Author Topic: So, I'm playing a Solo Savage Aasimar Sorcerer...  (Read 3836 times)

Offline Endarire

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So, I'm playing a Solo Savage Aasimar Sorcerer...
« on: December 27, 2015, 12:39:47 AM »
...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 & Assumptions
Antavius 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.

Intro
I'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 Premise
Open 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 Concept
Antavius 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.

Goals
This 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?

Skills
Skill-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.

Offline Solo

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Re: So, I'm playing a Solo Savage Aasimar Sorcerer...
« Reply #1 on: December 27, 2015, 12:49:50 AM »
Quote
-Cast a locate city nuke.  (Minimum level 11 due to contingency to get away from the blast radius.)
Only a coward runs. A true sorcerer uses Wings of Cover.
"I am the Black Mage! I cast the spells that makes the peoples fall down."

Offline Endarire

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Re: So, I'm playing a Solo Savage Aasimar Sorcerer...
« Reply #2 on: December 27, 2015, 11:12:50 PM »
Considering I can't take the feat Mark of the Dauntless due to racial restrictions, how viable are celerity and Reserves of Strength?

Offline Solo

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Re: So, I'm playing a Solo Savage Aasimar Sorcerer...
« Reply #3 on: December 28, 2015, 12:01:09 AM »
I still think they're viable without. You just have to plan it out more carefully. There's plenty of out of combat spells you could use Reserves of Strength on, for example.

And what prevents you from getting Favor of the Martyr?
"I am the Black Mage! I cast the spells that makes the peoples fall down."

Offline DavidWL

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Re: So, I'm playing a Solo Savage Aasimar Sorcerer...
« Reply #4 on: December 28, 2015, 01:43:41 AM »
The Fun and Powerful sorcerer is a Very good improvement.

I don't know how much I can add, but below are some thoughts to spark discussion:




Goals
* reshape culture so that people become more ethical?
* unify opposing races so that all live in harmony (assuming no alignment problems)
* change the alignment of some races
* bring back the grandeur of a previous age (the titans, etc.)

Skills
* Spellcraft, Concentration, Diplomacy, UMD are the obvious high ones
* partial for things like spot, listen, hide, etc.
* otherwise ... that's what magic is for.  Maybe even get rid of Diplomacy and use magic instead.
* Pretty early you can grab some skill boosting spells ... Wieldskill, Divine Insight

Possible Feat suggestions:
* Celestial/Fiendish Summoning Specialist  --> Maybe worth it as a summoner ... lots of utility
* Supernatural Transformation --> If you are going to play transformation spells
* Craft Contingent Spell --> Nice high level ... maybe not needed.
* Craft Wondrous Item or Mercantine Background --> I imagine you'd want at least one of these to min-max the item game.
* Echoing Spell + CL level boosting spells
* Improved Familiar --> if you want a minion ... could also be leadership, etc.
* Undead Battery from Age of Mortals p210

Best,
David

Offline DavidWL

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Re: So, I'm playing a Solo Savage Aasimar Sorcerer...
« Reply #5 on: December 29, 2015, 12:58:48 AM »
Also, assuming the 16 is going to Cha, the most HP you'll have at 1st level is 4 (base) + 2 (Con) = 6.  Pretty small ...

I understand that battle sorcerer has a pretty high cost, but Stalwart Sorcerer may well be worth it, just for the extra 2*HD HP ... or otherwise have some plan to take at least 1 hit in combat ...

Best,
David

Offline Endarire

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Re: So, I'm playing a Solo Savage Aasimar Sorcerer...
« Reply #6 on: December 29, 2015, 01:05:37 PM »
My plan is to start combat in early levels with power word pain, probably with Fell Drain attached.  (Sanctum Spell and Easy Metamagic help.)  Otherwise, Fell Drain sonic snap with Sanctum Spell is good for level 1-2.

It's basically snipe and kite - tactics I used in the Baldur's Gate series when soloing.
« Last Edit: December 29, 2015, 01:20:41 PM by Endarire »

Offline phaedrusxy

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Re: So, I'm playing a Solo Savage Aasimar Sorcerer...
« Reply #7 on: December 29, 2015, 04:27:46 PM »
I know you're quite familiar with all the silly tricks, but... make sure you buy a mule which is trained for mounted combat. It's transporation + a fighter "cohort" + a "human" shield (cover usage of Ride skill) all in one package for the low, low cost of 8 gp (or slightly more if you get the saddle)... It's literally the best money you can spend at level 1, IMO.
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline Endarire

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Re: So, I'm playing a Solo Savage Aasimar Sorcerer...
« Reply #8 on: December 30, 2015, 12:43:04 AM »
Magebred Mule and Riding Saddle are on the purchases list.

Offline PlzBreakMyCampaign

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Re: So, I'm playing a Solo Savage Aasimar Sorcerer...
« Reply #9 on: January 19, 2016, 01:16:15 AM »
Quote
-Cast a locate city nuke.  (Minimum level 11 due to contingency to get away from the blast radius.)
Only a coward runs. A true sorcerer uses Wings of Cover.
And when you're outnumbered? It's a solo run.

Offline Solo

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Re: So, I'm playing a Solo Savage Aasimar Sorcerer...
« Reply #10 on: January 19, 2016, 02:55:00 AM »
I suggest recursive Arcane Fusion paired with the 1st level offensive spell of your choice.
"I am the Black Mage! I cast the spells that makes the peoples fall down."

Offline SorO_Lost

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Re: So, I'm playing a Solo Savage Aasimar Sorcerer...
« Reply #11 on: January 19, 2016, 03:52:54 PM »
Also, assuming the 16 is going to Cha, the most HP you'll have at 1st level is 4 (base) + 2 (Con) = 6.  Pretty small ...
Go Necropolition created by a UA Necromancer Wizard with Corpsecrafter in a Desecrated area. That way each HD you pick up is worth 12.5 HP (equivalent of a d4 with 30 con) and you don't even need Constitution, plus you'd immune to most things that'd make you roll a Fortitude Save anyway.