Update: Sorcerer/MotAO/ES (Air) for RttToEE.

Elder-Basilisk,

Quicken is great for a Wizard, but it really doesn't help a Sorcerer as much. True, he could use it with Arcane Preparation to get a quickened spell, but I don't know that it is worth it.

MotAO gives feats at 2nd and 9th level. That is why he has two feats listed at 15th level, the one for character level and the other from MotAO.
 

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I'm not a big fan of quicken but I think it's actually better for a sorcerer who happens to have arcane prep. With all the spells a sor has he/she wont miss a couple quickened spells IMO. I'd prefer chain spell though. While I like silent spell(especially silent teleports) I think with all those evocaiton spells empower would be better since it is the premier damage boosting meta-magic feat.

5th level personally I prefer stone or iron as wall spells to force and you probably do have enough or to many wall spells so I'd ditch wall of force.(I like the spells being instaneous so they can't be dispelled) As a substitute for it a lot of spells a cool, I'm not a fan of energy buffer unless it was errataed becuase it lasts for only 1 round after it is triggered.(though that 1 round might of killed you so it is good) I'd just wait for energy imunity(incredibly lamely and stupidly palced one level higher for wizards when all the PH spells are the same level) and count on a sorcers huge number of spells to cover a wide range of elements. 5th level though my choice would be fabricate, I think it has insane utility, it is an instaneous effect, is a great money maker and I'll have to re-read it but may be able to be shaped with sculpt spell so its area of effect might increase.

6th level I'd really try to fit anti-magic in there, with scult spell MM you could sculpt that into a cone so it effects the bad guys and not you.

4th level lesser globe of invuln (the big problem with this is it tends to drop many of your protections and buffs at the same time, that and it is immobile) My main use for it though is to get clsoe to the front line cast it then back away giving the fighters some 1-3rd level protection. Wall of ice, minor preference but I prefer fire becuase I like fire and the area is huge, and its a classic.
 

Shard O'Glase said:
I'm not a big fan of quicken but I think it's actually better for a sorcerer who happens to have arcane prep. With all the spells a sor has he/she wont miss a couple quickened spells IMO. I'd prefer chain spell though. While I like silent spell(especially silent teleports) I think with all those evocaiton spells empower would be better since it is the premier damage boosting meta-magic feat.

Empower spell would definitely be a good choice. A hasted sorceror could drop a sculpted, empowered, energy substituted cone of cold, a quickened fireball, and a (prepared with Arcane Prep) second energy substituted empowered cone of cold all in the same round for the cost of three 7th level slots. That's a lot of damage (effectively 52d6)--even at 14th level.

5th level personally I prefer stone or iron as wall spells to force and you probably do have enough or to many wall spells so I'd ditch wall of force.(I like the spells being instaneous so they can't be dispelled) As a substitute for it a lot of spells a cool, I'm not a fan of energy buffer unless it was errataed becuase it lasts for only 1 round after it is triggered.(though that 1 round might of killed you so it is good) I'd just wait for energy imunity(incredibly lamely and stupidly palced one level higher for wizards when all the PH spells are the same level) and count on a sorcers huge number of spells to cover a wide range of elements. 5th level though my choice would be fabricate, I think it has insane utility, it is an instaneous effect, is a great money maker and I'll have to re-read it but may be able to be shaped with sculpt spell so its area of effect might increase.

For energy Buffer, the purpose isn't really duration (it only gives you 1d6/level of protection anyway so there's not likely to be much left after the first energy spell hits you). The advantage is that you can cast it and be protected from the first blast to hit you whether it's sonic, fire, cold, acid, or whatever. All of the other protective spells--even energy immunity require you to know what you're up against in advance.

Since it's got 24 hour duration, you could rely on the Spell Pool to energy buffer yourself. However, if you want to protect your friends too, this is probably a bad idea. Four castings would put you 20 spell levels into hock as far as spellpool debt goes and doing it regularly would likely exhaust your spellpool capability.

6th level I'd really try to fit anti-magic in there, with scult spell MM you could sculpt that into a cone so it effects the bad guys and not you.

I didn't think of that--pretty brilliant :) Definitely pick up anti-magic shell then.

4th level lesser globe of invuln (the big problem with this is it tends to drop many of your protections and buffs at the same time, that and it is immobile) My main use for it though is to get clsoe to the front line cast it then back away giving the fighters some 1-3rd level protection. Wall of ice, minor preference but I prefer fire becuase I like fire and the area is huge, and its a classic.

I still think that even the fighters will be begging for a high level baddie to cast fireball at them by 10th level. 1-3rd level protection isn't going to be a big issue except for the levels where Minor Globe isn't available and maybe levels 7 through 9. Given its limitations, I don't think it's worth the spell slot.

As a sorceror I wouldn't pick up more than one wall (and Wall of Stone is the most versatile wall out there). Wall of Ice is particularly pointless once you have wall of stone because they both do the same thing. Wall of Fire is more of an attack spell but I still don't think I'd recommend it. There are better 4th level spells for the long haul.
 

Elder-Basilisk said:



For energy Buffer, the purpose isn't really duration (it only gives you 1d6/level of protection anyway so there's not likely to be much left after the first energy spell hits you). The advantage is that you can cast it and be protected from the first blast to hit you whether it's sonic, fire, cold, acid, or whatever. All of the other protective spells--even energy immunity require you to know what you're up against in advance.


Yeah it is good, I'm just leery of things that protect you from the 1st attack. With my luck I'd consistently waste it vs a flask of alchemist fire.

I didn't think of that--pretty brilliant :) Definitely pick up anti-magic shell then.

I didn't think of it either. Someone else did in an old thread. I think my response was dang I never thought about x,y, and z before scult spell rocks.

As a sorceror I wouldn't pick up more than one wall (and Wall of Stone is the most versatile wall out there). Wall of Ice is particularly pointless once you have wall of stone because they both do the same thing. Wall of Fire is more of an attack spell but I still don't think I'd recommend it. There are better 4th level spells for the long haul.

Yeah there are better things than wall of fire, its only benefits ar eits element style daamge so energy sub sonic works with it, and I think it is cool. Personally at 4th level for a sor my spell fav would be solid fog,(I ignore the polys there broken and annoy me now that I've benn on the Dming side of them). Solid fog+ evards tentacles I think is just brutal.
 

4th DRAFT

I think due to everyones great suggestions, I now have a character that is well thought out. I just hope he makes it through The Temple of Elemental Evil! :D

When should I take Improved Familiar, if ever (even though they do not seem too much better)? Or should I just get a toad and maybe get him polymorphed later?

I plan on getting a Rod of Chaining since I can't seem to fit it in with all the other feats that I need

Please let me know if you see any other changes.

Str 13
Dex 15
Con 16
Int 14
Wis 13
Cha 18



1st Lvl Sorc 1
0th Lvl Spell: Det Magic, Read Magic, Prestidigitation, Dancing Lights
1st Lvl Spell: Magic Missle, Shield
Feat: Arcane Preparation, Silent Spell

2nd Lvl Sorc 2
0th Lvl Spell: Mage Hand

I am currently this level:
3rd Lvl Sorc 3
1st Lvl Spell: Burning Hands (Refl Sv ½)
Feat: Sculpt Spell

4th Lvl Sorc 4
0th Lvl Spell: Light
2nd Lvl Spell: Glitterdust (Will Sv)
Ability +1 Charisma (19)

5th Lvl Sorc 5
1st Lvl Spell: Ray of Enfeeblement
2nd Lvl Spell: Melf’s Acid Arrow (Ok, Elder-Basilisk, Ice Knife is gone and but is Acid Arrow forbidden for Elemental Savant Air or just Energy Substitution Acid?):D

6th Lvl Sorc 6
0th Lvl Spell: Mage Hand
3rd Lvl Spell: Haste
Feat: Cooperative Spell

7th Lvl Sorc 6/MotAO 1
(Spellpool I)
1st Lvl Spell: True Strike
2nd Lvl Spell: Blindness/Deafness
3rd Lvl Spell: Slow

8th Lvl Sorc 6/MotAO 2
1st Lvl Spell:
4th Lvl Spell: Evard’s Black Tentacles
Ability +1 Charisma (20)
Feat: Empower Spell

9th Lvl Sorc 6/MotAO 3
3rd Lvl Spell: Lightening Bolt (Ref Sv)
4th Lvl Spell: Enervation
Feat: Energy Substitution: Sonic

10th Lvl Sorc 6/MotAO 4
(Spellpool II)
0th Lvl Spell: Open/Close
5th Lvl Spell: Teleport
5th Lvl Spell: Ghostform

11th Lvl Sorc 6/MotAO 5
2nd Lvl Spell: Detect Thoughts
3rd Lvl Spell: Fireball (Ref Sv ½ )
4th Lvl Spell: Improved Invisibility (Ok, everyone I have only one Wall.) :D
5th Lvl Spell: Wall of Force

12th Lvl Sorc 6/MotAO 6
6th Lvl Spell: Greater Dispelling
Ability +1 Charisma (21)
Feat: Quicken Spell


13th Lvl Sorc 6/MotAO 7
(Spellpool III)
4th Lvl Spell: Polymorph Self
5th Lvl Spell: Energy Buffer
6th Lvl Spell: Eye Bite

14th Lvl Sorc 6/MotAO 8
7th Lvl Spell: Limited Wish

15th Lvl Sorc 6/MotAO 9
5th Lvl Spell: Cone of Cold
6th Lvl Spell: Antimagic Field
7th Lvl Spell: Summon Monster VII
Feat: Spell Penetration
Feat: Energy Substitution: Electricity


16thLvl Sorc 6/MotAO 10
2nd Lvl Spell: Mirror Image
6th Lvl Spell: Disintegrate
7th Lvl Spell: Finger of Death
8th Lvl Spell: Symbol
Ability +1 Charisma (22)

17th Lvl Sorc 6/MotAO 10/ ES (Air) 1
7th Lvl Spell: Reverse Gravity
8th Lvl Spell: Maze

18th Lvl Sorc 6/MotAO 10/ ES (Air) 2
9th Lvl Spell: Time Stop
Feat: Greater Spell Penetration

19th Lvl Sorc 6/MotAO 10/ ES (Air) 3
8th Lvl Spell: Otto’s Irresistible Dance (With Mind Blank’s day long duration I could get it from the Spell Pool.) :D
9th Lvl Spell: Gate

20th Lvl Sorc 6/MotAO 10/ ES (Air) 4
9th Lvl Spell: Wail of the Banshee
Ability +1 Charisma (23)

21st Lvl Sorc 6/MotAO 11/ ES (Air) 5
What spell do I get at 21st level?
:D
 



Acid Arrow is fine--it's just elemental substitution: Acid that's forbidden to you.

As far as the electricity spells, yes, you do need 2 more. You have a free 1st level slot at 9th level that could be Lesser Electric Orb. You could drop one of your 6th levels for Chain Lightning and be there.

If you're willing to switch your plans a little bit though, you could get any of the Lesser Orb spells (or Feather Fall--you never know when it'll come in handy) with the last slot and go Elemental Savant Fire without altering your spell selection:
Burning Hands, Fireball, Summon Monster VII (Fire elemental) for fire spells.
Alternately, you could do a little change and go Water:
Take Ray of Frost with your open 0-level slot, and Lesser Cold Orb with your open 1st level. You're now good to go:
Ray of Frost, Lesser Cold Orb, Cone of Cold

As to Improved Familiar--I'd forgoe it. You've already spent all your feats. . . .

If you do decide to get it though, get a celestial one. They're very advantageous for a character who doesn't get familiar advancement as they come with spell resistance which is an important ability that familiars of multiclassed masters never get. The Pseudodragon's natural telepathy and continuous see Invisible are also quite useful.
 

Corwin the Confused said:

Arrrrrrrrgh! Do I need more Air (Electricity Spells)?

No.

The requirement is to have three spells with one of Acid, Cold, Electricity or Fire descriptors and one summon spell.

Burning Hands, Melf's Acid Arrow, Lightning Bolt, Fireball, Cone of Cold. You've got plenty of spells with one of those descriptors. Nothing says they all have to be the same descriptor, or even from the same element as you are going.

You've also got the summon monster spell, so that isn't a problem.
 

Ok?

It seems to me that the intent of the rules follows what Elder-Basilisk said, "As far as the electricity spells, yes, you do need 2 more."

However, the strickt letter of the rules agrees with Bret:

"The requirement is to have three spells with one of Acid, Cold, Electricity or Fire descriptors and one summon spell.

Burning Hands, Melf's Acid Arrow, Lightning Bolt, Fireball, Cone of Cold. You've got plenty of spells with one of those descriptors. Nothing says they all have to be the same descriptor, or even from the same element as you are going."
 
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