Help building lvl 1 sorcerer

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.
 

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I think you're on the right track. If it were me I'd go with Point Blank Shot and Precise Shot at first level and wait for the improved init. Those two feats apply equally to his spells and crossbow, and will continue to be useful throughout his career. Remember that "ray" can be treated as a weapon for most feats, so later he can consider Weapon Focus and even Improved Critical (though as a sorcerer he wouldn't be eligible for that for a LONG time).

Mage Armor and Magic Missile are sort of the "default" spells for a 1st-level sorcerer, but I'd seriously consider Ray of Enfeeblement, just because it will use the feats I suggested. :)

Edit: You know, looking at those stats you could go a whole different way. With that huge dex and mage armor, this guy will have a 17 AC, probably as good as your fighters at 1st level. And his con will give him a few HP. He could go for Shocking Grasp as his attack spell of choice and mix it up in melee. Dangerous, of course, but it could be fun. He could even take Dodge and Mobility as his feats (AC 21 or 22 vs. AoO) and snake through combat to grapple with enemy spellcasters like a monk. Cool.
 
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Color spray.

Yes its short range, but the benefit is that it is technically non-lethal. You can even cast it 5ft behind the fighter and catch the monster he is fighting(15 ft away i believe). You can even stand infront and ready an action to cast it when the monsters get within range(i think, not so sure on this, but it makes sense).

It will instantly KO pretty much any CR1-3 monster for a coup de grace. If you have to catch allies in the AOE, no problem, the effects wear off in a few rounds.
 

Switch Wis and Int. You'd rather have the Will save, frankly.

As for spells, remember that for levels 1 - 2, he'll be mostly using the crossbow and running from danger. No need to waste your 1st level spell on Magic Missile, as that practically duplicates the x-bow.

Try Grease for example. The Ref DC of 14 means its quite likely the Big Bad will end up on it Butt. ...or without his weapon. Wouldn't that be just terrible?

And don't over-look Enlarge Person. Your party's front-line fighter will love you for it.
 

.....Either way, pick your spells first. Then figure out what feats to get.

(Those cross-bow feats will look awfully lame by level 7, BTW.)
 

Hmmm... it might actually be worthwhile to hold off on Magic Missile.

It doesn't do much that the crossbow doesn't do - it just adds a bit of reliability.

-Stuart
 

Nail said:
(Those cross-bow feats will look awfully lame by level 7, BTW.)
Yes if they're crossbow-specific (like rapid reload) but PBS gives you a +1 to hit with any ranged attack inside 30 feet. That includes rays and anything else that requires a ranged touch attack. And Precise Shot lets you avoid that unpleasant -4 for firing scorching rays into melee.

Man, I love Scorching Ray. Best spell ever. :)
 
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I would also keep the Int. Skills are nice. :)

I would switch Dex and Con, though. Hit Points are nice, too (ok, AC also, but HPs still win, and Fort over Ref, anyways).

Point Blank Shot + Precise Shot is not completely bad, if it's core only, there are not that many feats you really want apart from a few metamagic feats and maybe Spell Penetration.

Get some ray spells and you will make good use of them.

As for metamagic feats, Empower Spell is very good, once you hit 6th+ level, and Heighten Spell is very good at higher levels if you have chosen the right spells earlier (i.e. Glitterdust, Slow, Suggestion, stuff like that).

Another decent idea is Spell Focus (conjuration) and Augment Summoning, and get a Summon Monster spell on every other level or so, starting at 2nd (spell level).

Important hint: Don't overdo it with damaging spells. Learn one about every to every other spell level and no more than that (i.e. over 20 levels something like Magic Missile, Scorching Ray, Lightning Bolt *or* Fireball, Chain Lightning, Horrid Wilting). Get some good protective spells and utility spells with the remaining spells known.

Bye
Thanee
 

I get the impression these stats are "it". Since pressedcat lists them as "what he rolled" I assume they can't be swapped around.
 

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