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Powergamers! Help Min/Max my Sorcerer!!
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<blockquote data-quote="pawsplay" data-source="post: 3023659" data-attributes="member: 15538"><p>Good to hear. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Str 8, Dex 16, Con 12, Int 12, Wis 14, Cha 18</p><p></p><p>It's hard to produce too much hideousness at level 5, but I'll do my best. </p><p></p><p>Human sorcerer 5</p><p>Feats: Draconic Heritage (copper), draconic breath, draconic resistance.</p><p>Important gear: cloak of resistance +1 (1000 gp), bracers of armor +1 (2000 gp), all the scrolls you can eat.</p><p></p><p>Basically, you've got a +3 save bonus to any acid spell or any sleep or paralysis effect. Draconic resistance isn't spectacular, but it gives you acid resistance 9, making you immune to Melf's acid arrow (which is ordinarily a concentration buster). Finally, draconic breath is a supernatural ability, allowing you to deal acid damage to opponents with SR whenever other options fail to manifest, and additionally, is good as a regen stopper.</p><p></p><p>Spells</p><p>(0) detect magic, resistance, dancing lights, flare, daze, mage hand</p><p>(1st) lesser orb of acid (does 3d8), shield, magic missile, disguise self</p><p>(2nd) summon monster II, melf's acid arrow</p><p></p><p>I like the summon monster spells for sorcerers because of their versatility (you can summon virtually any damage type, for instance, and even get healing). Later on, shadow conjuration and otiluke's resilient sphere are must-takes for the same reason. Disguise self is similarly useful in a wide variety of contexts. Acid arrow is for readying to interrupt other casters; in addition to spoiling their spell, the continuing damage makes it hard for them to cast anything else. Magic missile is for incorporeals. Lesser orb of acid is for creatures high Reflexes and/or low AC, such as enemy rogues. No mage armor; cast shield, you don't want to spend more than one round prepping for a melee you don't want to get into anyway, it doesn't overlap with your bracers, and stops enemy magic missiles. </p><p></p><p>Advance to Sorcerer 8, then take four levels of Fatespinner (CA), then two more levels of sorcerer or a PrC that has full caster progression and no feat requirements.</p><p></p><p>At 6th level, take draconic power, offering a dubious upgrade to your acid spells that will pay off later. At 9th, you take Draconic Legacy for some nice bonus spells. At 12th level, you take spell focus (conjuration), at 15th spell focus (something else), and 18th, skill focus (spellcraft). You take two levels of archmage, snagging mastery of elements and arcane fire. Now you have untyped damage, and against foes that seem to lack acid resistance, you can turn all damage dealing spells to acid and get +1 DC and caster level. </p><p></p><p>Fatespinner is for capriciously causing people to fail saving throws. </p><p></p><p>Familiars are probably a liability. Unlike a wizard, you will rarely have contingencies to keep it safe in every situation. However, a well-stored Toad is good for a Fortitude bonus.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 3023659, member: 15538"] Good to hear. :) Str 8, Dex 16, Con 12, Int 12, Wis 14, Cha 18 It's hard to produce too much hideousness at level 5, but I'll do my best. Human sorcerer 5 Feats: Draconic Heritage (copper), draconic breath, draconic resistance. Important gear: cloak of resistance +1 (1000 gp), bracers of armor +1 (2000 gp), all the scrolls you can eat. Basically, you've got a +3 save bonus to any acid spell or any sleep or paralysis effect. Draconic resistance isn't spectacular, but it gives you acid resistance 9, making you immune to Melf's acid arrow (which is ordinarily a concentration buster). Finally, draconic breath is a supernatural ability, allowing you to deal acid damage to opponents with SR whenever other options fail to manifest, and additionally, is good as a regen stopper. Spells (0) detect magic, resistance, dancing lights, flare, daze, mage hand (1st) lesser orb of acid (does 3d8), shield, magic missile, disguise self (2nd) summon monster II, melf's acid arrow I like the summon monster spells for sorcerers because of their versatility (you can summon virtually any damage type, for instance, and even get healing). Later on, shadow conjuration and otiluke's resilient sphere are must-takes for the same reason. Disguise self is similarly useful in a wide variety of contexts. Acid arrow is for readying to interrupt other casters; in addition to spoiling their spell, the continuing damage makes it hard for them to cast anything else. Magic missile is for incorporeals. Lesser orb of acid is for creatures high Reflexes and/or low AC, such as enemy rogues. No mage armor; cast shield, you don't want to spend more than one round prepping for a melee you don't want to get into anyway, it doesn't overlap with your bracers, and stops enemy magic missiles. Advance to Sorcerer 8, then take four levels of Fatespinner (CA), then two more levels of sorcerer or a PrC that has full caster progression and no feat requirements. At 6th level, take draconic power, offering a dubious upgrade to your acid spells that will pay off later. At 9th, you take Draconic Legacy for some nice bonus spells. At 12th level, you take spell focus (conjuration), at 15th spell focus (something else), and 18th, skill focus (spellcraft). You take two levels of archmage, snagging mastery of elements and arcane fire. Now you have untyped damage, and against foes that seem to lack acid resistance, you can turn all damage dealing spells to acid and get +1 DC and caster level. Fatespinner is for capriciously causing people to fail saving throws. Familiars are probably a liability. Unlike a wizard, you will rarely have contingencies to keep it safe in every situation. However, a well-stored Toad is good for a Fortitude bonus. [/QUOTE]
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