So anyone familiar with D&D out there wiling to compose a plan for the PC or should I do a series of votes with explanations (this will take considerably longer)?
The familiar are probably asleep it is still kinda early... But I say the highest stat should go to Charisma!! if were not talking out enemies into betraying their allies then we are doing it wrong
 
[x] Gendry Waters: In your veins flows the blood of Westeros' Baratheon King and through him the legacy of the Durran Godsgrief and Elenei Stormborn. Down through the long ages a single spark of Power Divine did pass and by some chance or fickle fortune in you it may in time grow once more into a mighty storm (Favored Soul Class -Charisma based-)

ugh... too late, and another Targaryen quest...
 
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[x] Gendry Waters: In your veins flows the blood of Westeros' Baratheon King and through him the legacy of the Durran Godsgrief and Elenei Stormborn. Down through the long ages a single spark of Power Divine did pass and by some chance or fickle fortune in you it may in time grow once more into a mighty storm (Favored Soul Class -Charisma based-)
To late
 
So anyone familiar with D&D out there wiling to compose a plan for the PC or should I do a series of votes with explanations (this will take considerably longer)?
I'm thinking up a few, but I'm on my phone at the moment and we need to decide what flavor of sorcerer we want to be. I'm leaning towards Gish given the setting, but people might want to do a caster or social focused build.
 
So anyone familiar with D&D out there wiling to compose a plan for the PC or should I do a series of votes with explanations (this will take considerably longer)?
I wouldn't call myself an expert, but I do have a reasonable understanding of D&D 3.5 mechanics, admittedly mostly based on playing NWN 2 rather than actual pen & paper.


Anyway, here's my proposal for stat allocation:

Charisma: 16 - It's the spellcasting stat for a sorcerer, and as such our core stat. Also, we'll be a sliver-tonged magnificient bastard prince. All additional stat points earned by leveling up should go here.

Constitution: 14 - HP are life. Useful for any class. Also, fortitude saves.

Dexterity: 14 - High dexterity means we'll be somewhat better at dodging anything nasty thrown our way and will have an easier time hitting things with spells delivered via touch or ray attacks. Also, reflex saves.

Intelligence: 13 - A minor bonus to skillpoints here. Not essential, but still useful. Though it should be noted that 13 points here provide no advantage compared to 12 points. If possible, this should be either lowered or raised by 1 point.

Wisdom: 13 - Our Will saves will already be quite good due to being a sorcerer. Still, high saves are always nice to have. If we can, I'd advocate lowering this to 12 and investing the point into Charisma, Constitution or Dexterity.

Strength: 12 - Not really important for a sorcerer. Should be our dump stat, or at least the close to a dump stat. If we can I would advocate lowering this to 8 and investing the points into Charisma, Constitution or Dexterity.


Note that we still need to choose feats and spells. Arguably those are just as important as stats.
 
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There is also perception to consider as well as the fact that many "draconic" flavored spells enhance physical combat.
Regardless, the true strength of a sorcerer lies elsewhere. Terrible pun intened.

Also, why use "draconic" flavored spells to enhance physical combat when you can cast shapechange and be a dragon? At that point you native strength stat really doesn't matter anymore. :p
 
Regardless, the true strength of a sorcerer lies elsewhere. Terrible pun intened.

Also, why use "draconic" flavored spells to enhance physical combat when you can cast shapechange and be a dragon? At that point you native strength stat really doesn't matter anymore. :p

Because Shapchange is a very high level spell. Don't optimize a build for level 20. By that point you are a god among men anyway.
 
Because Shapchange is a very high level spell. Don't optimize a build for level 20. By that point you are a god among men anyway.
I am aware. However, even so IMHO physical combat isn't really something a sorcerer should engage in anyway - even with moderately high strength and enhancement spells we won't be a professional's equal in it.

Unless you're trying to tell me that we really should go with a higher strength for this quest for some specific reason?

BTW, can we even reallocate points from one stat to another? If we can't, the whole issue is probably moot anyway. 12 is still above the human average, so Viserys won't have wet noodles for arms in any case.
 
I am aware. However, even so IMHO physical combat isn't really something a sorcerer should engage in anyway - even with moderately high strength and enhancement spells we won't be a professional's equal in it.

Unless you're trying to tell me that we really should go with a higher strength for this quest for some specific reason?

BTW, can we even reallocate points from one stat to another? If we can't, the whole issue is probably moot anyway. 12 is still above the human average, so Viserys won't have wet noodles for arms in any case.

There are cases where you might want to engage in melee to prove a point or just finish off someone you hit with a point blank spells. That said you could just go with a dex based melee attacks.
 
I am aware. However, even so IMHO physical combat isn't really something a sorcerer should engage in anyway - even with moderately high strength and enhancement spells we won't be a professional's equal in it.
I dunno, I'm thinking about a swiftblade/abjurant champion progression, and those can tear most melee builds into tiny little pieces.
 
I dunno, I'm thinking about a swiftblade/abjurant champion progression, and those can tear most melee builds into tiny little pieces.

I just checked the fluff for abjurant champion and found this:

Only a select few organizations teach the skills of the abjurant champion: specific militant orders that have mastered magical techniques. Although some of these orders are secret, many are not, so you could easily have sought one out. Likely you already had some interest in augmenting your martial prowess with mystical arts, though it's possible you were simply a soldier looking for an edge on the battlefield.

I'm afraid that is going to be a prestige class I veto on the grounds that there is no one to teach you the techniques.
 
Now do you guys want to build a character sheet in one go as a plan or do you want me to lead you through it step by step?
step by step.

[x] Tao stat allocation
16 (+3) - Cha, the primary casting stat for sorcs
14 (+2) - Int, more skills the better
14 (+2) - Con, more HP the better
13 (+1) - Dex, dodge and aiming some spells
13 (+1) - Wis, will saves.
12 (+1) - Str, carry weight, only effect it has really for a sorc. (and not even that when we finally become able to polymorph into a solar every morning)

Since stats only give a bonus at even numbers the 13s can be considered as effectively 12s. the benefits it gives are slim, they are:
1. its cheaper to raise them to the next even number (but we won't, because that would be stupid. All 5 of our levelup stat points go into cha)
2. when we reach level 17, inherent bonuses can only go up to +5. So a 12+5 = 17 while a 13+5=8, meaning slightly bigger bonus then.
3. some extremely rare enemies can drain our stats and if a stat gets down to 0 you lose (coma, death, mindbroken, etc).

There is an argument to be made for int to be a 13 and dex to be a 14. it would give us +5%p dodge and hit chance (with those rare spells that require aiming and are good enough to be worth using). But I think the extra maxed out skill is just more valuable. We will be short of skills as it is as a sorcerer. Note that touch ray attacks are mostly kinda crappy and our aiming sucks shit as a sorcerer anyways (half BAB) so we would likely avoid such spells anyways and use spells that don't roll to hit instead. Also, the dodge is kinda meh too, without armor our AC is going to be so bad that it would not matter, we would have to stay out of the range of fire and use magic to defend ourselves. Flight + immunity from arrows is a fairly low level and cheap combo. As is glitterdust for blinding enemies. Mirror image, etc.

I wouldn't call myself an expert, but I do have a reasonable understanding of D&D 3.5 mechanics, admittedly mostly based on playing NWN 2 rather than actual pen & paper.
There are significant differences between the two.
Your plan is actually pretty good, but I can see how NWN would cause you to underestimate skills and overvalue dex.

NWN/2 was a grind fest where you soloed enemies, blasting was boosted, defensive spells nerfed (no flight, no intelligent combat), SoL spells nerfed, it had a monty haul syndrome (massive amount of OP items), HP was inflated, and the skills were changed majorly.
It definitely skews things such that skills appear less important and dex appears more important than it actually is.

That being said, this would not be a crippling flaw, just a slightly less optimized character
 
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