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The Offensive Powerhouse
I have played a sorcerer to level 12 now and have actually tried various
character avenues with it just to see how they worked and how the different
spells worked. This was done via saving the game right before a level up
and then trying different spells out. Then I would Restore the game until I
found spells I liked. Go to a tavern or crowded are that is non hostile to
test your spells out on them. [This is due to game mechanics, roleplaying I
went out into an empty field and did this] Don't forget to NOT save after
you do this unless you really want them all dead.
Due to character concept etc. I play a character that focuses on power/destruction aspects. Here is what I have found most useful.
Skills:
Concentration: keep it maxed
Spellcraft: keep it maxed
Feats:
Combat Casting at 1st level [Spell penetration if human also]
Toughness at 3rd level [don't you want 20 extra hit points?!]
Spell Focus for all other feats specific to the types of spells you use
Familiar:
Pixie: she picks locks and disarms traps. This allows me to pick whatever
henchman I want if I don't want a thief. She also gets improved
invisibility which keeps her from being specifically targeted by spells.
Also after 5 level don't worry about your familiar dieing. They are in the
middle of combat not you and you just took a max 6 hit points of damage
which is a LOT less than what you familiar just took to kill it. Also
feeding your familiar will fully heal it.
Henchman:
Daelan Red Tiger: You need a tank for protection, do you not?
Sorcerer Basic Tactics 101 [for single player game]:
Make sure your henchmen engage the enemy. If that means running into the
fray or away from it then do it. If you run into the fray don't stop
running until they quite chasing and start after your henchmen. They will
do this you are not killing them, yet anyway.
If you are 4th level or higher unless you have less than 15 hit points don't
worry about the enemy getting an attack of opportunity if you are wondering
if you should run away or not, run away!!!
Ghostly Visage:
Ghostly Visage makes you hidden while you can still run. This will cause
most enemies to see your henchmen before you. If the enemy comes at you run
away, most likely you will disappear from the enemies sight and he will go
after your henchmen. You have improved invisibility to some degree with
this spell, plus, plus, plus, it lasts a long time.
Summoned Creatures:
Since I can't control or have but a limited # of "friends" I always make
sure my second learned spell from any spell level I get access to is the
summon creature spell. This is a game constraint. I then unlearn the
lesser level summon creature spell. I do not plan on learning the 9th level
summon creature spell though and I may not learn the 8th level spell either.
They last until you rest or are killed and they just died not you, they
are tanks let them do their job. Don't forget to recast right after you
rest. This is not a cast in the middle of battle spell.
See Invisibility:
Don't worry about knowing this spell until you are in chapter two of the
game or level 7 sorcerer which ever comes first. After that it will last
most likely until you have to rest and you will find it very useful.
Tactics versus Thieves and Monks and any creature that may have evasion feat:
DON'T use reflex save damage spells on them. Listed below are good spells
for these types. In fact most of these spells are awesome damage to any
monster. [yes, the negative energy does heal undead so don't use it on
them!]
Magic Missile
Negative Energy Ray
Melf's Acid Arrow
Negative Energy Burst
Ice Storm
Prismatic Spray
Horrid Wilting
With basic tactics in effect and using your three henchmen, you should be
able to deal with anything that comes your way.
As a 20th level "power" sorcerer here is a list of the spells you should
know. You may or may not be able to learn more than what I have listed for
each level. These are what "I" feel a "power" sorcerer will have no matter
what. If a spell has a question mark by it I consider it optional. Believe
it or not there are some spells I find no real use for and had a hard time
picking enough spells for that level!
The basic reasoning behind this list is this: I want to kill my opponent as
fast as I can. If a protection spell does not provide long term protection
what use is it?! I need to be killing my opponent not casting protection
spells when I see him.
This has worked very well for me as many enemies will start casting
protection or boost spells when the encounter starts. I have cast at least
one area offensive spell by then, sometimes that's all it takes.
Lvl 1: (5)
Magic Missile
Negative Energy Ray: Will save
Protection from Alignment: READ it! and think!
Ray of Enfeeblement
Color Spray: stuns
Lvl 2: (5)
Ghostly Visage
See Invisibility
Melf's Acid Arrow: no save
Bull's Strength: always raises use on henchman
Lvl 3: (4)
Fireball
Haste: Use on henchman
Negative Energy Burst: Will save for half - Thieves and Monks can't avoid this damage
Lvl 4: (4)
Ice Storm: no save!
Improved invisibility: you can't be targeted with spells if you can't be seen
Lesser Spell Breach: no save!
Evard's Black Tentacles: damage can not be fully avoided
Lvl 5: (4)
Cone of Cold
Energy Buffer: 1 turn/lvl absorb 40 energy damage
Cloudkill
Lvl 6: (3)
Greater Stoneskin
True Seeing: ?See invisible maybe good enough?
Chain Lightning
Lvl 7: (3)
Prismatic Spray: no save
Shadow Shield: Read it!
Protection From Spells: can only be removed by a dispell, Breach doesn't work on it
Delayed Blast Fireball: Reflex save
Lvl 8: (3)
Horrid Wilting: Fortitude Save for half= Mage/Thief killer
Summon Creature VIII
Premonition
Mind Blank
Lvl 9: (3)
Weird: Will save!= All dead but Mages and monks
Mordenkainen's Disjunction
Time Stop
Meteor Swarm
Wail of the Banshee
As I said before this is a "power" sorcerer who's focus is on destruction
and pure offense. His henchmen and familiar are his defense.
Submitted By: Jeremy Cook
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