Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Get the relevant feats like spell focus evocation, mage tatoo, maybe perfect spell, spell penetration etc.
Get the amulet of four elements, ambrosial attire, belt of perfect components as soon as possible.
And that's pretty much it, with rods you will be able to nuke like crazy. A grandmaster rod meteor shower or delayed fireball with +4 dmg per dice (or is it +5 ?) is pretty fun to cast.
Pick up signature spell and metamagic adept for battering blast, spell focus/mage's tattoo and at lvl 6 when you get third level spells you're launching two 5d6+5 force damage balls. Free intensify gives you 7d6+7 balls at lvl 10 (14d6+14 total per cast), and at lvl 11 you're launching three 7d6+7 balls.
Then you can pick up the Twin Serpents staff which adds +2 damage per damage die to force spells, boosting you to 7d6+21 per orb launched.
And unlike the fire spells, it works on literally everything ^_^
I wouldn't do that, their are incredibly strong fire spells coming with eldritch arcana, few enemies have high resistance to fire, and for those who do, there is always the grandmaster rod.
But it's certainly a viable build.
https://www.youtube.com/watch?v=eOTVF1Z9Mkc&feature=youtu.be
I'm not 100% sure but i think in the latest version of eldritch arcana you get more damage per dice as you advance the bloodlines. You also get to loose the light sensitivity from the orc bloodline so i'd just stay full sorc.
Also if you go wizard i don't think you get access to meteor shower and / or wish.
On the other hand, a wizard doesn't need to spend a full turn to cast a metamagic spell, which is definitely a big bonus.
This is from Arcane Agents guide on youtube:
"Race: Human Lawful Evil
Class: Crossblooded Sorcerer, Orc, Dragon (Red or Brass)
Favoured Class: Wizard
Str: 10
Dex: 16
Con: 10
Int: 19 (Racial Bonus)
Wis: 10
Cha: 12
Skills: Stealth, Know: Arcana, World, Lore: Nature, Religion, Perception, Trickery,
Level Class Feat
1 Crossblooded Sorcerer Sorcerer Bonus Feat Evocation,
Mage Tattoo, Spell Specialization - Burning Hands,
Bloodline Power - Grow Claws,
Deity Selection Skip,
Magical Trait - Magical Lineage - Fireball,
Regional Trait - Metamagic Master - Fireball
2 Wizard - Thassilonian Specialist Bonus Skill Rank - Perception (all levels)
Hare Familiar, Wrath Evocation, Spell Specialization - Burning Hands
Greater Spell Focus - Evocation
Spells: Burning Hands, Magic Missile, Expeditious Retreat, Reduce Person, True
Strike, Vanish, Ear Piercing Scream,
3 Wizard - Thassilonian Specialist Elemental Focus - Fire, Spell Specialization - Burning
Hands,
Spells: Colour Spray, Flare Burst,
4 Wizard - Thassilonian Specialist Spell Specialization - Burning Arc,
Spells: Burning Arc, Mirror Image,
5 Wizard - Thassilonian Specialist Metamagic - Intensified Spell, Spell Specialization -
Burning Arc,
Spells: Cats Grace, Invisibility,
6 Wizard - Thassilonian Specialist Spell Specialization - Fireball, Greater Elemental Focus -
Fire
Spells: Fireball, Dispacement,
7 Wizard - Thassilonian Specialist Spell Penetration, Spell Specialization - Fireball,
Spells: Haste, Heroism,
8 Wizard - Thassilonian Specialist Spell Specialization - Fireball,
Spells: Dragon's Breath, Greater Invisibility, Wall of Fire,
9 Wizard - Thassilonian Specialist Metamagic - Dazing Spell, Spell Specialization - Fireball,
Spells: Wall of Fire, Fear, (or Phantasmal Killer)
10 Wizard - Thassilonian Specialist Spell Specialization - Fireball,
Spells: Shadow Evocation, Icy Prison,
11 Wizard - Thassilonian Specialist Empower Spell, Spell Specialization - Fireball, Metamagic - Quicken
Spells: Baleful Polymorph, Constricting Coils
12 Wizard - Thassilonian Specialist Spell Specialization - Fireball,
Spells: Chain Lightning, Transformation,
13 Wizard - Thassilonian Specialist Spell Specialization - Fireball, Greater Spell Penetration,
Spells: Heroism Greater, Sirocco,
14 Wizard - Thassilonian Specialist Spell Specialization - Fireball
Spells: Prismatic , Polymorph Greater
15 Wizard - Thassilonian Specialist Spell Perfection - Fireball, Spell Specialization - Fireball,
Spell: Ki Shout, Plague Storm,
16 Wizard - Thassilonian Specialist Spell Specialization - Fireball, Metamagic Elemental Spell - Fire,
Spells: Dragonkind Three, Sunburst,
17 Wizard - Thassilonian Specialist Spell Specialization - Fireball,
Spells: Horrid Wilting, Shadow Evocation Greater,
18 - 20 Thug! Because it's a Liquid build!"
Important feats would be (greater) spell focus evocation, (greater) spell penetration, spell specialization etc.
I'm not big on metamagic feats as a sorcerer since it increase your casting time, so i make do with rods mostly. I still try and get the selective metamagic feat tho, because it's so powerfull.
As for spell aside from the obvious good fire spells, your selection should include grease, magic missiles, mirror images, stinking cloud, battering blast, tar pit, sirocco, stormbolts etc.
You'll have to decide if you want to use ray spells, which require that you take two more feats and have a decent attack bonus, but some of them are very potent. I personally would forget about them as there are only so many feats available.
You might also have to take stuff like mage armor, enlarge person, invis, heroism etc depending on your party composition.
Unless you wanna play on unfair, you dont need a cookie cutter build, just make sure to take spell penetration at some point mid game as there is nothing worse than having you big nuke do absolutely nothing.