Equipment for an elven sorcereress [Archive] - Wizards Community

Post/Author/DateTimePost
YamiShinobi

03-16-08, 04:08 AM
character is going to be a third level elven sorcereress (1st level party got TPKed, dm now wants 3rd level chars, his little bonus for double TPK)


Edit: my level 1 spells are going to be ray of enfeeblement, summon monster 1 and grease

0 level spells are going to have, mage hand, predestignation and ghost sound, mending and message

i need feats and equipment for a 3rd level high elf sorcereress
(PHB and DMG only)

stats (28 points)

str 8
con 12
dex 16
int 12
wis 10
cha 16

what i planned so far
mithral shirt
masterwork buckler
light crossbow w/ 20 bolts
dagger
what else should i get?


What feats should i pick?


female 3rd level high elf sorcereress (adult, equivalent to 17 in human years)
2700 gp to spend

should i get other stuff or make mithral shirt a +1?

edit, feats, improved toughness, eschew materials


buffer/debuffer/controller
Kraik

03-16-08, 10:30 AM
well, what kind of magic do you want to specialize in?

It'll be easier to decide your spells and feats when we have that information, as well as your equipment.

D'you also have your skills sorted out? what did you pick? just for curiosities sake

-Kraik
Shadowshimmer

03-16-08, 11:21 AM
I would go with Toughness, just to give you the extra hit points. A hand held crossbow would be good too.
sakuradm

03-16-08, 11:34 AM
Go to my site, look up 'Niiro' She would be closely linked to this probably... (yes i know she's a 'paladin' (in my campaign i have 'paladins' as devine wiazards or sorcerers or the like) I do need to update the page, but I have pages on there involving equipment and wands and staffs.. Also check my page (Sakura) fora diverse listing of equipment.
Shaggy_Shaggs

03-16-08, 01:18 PM
1st level spell you should know: Grease (http://www.d20srd.org/srd/spells/grease.htm). With very few spells known, versatile spells are important, and Grease does a bunch of useful crap.
YamiShinobi

03-16-08, 03:38 PM
well, what kind of magic do you want to specialize in?

It'll be easier to decide your spells and feats when we have that information, as well as your equipment.

D'you also have your skills sorted out? what did you pick? just for curiosities sake

-Kraik

skills are, concentration (max, 6), knowledge (arcana) (4) spellcraft, (4) and perform (dance) (2 or 4) for flavor i was going to try to get the dancing sorcereress approved, (dancing instead of the usual somatic/material components) i was also going to ask the dm is i could swap bluff for perfom (dance). kind of a blaster/debuffer with a few utility spells.
DrMorganes

03-16-08, 04:37 PM
Toughness, with its flat HP bonus, is a complete waste of one of your precious few feats. Besides, choosing a toad familiar (princess... with a toad familiar... HA! I kill me...) gets you exactly the same effect. Now if you can get your DM to houserule that toughness is actually Improved Toughness and grants an HP bonus each level, it might be worth taking... but if you're planning on needing that many hp, consider using the Battle Sorcerer (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererVari antBattleSorcerer) variant and flat-out doubling your HD size.

Spells:

Generally, Save or Suck/Die spells are going to get better mileage than direct-damage evocations.

Magic Missile: hm.... 2d4+2 guaranteed damage (average of around 6) isn't all that great.

Grease: Definitely useful. Most critters you run into won't have the 5 ranks in Balance necessary to avoid being considered flat-footed while in the puddle. Don't forget: taking damage while balancing forces another Balance Check to remain standing. Flat-footed opponents are easier to hit (no Dex bonus to AC) and are vulnerable to ranged sneak attacks. A Level 3 rogue will be doing anywhere from 1d4+2d6 to 1d8+2d6 depending on missile weapon selection. Average damage from a hand crossbow + Sneak Attack equals your Magic Missile's average damage.

Ray of Enfeeblement: Nice choice. Just remember that it's a STR penalty. Multiple hits on the same target don't stack.

While Enlarge Person makes a neat buff for your front-line combatants at the cost of AC, Reduce Person makes a better buff for your archers. They end up with a net +2 to their ranged attack rolls (+1 from the Dex boost, +1 for the size reduction). Their smaller size also makes them harder to hit.

Sleep is beginning to see the end of its usefulness by this level, though it's still an option. A single 4HD critter is still an tougher-than-average encounter that goes *poof* on a failed Will Save...

Color Spray is another spell that will maintain usefulness for a while. Up to 5HD creatures are affected, and the spell isn't limited by total HD the way Sleep is. Even on a 5HD critter, being stunned for 1 round means a round of free attacks from your party with an increased chance to hit (flat -2 AC AND no Dex to AC). It gets better as the targets' HD get lower.

Heck, even Summon Monster I makes for a nice buff. Drop it behind an enemy for up to 3 rounds of instant flanking.
YamiShinobi

03-16-08, 04:44 PM
Toughness, with its flat HP bonus, is a complete waste of one of your precious few feats. Besides, choosing a toad familiar (princess... with a toad familiar... HA! I kill me...) gets you exactly the same effect. Now if you can get your DM to houserule that toughness is actually Improved Toughness and grants an HP bonus each level, it might be worth taking... but if you're planning on needing that many hp, consider using the Battle Sorcerer (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererVari antBattleSorcerer) variant and flat-out doubling your HD size.

Spells:

Generally, Save or Suck/Die spells are going to get better mileage than direct-damage evocations.

Magic Missile: hm.... 2d4+2 guaranteed damage (average of around 6) isn't all that great.

Grease: Definitely useful. Most critters you run into won't have the 5 ranks in Balance necessary to avoid being considered flat-footed while in the puddle. Don't forget: taking damage while balancing forces another Balance Check to remain standing. Flat-footed opponents are easier to hit (no Dex bonus to AC) and are vulnerable to ranged sneak attacks. A Level 3 rogue will be doing anywhere from 1d4+2d6 to 1d8+2d6 depending on missile weapon selection. Average damage from a hand crossbow + Sneak Attack equals your Magic Missile's average damage.

Ray of Enfeeblement: Nice choice. Just remember that it's a STR penalty. Multiple hits on the same target don't stack.

While Enlarge Person makes a neat buff for your front-line combatants at the cost of AC, Reduce Person makes a better buff for your archers. They end up with a net +2 to their ranged attack rolls (+1 from the Dex boost, +1 for the size reduction). Their smaller size also makes them harder to hit.

Sleep is beginning to see the end of its usefulness by this level, though it's still an option. A single 4HD critter is still an tougher-than-average encounter that goes *poof* on a failed Will Save...

Color Spray is another spell that will maintain usefulness for a while. Up to 5HD creatures are affected, and the spell isn't limited by total HD the way Sleep is. Even on a 5HD critter, being stunned for 1 round means a round of free attacks from your party with an increased chance to hit (flat -2 AC AND no Dex to AC). It gets better as the targets' HD get lower.

Heck, even Summon Monster I makes for a nice buff. Drop it behind an enemy for up to 3 rounds of instant flanking.

could i use summon monster to help the rogue with a half fiend panther in a non evil campaign, or heck, maybe a chaotic good imp named steve with a vorpal spork?

hp at cost of spells? if i could have the hp at the cost of a familiar instead of losing spells, that would be better.
jage

03-16-08, 04:46 PM
A hand held crossbow would be good too.

Repeating if you can get it, otherwise it takes a full round to reload. Repeating you get 5 rounds of shooting, which is a good backup.