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Venting on Sorcerer build
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<blockquote data-quote="famousringo" data-source="post: 6572218" data-attributes="member: 6792445"><p>Sorcerers are already pretty explosive, just tightly constrained in how they can explode. Between Quicken and Twin Spell, and perhaps with a little help from Empower and some subclass features, I'd say the sorcerer absolutely can output more raw magical power in a single combat round than any other class. It hits maximum cheese if the sorcerer takes two levels of warlock to get the best cantrip in the game and add CHA to every hit with it. </p><p></p><p>Even without that, a top level fire sorcerer can theoretically drop concentration on an extended 32d6+5 Delayed Blast Fireball in the same round he casts a quickened Meteor Swarm for 40d6+5 and a twinned Firebolt on two targets still standing for another 4d10+5, empowered all around. That's 289 average damage in one round for anybody hit by all three spells who doesn't save, before factoring rerolls or feats. An evoker could do most of that, yes, but 10d6 less on the Fireball and no cantrip followup.</p><p></p><p>Even before that point, sorcerer gets to do nasty things like twin Disintegrate, or cast a quickened Fireball in the same round he uses Telekinesis to control an opponent. Perhaps best of all, ram through a clutch save or suck spell with Heighten.</p><p></p><p>The tradeoff is that sorcerer has the least endurance (spell endurance, not physical endurance) and versatility of the arcane casters. I feel this shoves them into a "third caster" position, where you ideally don't really want one in your party unless you already have one caster ready to cover support spells and another for utility spells. The sorcerer is poorly equipped to cast the kind of divinations and mobility spells that a wizard or bard might to progress in an adventure or dungeon.</p><p></p><p>But sounds like you're on your way to making a good new sorcerer subclass. Lord knows the class needs it.</p></blockquote><p></p>
[QUOTE="famousringo, post: 6572218, member: 6792445"] Sorcerers are already pretty explosive, just tightly constrained in how they can explode. Between Quicken and Twin Spell, and perhaps with a little help from Empower and some subclass features, I'd say the sorcerer absolutely can output more raw magical power in a single combat round than any other class. It hits maximum cheese if the sorcerer takes two levels of warlock to get the best cantrip in the game and add CHA to every hit with it. Even without that, a top level fire sorcerer can theoretically drop concentration on an extended 32d6+5 Delayed Blast Fireball in the same round he casts a quickened Meteor Swarm for 40d6+5 and a twinned Firebolt on two targets still standing for another 4d10+5, empowered all around. That's 289 average damage in one round for anybody hit by all three spells who doesn't save, before factoring rerolls or feats. An evoker could do most of that, yes, but 10d6 less on the Fireball and no cantrip followup. Even before that point, sorcerer gets to do nasty things like twin Disintegrate, or cast a quickened Fireball in the same round he uses Telekinesis to control an opponent. Perhaps best of all, ram through a clutch save or suck spell with Heighten. The tradeoff is that sorcerer has the least endurance (spell endurance, not physical endurance) and versatility of the arcane casters. I feel this shoves them into a "third caster" position, where you ideally don't really want one in your party unless you already have one caster ready to cover support spells and another for utility spells. The sorcerer is poorly equipped to cast the kind of divinations and mobility spells that a wizard or bard might to progress in an adventure or dungeon. But sounds like you're on your way to making a good new sorcerer subclass. Lord knows the class needs it. [/QUOTE]
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