogue/Sorcerer), and he's decided to play a wizard.
So, I don't have to be the primary spellcaster anymore (but I have no desire to play a non-spellcaster at this point), and I need to re-evaluate my choice of spells and future path.
The rules:
Our DM is pretty much sticking to the 3.0 Corebooks, but is allowing some spells from the Relics & Rituals series, and Feats out of Tome & Blood (and Prestige classes, for that matter) with approval.
As the primary spellcaster I was planning to eventually pick up Mage of the Arcane Order from T&B, which would force some sucky Feat choices, but would make it up for variety of spells not available as a sorcerer.
Back then I was planning to take the following spells:
0-level: Resistance, Detect magic, Read Magic, Filch (Relics & Rituals
spell to cause diminuative items to pop into my waiting palm
1-level: Magic Missile, Shield
But now, I'm thinking I should go more the rogue route, to benefit the party (besides, this is GREYHAWK!), and eventually pick up Arcane Trickster. To do so at the earliest possible moment (more in a minute), I should swap out one of my 0-levels for Mage Hand.
As a 3.0 game, whatever Sorcerer spell I choose, I have to stick with. No swaping at higher levels like in 3.5. :-(
But on the plus side, the DM is allowing me to get more bang out of my bonus spells, which at CHA 17, is not too shabby.
I get to use them for spells I couldn't normally cast due to Metamagic effects, or I can convert them downward a level on a two-to-one basis (so my bonus 2nd level, becomes two first level slots).
Because of this, I should be able to qualify for Arcane Trickster at Level 5, if I pick up the appropriate metamagic Feat at 3rd level (Heighten, so I can cast an effective Third level spell).
But that means I will be casting these 6 spells I choose for the next 3 levels as I go up to Rogue 3, in addition to not being able to ditch them later on.
I've tweaked the list a bit since getting some advice on the other forum, and here is my current thinking:
0-level: Ray of Frost, Read Magic (for scrolls my wizard friend will
write, I hope), Filch, Mage Hand
1-level: Unseen Servant, Silent Image
I swapped out Magic Missile and Resistance reluctantly when it was pointed out I couldn't use Sneak Attack with MM, and needed something like a Ray spell to do so.
Unseen Servant was pointed out as being incredibly versatile, and as a Sorcerer with some bonus spells to play with, I could call a couple of instances into being and have them work in concert.
Silent Image I'm less set on, except that I know I want spells I can tweak when I use them to fit the situation.
Any suggestions otherwise? Or advice for other builds than Arcane Trickster?
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I need some help picking optimal spells to live with for a couple of levels.
First, some background:
So, I've been in a VERY non-standard D&D campaign for a few years, and the group is starting up a monthly side-game that is (mostly) straight 3.0, set in Greyhawk just before the time of the Wars.
We've got a druid, a monk from the future (don't ask, I don't understand it, but it's a 'story' thing), and twin dwarven fighters (barbarians, supposedly, though one is less barbarian-y than the other).
And me. Since I like playing spellcasters, I went for a sorcerer (since the DM suggested that would be good for the 'story' since in his Greyhawk, sorcerers are just now appearing). Given that we didn't have a thief, and I wanted to get a better HP count and skills to start with, the DM allowed me to use the DMG apprentice rules to whip up a rogue/sorcerer at first level. That way we could have some low level rogue skills to tide us over until I could pick up Knock and the like.
Unfortunately I missed our first session, but as such, I get to still tweak my character a little, since I haven't played.
Which is good, since we have a new player joining us (and we are all 2nd level now, thanks to some DM fiat, so I got to do the full Rogue/Sorcerer), and he's decided to play a wizard.
So, I don't have to be the primary spellcaster anymore (but I have no desire to play a non-spellcaster at this point), and I need to re-evaluate my choice of spells and future path.
The rules:
Our DM is pretty much sticking to the 3.0 Corebooks, but is allowing some spells from the Relics & Rituals series, and Feats out of Tome & Blood (and Prestige classes, for that matter) with approval.
As the primary spellcaster I was planning to eventually pick up Mage of the Arcane Order from T&B, which would force some sucky Feat choices, but would make it up for variety of spells not available as a sorcerer.
Back then I was planning to take the following spells:
0-level: Resistance, Detect magic, Read Magic, Filch (Relics & Rituals
spell to cause diminuative items to pop into my waiting palm
1-level: Magic Missile, Shield
But now, I'm thinking I should go more the rogue route, to benefit the party (besides, this is GREYHAWK!), and eventually pick up Arcane Trickster. To do so at the earliest possible moment (more in a minute), I should swap out one of my 0-levels for Mage Hand.
As a 3.0 game, whatever Sorcerer spell I choose, I have to stick with. No swaping at higher levels like in 3.5. :-(
But on the plus side, the DM is allowing me to get more bang out of my bonus spells, which at CHA 17, is not too shabby.
I get to use them for spells I couldn't normally cast due to Metamagic effects, or I can convert them downward a level on a two-to-one basis (so my bonus 2nd level, becomes two first level slots).
Because of this, I should be able to qualify for Arcane Trickster at Level 5, if I pick up the appropriate metamagic Feat at 3rd level (Heighten, so I can cast an effective Third level spell).
But that means I will be casting these 6 spells I choose for the next 3 levels as I go up to Rogue 3, in addition to not being able to ditch them later on.
I've tweaked the list a bit since getting some advice on the other forum, and here is my current thinking:
0-level: Ray of Frost, Read Magic (for scrolls my wizard friend will
write, I hope), Filch, Mage Hand
1-level: Unseen Servant, Silent Image
I swapped out Magic Missile and Resistance reluctantly when it was pointed out I couldn't use Sneak Attack with MM, and needed something like a Ray spell to do so.
Unseen Servant was pointed out as being incredibly versatile, and as a Sorcerer with some bonus spells to play with, I could call a couple of instances into being and have them work in concert.
Silent Image I'm less set on, except that I know I want spells I can tweak when I use them to fit the situation.
Any suggestions otherwise? Or advice for other builds than Arcane Trickster?
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