...and I don't strictly mean one optimized nor built using Solo's Sorcerer guide. (I have read
guide 1 and
guide 2 and
guide 3 and
guide 4.)
Character Sheet & AssumptionsAntavius Fin-All first party and "Dragon" magazine material is allowed. Homebrew and second/third party requires approval before use.
-Stats are from an array of 16/14/13/12/10/9 before adjustments.
-Starting gold is average for a level 1 Sorcerer (75G).
-Discounted items @character creation are from swapping in the
magecraft spell and taking 10 on Craft checks.
-We get maximum HP on each hit die.
-I'm not using the Battle Sorcerer variant.
IntroI'm playing a Homebrew Sorcerer (called the
Fun, Powerful Sorcerer) for the
Infinite Improvised World campaign on Roll20. This Sorcerer fix gives Sorcerers more spells known, spells per day, class features, a Battle Sorcerer option, and
spell swapping! (It's just 1 spell swapped per long rest, but that's infinitely better than 0!)
My race is
Savage Aasimar for the Outsider (Native) type and CHA bonus.
For story purposes, I'd like to keep my class and race.
I'm no stranger to optimizing Wizards. (I've been playing 3.x Wizards since 2002.) I have played Sorcerers before and have regretted so both times - once for a
Return to the Temple of Elemental Evil campaign last decade (putting me around level 6) and once for DDO where I played levels 1-28. (Aspenor's DDO Sorcerer Handbook was just so convincing!) I'm new at playing Sorcerers in a likely 1 player character with 1 GM situation. I purposely chose this Sorcerer version because I like spontaneous arcane casting, but the original Sorcerer was too behind the times and too lacking in spells known.
Campaign PremiseOpen world campaign. The GM encourages us to build cities and try a variety of things.
Other players are running other characters independently. We may team up eventually. Not depending on it now.
Character ConceptAntavius Fin is an angel come to the material plane to investigate what parts of it should be spared, destroyed, or reconfigured. Mechanically, I want to try a variety of arcane spells and concepts that are generally bad for party play because they'd hog the spotlight or likely hurt my party, such as
locate city nukes, a legion of
animate dead minions, an army of
planar binding helpers, etc.
Mechanically, Antavius is one who relies initially on Power Word Fell Drain, Fell Drain
sonic snaps, and
launch bolt (4d6 damage version due to Eschew Materials). The
mount spell is quite useful (much to the disagreement of Solo's advice) due to it providing a Large or Medium meat shield/distraction/trap tripper for
2 hours per caster level as a
level 1 spell! That's in addition to its intended purpose of getting me very far very fast.
Antavius can be diplomatic, but whether that's through skills or spells remains to be seen.
Where do I want help?Goals, skills, feats, spells, strategies, and stuff.
I plan to be single-classed all the way to test this Sorcerer homebrew and because it offers spiffy things without spending skills and feats on misc. unwanted stuff.
GoalsThis is an open world campaign. I'm looking for more goals than these for interesting adventures:
-Reclaim an ancestor's gear from this ancestor's stronghold.
-Cast a
locate city nuke. (Minimum level 11 due to
contingency to get away from the blast radius.)
-Establish/reclaim a kingdom.
-Start a metaphysical revolution (like an industrial revolution in this world, but with magic becoming common) to feed, clothe, and comfort everyone.
-Explore the planes. Make a planar empire.
-Go on aquatic adventures.
-What do you say?
SkillsSkill-wise, I'm feeling short, even with 4+INT modifier. I'm building toward Arcane Thesis @6 (see below), and since I can't have any Dragonmark feats, I can't take Mark of the Dauntless for stun/daze immunity for
celerity. (I can, however, take
favor of the martyr @8 and boost its duration via Day of Sorcery.)
I'm prioritizing Knowledge (Religion) because my GM mentioned the likelihood of Undead foes, and because it fits thematically with my character being an angel.
What skills are best for solo survival in a world where I'm otherwise uncertain what to expect?
Feats-I'm planning on taking Arcane Thesis for
Evard's Black Tentacles at character level 6, using Expanded Sorcery @5 and spell swapping to learn EBT due to the Blackwater domain.
-Improved Initiative, Ancestral Relic, and Item Familiar all seem worth taking.
-I'm looking for suggestions here.
Spells-Having played
Baldur's Gate II and
Icewind Dale Enhanced Edition as solo Sorcerers, I have an idea on how to pick spells. In short, make an army and buff 'em so I'm safe and foes die. I remember
animate dead +
stinking cloud to be a tremendously effective combo in
Icewind Dale, and a combo I'd likely use in this campaign.
-Remember, metamagic! I purposely started this campaign with Fell Drain, Easy Metamagic (Fell Drain), and Sanctum Spell so I can easily one-shot foes @level 1 due to Fell Drain, and DoT foes to death in early levels due to Fell Drain
power word pain (AKA Power Word Fell Drain). Due to the homebrew Sorcerer's explicit rules, I can use metamagic without increasing casting time.
Strategies-My character is a 'sniper,' hitting foes with spells and fleeing or hiding - at least at first. Before
mirror image is up constantly, and before I can layer defenses like cake frosting, I'm expecting my survivability to be due mostly to avoiding damage.and avoiding detection.
-At early levels, Power Word Fell Drain. It's basically the
Final Fantasy condemned condition, but with faster results.
-Minions work wonders. Having played Infinity Engine games, even intelligent foes were dead meat against a swarm of my minions.
-Once I reach level 2 spells, Web/Command Undead and Wings of Cover/Invisibility/Alter Self seem my first picks.
-On a similar note, there are many good things I want for feats, spells, and items, but what are my priorities? I'm looking for suggestions here!
-Remember, due to Fell Drain, I expect to be making Wights. Some I can control via
command undead. These may be bothersome. How best to deal with Wights as a low-level Sorcerer besides gaining levels rapidly?
Stuff (Items)I've read the guides (Bunko's, Shax, essential items) and I'm curious what you believe is most important for me considering this unusual circumstance.