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A couple options that won't work for you: Divine Shield Complete Warrior, p. This is dumb, but true. If your DM is willing to relax this restriction, it becomes an OK option, but you still have to spend standard actions activating it, which isn't great. Ascetic Mage Complete Adventurer, p. It requires you to: Deal damage to an enemy Make an Intimidate check against them as a move action on your next turn Straightforward, but costs you a level.
Ninja 1 Complete Adventurer, p. Swordsage 2 Tome of Battle, p. These classes cover three basic archetypes without any frills and are easily modified. However, these classes were not recommended for use with the standard base classes. Many class features from the core base classes, such as Familiar, Sneak Attack and Turn Undead, are available to the three generic base classes as bonus feats. Psionics sage. Psionics Handbook was was later updated for version 3. Psionic book. They possess a smaller selection of powers than the more versatile Psion, but enjoy greater martial abilities.
Like clerics, they may choose mantles a deity Complete Psionic represents, similar to domains. They may also exude Attack, Defense, or Perception auras that grant bonuses to nearby allies. In exchange, they may call upon only a limited selection of powers per day. Mechanically, they are thus somewhat similar to unspecialized wizards rather than Psions. Lurk Lurks are similar to rogues who call upon psionic powers to aid them. They may perceive the weaknesses of enemies Complete Psionic and make sneak attacks, as well as use psionic augments to their abilities.
Psion Psions are dedicated to the usage of psionic power. This was changed in 3. Psion is the favoured class of the elan race. Psychic Psychic Rogue is a Rogue with psionic abilities. Like fighters, they gain bonus feats, and like psions, they Psionics Handbook , Expanded wield psionic powers, though at a slower rate than either specialized class.
Their attack bonus and hit point growth is Psionics Handbook similarly in the middle. Soulknives are warriors who have learned to channel psionic power into "Mindblades", or swords composed of psionic energy. Their broad training allows them to take Soulknife many occupations and be a "jack of all trades. Soulknives were a prestige class in the original Psionics original Psionics Handbook , but made into a base class with version 3.
Wilder Wilders can use "wild surges", which allow them to augment their psionic powers to a greater extent than normal. Doing so is dangerous and there is a chance every time a wild surge is used that the wilder will suffer from "psychic enervation" causing them to become dazed and lose power points. They are slightly tougher than psions, but gain fewer abilities and slower. Wilder is the favored f avored class of the maenad race.
They fill their enemies' minds with negative emotions, Player's creating gaps Handbook 3 in their defenses. At the same time, ardents fill their allies minds with encouraging thoughts and strengthen their resolve. Assassin[14] Avenger [17] Barbarian[20] Bard[21] Assassins make a deal with Death, displacing part of their soul with a reflection from the afterlife. The deal Shadow[15] struck gives them the power to move through shadows and gather power to strike at a creature's weakness.
Striker [18] Avengers act as the avenging agent of their faith, vowing enmity Player's None Available Controller [18] Divine[18] against a Handbook 2[19] particular foe and gaining power from that vow. Defender or Striker [20] Leader Leader Controller Rage is the main weapon in the barbarian's arsenal. By driving themselves Primal[20] into a state of primal chaos, they can crash through a battlefield and deal heavy damage.
They also transform Druid[23][24] Controller [25] Leader or Striker Invoker [17][26] Controller [26] Leader or Striker [26] Primal themselves Player's 2 into agents of Handbook primal power, March such as bears, monkeys, wolves, cheetahs, boars, treants, tre ants, etc.
Preview Dragon Magazine December Levels Preview The Invoker channels the divine magic of their gods directly to castigate their foes and control the battlefield. They wear Dragon Magazine light to December medium armor Player's Divine[26] [27] Levels and can use Handbook 2 Preview simple weapons but they usually rely ontodivine spells weaken, slow, or otherwise hamper their enemies while aiding their allies.
Focusing psionic energy, monks act with little armor Monk [28] Striker Controller Psionic and usually unarmed. This Player's energy also Handbook 3 allows them to TBA [29] move about Dragon Magazine May the field of battle quickly and in unexpected ways. Player's They use Handbook 3 either telekineses or TBA [30] telepathy to control and befuddle their foes. Runepriests know the divine secrets inscribed in forgotten runes. Like other leaders, they heal and buff their Player's allies.
More None Available. Handbook 3 importantly, they gain secondary effects to all of their powers depending on which rune state they are in. Versed in hunting techniques handed down through the generations, seekers combine thrown weapon and bow Seeker [31] Controller [31] Defender Striker or Primal[31] Dragon Magazine July [30] techniques with primal evocations. The combination Player's Handbook 3 TBA [31] Dragon Magazine October [31] allows seekers great range in which to deliver deadly attacks that confound and hamper their enemies.
Shaman[32] Leader [32] Shamans gather spirits to intervene in the material world, healing their allies and disabling their foes. These spirits group under grand marshals like the World Serpent, tied to specific Player's Handbook 2 March [34] Dragon Magazine February Levels Preview Sorcerers are wielders of raw arcane power. Where a wizard wields magic like a fighter wields a sword, a sorcerer wields Player's Handbook 2 Controller [36] Arcane[36] magic like a Dragon Magazine January Levels Defender or Striker [32] Primal[33] abilities.
Sorcerer [35][36] Striker [36] barbarian March swinging a greataxe. The magic they use is hardly controlled and may have some chaotic side effects. They ward themselves and enchant their blades to combat any foe. They Dragon Magazine are defenders Player's January of the Handbook 2[41] Levels wilderness and Preview make moving around the battlefield very troublesome for their enemies.
They cannot be chosen as a character's main class. The spellscar Forgotten manifests as wild lines of blue that Realms may ignite when the subject is under Player's Guide None available the effect of a certain emotion. They September can bestow weird magical powers but a small few attempt a ttempt to master the gifts they bestow. Howery, David August Dragon Dragon Magazine Magazine Wizards of the Coast.
Retrieved Wizards of the Coast, Dragon Magazine. Finch Gleemax forums. October Dung Dungeon eon Master's Guide Guide 5th ed. ISBN Mearls, Mike. Retrieved 23 May By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia - Wikipedia, The Free Encyclopedia. Chess - Wikipedia, The Free.. Hair - Wikipedia, The Free. Wikipedia, The Free Encyclopedia. Close Save changes. E-mail Back to log-in.
Familiarize yourself with the summoned monsters available, so you know which levels to pick up. Summon monster 7 has the bone devil, with at will wall of ice and fly. SM4 has summon melphit any which has a lot of options, beyond core. Remember, summon monster 7 is to get you access to a dozen lower level utility spells.
Better on a druid because earlier access to elementals, but what are you going to do. The only down side is you have to light a few feats on fire and kick them still screaming into a ditch, but the tasty, tasty versatility is so worth it and you loose no caster levels to get it.
Your familiar is a dirty, dirty trap. Drop that chump for the ability to make metamagic not suck. Of course that means Int isn't as much of a dump stat anymore, but oh well. Metamagic is good on a sorcerer. Heighten alone lets yer lower level spells stay relevant much later. Reserve feats are handy and give you enough staying power to make a warlock blush. Spuddles: You are amazing for mentioning cerebrosis. Last edited by Vizzerdrix; at AM. Originally Posted by Haldir.
Edit- I understand it now, Fighters are like a status symbol. If you're well off enough to own a living Fighter, you must be pretty well off! Familiars are actually pretty useful at low levels with benign transposition, especially flying familiars. Risky, though. You can always pick a familiar up later with obtain familiar, but sorcerers are sort of feat starved. Apparently Rules Compendium lets you make spellcraft checks to put more spells in your spell book.
Then use versatile spellcaster to have spontaneous access to things like teleport, overland flight, or phantom steed. I suppose at that point, MotAO is a bit redundant. Originally Posted by Spuddles. Originally Posted by Ansem. I can't find in the feat description or the Rules Compendium what you're saying. Would you care to be a bit specific?
A really good Sorc guide would have all of the different things you need as a caster and then a rundown of which spells cover the most of them. The Heart of Line, and polymorph spells are particularly good for covering lots of areas. Originally Posted by The Glyphstone. Vibranium: If it was on the periodic table, its chemical symbol would be "Bs". My personal favorite prestige class for sorcerers is Wild Mage complete arcane.
Combine with the feat Practiced Spellcaster complete arcane. Last edited by NeoPhoenix0; at PM. Site Navigation. Tweets by RichBurlew. All times are GMT
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