Recommended Sorcerer Feats [Archive] - Wizards Community

Post/Author/DateTimePost
matuty74

07-26-07, 08:05 PM
What feats would be best for a Level 6 Half Elf Sorcerer?
JadeSpider9643

07-26-07, 09:14 PM
that would depend on your lvl 1 and 3 feats and what plans you have for the future feats and PRCs. Also what types of spells you've been taking as known spells so far and again what spells you plan to take in the future.
Johnny_Angel

07-26-07, 09:54 PM
Leadership (if your dm allows it)

Otherwise, like has been said, it depends on what you already have.
RaivokasMagma

07-31-07, 07:06 AM
If you have choosen Metamagic specialist(player's handbook ll) instead familiar take quicken spell and others what makes your spellcasting slower.
Ocom

07-31-07, 07:37 AM
Reserve feats from Complete Mage. Energy Substitution, Improved toughness, Weapon Focus (Bola)

well it's not like we know what your build looks like or what books you have access to. Also I think you have got the wrong board. It should belong to Character Optimization.
The_Shaman

07-31-07, 10:00 AM
Yep, it depends on what you can take. I'm partial to extend spell.
tarkin

07-31-07, 11:17 AM
As a sorceror, I usually take at least one of the following metamagic feats:

1. Elemental substition of some kind.

2. Still Spell

3. Silent spell

4. Heighten
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These are in my opinion the core Sorcerors feats.

Elemental substition effectively increases your spells known.

Still spell lets you cast while tied up. Silent spell lets you cast without immediately attracting attention and also lets you cast in a silent spell or under water. Combine the two and now you can cast spells even AFTER someone has "HELD PERSON" you. Very effective set of feats.

Heighten simply lets you make full use of your lower level spells at higher levels. For example, it lets you cast Charm Person and still have it work.
mauslin

07-31-07, 12:56 PM
Do you already have a lvl 6 sorcerer, or are you building one?

I really like the Bloodline feats from Dragon Magazine. Gain a set of bonus spells known in exchange for an inability to cast a subschool of spells (i.e. if you select the Water Bloodline, you give up the ability to cast any fire spells).
Puca

07-31-07, 01:21 PM
It all depends, as others have said, but heres my 2 cents:

Feats I dont like:
Extend: Why extend a spell? The sorcerer can nearly always cast the spell a second time if he needs it again. Rods of Extend are a great value too.

Still: I really only want this when grappled, and since using metamagic makes casting a full-round action, I cant use it in a grapple. So, not so useful to me. (Unless Im a metamagic specialist or have some other way around this limitation. Then it is worth it.)

Energy Substitution: Unless it is like a frostfell campaign, where I know a lot of things are going to be vulnerable to fire, I dont take it. It is good for getting around an immunity, but a spell selection that avoids having too many of any one type of spell is a better way to go.

Reserve feats: Every time I use a reserve feat, I am not using a better option: the spell Im holding in reserve. Quality over quantity.

Feats I do like:
If I am using a lot of save-or-dies, enchantments, or illusions, I almost always take Heighten Spell to up my DC. I also like something to help with SR, like Spell Penetration or Arcane Mastery.

I almost always take not both but either Empower or Maximize, depending on my spell selection and the campaign.

Reach Spell or Ocular Spell: Turn my touch attacks to ranged touch.

Quicken: No brainier if you are a meatmagic specialist or have a way to cast without increased time.

Fell Drain: neg levels are always in style.

Fell Weaken: Fun. Can use at low levels.
The Simbul

07-31-07, 07:45 PM
What feats would be best for a Level 6 Half Elf Sorcerer?In my experience Sorcerers often require more character creation and level-up planning/contemplation than almost any other class, with perhaps the exception of the fighter. Thus for that reason I won't be comfortable giving you a definitive answer until I know your ability scores, skill ranks, feats, spell known, and equipment beforehand.
Bihlbo

08-01-07, 03:21 AM
I'll restate the gist of what others have said:
A list of the "best" feats for a sorcerer simply does not (and can not) exist.

That said, if you come up with a plan for the character, a style and motif, a focus for the character's development, then it's possible to build a list of feats that is certainly close to being "best."

For example, if you wanted a sorcerer who was really good at ray spells, then Weapon Focus (ray), Point Blank Shot, Precise Shot, Shot on the Run, Heighten Spell, and Empower Spell are all great feats from the PH that would help the character be a ray specialist.

Or, you could go with being a sorcerer who specializes in illusion magic, in which case none of the above feats would be all that great for you.
TB

08-01-07, 09:33 AM
The best feats for a sorcerer, depend on the build. What type of caster do you want to be. W/ this class you can focus on illusions, buffing spells, or blaster. I personally like a combination of the three. I think in some ways the "blaster" type is more fun, but working within a party, it's important to have buffing spells. Especially haste. Your party will love you for it.
Best feats..
Spell focus! but decide what type of sorcerer you want to be first. (e.g. - blaster type use evocation for fireball type spells)
IF you want a fimilar you may want to get improved familiar. For new players, or atleast new to the sorc/wiz classes you may not want to even have a familiar. I found that when I started I didn't use it much, because I wasn't that good at role playing. Now, i'm getting better and see how they can be better used.
On the same line, if you want something with a little more flavor, you could get the leadership feat, and use a cohort.

If you are going to be the parties spokesperson (which you should be w/ a high charisma score) you may want to take a skill focus on something like bluff, or use a feat like Persuasive. It also depends on what type of game you are in. Is it all combat, hack'n'slash type of game, or do you have a lot of NPC interaction. If there is a good bit of interaction these feats become increasingly important.

Weapon focus on a Ray isn't bad either for a blaster type.

I wouldn't reccomend getting any brew/creation feats. Most adventures don't allow the time to acctually make anything. You are always too busy fighting or traveling... I find that potions, scrolls, and wands are nice to have, but worth the extra money to buy them. The XP cost also sucks. I HATE losing xp. I think the system is messed up, but whatever.

good metamagic feats....
Maximize Spell
Quicken Spell
Silent Spell
A maximized fireball does LOTs of damage... Quicken spell helps you when you are in a time crunch. and silent spell is nice when you are trying to be sneaky. You can make yourself invisible, but if they can hear you, it doesn't help much. Catching them all suprised can be helpful.

I also like the Item Familiar feat. It's somewhat useful, and it helps build "flavor" to the character. I think it is from Unearthed Arcane book. check out this site for more info oin it. http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm


Even more important than your feat choice is your spell choice. Some spells and magic items can take the place of some feats. Magic items, like Glove of Storing basically gives you the quick draw feat. It's a free action to restore and stow away the item. Means you can restore as a free action and still make a full round attack.