pressedcat
First Post
Hi. I'm trying to help a new player create a first level sorcerer, but never having played one myself, am struggling a bit. I think he wants to go down a fairly direct, ranged blasty route, backed up with crossbow, and so was trying to choose feats/spells to fit with this. He's limited to only the phb, with only the core three being used in the campaign.
His rolls were:
Str 11
Dex 17
Con 15
Int 15
Wis 12
Cha 17
So far, he's leaning in the direction of human, though he's also considering halfling or gnome. For feats, was considering improved initiative, point blank shot or precise shot (if he's going to be a ray-specialist i thought these feats might help). I figured possibly imp. initiative and point blank at lvl 1, then precise shot at lvl 3, then looking down the empower/maximise route later on. Are pnt.blnk./prc.sht worth the investment, and are there any other ideas for starting feats you could supply
For spells known:
Lvl 0: Acid splash, dancing lights, detect magic and read magic (reasonable selection of all purpose spells)
Lvl1: Not quite so sure; mage armour and magic missile immediately spring to mind, but this doesn't leave him much variability in combat situations: Buff at beginning of encounter, then do d4+1 damage a round (or shoot with crossbow/ acid splash). Other spells i thought he might like to use are burning hands, colour spray/sleep, ray of enfeeblement and cause fear. Any suggestions as to which two to start off with would be helpful.
Like i said, he's fairly new to the game, and has only ever played v. low level rangers, so i'd like to give him something interesting and exciting to play (and a character where he feels like he's influencing the fight), whilst not making it overly complicated.
His rolls were:
Str 11
Dex 17
Con 15
Int 15
Wis 12
Cha 17
So far, he's leaning in the direction of human, though he's also considering halfling or gnome. For feats, was considering improved initiative, point blank shot or precise shot (if he's going to be a ray-specialist i thought these feats might help). I figured possibly imp. initiative and point blank at lvl 1, then precise shot at lvl 3, then looking down the empower/maximise route later on. Are pnt.blnk./prc.sht worth the investment, and are there any other ideas for starting feats you could supply
For spells known:
Lvl 0: Acid splash, dancing lights, detect magic and read magic (reasonable selection of all purpose spells)
Lvl1: Not quite so sure; mage armour and magic missile immediately spring to mind, but this doesn't leave him much variability in combat situations: Buff at beginning of encounter, then do d4+1 damage a round (or shoot with crossbow/ acid splash). Other spells i thought he might like to use are burning hands, colour spray/sleep, ray of enfeeblement and cause fear. Any suggestions as to which two to start off with would be helpful.
Like i said, he's fairly new to the game, and has only ever played v. low level rangers, so i'd like to give him something interesting and exciting to play (and a character where he feels like he's influencing the fight), whilst not making it overly complicated.