The "Everything Sorcerer" Thread

Shadowdweller said:
While I like the idea of Pyrotechnics, IMX it sees limited use because of two things:

I) The flame source material component isn't much of a problem because of everburning torches. HOWEVER, the spell is automatically centered on the flame source...which creates plenty of problems. Since thrown objects have a default range increment of 10', and can only be thrown five increments...this makes targetting the spell extremely cumbersome/circumstantial.

II) A radius of 120' means the spell is very hazardous/impossible to use in confined spaces such as the typical dungeon. Granted the smoke cloud effect can still be used (20 radius cloud), but that cuts down somewhat on the versatility. And even that leaves you with the advantages/disadvantages of your typical fog cloud (cannot see for ranged attacks) with the added caveat that your melee types don't want it around them.

I see the glass as half-full :)

The spell is superb in outdoor adventures. See those people gathered around their campfire, 500ft away? Whoosh!

For the fireworks version, if you tell your party colleagues to keep their eyes closed until you've finished casting the spell, they can't really be blinded by it. Plus if you're chaotic good there are some times when your colleagues may just have to take their chances ;)

Cheers
 

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I'd go for a human sorceror, myself, in order to get 2 feats. I'd use one for "toughness" in order to get those 3 extra hitpoints. For the second feat I'd choose "improved initiative." I'm just choosing these because a 1st level sorceror is so vulnerable. Our campaigns tend to have a higher than average mortality than most I hear described on the web -- and at level 1 the greatest challenge is staying alive. The extra hitpoints and a greater chance of being able to act before the enemy will help a lot.
I'd include color spray or sleep in my early spell choices as well as probably mage armor or grease. For my 0 level spells I'd choose detect magic, disrupt undead and either mage hand or acid splash or ray of frost.
And buy a crossbow!
 

Dex or things that improve AC are more important to staying alive for low to mid-level PCs than HP.

A sorcerer starts with an average of 2.5 HP, round up to 3. Toughness adds 3HP, effectively doubling the PC's HP. Meanwhile, the average hit from a martial weapon is 4.5 HP of damage, round up to 5. 2 hits, and the sorcerer is down, feat or no feat. It only helps the PC on one attack, then its benefit is exhausted.

On the flip side, a +1 AC, for whatever reason, is a 5% probability shift in the chance of being hit, and its in effect for every combat roll against that target.
 

Shadowdweller said:
I) The flame source material component isn't much of a problem because of everburning torches. HOWEVER, the spell is automatically centered on the flame source...which creates plenty of problems. Since thrown objects have a default range increment of 10', and can only be thrown five increments...this makes targetting the spell extremely cumbersome/circumstantial.

Everburning torches are illusions. continual flame cast on a torch. Thus, it doesn't help pyrotechnics spell. Lighting the archer's arrows on fire, on the hand .... :]
 

Dannyalcatraz said:
A sorcerer starts with an average of 2.5 HP, round up to 3. Toughness adds 3HP, effectively doubling the PC's HP. Meanwhile, the average hit from a martial weapon is 4.5 HP of damage, round up to 5. 2 hits, and the sorcerer is down, feat or no feat. It only helps the PC on one attack, then its benefit is exhausted.
At first I thought you were arguing FOR a sorcerer taking toughness, but it appears your arguement (like mine) is against it. In any event, a sorcerer starts out with 4+Con hit points (max hit points for first level, just like every other class), so only the gross sin of using con as a dump stat is likely to start your character with less than 5 hit points.

In any event, toughness is a great feat for level one arcane casters that expect to be killed by the PCs. It is a complete waste by the time you hit 2nd or 3rd level, when you'll wish you had something even remotely more useful.
 

Illusion is the best school for sorcerers.

The sorcerer's greatest weakness is his inflexibility when it comes to having spells to choose from. His strength is being able to cast those spells he does have many, many times.

So, what you want to look for in a sorcerer spell is a single spell that has several different effects, or different options for effects. Illusion is the school that provides this in spades.

Ventriloquism, an often overlooked spell, can mislead your enemies as to your location. Often better than direct confrontation.

Nystyl's Magic Aura will decieve any cursory inspection of you or your comrades automatically, a brilliant deception.

You've got infinite flexibility with the Image spells.

Shadow Evocation/Conjuration and their bretheren give you access to two other schools while still remaining one spell.

Spell Focus / Greater Spell Focus: Illusion apply to all those above effects mentioned.

Magical travel is taken care of by Shadow Walk, which is a wicked cool way to travel, if you ask me. Much more flavor than Teleport.



So, yeah. Illusion.
 

Cabral said:
Everburning torches are illusions. continual flame cast on a torch. Thus, it doesn't help pyrotechnics spell. Lighting the archer's arrows on fire, on the hand ....
Incorrect. Continual flame is an EVOCATION.

Continual Flame said:
Effect: Magical, heatless flame
Either way, an everburning torch is magical flame...which by the pyrotechnics spell description is not extinguished.
 
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StormCrow42 said:
In any event, toughness is a great feat for level one arcane casters that expect to be killed by the PCs. It is a complete waste by the time you hit 2nd or 3rd level, when you'll wish you had something even remotely more useful.

Assuming the character will live to third level and beyond, Improved Toughness is great feat if you are concerned about hit points. But you can get a similar benefit from casting Ox's Endurance (is that the right name? +4 Con) and/or false life ... or embarass the fighter and do all of the above :p
 

dorentir said:
I'm just choosing these because a 1st level sorceror is so vulnerable. Our campaigns tend to have a higher than average mortality than most I hear described on the web -- and at level 1 the greatest challenge is staying alive. The extra hitpoints and a greater chance of being able to act before the enemy will help a lot. !

If you are having difficulty in keeping your 1st level sorcerers alive, can I recommend that you take a longspear as your simple weapon? Sorcerers get all simple weapons, and that includes the longspear with its marvellous *reach* - so anyone who attempts to attack you in melee must first face an AoO from you.

Best defensive weapon for the low level sorcerer!

Cheers
 

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