Elite Array Sorcerer Henchman

Post/Author/DateTimePost
#1

saxis

Feb 17, 2009 11:43:29
Think the title says it all. Basically, it happened again: A campaign where no one wants to be stuck in the role of Arcane caster. We had a Wizard... he became lunch (the DM has made great use of swallow whole at a time when Freedom isn't available to us yet). He decided he wanted to make an extremely unoptimized Cleric-zilla of sorts (Permanent Enlarged Goliath Cleric 7/War Hulk 1) because he says I'm not a "true" Cleric.

I'm a Human Favored Soul 6/Stormlord 4, but not a patron of Talos. The DM made a list of Deities that we have access to. I wanted Talos for some specific reasons, but not being available, he worked with me on what I wanted my build to do. I have longspear as my deity's favored weapon and access to the Fire and War Domains (eventually, when I take my 6 levels of Contemplative). He's allowing me to use the Fire Domain's ability to turn water creatures to power the Divine Ward feat for some close range healing. Since I'll gain that ability at level 12 (same time I get access to Heal, handily enough!), I guess I haven't been seen as an effective healing type, even though nearly all my spells known are dedicated to curing and restoring. His death wasn't my fault. I didn't have access to Freedom at the time, but it was the first 4th level spell I took when I could at 8th.

Since then, I've hit 10th and took Leadership as my 9th level feat. When we get back to town, I get to bring on a henchmen. I want a Sorcerer, perhaps flavored similar to my build with a Storm/Electric theme. I was leaning toward a Metamagic Specialist with mostly utility/buff spells, but perhaps eventually some type of "big boom" Thesis spell to go nova with, centered on maybe an Energy Admixed Electric/Born of Three Thunders Scorching Ray or something? Starting 8th level, allowing me to build him from ground up with Elite Array stats.

Metamagic Specialist Silverbrow Human
Str 8, Dex 13, Con 14, Int 12, Wis 10, Cha 17 (15+2 levels)

Flaws: *Noncombatant, *Unreactive

Otyguh Hole: Iron Will

1. Sorcerer: [H]Quick Recovery, *Enervate Spell, *Enlarge Spell, Empower Spell
2. Sorcerer:
3. Sorcerer: Energy Substitution (electric)
4. Sorcerer:
5. Sorcerer:
6. Sorcerer: Arcane Thesis (Scorching Ray)
7. Elemental Savant:
8. Incantatrix: [i]Born of the Three Thunders

0th: Acid Splash, Detect Magic, Read Magic, Light, Mage Hand, Message, Open/Close, Prestidigitation
1st: Identify, Mage Armor, True Strike, True Casting, Magic Missile
2nd: Scorching Ray, See Invisibility, Dimension Hop
3rd: Fireball, Haste
4th: Greater Invisibility


Continuing...

9. Incantatrix: Force of Personality
10. Incantatrix:
11. Incantatrix: [i]Energy Admixture
12. Incantatrix: Practical Metamagic (Energy Admixture)
13. Incantatrix:
14. Incantatrix: [i]Maximize Spell
15. Incantatrix: Twin Spell
16. Incantatrix:
17. Incantatrix: [i]Quicken Spell
18. Elemental Savant: Delay Spell

Looking at stacking a bunch of metamagic feats onto my Arcane Thesis Electric/Sonic Scorching Rays and minimizing the daze effect. Our DM allows the stacking of metamagic feats (Maximized and Empowered Ray would do 36 per Ray, not 24 + 2d6), but this would take it to the realm of abuse at later levels.

By 18th - Celerity -> Time Stop: Greater Arcane Fusion -> Limited Wish:Surge of Fortune + Assay SR, Arcane Fusion -> Greater Invisibility + True Strike, then an Enervated +0, Enlarged +0, Split +0, Admixed +1, Maximized +1, Twinned +2, Born of Three Thunders +0 Scorching Ray = 6th level slot for 216 + 108 + 108 + 108 + 108 + 108 + 108 + 108 Electric/Sonic Damage, each target damaged makes a Fort save or stunned, then Reflex or fall prone. I need to make a Will save DC 18+Cha Mod or be Dazed.

Other than that, he'd just be my lowly Sorcerer who's handy for Haste, Fly, Invis etc...
#2

bjorsa

Feb 17, 2009 17:07:55
Fireball? There are lots of orb spells and rays triumphing that.
#3

saxis

Feb 20, 2009 15:37:02
Fireball? There are lots of orb spells and rays triumphing that.

True... I'll probably go with Scorching Ray. Edited the build...
#4

carnivore

Feb 20, 2009 16:01:05
id adjust like this:

Iron Will(Otyguh Hole location, 3000gp value)

1. Sorcerer: [H]Heighten Spell, Versatile Caster ,Bloodline of Fire(Regional) , Blistering Spell
2. Sorcerer:
3. Sorcerer: Firey Burst(Reserve)
4. Sorcerer:
5. Sorcerer:
6. Sorcerer: Arcane Thesis (Scorching Ray)
7. Elemental Savant:
8. Incantatrix: Searing Spell

:D
#5

saxis

Feb 20, 2009 16:29:09
id adjust like this:

Iron Will(Otyguh Hole location, 3000gp value)

1. Sorcerer: [H]Heighten Spell, Versatile Caster ,Bloodline of Fire(Regional) , Blistering Spell
2. Sorcerer:
3. Sorcerer: Firey Burst(Reserve)
4. Sorcerer:
5. Sorcerer:
6. Sorcerer: Arcane Thesis (Scorching Ray)
7. Elemental Savant:
8. Incantatrix: Searing Spell

:D

Not bad... doesn't that effectively have the same result as Born of Three Thunders, though? Whereas your build can do half damage to fire immune creatures, mine does half electric and half sonic. Assuming the creature isn't immune to BOTH electric and sonic, the damage output will be the same. It does eliminate the Daze from Born of Three Thunders, but I like the flavor to go with my Stormlord. 6 inches one way, half a dozen the other I guess... ;)
#6

phaedrusxy

Feb 20, 2009 17:05:34
Versatile Caster lets you use your lower level slots to cast higher level spells. Combined with Heighten Spell, it technically should let a Warmage cast spells of one level higher than he would normally be able to. At least, that's the argument.

Edit: Wait... this isn't a Warmage. I don't think it could even be argued to work like that at all for a Sorcerer. So never mind that part. :P It's still a great feat.
#7

carnivore

Feb 23, 2009 4:15:29
Not bad... doesn't that effectively have the same result as Born of Three Thunders, though? Whereas your build can do half damage to fire immune creatures, mine does half electric and half sonic. Assuming the creature isn't immune to BOTH electric and sonic, the damage output will be the same. It does eliminate the Daze from Born of Three Thunders, but I like the flavor to go with my Stormlord. 6 inches one way, half a dozen the other I guess... ;)

eliminating the "Daze" is one aspect... but the endurance part... Unlimited Firey Burst @ 5d6... is the main thing


if you still want your "Stormlord" with the Elec/Sonic focus... try this:

add Versatile Spellcaster and Heighten Spell and a reserve Feat:

Versatile Spellcaster[General](Races of the Dragon)Prerequisite: Ability to spontaneously cast spells.
Benefit: You can use two spell slots of the same level to cast a spell you know that is one level higher. For example, a sorcerer with this feat can expend two 2nd-level spell slots to cast any 3rd-level spell he knows.

Heighten Spell[Metamagic](Player's Handbook v.3.5)
Benefit: A heightened spell has a higher spell level than normal (up to 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a minor globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. For example, a cleric could prepare hold person as a 4th-level spell (instead of a 2nd-level spell), and it would in all ways be treated as a 4th-level spell.


Clap Of Thunder[Reserve](Complete Mage)Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals 1d6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.



Storm Bolt[Reserve](Complete Mage)Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.


Versatile Caster lets you use your lower level slots to cast higher level spells. Combined with Heighten Spell, it technically should let a Warmage cast spells of one level higher than he would normally be able to. At least, that's the argument.

Edit: Wait... this isn't a Warmage. I don't think it could even be argued to work like that at all for a Sorcerer. So never mind that part. :P It's still a great feat.

normally i would have suggested a Warmage for this type of thing .... it would be far more effective IMHO

:D
#8

saxis

Feb 23, 2009 10:14:03
normally i would have suggested a Warmage for this type of thing .... it would be far more effective IMHO

:D

Yeah, normally I'd just play a Warmage too, but since our Wizard died, we have no utility spells aside from scrolls/wands. Pretty much just want Haste, Fly, Greater Invis etc. and Arcane Thesis allows me to concentrate on one really good damage spell. The reserve feats would give him an easy +2 CL to that spell, though.