Sorceror Advice

Multiclassing with a pure caster isn't something to be done lightly, but it shouldn't be the "RUN AWAY!!" type of reaction some people seem to think. What do you lose?
> Caster level: well, a lot of spells cap at a certain point. 10d6, for example. But what's the downside for nondamaging spells like Charm Monster? Caster level isn't really important there (unless they have SR).
> Higher-level spell slots: Frankly, I didn't care about any spells above 6th level, and was intending to switch into a good PrC by that point anyway. If you start adding tons of stuff from splatbooks, then yes, high-level spells are good, but we were just using the PHB at the time.

A 5 Sorcerer/2 Rogue is a worse caster than a 7 Sorcerer, or a 7 Wizard. I know because I've played exactly that character, and I was grouped with a Wizard at the time. The trick is, don't think of a Sorcerer/Rogue as a light Sorcerer, think of him as a spell-heavy Bard. This may not be what you want in the class, but it's not the end of the world to sacrifice a caster level. I mean, look at all the PrCs out there that sacrifice levels of spellcasting. Some of those are still pretty good classes, you know.

The Wizard in the group would throw a 7d6 Fireball. Great spell, everyone loves big flaming pellets of bat guano. I couldn't compete with him on raw damage at that point, so I didn't try. On the other hand, I could cast Invisibility or Blindness as many times per day as he could, and I had better access to utility spells. We complemented each other pretty well. He also couldn't scout ahead with the stealthy types; I could.

The first couple levels (level 1 was Rogue, of course, as was level 3) I basically played as a Rogue. I could sneak attack, I had 6 ranks each of Hide and Move Silently (enough to easily sneak past anyone without Listen/Spot), and I could use a weapon almost as well as the tanks. Composite Longbows are SO much nicer than crossbows, by the way.

The painful stretch was levels 6-7, when I was still waiting to get Haste. Thank goodness they're changing that spell in 3.5E. But even those levels weren't that bad; it was a lot like playing a Bard.
Once we got to the higher levels (we ended the campaign at level 13), everything was fine. I had things like Teleport, so while the Wizard was throwing EVEN BIGGER damage spells, I could do all sorts of interesting stuff, and I could still throw more damage spells per day than he could.
(Hint: avoid damage spells with saving throws if you do this)

Now, if we had continued to level 20, then I would have had a serious problem with Spell Resistance. Not as bad as Rangers and Paladins have to put up with, though.

Your mileage may vary, though.
 

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Spatzimaus said:
Multiclassing with a pure caster isn't something to be done lightly, but it shouldn't be the "RUN AWAY!!" type of reaction some people seem to think. What do you lose?
> Caster level: well, a lot of spells cap at a certain point. 10d6, for example. But what's the downside for nondamaging spells like Charm Monster? Caster level isn't really important there (unless they have SR).

SR is the biggest deal. Seriously.

The other one is Spell Levels -- picture. Sorceror(11)/Rogue(5), or, Sorceror(16).

The first one has access to 5th level spells, tops. The second one can cast EIGHTH level spells. That's a big difference. Furthermore, the first sorceror is 5 poind behind in SR-penetration.


Higher-level spell slots: Frankly, I didn't care about any spells above 6th level, and was intending to switch into a good PrC by that point anyway. If you start adding tons of stuff from splatbooks, then yes, high-level spells are good, but we were just using the PHB at the time.

Then you have even LESS reason to multiclass.

7th level: Force cage, Teleport without Error, Limited Wish. Empowered 5th level spells. Double-empowered 3d level spells ([10d6 x 2] fireball, anyone?)

8th level: Prismatic Wall, Horrid Wilting, Polymoorph Any Object. Empowered 6th level spells. Maximised, empowered 3d level spells (Eagle's Splendor of [5 + (1d4+1)/2], anyone?).

9th level: Wish, Gate, Mordenkainen's Disjuntion, Meteor Swarm, Wail of the Banshee, Time Stop. Triple-empowered 3d level spells ([10d6 x 2.5] fireballs, anyone?]. Maximised, double-empowered 2d level spells ([2d4+8] per round Melf's Acid Arrow, anyone?)

A 5 Sorcerer/2 Rogue is a worse caster than a 7 Sorcerer, or a 7 Wizard. I know because I've played exactly that character, and I was grouped with a Wizard at the time. The trick is, don't think of a Sorcerer/Rogue as a light Sorcerer, think of him as a spell-heavy Bard. This may not be what you want in the class, but it's not the end of the world to sacrifice a caster level. I mean, look at all the PrCs out there that sacrifice levels of spellcasting. Some of those are still pretty good classes, you know.

If you want a spell-heavy bard, play a Bard/Sorceror. IMO anyway.
 
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And if you want a sneaky guy with magic power: play a rogue/psio. Lotsa cooler, more skillpoints, incredible feats, and better versatility for low level spells.
 


Ah, I misread your post. Never mind. :)

I strongly support Pax's first post about pre-planning your spell and feat lists. Sorcerors really need to work to avoid being stuck with spells that were useful at low levels but are pretty ineffectual at higher levels, like sleep.

Another way to support your character theme would be to pick up alter self and/or polymorph self to turn yourself into some sort of arctic creature. Wandering around with blue-white scales and frosty breath can be quite intimidating, and racks up some coolness points with the rest of the party.

- Eric
 

Couple of counter points:

1. Picking up levels NOT in sorcerer is not suicide as someone wrote, it just creates a different type of character. If you want a sneaky magical guy thee is nothing wrong with a level or two of thief. Your spell progression will suffer obviously but you do get some benefits.

2. I don't like mapping out my spells and feats. Mostly, because I always change my mind!. I would just see what you need as you advance in level. Say you take color spray and mage armor @ 1st level. Chances are you won't need another combat spell when you hit 2nd level. However, say you find color spray largely ineffective ( for whatever reason) just take a spell you can use in combat. There is no need to take detect poison if you think you are not cutting the mustard in attack rounds.

3. I do reccomend spells with multiple uses. Alter self, Glitterdust, and grease all fall into that category.

Just my opinion.
 

Paladin 1/Sorceror X

if you are going to multi-class, I would recommend being a multi-classed Paladin. And taking Paladin as your first level.

Why?

Well, if you get max hit points at 1st level, all of a sudden you have 10 + con hit points instead of 4 + con hit points. Its like having two toughness feats.

Furthermore, the Divine Grace chr-based saving throw bonus can really come in handy if your sorceror needs to make a saving throw.

And you have martial weapons profiency and can wear any armor (assuming that you are interested in armor, you might not be).

Only down side is that you lose one level of spell casting and have to be lawful good.

For Sorceror feats, I recommend Spell Focus Enchantment and Evocation, Greater Spell Focus for both, Spell Penetration and Greater Spell Penetration. And the three I don't need components feats (materials, voice, somatic).

Great prestige classes are Elemental Savant from Tome & Blood, Archmage from FRCS, and anything from Magic of Faerun.


Tom
 

I've seen Endur's build before, and I'd love to play one myself someday.

Of course, you need to like the Paladin's code and all that stuff, because you still need to RP that part of the character up.

I'd recommend carrying around a shield, so that you can drop it at any time when you'd like to cast a spell.
 


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