Powergamers! Help Min/Max my Sorcerer!!


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MUST HAVE AN 18 Con!

With and 80 point buy, there is NO EXCUSE TO NOT have an 18 in con.

It helps your HP, your fort saves, and will probably save your life before 2-3 levels pass (either via the additional HP or the fort save).

Str 6, Dex 18, Con 18, Int 10, Wis 10, Cha 18

That looks to me like the start of a very nice sorcerer build.

The dex is for ranged touch attacks and AC and initiative and reflex save; the con is obvious as is the Ch.

You don't need str, int, wis so why worry about it?

This is MIN/MAX!

So, take your 18's and minimize the rest!
 
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KarinsDad said:
He miswrote guys.

It's 32 point buy or 80 total points.

He'll be lucky to have 18 Cha pre-4th level boost with that.

Ooooooh.

Well in that case you need to decide if the sorcerer requires high DC's or not.

If not, a Ch=14 at level 1 is fine.

If high DC's needed, Ch=17 is what I would suggest.

Str 7, Dex 14, Con 16, Int 10, Wis 10, Cha 17

(lowering strength to 6 gives you some point buy points, or not)?

That's a 33 point buy build, 32 if you are allowed to lower STR by 1 and gain a point.

Otherwise, drop Dex down to 13.
 

Neraph sorecerer 5.

32 point buy

Str 9
Dex 14
Con 16
Int 10
Wis 8
Cha 17
+1 Cha on level 4

If you want to go for incantatrix (NOTE: 3.5 version in PGtF) you'll need a higher Int to qualify by 6th level.

Spells known:
1st (4): Mage Armor, Magic Missile, Shocking Grasp, Burning Hands
2nd (2): Alter Self, Wings of Cover (RotD 119)

Feats: Force of Personality (CAdv 109), Empower Spell

Rat familiar. (Or the sorcerer variant from the PHBII, if incantatrix.)

Equipment: Vest of Resistance (CArc) +1, Ring of Protection +1, +2000 gp

Tactics: Use alter self to turn into a dwarf ancestor. With mage armor you'll have AC 34, and you can enter melee range with some confidence. This lets you use the 5d6 shocking grasp on single opponents (no save) or blast groups with burning hands. Your saves are decent, and with wings of cover you can shut down almost any attack you don't want to hit you. (Max spellcraft to know what you're up against.)

Variant: A neraph melee sorcerer going for master of many forms, (ab)using the outsider polymorph, could be a fun character.
Variant 2: Wings of cover is powerful enough to build a character around. A dragonblood sorcerer specializing in force spells and going into argent savant could be pretty neat. (I have some ideas for a force themed sorcerer spell list somewhere, if you want that.)
 



Iku Rex said:
Why not? (Note: "Neraphim are native to the plane of Limbo, and thus have the outsider type.")

Well, carrying around Large stone statue might be inconvenient.

When first summoned, a dwarf ancestor takes up residence within a statue of a dwarf hero, animating it.
 


Iku Rex said:
Good thing you're turing into a dwarf ancestor then, rather than summoning it. :\

But alter form specificies that you take on the physical qualities of the new form. A dwarf ancestor is bodiless.
 

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