Fun with Sorc Building [Archive] - Wizards Community

Post/Author/DateTimePost
PigeonJones15

05-22-07, 09:59 PM
I am getting ready to start a new campaign and I am looking to play a Kobold Sorcerer going PrC Malconvoker from the Complete Scoundrel book. If you don't know what the Malconvoker is, its a non-evil summoner who is able to summon evil creatures without any switch of their alignment. Prereqs:
Any non-evil
Bluff 4 ranks, knowledge (the planes) 4 ranks
Celestial, Infernal languages known
Spell Focus (conjuration), Augment Summoning feats
ability to cast Summon Monster III

What I'm looking for is feat suggestions for all 20 lvls, spells to take, and even other suggestions on races to play and class lvls to possibly take other than Sorc and Malconvoker. Any input, however small, would be awesome. Just have fun with this, anything is welcome, no matter how crazy.
Aminvelos

05-23-07, 03:29 PM
Dark Speech- FOH I believe or heroes of horror
MCage

05-23-07, 05:18 PM
if your dm allows the Augment summon from the 3.0 tome and blood which has a diff effect then the 3.5 version then you got atleast three feats right there to take you through lvl 6 (1, spell focus. 3, augement summon v3.5. 6, augment summon v3.0)

Then as i say with every sorc Fell Magic from libris mortis, the feat is just plain old (olde) mean, it makes it so if the spell deals damage the target takes a negative level (allowing the save in 24 hours) so you tak that on your magic missles or your "enter evoc spell here" and watch your foe(s) become weak.

Now that doesnt help with summoning but it does help with the nature of sorcerers spell casting. There arnt a ton of bonus summoner feats but rapid metamagic (complete something, i think mage) might be a good one with extend spell, that way your summons can last twice as long with it still being just 1 round casting.

With a casting range of close you may want to pick up Enlarge spell too, just so you can get your summon to work sooner and stay back while pelting your target.

Then, because your a kobold sorc perhaps some draconic heritage feats, which is not only the largest heritage catagory but arguabley the most powerful.

So you got
1- spell focus (conjuration)
3- Augment Summon v3.5
6- If allowed Augment Summon v3.0, if not skip
9- Fell Magic, just so you dont have to totaly rely on summons
12- Rapid Metamagic
15- Extend Spell, which you may want to do before Fell Magic just so your summons last longer sooner
18- Enlarge Spell
21(or 18 if you dont get the 3.0 version Augment)- Draconic Heritage
MCage

05-23-07, 05:20 PM
oo almost forgot the Alienist is also a great one for conjurers, just cause your summon spells get free psudonatural template (and thus truestrike) and you get full spell and familiar progression.
green_yawgmoth

05-23-07, 07:40 PM
Pretty good advice, although I have to note that enlarge spell does precisely jack to a SM spell. It will, however, make your fireball and cone of cold bigger.

My advice would be to see if you can get your DM to let you pawn off your familiar for the conjurer variant from UA, which lets your summons get summoned with +4 str and con, which stacks with the augment summoning feat iirc.


http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif
Ashen_Child

05-23-07, 10:47 PM
Pretty good advice, although I have to note that enlarge spell does precisely jack to a SM spell. It will, however, make your fireball and cone of cold bigger.



I think you're thinking of widen. Enlarge increases the spell's range.
happy_fuzzy

05-23-07, 10:51 PM
scratch post sorry
Vaelan

05-23-07, 10:52 PM
Take the Greater Draconic Rite of Passage (http://www.wizards.com/default.asp?x=dnd/we/20060420a) and its requisite feat. It is by far the best option available to a Sorcerer and would still be so if it required two more feats.