The Forever Mage(3.5e Optimized Character Build)

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Introduction[edit]

Taking a look at a bunch of Aasimar feats and trying to build a sorcerer for a campaign that I am going to be in I came up with a way to maximize your Sorcerer to be both a healer and and have an almost endless supply of spells. Using the Reserve Spell Feats for both of these purposes

References[edit]

Using Sword & Sorcery's Anger of Angels for Aasimar feats. Using Complete Champion for the Touch of Healing feat. Using Complete Mage for other Reserve feats. Of course Players Handbook for Sorcerer.

Game Rule Components[edit]

You are going to need scorching ray as your first 2nd lv Spell, Lightning Bolt as your first 3rd lv spell, and Dimension door as your second 4th lv Spell. At any level you can get a Fire or Lightning spell take it to improve your free cast spells.

Items[edit]

Whatever you want this is all based off feats.

Progression[edit]

Starting Ability Scores (Before Racial Adjustments): It would be Really nice to have good stats in both Charisma and Dex. Its a sorcerer that is the basics. Good Con score would be a plus.

Race (Templates):

Starting Racial Traits: Aasimar gives a +2 to wisdom and a +2 to charisma. Low light vision 60ft, daylight 1/day. Take some kind of flaw would be beneficial and is calculated in the build you see here.

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Sorcerer 1 +0 +0 +0 +2 Flaw, Celestial Sorcery, Extra Familiar Familiar Celestial Sorcery notes see bottom
2nd Sorcerer 2 +1 +0 +0 +3 none some spells none
3rd Sorcerer 3 +1 +1 +1 +3 Hold Feat till next level spells none
4th Sorcerer 4 +2 +1 +1 +4 Firey Burst for Damage Output or Touch of Healing if Primary Healer More spells Get scorching ray as lv 2 spell
5st Sorcerer 5 +2 +1 +1 +4 none spells none
6st Sorcerer 6 +3 +2 +2 +5 Storm bolt Spells Lightning Bolt as 3rd lv spell
7st Sorcerer 7 +3 +2 +2 +5 none spells none
8st Sorcerer 8 +4 +2 +2 +6 none Get first lv 4 spell none
9st Sorcerer 9 +4 +3 +3 +6 Dimensional Jaunt Get secon lv 4 spell Dimension Door as 4th lv Spell

Other Components[edit]

Celestial Sorcery [General] -Prerequisites: Aasimar or angel Benefit: Because you are an angel or descended from one, your natural talent for magic comes from Heaven, and you have the potential to use some of the common Heavenly magical powers as arcane spells. The following spells are considered part of your sorcerer spell list (spell level is equal to the spell’s clerical spell level, or its paladin level if no cleric level is listed): aid, bless, create food and water, cure critical wounds, cure light wounds, cure minor wounds, cure moderate wounds, cure serious wounds, dispel evil, flame strike, heartglow‡, holy aura, holy smite, holy word, light of heaven†, prayer, remove disease, soul beacon†, transin celestia†, trisagion†, virtue. If you learn these spells as a sorcerer, they are arcane spells despite their normally divine origin.

Reserve Feats

Fiery Burst - Prerequisite:Ability to cast 2nd-level spells Benefit:Create fire burst 1d6 damage/spell level, +1 CL on fire spells

TOUCH OF HEALING [RESERVE]Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you’ve healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can’t be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing)spells.

Storm Bolt - Prerequisite:Ability to cast 3rd-level spells Benefit:Create line of electricity 1d6 damage/spell level, +1 CL on electricity spells

Dimensional Jaunt Prerequisite:Ability to cast 4th-level spells Benefit: Teleport 5 feet/spell level, +1 CL on teleportation spells


Highlights[edit]

Because a sorcerer only has to have one spell slot of that level in order to use one of the reserve feats you can have one slot activate many different spells.

Munchkin-Size Me[edit]

This is a very broad version that allows for different abilities. You could play it as a human but you loose the +2 to charisma, the ability to cast the healing spells, but loose the Flaw. I am actually going to be using a version which does not take Celestial Sorcery or Touch of healing. Instead Opting out for the feat Glory and later its second step feat Halo that gives a halo and a permanent +2 to charisma. You could also Hold your feat from level one that was spent on a second familiar till 4th level and gain Touch of Healing.

If going by the typical character money at Level 8-9 a character could buy RINGS OF FORCE ARMOR for 30,000gp to add a +5 to AC. From Magic Item Compendium.

If you would like Battle Teleporter is a good class to take Because of Dimensional Jaunts ability to teleport without using a spell.

Side Notes[edit]

<- overview of additional info about this build ->

Limitations[edit]

Reliant on other characters for Cover.

DM Counters[edit]

Lack of other feats may impede player but that is only till Level 12 when picking a right feat may fix the issue.

Miscellaneous[edit]

<- Any other side notes that don't fit in the above sections. ->



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