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Tips for Sorcerer rebuild

Posted: Sat Jun 21, 2014 4:36 am
by duracele
Hello everyone,

I decided to RCR my level 24 sorc. I am pretty satisfied with the build itself so i wanted to go along the same line.
The build plan is currently Sorcerer 17, ASoC 10, Cleric 3
It is loosely based on Iron sorcerer from the vault. Obviously i skipped the monk levels. He does damage mostly by range touch attacks, that dont offer a save.
Thus he is not a DC caster. the proposed starting stats on the vault are like this...
Str 13 (for divine shield) Dex 10 (i think about putting 14 in here somehow to better ranged touch attacks) Con 14 (might lower here a bit) Int 14 (might lower as well) Wis 8 (with 9 and a +3 stat item he could cast 2 nd level divine.. not sure if its worth) Char 17
As for domains. Grumbar seems like a boring god but earth and luck are to good to be left out.

What about the able learner feat? I might skip that but would loose tumble and UMD, lowering INT in the process. The other possibility i see is going for disable device and search (it that viable for a Sorcerer?)

My goal is an armoured caster in Fullplate. Either with tower shield (would cost a feat) or medium shield. How can i get still spell 9 the fastest? I would also like to include extend spell in the plan. I dont see the need for practiced caster on this build but i might be wrong...

Aim is to maximize AC of course. On that note i am still not sure if to use shades or premonition. At first Prem seemed the obvious choice but seeing i can get 3 spells for one slot on shades i am leaning towards that this time.

I just wanted to lay down thoughts and it would be very nice if someone knowledgeable would take a look and give some hints.
I will update this a bit when new questions arise for me.

Re: Tips for Sorcerer rebuild

Posted: Sat Jun 21, 2014 9:34 am
by duracele
Concerning spells i am not sure if picking truesight will be worth it. Seeing through etheralness sounds really nice. But probably i be better of with disintegrate, bigby, GH, IGM.

On the other hand not needing blindsight would grant me another level 2 spell.

Is Bigby 8 worth it compared to its 9 version, which i really like?
At a loss at level 8 somewhat. But iron body seems a natural choice as i will be going for armoured caster anyway.
I plan to go for the summon spell as third pick here.

Level 9 is shades, shadow sim, mords straightforward.

Re: Tips for Sorcerer rebuild

Posted: Sat Jun 21, 2014 9:38 am
by mireigi
Take a look at The Guide to the Wizard/Sorcerer Spellbook. It have everything you need to know for BG in regard to sorcerer and wizard spells.

Re: Tips for Sorcerer rebuild

Posted: Sat Jun 21, 2014 9:48 am
by duracele
Yes. Thanks. I am choosing very much based on it. But there are some specifics...
Like i said i cant find much use for level 8 spells if you dont focuse on DC.

Re: Tips for Sorcerer rebuild

Posted: Sat Jun 21, 2014 10:25 am
by Deathgrowl
duracele wrote:Yes. Thanks. I am choosing very much based on it. But there are some specifics...
Like i said i cant find much use for level 8 spells if you dont focuse on DC.
Polar ray is RTA, no save.
Premonition is also a good choice.
Mind blank is cool if you don't have lesser version.
Greater shout is a good spell choice as well.

Re: Tips for Sorcerer rebuild

Posted: Sat Jun 21, 2014 10:44 am
by duracele
I decided on going for shades, which will be hard cause under server rules i will miss that 30DR for 2 levels to come. On the other hand it frees up that precious 1st level slot for shield (which i will also lack until 21).
Polar ray, while its damage output is nice, is another touch range, which i got in abundance. it is also the maximized slot for IGM, the staple damage spell...
so i figure for 8th level i will go with seldom used spells like summon, iron body and yes... umm
Bigby 8 or mind blank. I dont see the use of mindblank having saves well above 20 buffed but maybe i am wrong here.
I could fit in bigby 9 if forgoing shadow sim. but i would hate to loose that spell.
so is bigby 8 much less potent aside from damage? :P :>

Another tough one... I could pick truesight as my alternative disintegrate seems redundant with the orbs and a low DC. that would save me a neat level 2 spell slot of blindsight...

Re: Tips for Sorcerer rebuild

Posted: Sat Jun 21, 2014 10:57 am
by Karond
Human
STR:13
DEX:8
CON:14
INT: 13
WIS:8
CHA:18

Feats: Divine shield, power attack, improved critical, empower, spellcraft, concentration, improved expertise, 5 epic feats of your own choosing (autostill, still and extend?), 2 domains (luck and something else).

Spells:

1: Grease, Retreat, Fire orb, alignment, enfeeblement
2: Cats, mirror, darts, blind, idiocy
3: haste, armor, skin, touch
4: Assay, Elec Orb, invis, enervation
5: cloud, interpose, mantle, blank
6: bigby, heroism, IGMS
7: jaunt, avasculate, immunity
8: premonition, shout, polar ray
9: bigby, mordekainen, drain

Skills: Concentration, spellcraft, cross class tumble to 10, cross class umd to 3, 40 extra skillpoints left

AC: 63 + concealment + mirror images

---

Personally, it might be easier on you if you skip divine shield and power attack. If you pick up 10 palemaster and take practiced spellcaster, you get one more feat to use and the benefits are fantastic and constant. Another option is using eldricht knight as a 4th class to help the RTA.

Re: Tips for Sorcerer rebuild

Posted: Sat Jun 21, 2014 11:07 am
by mrm3ntalist
Karond wrote:Personally, it might be easier on you if you skip divine shield and power attack. If you pick up 10 palemaster and take practiced spellcaster, you get one more feat to use and the benefits are fantastic and constant. Another option is using eldricht knight as a 4th class to help the RTA.
This ^. Getting Cleric just for the Divine Shield is not optimal. BG or Paladin would add CHA to saves which is better. Persnally i would go for a 3lvl dip on Dragonslayer that will open Tumble and Tower Shield Proficiency. Else Palemaster is a wicked defensive prc with +6AC, Crit immunity and Detection skill. You wont need iron body either.

Re: Tips for Sorcerer rebuild

Posted: Sat Jun 21, 2014 11:12 am
by duracele
I will check on the combat expertise option. I usually use parry mode though. if i dont the toon auto attacks out of invi at worst. Will he do that in CE mode too. That would render it unusable. I read that i need to use a weapon to make it work, which is another no as ranged touch require you to have no weapon (effect with improved evasion making impossible to hit)

On your spell selection i wouldnt get shield AC neither improved spell saves (from shades or protection from spells). I thought alone the immunity to criticals would make iron body worthwhile...

For level 9. It will be hard to get along without its Bigbies i guess. And shadow sim is well more a mood spell. albeit a fantastic one.

For the saves i would get from dips... Well all those buffs i doubt the saves will matter. As for cleric. its free toughness and luck of heroes aaand divine shield is just too awesome to loose. i definitely want to have that.


Thanks to everyone replying :)

Oh and as for PM levels. I would hate to loose more caster levels, iron body will give me that critical immunity when needed and i think Samn would hate to loose an arm :twisted:

edit:
I built an example with the module and indeed all feats seem to fit in. In adition it showed the +6 from ce correctly even though bare handed at that time, which is what i was after.
Thanks Karond!

Re: Tips for Sorcerer rebuild

Posted: Sat Jun 21, 2014 7:12 pm
by Styxwash
duracele wrote:I will check on the combat expertise option. I usually use parry mode though. if i dont the toon auto attacks out of invi at worst. Will he do that in CE mode too. That would render it unusable. I read that i need to use a weapon to make it work, which is another no as ranged touch require you to have no weapon (effect with improved evasion making impossible to hit)
You don't need to have a weapon equipped for CE to work, but it won't work with a ranged weapon though. The bug with RTA failing is related to Deflect Arrows which will block all RTA if you have a weapon equipped.

I suggest you simply switch to Parry mode when your Invisible/Ethereal and back to CE when not. It's worth the hassle for the extra AC.