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<blockquote data-quote="apsuman" data-source="post: 344655" data-attributes="member: 1769"><p>Pick the kind of sorcerer you want to be.</p><p></p><p>It is easy to see the walking artillery platform, and that is how too many people play the sorcerer.</p><p></p><p>But, no matter what type of sorcerer you choose it would be best if you "theme" your sorcerer. For example, although specializing like wizards is not possible, choosing evokation and focusing one those DCs is a possibility. Another is to focus on ray spells, ranged touch attacks are not that hard to make, and with a halfling sorcerer you get an extra leg up.</p><p></p><p>Select all your spells you will ever choose before you start play. This has osme consequences. </p><p></p><p>First, you need to know all the source books for possible spells. Having the DM introduce Relics and Rituals after you decided on lightning bolt might throw a wrench into your plans.</p><p></p><p>Second, get all the erratta for all the spells. Specifically, get the correct version of polymorph before you decide if you are going to take it.</p><p></p><p>Third, find out how available other magic items (esp. scrolls) are in your game world. If you can pick up scads of scrolls then you spell choice is relaxed somewhat.</p><p></p><p>Fourth, know any other house rules that impact spell usage. In worlds without teleport, PHANTOM STEED is an uber spell.</p><p></p><p>Fifth, know your role. If you are a loner sorcerer then you will need a different selection of spells than the one-of-four party sorcerers would have.</p><p></p><p>Sixth, chosse your metamagic wisely, and often.</p><p></p><p>Seventh, plan some (not necessarily all) the magic items you want to have. If you are going to pick up bracers of armor then your mage armoer spell would be not so useful. If you think you will eventually work toward bracers of AC then do not pick up mage armor as a spell, and choose to cast in leather armor (yes I know the penalties). Remember that True Strike has no somatic component and a cross bow isyour best friend at low levels. Another example, fly is a great spell but if you have the right item it isnot so great any more, same with haste.</p><p></p><p>Eighth, keep your sorcerer mobile. Jump (or better yet - a ring of jumping), fly, haste, dimention door, teleport are all your friends.</p><p></p><p>Ninth, use your familiar -- so plan on getting a good one. Tome and Blood has the improved familiar feat -- pseudodragons rock!. Delivering touch attacks, scouting ahead, alertness, etc. are all things that will aid in your survival.</p><p></p><p>Whew, I did not know I had that much to say.</p><p></p><p></p><p>g!</p></blockquote><p></p>
[QUOTE="apsuman, post: 344655, member: 1769"] Pick the kind of sorcerer you want to be. It is easy to see the walking artillery platform, and that is how too many people play the sorcerer. But, no matter what type of sorcerer you choose it would be best if you "theme" your sorcerer. For example, although specializing like wizards is not possible, choosing evokation and focusing one those DCs is a possibility. Another is to focus on ray spells, ranged touch attacks are not that hard to make, and with a halfling sorcerer you get an extra leg up. Select all your spells you will ever choose before you start play. This has osme consequences. First, you need to know all the source books for possible spells. Having the DM introduce Relics and Rituals after you decided on lightning bolt might throw a wrench into your plans. Second, get all the erratta for all the spells. Specifically, get the correct version of polymorph before you decide if you are going to take it. Third, find out how available other magic items (esp. scrolls) are in your game world. If you can pick up scads of scrolls then you spell choice is relaxed somewhat. Fourth, know any other house rules that impact spell usage. In worlds without teleport, PHANTOM STEED is an uber spell. Fifth, know your role. If you are a loner sorcerer then you will need a different selection of spells than the one-of-four party sorcerers would have. Sixth, chosse your metamagic wisely, and often. Seventh, plan some (not necessarily all) the magic items you want to have. If you are going to pick up bracers of armor then your mage armoer spell would be not so useful. If you think you will eventually work toward bracers of AC then do not pick up mage armor as a spell, and choose to cast in leather armor (yes I know the penalties). Remember that True Strike has no somatic component and a cross bow isyour best friend at low levels. Another example, fly is a great spell but if you have the right item it isnot so great any more, same with haste. Eighth, keep your sorcerer mobile. Jump (or better yet - a ring of jumping), fly, haste, dimention door, teleport are all your friends. Ninth, use your familiar -- so plan on getting a good one. Tome and Blood has the improved familiar feat -- pseudodragons rock!. Delivering touch attacks, scouting ahead, alertness, etc. are all things that will aid in your survival. Whew, I did not know I had that much to say. g! [/QUOTE]
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