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Community
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*Pathfinder & Starfinder
The "Everything Sorcerer" Thread
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 2751857" data-attributes="member: 710"><p>Well, I believe this is an old discussion, but I disagree with the Notion that Heighten Spell is any good. If you don't have a decent spell on that level, Empower spell is still better than Heighten. In real life play, I (including all spellcasters of my group in our various campaigns) never encountered a situation in which I needed to penetrate a Glove of Invulnerability or similar effect, and where +50% damage weren't better than +2 savng throw DC. </p><p></p><p>From the core feats, Spell Penetration, Skill Focus (Concentration), Empower Spell and Extend Spell, Combat Casting, Improved Initiative, Point Blank Shot/Precise Shot are good feats.</p><p></p><p>I agree with the spell list (at least those that I know, some of them are from supplements I don't own), but I would not forget to add Haste. The 3.5 version doesn't give actions (while slow still takes them), but it affects the whole group. The Fighters will be grateful for the added mobility and extra attacks...</p><p>On 2nd level, it might be good to consider Melfs Acid Arrow instead of Scorching Ray, or in additon to it. It it is one of the few spells a sorceror can throw against one of those nasty golems, though I must admit that 2d4 damage (even over multiple rounds) is probably not a shaker. (And a Haste might be more useful)</p><p></p><p>Mage Armor seems to be a must until you can get Bracers of Armor +4 (if you have a monk in your group, it might stay longer, until he can get the item too). Shield is a nice option, but to tell the truth, due to the low duration, you seldomly actually cast it...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 2751857, member: 710"] Well, I believe this is an old discussion, but I disagree with the Notion that Heighten Spell is any good. If you don't have a decent spell on that level, Empower spell is still better than Heighten. In real life play, I (including all spellcasters of my group in our various campaigns) never encountered a situation in which I needed to penetrate a Glove of Invulnerability or similar effect, and where +50% damage weren't better than +2 savng throw DC. From the core feats, Spell Penetration, Skill Focus (Concentration), Empower Spell and Extend Spell, Combat Casting, Improved Initiative, Point Blank Shot/Precise Shot are good feats. I agree with the spell list (at least those that I know, some of them are from supplements I don't own), but I would not forget to add Haste. The 3.5 version doesn't give actions (while slow still takes them), but it affects the whole group. The Fighters will be grateful for the added mobility and extra attacks... On 2nd level, it might be good to consider Melfs Acid Arrow instead of Scorching Ray, or in additon to it. It it is one of the few spells a sorceror can throw against one of those nasty golems, though I must admit that 2d4 damage (even over multiple rounds) is probably not a shaker. (And a Haste might be more useful) Mage Armor seems to be a must until you can get Bracers of Armor +4 (if you have a monk in your group, it might stay longer, until he can get the item too). Shield is a nice option, but to tell the truth, due to the low duration, you seldomly actually cast it... [/QUOTE]
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The "Everything Sorcerer" Thread
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