feats for Sorcerer

Take a look at the KoK PG.
Eyes of Fury, Fearsome Presence and Commanding Presence will help you to scare some enemies with your presence... and avoid AoOs.
 

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krunchyfrogg said:
Code:
Point Blank Shot           [i]Rays hit more and do more damage[/i]

Would that work? I'd rule that damage from a ray is independent of where you hit the target, so that +1 to damage within 30 feet would apply only to traditional ranged weapons. It feels like the sort of damage inflicted by a [whatever energy type] arrow, minus the damage from the arrow.

The ranged touch attack is used to determine whether the spell effect is applied to the target. It simply provides a yes/no. The effect of the spell is then executed as dictated by the spell description. Point Blank Shot does not modify a spell effect.

The feat's still worth taking if you plan on casting rays from time to time, and most sorcerers carry a crossbow for combat anyway.
 

Still spell, Silent spell, and Eschew Material components. - These three will not over flashy can really get you out of a jam. For my own sorcerer I've found still to be especially helpful.


Sculpt Spell + lightning bolt - this gives a lot of flexibility, and flexibility is power.


Empower - just really useful.


Extend - depending on your spell selection this can be useful. Melf's acid arrow really gets a kick out of this one.


Elemental Substitution - most people would say sonic, but I'm going to go agains the grain, here especially if you take fireball. If you take cold, then you can get through to most creatures with either fire or cold. Cold has another advantage, becuase I've found that I've often been in places where I didn't want to do a lot of damage to the interior and cold has the least effect of all the elemental types on objects. If you were to take the feat twice, then I would say sonic, for the regular damage on objects, but thats just me.
 


SevenSir said:
Would that work? I'd rule that damage from a ray is independent of where you hit the target, so that +1 to damage within 30 feet would apply only to traditional ranged weapons. It feels like the sort of damage inflicted by a [whatever energy type] arrow, minus the damage from the arrow.

The ranged touch attack is used to determine whether the spell effect is applied to the target. It simply provides a yes/no. The effect of the spell is then executed as dictated by the spell description. Point Blank Shot does not modify a spell effect.

The feat's still worth taking if you plan on casting rays from time to time, and most sorcerers carry a crossbow for combat anyway.

You CAN score a critical hit with a Ray. In fact, with anything where you have to actually ROLL to hit.

Ergo, I see no reason why a PBS feat shouldn't add one to the damage of a ray -- which presupposes the ray DOES damage, which not all of them do (Disintegrate, and +1 damage = moot point). 8)

You can even get sneak attack with a ray -- and get sneak damage even with a nondamaging ray ... !

Cast Ray of Frost at a male subject ... trust me, that ray hitting the testicles is likely to hurt a LOT more than the same ray hitting their hand or foot. Or, aim for the face, or the throat/neck, for that matter.

PBS + Melf's Acid Arrow is also nice. +1 to hit, and +1 Acid Damage for the first hit (though not for subsequent rounds, of course).
 

I like Spell Thematics (all your spells look a certain way: +2 DC for enemy wizards to Spellcraft them; 1 spell/spell level is cast at +1 caster level (good for those Magic Missiles, etc.))

Spell Focus: Illusion is always good. Illusionist-type sorcerers are, IMHO, more fun and interesting than other types. Once you start getting the Shadow Evocation and Shadow Conjuration, you can start becoming extremely versatile and effective.

I concur on Improved Initiative.

Leadership can be fun also, what with your high Cha (of course, this is a pretty major undertaking, and should involve lots of good communication with your DM).
 

Spider said:
I like Spell Thematics (all your spells look a certain way: +2 DC for enemy wizards to Spellcraft them; 1 spell/spell level is cast at +1 caster level (good for those Magic Missiles, etc.))

Thematics imposes a +5 spellcraft DC, not +2. IRRC.

The +1 caster level is *very* handy. Especially for anyone who plans to multiclass ... heh.
 

Good feats for a sorc, I agree with a lot of the posters. Spellcasting prodigy is great. +1 DC to all spells and extra bonus spells cant be beat. Spell focus in enchantment or necromancy if you plan on either of those are good. They tend to have more all or nothing type spells. SF: Evocation is nice but not quite as useful since usually something gets through no matter what.

I think elemental substution is very nice. Allows a sorc to do more with an attack spell. IE, rather then getting various different elemental spells just use a cold or sonic fireball or whatever.

Empower is also very nice. I like the fact that it lets you do more with your spell slots. For example you hit 10th lvl and get a 5th lvl spell known, you don't have to take a damage spell persay becuase you can use an empowered 3rd lvl spell. And generally you will actually end up with better damage that way too for the first few levels after you get a new spell level. IE cone of cold at 10th lvl does 10d6, while an empowered fireball does 10d6 * 1.5.

Create wonderous item isnt bad at all. If you need a spell you don't have to make an item just buy a scroll.

Extend and persistant spell arent bad. Not quite as nice for a sorc as for a wizard but still good.

Bascially what is most important is you need to decide on what you want to do with your sorc and plan for it. A pure sorc doesnt get too many feats and if you have to qualify for any PRCs you generally have even less,so think ahead.
 

I think almosts any Metamagic can work well for a sorceror. I am particularly fond of Extend, Empower, and Silent.

I think you can do very well by picking a theme that meshes with spell choices (and your spell choices will probably depend on party composition).

Empower and Energy Sub is a nice combo, frex.

I really like Spider's suggestion of Spell Focus Illusion.

Improved Initiative may be boring but it is the most solid feat choice for any character with high offense and low defense (wizard, sorceror, and rogue).

Spell Penetratiion is a good choice for any spellcaster over 10th level -- doubly so for sorcerors. You won't as many tools to choose in you toolbox as some other spellcasters, so you will need to punch through that SR to be effective. A wizard or sorceror can realistically ignore SR by focusing on defense; you can't.
 

Spell Focus and Greater Spell Focus have been awesome for my illusionist Sorceror. I have a great time playing the invisibile man/illusionist. I've also picked up silent spell so I can remain hidden.

I used to think the Sorceror was limited and uninteresting, but I have been burning spells like a mad man (the other players will agree that my character is indeed quite mad) and I almost never run out.

I love the sorceror now that I've played one. Still wish he had better skill options.
 

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