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Sorcerer Build, Looking For Advice
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<blockquote data-quote="Tetsubo" data-source="post: 2757014" data-attributes="member: 1250"><p>Here is a build I did for an upcoming game. Any advice is most welcome.</p><p></p><p>Name: Dederic “Blackhand” Miller </p><p></p><p>Race: Human Gender: Male Class: Sorcerer Level: 3rd Alignment: Neutral Good</p><p></p><p>Str: 8 (0 points) -1</p><p>Dex: 14 (6 points) +2 </p><p>Con: 14 (6 points) +2</p><p>Int: 12 (4 points) +1</p><p>Wis: 10 (2 points) +0</p><p>Cha: 16 (10 points) +3</p><p>28 Point Buy</p><p></p><p>Base Speed: 30</p><p>Languages: Common and Dwarven.</p><p></p><p>HP: 19</p><p>Initiative: +6 (+2 DX Bonus, +4 Improved Initiative)</p><p>BAB: +1</p><p>BAB Melee: +0</p><p>BAB Missile: +3 (+4 w/ Masterwork Light Crossbow)</p><p>Saves: Fort +3 (+2 CN Bonus), Ref +5 (+2 DX Bonus, +2 Familiar Bonus) and Will +3 </p><p>Bonus Spells: 1 - 1st Level, 1 - 2nd Level, 1 - 3rd Level</p><p>Armour Class: 13 (+2 DX Bonus, +1 Amulet)</p><p></p><p>Skills: 1st level points: (2 + 1 (+1 IN Bonus) x 4) +4 (Human Bonus) = 16</p><p> each following level (2+ 1 (+1 IN Bonus)) +1 (Human Bonus) = 4</p><p></p><p>Class Skills:</p><p></p><p>Bluff (Cha) +6 (3 Ranks, +3 CH Bonus) 3</p><p>Concentration (Con) +8 (6 Ranks, +2 CN Bonus) 6</p><p>Craft (Alchemy) (Int) +4 (3 Ranks, +1 IN Bonus) 3</p><p>Knowledge (Arcana) (Int) +7 (6 Ranks, +1 IN Bonus) 6</p><p>Spellcraft (Int) +7 (6 Ranks, +1 IN Bonus) 6</p><p></p><p>Feats: 1st level: Improved Initiative (+4 Initiative Bonus)</p><p> Still Spell (Spell can be cast with no somatic components) +1 Level</p><p> Alertness (+2 Listen & Spot) only within arms reach of Familiar</p><p> 3rd Level: Energy Substitution (Cold) +0 Level</p><p> </p><p>Familiar: Rory the Ferret (+2 Reflex saves)</p><p> HD: ½ d8 (9 hp), Init: +2, Speed: 20 ft. (4 squares), climb 20 ft., Armor Class: 17 (+2 size, +2 Dex, +3 as Familiar), touch 17, flat-footed 15, BAB/Grapple: +3/-9, Att: Bite +7 melee (1d3-4), Space/Reach: 2½ ft./0 ft., Spec Att: Attach, Special Qualities: Low-light vision, Scent, Saves: Fort +2, Ref +4, Will +3, Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5, Skills: Balance +12, Climb +10, Escape Artist +4, Hide +11, Move Silently +8, Spot +3, Feats: Agile, Weapon Finesse</p><p></p><p> Familiar Abilities: Effectively 3 HD, ½ Dederic’s HP, BAB same as Dederic’s +2, Improved Saves, Improved AC, Improved IN, Alertness Feat, Improved Evasion (1/2 Damage from spells w/ Saves), Share Spell within 5’, Empathic Link (Su) within 1 mile, Deliver Touch Spells.</p><p></p><p>Spells Known: 5 – 0 level, 3 – 1st level</p><p></p><p>Spells Per Day: 6 – 0 Level, 6 – 1st level</p><p></p><p>Spells:</p><p></p><p>0 Level:</p><p>Detect Magic: Detects spells and magic items within 60 ft.</p><p>Read Magic: Read scrolls and spellbooks.</p><p>Dancing Lights: Creates torches or other lights.</p><p>Mending: Makes minor repairs on an object.</p><p>Prestidigitation: Performs minor tricks.</p><p></p><p>1st Level:</p><p></p><p>Mage Armor: Gives subject +4 armor bonus.</p><p>Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).</p><p>Lesser Orb of Acid: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (Max. 5d8). Fort save or be Sickened for 1 round. DC 14 (3rd level).</p><p></p><p></p><p>Equipment:</p><p></p><p>Amulet of Natural Armour (+1)</p><p>Backpack</p><p>Bed Roll</p><p>Mess Kit</p><p>Waterskin</p><p>Wool Cap</p><p>High Black Boots</p><p>Wool Cloak</p><p>Two changes of clothes (2 shirts, 2 trews, leather vest, belt)</p><p>1 Heavy Mace (1d8 ×2, Bludgeoning)</p><p>1 Masterwork Light Crossbow (1d8 19-20/×2, RI 80 ft., Piercing)</p><p>2 Daggers (1d4 19-20/x2, 10 ft. RI. 1 lb. Piercing or slashing)</p><p>1 Sling (1d4 x2, 50 ft. RI, Bludgeoning)</p><p>10 Sling Bullets</p><p>20 Bolts</p><p>Flint & Steel</p><p>Rations (week)</p><p>Grooming Kit</p><p>Belt Pouch (75 gp)</p><p>Spell Component Pouch</p><p></p><p>Description: </p><p></p><p> Dederic’s father Lance is 6’ 4”, a mountain of chiseled muscle and of pale complexion with dirty blonde hair. His mother Sadira is 5’ 2”, built like the Fey with raven black hair that falls to her waist and olive colored skin. His two twin brothers (two years younger) are 6’ 6” and built even larger than his father; they also have pale skin and dirty blonde hair. Dederic is 5’ 6”, with long dark hair like is mother, skin slightly lighter and a thin, very wiry build. There is no mistaking that he is his mother’s child. </p><p> He wears his hair most often in a single braid. He also sports a neat goatee and mustache. His eyes are a dark brown. His most remarkable feature however is his right hand, his literal Black Hand. Starting half way down his right forearm his skin begins to darken. By the point that it reaches his wrist it is pitch black. It even extends to the skin beneath his fingernails. His nails are clear. </p><p> Dederic makes a point of always wearing shirts that have embroidery on them. He is also noted for the fact that his attire, in fact all of his possessions, are always in good repair.</p><p></p><p>Personal History: </p><p></p><p> Dederic was born into a family of protectors. Both his father and mother are members of the City Guard. His mother is a member of the Arcane Auxiliary. He was raised to worship the god of Justice and to believe that all people deserve it. His family supports his desire to see the world and adventure. Both his parents were briefly adventurers themselves; it is how they met. His two younger twin brothers are also members of the City Guard. They often volunteer for prisoner escort duty so that they can travel a bit. Dederic just wants to travel a good deal farther. His family hopes that he someday “retires” from adventuring and joins the family business of protecting their city.</p><p> Dederic is an urban youth, a city boy. Outdoors to Dederic means the nearby park.</p><p></p><p>Goals:</p><p></p><p> Dederic wants to explore the full reaches of what it means to wield magic. He tends to enjoy the more “raw” sort of spells. He enjoys the destructive aspect of magic. But he realizes that collateral damage must be kept to a minimum. So he often uses a Cold spell to limit harm to other’s property. He very much wants to be a hero. To right wrongs, save the day and reap the rewards therein… </p><p></p><p>Family:</p><p></p><p> Lt. Lance Miller (Father)</p><p> Sorceress Sadira Miller (Mother)</p><p> Cpl. Harden Miller (Brother, twin to Nolan)</p><p>Cpl. Nolan Miller (Brother, Twin to Harden) </p><p></p><p> </p><p> </p><p>Build Plan: Feat Choices and Ability Boosts.</p><p></p><p>1st Level: Feats (Improved Initiative, Still Spell), Summon Familiar (Ferret)</p><p></p><p>2nd Level: N/A</p><p></p><p>3rd Level: Feat (Energy Substitution (Cold))</p><p></p><p>4th Level: +1 CH</p><p></p><p>5th Level: N/A</p><p></p><p>6th Level: Feat (Craft Wand)</p><p></p><p>7th Level: N/A</p><p></p><p>8th Level: +1 CH</p><p></p><p>9th Level: Feat (Energy Admixture)</p><p></p><p>10th Level: N/A</p><p></p><p>11th Level: N/A</p><p></p><p>12th Level: Feat (Craft Wondrous Item), +1 CH</p><p></p><p>13th Level: N/A</p><p></p><p>14th Level: N/A</p><p></p><p>15th Level: Feat (Maximize Spell)</p><p></p><p>16th Level: +1 CH</p><p></p><p>17th Level: N/A</p><p></p><p>18th Level: Feat (Craft Rod)</p><p></p><p>19th Level: N/A</p><p></p><p>20th Level: +1 CH</p></blockquote><p></p>
[QUOTE="Tetsubo, post: 2757014, member: 1250"] Here is a build I did for an upcoming game. Any advice is most welcome. Name: Dederic “Blackhand” Miller Race: Human Gender: Male Class: Sorcerer Level: 3rd Alignment: Neutral Good Str: 8 (0 points) -1 Dex: 14 (6 points) +2 Con: 14 (6 points) +2 Int: 12 (4 points) +1 Wis: 10 (2 points) +0 Cha: 16 (10 points) +3 28 Point Buy Base Speed: 30 Languages: Common and Dwarven. HP: 19 Initiative: +6 (+2 DX Bonus, +4 Improved Initiative) BAB: +1 BAB Melee: +0 BAB Missile: +3 (+4 w/ Masterwork Light Crossbow) Saves: Fort +3 (+2 CN Bonus), Ref +5 (+2 DX Bonus, +2 Familiar Bonus) and Will +3 Bonus Spells: 1 - 1st Level, 1 - 2nd Level, 1 - 3rd Level Armour Class: 13 (+2 DX Bonus, +1 Amulet) Skills: 1st level points: (2 + 1 (+1 IN Bonus) x 4) +4 (Human Bonus) = 16 each following level (2+ 1 (+1 IN Bonus)) +1 (Human Bonus) = 4 Class Skills: Bluff (Cha) +6 (3 Ranks, +3 CH Bonus) 3 Concentration (Con) +8 (6 Ranks, +2 CN Bonus) 6 Craft (Alchemy) (Int) +4 (3 Ranks, +1 IN Bonus) 3 Knowledge (Arcana) (Int) +7 (6 Ranks, +1 IN Bonus) 6 Spellcraft (Int) +7 (6 Ranks, +1 IN Bonus) 6 Feats: 1st level: Improved Initiative (+4 Initiative Bonus) Still Spell (Spell can be cast with no somatic components) +1 Level Alertness (+2 Listen & Spot) only within arms reach of Familiar 3rd Level: Energy Substitution (Cold) +0 Level Familiar: Rory the Ferret (+2 Reflex saves) HD: ½ d8 (9 hp), Init: +2, Speed: 20 ft. (4 squares), climb 20 ft., Armor Class: 17 (+2 size, +2 Dex, +3 as Familiar), touch 17, flat-footed 15, BAB/Grapple: +3/-9, Att: Bite +7 melee (1d3-4), Space/Reach: 2½ ft./0 ft., Spec Att: Attach, Special Qualities: Low-light vision, Scent, Saves: Fort +2, Ref +4, Will +3, Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5, Skills: Balance +12, Climb +10, Escape Artist +4, Hide +11, Move Silently +8, Spot +3, Feats: Agile, Weapon Finesse Familiar Abilities: Effectively 3 HD, ½ Dederic’s HP, BAB same as Dederic’s +2, Improved Saves, Improved AC, Improved IN, Alertness Feat, Improved Evasion (1/2 Damage from spells w/ Saves), Share Spell within 5’, Empathic Link (Su) within 1 mile, Deliver Touch Spells. Spells Known: 5 – 0 level, 3 – 1st level Spells Per Day: 6 – 0 Level, 6 – 1st level Spells: 0 Level: Detect Magic: Detects spells and magic items within 60 ft. Read Magic: Read scrolls and spellbooks. Dancing Lights: Creates torches or other lights. Mending: Makes minor repairs on an object. Prestidigitation: Performs minor tricks. 1st Level: Mage Armor: Gives subject +4 armor bonus. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Lesser Orb of Acid: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (Max. 5d8). Fort save or be Sickened for 1 round. DC 14 (3rd level). Equipment: Amulet of Natural Armour (+1) Backpack Bed Roll Mess Kit Waterskin Wool Cap High Black Boots Wool Cloak Two changes of clothes (2 shirts, 2 trews, leather vest, belt) 1 Heavy Mace (1d8 ×2, Bludgeoning) 1 Masterwork Light Crossbow (1d8 19-20/×2, RI 80 ft., Piercing) 2 Daggers (1d4 19-20/x2, 10 ft. RI. 1 lb. Piercing or slashing) 1 Sling (1d4 x2, 50 ft. RI, Bludgeoning) 10 Sling Bullets 20 Bolts Flint & Steel Rations (week) Grooming Kit Belt Pouch (75 gp) Spell Component Pouch Description: Dederic’s father Lance is 6’ 4”, a mountain of chiseled muscle and of pale complexion with dirty blonde hair. His mother Sadira is 5’ 2”, built like the Fey with raven black hair that falls to her waist and olive colored skin. His two twin brothers (two years younger) are 6’ 6” and built even larger than his father; they also have pale skin and dirty blonde hair. Dederic is 5’ 6”, with long dark hair like is mother, skin slightly lighter and a thin, very wiry build. There is no mistaking that he is his mother’s child. He wears his hair most often in a single braid. He also sports a neat goatee and mustache. His eyes are a dark brown. His most remarkable feature however is his right hand, his literal Black Hand. Starting half way down his right forearm his skin begins to darken. By the point that it reaches his wrist it is pitch black. It even extends to the skin beneath his fingernails. His nails are clear. Dederic makes a point of always wearing shirts that have embroidery on them. He is also noted for the fact that his attire, in fact all of his possessions, are always in good repair. Personal History: Dederic was born into a family of protectors. Both his father and mother are members of the City Guard. His mother is a member of the Arcane Auxiliary. He was raised to worship the god of Justice and to believe that all people deserve it. His family supports his desire to see the world and adventure. Both his parents were briefly adventurers themselves; it is how they met. His two younger twin brothers are also members of the City Guard. They often volunteer for prisoner escort duty so that they can travel a bit. Dederic just wants to travel a good deal farther. His family hopes that he someday “retires” from adventuring and joins the family business of protecting their city. Dederic is an urban youth, a city boy. Outdoors to Dederic means the nearby park. Goals: Dederic wants to explore the full reaches of what it means to wield magic. He tends to enjoy the more “raw” sort of spells. He enjoys the destructive aspect of magic. But he realizes that collateral damage must be kept to a minimum. So he often uses a Cold spell to limit harm to other’s property. He very much wants to be a hero. To right wrongs, save the day and reap the rewards therein… Family: Lt. Lance Miller (Father) Sorceress Sadira Miller (Mother) Cpl. Harden Miller (Brother, twin to Nolan) Cpl. Nolan Miller (Brother, Twin to Harden) Build Plan: Feat Choices and Ability Boosts. 1st Level: Feats (Improved Initiative, Still Spell), Summon Familiar (Ferret) 2nd Level: N/A 3rd Level: Feat (Energy Substitution (Cold)) 4th Level: +1 CH 5th Level: N/A 6th Level: Feat (Craft Wand) 7th Level: N/A 8th Level: +1 CH 9th Level: Feat (Energy Admixture) 10th Level: N/A 11th Level: N/A 12th Level: Feat (Craft Wondrous Item), +1 CH 13th Level: N/A 14th Level: N/A 15th Level: Feat (Maximize Spell) 16th Level: +1 CH 17th Level: N/A 18th Level: Feat (Craft Rod) 19th Level: N/A 20th Level: +1 CH [/QUOTE]
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