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  1. - Top - End - #1
    Ogre in the Playground
     
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    Default The Improved Sorcerer

    The Improved Sorcerer

    This post comes from a discussion of the sorcerer class based primarily upon the concept of how one thing can be strictly better than something else in the D&D game. When I use the term 'strictly better' I am referring to something that is better than another thing in every standard of measurement. There is either no tradeoff, as the one has everything the other has (and more), or the tradeoff is insignificant. For instance, the Fighter PC class is strictly better than the Warrior NPC class. The Fighter has a better hit die, an additional class skill, and receives bonus feats, all while giving up nothing that the Warrior gets. Could there ever be a time when something that is strictly better than something else actually doesn't seem to be better? Sure. If the enemy commander says to kill all of the PCs and then offer surrender terms to the NPCs, it might actually seem better to be a Warrior than a Fighter. But scenarios like this aren't actually based on a standard of measurement, but rather on a specific exception. They aren't particularly relevant to the topic at hand.

    What I am going to look at here is how the Sorcerer class over 20 levels has very few advantages over a combination of Sorcerer and Prestige class levels that total 20 spellcasting levels. I am talking about builds that, for the purposes of the player, are strictly better than Sorcerer 20. I will not be looking at class levels that require the character to lose a level of Sorcerer casting - that's a tradeoff that is harder to measure and out of scope for this discussion. For many of these classes the only real cost are the prerequisites, which in some cases may be something you were already planning on taking. I will also look at options that require the character to give up other features of the sorcerer class however, as for the purpose of this exercise the goal is to maintain full sorcerer casting, and the other abilities are not nearly as important. Let me demonstrate why.

    The Sorcerer class may be fairly powerful - after all, arcane spellcasting is an enormously powerful ability on its own - but other than its spells, the class doesn't actually gain very much. Let's take a look at everything you get in the sorcerer's package:
    • You get a d4 as hit die, which is the smallest hit die in the game. Literally every other class and prestige class in the game receives a hit die that is as good or better.
    • 1/2 BAB, which is the slowest BAB progression in the game. The only way to get a BAB that is worse is to keep taking odd numbers of levels in 1/2 BAB classes or dipping just one level in 3/4 BAB classes.
    • One good save (WILL). Sure, there are a couple of prestige classes that actually have NO good saves, but most of the time you can do as good or better with most other classes.
    • 2 + you INT modifier skill points per level. Again, this is the lowest number any class receives. You can do as well or better with any other class.
    • 6 class skills. I haven't checked every class in the game, but this is one of the smallest lists out there.
    • Proficiency with all simple weapons but no armor or shields. This is actually better than the wizard and a couple of other classes that don't even get all simple weapons. But not much.
    • Summon familiar at first level. Used correctly, familiars can be very useful. It grows in power as you take levels in Sorcerer, but levels of other classes that are entitled to familiars do stack.
    • Spontaneous Arcane Spellcasting. Okay, this is the core of the Sorcerer's power. By core I mean something on the order of 99%. It makes everything else above pale by comparison.

    So realistically, any prestige class that advances your caster level at all levels will generally improve some aspect of your sorcerer build - whether they offer better hit die, BAB, saves, skills or class features. Even classes that offer only partial caster progression can be useful if they stack the caster levels up front (starting with 1st level) instead of starting off with a missed level. You just take the levels that progress casting and don't go far enough to lost caster levels. The cost of these prestige class levels is generally not going to be paid for in lower hit die, BAB, saves, or skill points, but rather with reduced familiar progression and the cost of having to take prerequisites to get in. [A good example is the Ruathar prestige class which increases your hit die to d6, has a 2/3 BAB progression, good REF and WILL saves, 4 + INT modifier skill points per level, a list of class skills that includes all knowledge skills plus 13 other skills, full spellcasting progression, and a couple of minor class features at each level. It can be entered after Sorcerer 6 simply by the virtue of being able to cast 3rd level spells. In exchange you give up your familiar progression for those 3 levels (as well as the progression of any alternate class features or feats you took that work strictly off of Sorcerer class levels and not caster levels).]

    Now besides the base sorcerer class there are a few alternatives out there that are worth considering for our discussion as well - namely alternate class features and substitution levels. These tend to replace either the familiar class feature or cause you to give up spells for other abilities. Most of the substitution levels change up your skill list as well. Any features that do not progress with Sorcerer class levels reduces the cost of any prestige classes you might take. Anything that you pick up that does progress with Sorcerer class levels would increase the cost of entering a prestige class.

    First, the subsitution levels:
    • Dragonblood Sorcerer (RDr) is available at 1st, 4th, and 7th. So realistically only the last level would potentialy be missed because you usually have to start with Sorcerer 5 or 6 anyway. Your class skill list changes a little bit, but nothing major. The other abilities really don't progress off of sorcerer levels so you still don't give up much if you prestige out of sorcerer.
    • Dwarf Sorcerer (RS) is available at 1st, 5th, and 9th. Again, only the last level is likely to be missed if you prestige out of sorcerer. You get a d6 hit die for those three levels, which is better but still not great. You add one class skill. The 1st level ability replaces the familiar with a class feature that does not progress by sorcerer levels, so would actually remove one of the downsides to going with prestige classes. The other abilities also don't progress off of sorcerer levels so you can take any you want and prestige out later without further downside.
    • Raptoran Sorcerer (RW) is available at 1st, 5th, and 11th. Once again, the first two will generally come before dipping into a prestige class. The familiar changes, but still progresses off sorcerer levels. Nothing else in these subsitution levels are dependent on sorcerer progression, so you can take any you like and prestige out afterward.
    • Planar Sorcerer (PlH) is available at 5th, 9th, and 13th. So in this case, only the first is likely to come before you start hunting around for prestige classes. You add one skill to your class list. Otherwise, the abilities here aren't dependent on sorcerer progression either.

    Next, the alternate class features:
    • Aquatic Familiar (Sto), Drakken Familiar (DM), Frostfell Familiar (Fr), and Wasteland Familiar (Sa) all just trade one type of familiar for another. This really doesn't change the math when considering whether to dip a prestige class.
    • Animal Companion (UA) is an alternative to the familiar, although it also scales off of your sorcerer level so would suffer from multi-class progression.
    • Divine Companion (CC), Metamagic Specialist (PH2), Spell Shield (Du) are available at 1st level. These abilities replace the familiar with a class feature that is not dependent on sorcerer progression.
    • Domain Access (CC) is available at 5th level. This ability is dependent on spellcasting levels, not class levels.
    • Stalwart Sorcerer (CM) is available at 1st level. This ability is dependent on sorcerer progression, so would increase the cost of dipping into prestige classes.

    (Note that I am not including the Battle Sorcerer variant in this discussion as that is essentially a different class. Many of the points made her will be relevant to that class as well however.)

    So after considering the base class, substitution levels, and alternate class features there are actually very few reasons to stay in the Sorcerer class:
    • Spellcasting is the number one reason, which can easily be overcome by only taking prestige class levels that advance sorcerer spellcasting.
    • Familiar progression can be important, but this can be dealt with a number of ways. You can replace the familar with an alternate class feature that doesn't rely on sorcerer progression. You can also take prestige class levels that advance your familiar. If you do replace your familiar, you can still take the Obtain Familiar feat after replacing the class feature. Since it progresses your familiar based on your levels in all classes that allow you to cast arcane spells, the feat would actually be strictly better than the class feature.
    • Substitution level abilities that you want might give you a reason to stay in the class for a few more levels, but the highest substitution level out there is 13th, so even that gives you 7 more levels to dip into prestige classes.
    • Stalwart Sorcerer works off of Sorcerer levels only, so if you go this route you might want to go Sorcerer 20. I have seen SS builds that have more hit points than an average fighter, which is not a bad thing.
    • Epic Sorcerer entry requires Sorcerer 20. This class gives bonus feats and Epic familiar progression. Keep in mind however that a 10 level prestige class also has an Epic progression too.
    Last edited by BowStreetRunner; 2013-07-26 at 02:41 PM.
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  2. - Top - End - #2
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    Default Re: The Improved Sorcerer

    So here are the prestige classes that give full caster progression to a sorcerer (or partial caster progression starting with level 1) [at present I have just gone through non-setting-specific 3.5 materials]. The cost includes any prerequisites that must be fulfilled, as well as anything else the sorcerer loses, such as familiar advancement. The benefit includes class features gained as well as improved hit die, BAB, Saves, skill points or class skills.

    Arcane Trickster 10 (DMG177)
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    The Cost: Nonlawful; Decipher Script 7, Disable Device 7, Escape Artist 7, Knowledge (arcana) 4; Mage Hand plus one arcane spell of at least 3rd level; Sneak attack +2d6. Does not advance familiar.
    The Benefit: Disable Device, Open Lock, or Sleight of Hand at range; Sneak Attack; Ability to designate one attack as a sneak attack without it otherwise qualifying; Good REF saves; 4 + INT modifier skills per level; Appraise, Balance, Climb, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (all), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Swim, Tumble, and Use Rope as class skills.
    Note: To acquire Sneak Attack +2d6 you can take Martial Study (any Shadow Hand maneuver) and Martial Stance (Assassin's Stance). The DM may rule that when your stance is not active, you do not qualify for the PrC, therefore you cannot access any of its class abilities until you re-enter the stance.

    Archmage 5 (DMG 178)
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    The Cost: Knowledge (arcana) 15, Spellcraft 15; Skill Focus (Spellcraft), Spell Focus in two schools of magic; 7th level arcane spells, 5th level or higher spells from at least 5 schools. Does not advance familiar.
    The Benefit: permanently sacrifice a spell slot for a special ability (there are 7 abilities, of which the Archmage may select one each level); Knowledge (all) and Search as class skills.
    Note: the abilities gained include converting spell slots into range touch attacks, casting touch spells at reach, spell turning, energy substitution, altering the shapes of area spells, increased caster level, and casting a spell as a spell-like ability

    Loremaster 10 (DMG 191)
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    The Cost: Knowledge (any two) 10; 3 metamagic or item creation feats, Skill Focus (Knowledge [any individual knowledge skill]); seven different divination spells, one at least 3rd level. Does not advance familiar.
    The Benefit: gain a secret at each odd level; Lore (as bardic knowledge); Bonus Languages; Identify as an Ex ability; Legend Lore or Analyze Dweomer as an Ex ability; 4 + INT modifier skills per level; Appraise, Decipher Script, Gather Information, Handle Animal, Heal, Knowledge (all), Perform, Speak Language, and Use Magic Device as class skills.
    Note: the secrets gained include 4 ranks in an untrained skill, +3 hit points, +2 bonus on WILL saves, +2 bonus on FORT saves, +2 bonus on REF saves, +1 bonus on attacks, +1 dodge bonus on AC, any feat, a bonus 1st level spell per day, a bonus 2nd level spell per day.

    Alienist 10 (CA 21)
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    The Cost: Nonlawful; Knowlege (the planes) 8; Augment Summoning; one summoning spell of 3rd level or higher; peaceful contact with an alienist or pseudonatural creature.
    The Benefit: continued familiar advancement; Summon monster spells can summon pseudo-natural creatures; +1 insight bonus on all saves (lose 2 point WIS); bonus metamagic feats; bonus hit points, penalty on Bluff, Diplomacy, and Handle Animal to influence non-pseudonatural creatures; familiar gains pseudonatural template; extra summon monster spell; stop gaining aging penalties; type changes to Outsider, DR/magic, resistance to Acid and electricity, penalty to disguise checks, bonus to intimidate checks; Gather Information, Knowledge (all), Listen, and Spot as class skills.
    Note: Augment Summoning has a prerequisite of Spell Focus (Conjuration).

    Blood Magus 4 (CA 26)
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    The Cost: Not lawful good; Concentration 4; Great Fortitude, Toughness; Arcane caster level 5th; been killed and returned to to life; does not advance familiar; Poor WILL save.
    The Benefit: replace inexpensive material spell component with 1 hit point of blood and raise caster level by 1; reduce effect of damage taken on Concentration checks to cast or maintain spell; automatically stabilize if hit points drop below 0; gain Scribe Scroll feat but only as scars on own skin; Death Knell as spell-like ability; gain Brew Potion feat but only as blood draughts in his own body; d6 hit die; Good FORT save; Heal as class skill.
    Note: Taking this past level 4 will result in losing a spellcasting level.

    Elemental Savant 4 (CA 32)
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    The Cost: Knowledge (arcana) 8, Knowledge (the planes) 4; Energy Substitution (acid, cold, electricity, or fire); three spells that share a common descriptor of acid, cold, electricity, or fire - one at least 3rd level; peaceful contact with elemental or outsider with subtype air, earth, fire, or water; Does not advance familiar.
    The Benefit: spells the sorcerer casts that deal energy damage now deal damage of the chosen type; resistance to chosen energy type; immunity to sleep; competence bonus to caster level checks to overcome spell resistance with spells of chosen energy type; Knowledge (the planes) as a class skill.
    Note: Taking this past level 4 will result in losing a spellcasting level. Energy Substitution has a prerequisite of Knowledge (arcana) 5 and another metamagic feat.

    Fatspinner 4 (CA 37)
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    The Cost: Knowledge (arcana) 10, Profession (gambler) 5; 4th level arcane spells, at least one divination spell 1st level or higher; does not advance familiar.
    The Benefit: ability to boost save DCs of spells cast; immediate action to force another creature to reroll a roll; ability to increase any skill check, attack roll, or save; automatically stabilize; reroll a roll; Appraise and Sleight of Hand as class skills.
    Note: Taking this past level 4 will result in losing a spellcasting level.

    Geometer 5 (CA 39)
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    The Cost:Decipher Script 9, Disable Device 4, Knowledge (arcana) 9, Search 4; Scribe Scroll; prepare and cast 3rd-level arcane spells; does not advance familiar.
    The Benefit: learn glyph of warding; replace material and verbal components with spellglyphs; recorde spells in spellbooks on a single page each; search for magic writing-based traps as a rogue, automatic searching for such traps within 10 ft; supress magical wards; increased caster level when using spellglyphs; learn greater glyph of warding; Decipher Script, Disable Device, Knowledge (all) and Search as class skills.
    Note: The Arcane Preparation feat will allow you to get past the requirement to prepare and cast 3rd-level arcane spells.

    Initiate of the Sevenfold Veil 7 (CA 44)
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    The Cost: Knowledge (arcana) 12, Knowledge (nature) 4, Spellcraft 12; Greater Spell Focus (abjuration), Spell Focus (abjuration), Skill Focus (Spellcraft); five abjuration spells, at least two of 4th level or higher; does not advance familiar.
    The Benefit: create personal, area, or wall wardings that provide concealment and may be imbued with veils; create vails that duplicate layers of a prismatic wall to imbue wardings; cast abjurations that are harder to dispel; bonus on caster level checks to counter or dispel abjurations; create wardings as an immediate action; create wardings with two veils at once; dispel effects on a creature and apply veil effects to that creature; Appraise, Decipher Script, and Knowledge (all) as class skills.

    Mage of the Arcane Order 10 (CA 48)
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    The Cost: Knowledge (arcana) 8; Cooperative Spell, one other metamagic feat; prepare and cast 2nd-level arcane spells; 750 gp initiation fee; 30gp per month dues; does not advance familiar.
    The Benefit: Access to guild resources; spell focus that allows access to guild spells; bonus metamagic feats; bonus languages; Decipher Script, Knowledge (all), and Speak Language as class skills.
    Note: The Arcane Preparation feat will allow you to get past the requirement to prepare and cast 2nd-level arcane spells.

    Mindbender 1 (CA 54)
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    The Cost: Nongood; Bluff 4, Diplomacy 4, Intimidate 4, Sense Motive 4; charm person; arcane caster level 5th; does not advance familiar.
    The Benefit: telepathy as a supernatural ability; good FORT save; Diplomacy, Intimidate, Knowledge (all), and Sense Motive as class skills.
    Note: Anything beyond a 1 level dip will cause you to lose caster levels.

    Wayfarer Guide 1 (CA 65)
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    The Cost: Knowledge (arcana) 10, Knowledge (geography) 10; teleport; join Wayfarers Union; does not advance familiar.
    The Benefit: add one to the number of medium creatures you can teleport; increase range of teleportation spells by 50%; d6 hit die; Knowledge (all) and Speak Language as class skills.
    Note: Anything beyond a 1 level dip will cause you to lose caster levels.

    Wild Mage 10 (CA 68)
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    The Cost: Chaotic; Knowledge (the planes) 4, Spellcraft 8, Use Magic Device 4; Magical Aptitude, any metamagic feat; Arcane caster level 1st; does not advance familiar; poor WILL save.
    The Benefit: caster level for each spell is random (averages half-level increase); redirect incoming ranged attacks at random; roll twice when using magic items with random effects; immunity to confusion and insanity, continuous nondetection; spend a spell slot to create a rod of wonder effect; surround a creature in an effect that turns spells and spell-like abilities into rod of wonder effects; Intimidate, Knowledge (all), and Use Magic Device as class skills; good REF save.
    Note: The Practiced Spellcaster feat should offset the negative aspect of random caster level from this class.

    Paragnostic Apostle 5 (CC 94)
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    The Cost: Knowledge (arcana) 5, Knowledge (religion) 5, Knowledge (any other) 5; 3rd-level spells; member of Paragnostic Assembly; does not advance familiar.
    The Benefit: advances turn undead and level-dependent domain abilities if you have them; choose spellcasting enhancement powers at each level; Lore (as bardic knowledge); 4 + INT modifier skills per level; Decipher Script, Knowledge (all), Search, Speak Language, and Spot as class skills.
    Note: spellcasting enhancement powers include circumstance bonus on ray spell ranged attack rolls against creatures with natural armor, increased DC on secondary effects of some spells, summoned creatures receive fast healing ability, increased save DC of spells cast against creature type selected from favored enemy list, increased caster level for spells in one domain, increased caster level for spells with specific energy type, half damage from energy spells is divine when used against creatures of one opposed alignment, increased caster level for healing spells and certain transmutation spells, increased hardness of objects created by spells and increased armor bonus from spells, increased caster level for spells that change form, increased DC for certain charm and compulsion spells, bonus on caster level checks to overcome spell resistance or to dispel, increase save DC of necromantic spells that target undead and increase effective turning level, increase caster level for teleportation spells and increase speed granted by movement spells.

    Divine Oracle 10 (CD 34)
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    The Cost: Knowledge (religion) 8; Skill Focus (Knowledge [religion]); 2 divination spells; does not advance familiar.
    The Benefit: Oracle domain; bonus to DC of scrying spells; evasion*; trap sense; roll twice on divination spells; uncanny dodge; improved uncanny dodge; may always act during surprise round; d6 hit die; Heal, Intimidate, and Knowledge (religion) as class skills.
    Note: *(the divine oracle's evasion ability is called prescient sense, although it does call itself a 'form of evasion')

    Rainbow Servant 10* (CD 54)
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    The Cost: Nonevil and Nonchaotic; Knowledge (arcana) 4; 3rd level arcane spells; find hidden jungle temples; does not advance familiar.
    The Benefit: Detect Evil at will; Good, Air, and Law Domains; grow temporary wings; detect chaos at will; learn and cast spells from cleric list; detect thoughts at will; Diplomacy, Knowledge (the planes), and Sense Motive as class skills.
    Note: *(The class is only included on the list as long as your DM agrees that the text under Spells per Day/Spells Known trumps the Spells per Day in table 2-16. Otherwise you end up losing caster levels.)

    Sacred Exorcist 10 (CD 56)
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    The Cost: Good, Knowledge (the planes) 10, Knowledge (religion) 7; able to cast Dismissal (or Dispel Evil); church sanction; does not advance familiar.
    The Benefit: exorcise a possessing creature; turn undead; bonus on saves vs possession effects and checks to dispel such effects, bonus on saves vs charm and compulsion spells cast by evil outsiders or undead; detect evil at will; bonus on some skill checks, caster level checks to overcome spell restistance vs choice of undead or evil outsiders; dispel evil as spell-like ability; consecrate aura; holy aura as spell-like ability; d8 hit die; 3/4 BAB; Heal, Intimidate, Knowledge (the planes), and Knowledge (religion) as class skills.
    Note: Dispel Evil is not on the sorcerer list, so Dismissal is the most likely entry method.

    Abjurant Champion 5 (CM 50)
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    The Cost: BAB +5; Combat Casting; 1st level arcane spells including one abjuration; proficiency with one martial weapon; does not advance familiar.
    The Benefit: Add class level to armor and shield bonus of abjuration spells; double duration of abjuration spells; cast low-level abjurations as swift action; spend unused spell slots for insight bonuses; caster level is equal to BAB if higher; d10 hit die; full BAB; Climb, Handle Animal, Intimidate, Jump, Ride, and Swim as class skills.
    Note: The Shield spell is the cornerstone spell for entry to this class. Without wasting a feat, martial weapon proficiency might come from a racial ability or by dipping Ruathar 1. The insight bonuses gained may include attack rolls, damage rolls, AC, saves, or energy resistance.

    Unseen Seer 10 (CM 81)
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    The Cost: Hide 8, Search 8, Sense Motive 4, Spellcraft 4, Spot 8; 1st level arcane spells including 2 divination spells; decreased caster level for non-divination spells; does not advance familiar.
    The Benefit: Increased precision damage if you have any; add divination spell from any list to spells known; Silent Spell as bonus feat; increased caster level for divination spells; permanent nondetection; 3/4 BAB; 6 + INT modifier skills per level; Bluff, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Hide, Knowledge (all), Listen, Move Silently, Search, Sense Motive, and Spot as class skills.
    Note: You can enter this class without a source of precision damage, but don't gain the damage bonus in that case. Possible ways to acquire precision damage without losing caster levels include Magelord 1, Martial Stance: Assassin's Stance, Greater Channel the Mishtai (The Pillow Spider), and a custom item of continuous Hunter's Eye.

    Spellwarp Sniper 5 (CS 64)
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    The Cost: Concentration 8, Spellcraft 8; Point Blank Shot; 3rd level spells; Sneak attack or Sudden Strike +1d6; does not advance familiar.
    The Benefit: Change some area spells into Rays; sudden strike type effect for rays; Precise Shot as bonus feat; precision damage to ray attacks at 60 ft, deliver coup de grace with ray spell, empower ray spell; d6 hit die; 3/4 BAB, 4 + INT modifier skills per level; Hide, Indimidate, Move Silently and Spot as class skills.
    Note: Possible ways to acquire precision damage without losing caster levels include Magelord 1, Martial Stance: Assassin's Stance, Greater Channel the Mishtai (The Pillow Spider), and a custom item of continuous Hunter's Eye.

    Bladesinger 1 (CW 17)
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    The Cost: Elf or Half-Elf; BAB +5; Balance 2, Concentration 4, Perform (dance) 2, Perform (sing) 2, Tumble 2; Combat Casting, Combat Expertise, Dodge, Weapon Focus (longsword or rapier); 1st level arcane spells; does not advance familiar.
    The Benefit: light armor proficiency; dodge bonus to AC when wielding a longsword or rapier one-handed; d8 hit die; full BAB; good REF save; Balance, Jump, Perform, and Tumble as class skills.
    Note: Combat Expertise has a prerequisite of INT 13. Dodge has a prerequisite of DEX 13. Weapon Focus has a prerequisite of BAB +1 and proficiency with the weapon. Altogether, this class has a lot of prerequisites for what will essentially be a one-level dip (any more and you lose caster levels).

    Spellsword 1 (CW 79)
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    The Cost: BAB +4; Knowledge (arcana) 6; Proficiency with all simple and martial weapons and light, medium, and heavy armor; 2nd level arcane spells; defeat a foe without spellcasting; does not advance familiar.
    The Benefit: ignore spell failure 10%; d8 hit die; full BAB; good FORT save; Climb, Knowledge (all), and Jump as class skills.
    Note: Without losing caster levels, Dragonslayer will get you the proficiencies to enter. However, it's still just a one-level dip class as a second level will lose caster levels.

    Sentinel of Bharrai 10 (BE 69)
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    The Cost: Good; Knowledge (arcana) 8, Knowledge (nature) 8, Spellcraft 8; Sacred Vow, Vow of Obedience; does not advance familiar.
    The Benefit: change energy-based spells to nonlethal damage against animals and plants; Track as bonus feat; Energy Resistance; polymorph into bear at will; quickened call lightning; hide within 10 ft of natural terrain with +10 insight bonus; polymorph into dire bear at will; lay on hands; summon dire bears; quickened lightning storm; 4 + INT modifier skills per level; Decipher Script, Gather Information, Handle Animal, Heal, Knowledge (all), Speak Language, Survival, and Use Magic Device as class skills.

    Diabolist 10 (BV 56)
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    The Cost: Lawful Evil; Base Will Save +5; Bluff 3, Intimidate 3, Knowledge (the planes) 8; Evil Brand, Corrupt Spell; able to cast shriveling; oh, and you have to sell your soul.
    The Benefit: add evil descriptor and unholy damage to some spells; imp familiar; ability to convert some unholy damage into vile damage; Diplomacy, Intimidate, Knowledge (the planes), and Spot as class skills.

    Disciple of Asmodeus 1 (BV 57)
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    The Cost: Lawful Evil or Neutral Evil; Bluff 4, Diplomacy 5, Sense Motive 4; Disciple of Darkness, Evil Brand, Leadership; sacrifice royalty; does not advance familiar.
    The Benefit: charm person as a spell like ability; gather information to learn secrets; d6 hit die; 4 + INT modifier skills per level; Decipher Script, Diplomacy, Gather Information, Hide, Intimidate, Knowledge (all), Listen, Search, Sense Motive, and Spot as class skills.

    Thrall of Demogorgon 1 (BV 67)
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    The Cost: Chaotic Evil; BAB +4; Knowledge (arcana) 2, Knowledge (religion) 2, Knowledge (any other) 2; Willing Deformity, Thrall to Demon; cast 1st level spells (or make sneak attacks); sacrifice; does not advance familiar; poor will save.
    The Benefit: natural armor bonus; hypnosis gaze attack; d8 hit die; full BAB; good FORT save; 4 + INT Modifier skill ponits per level; Climb, Hide, Intimidate, Jump, Knowledge (all), Move Silently, Search, Sense Motive, Spot, Swim, and Use Rope as class skills.
    Note: No more than a one-level dip without losing caster levels.

    Thrall of Graz'zt 1 (BV 68)
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    The Cost: Evil; Knowledge (arcana) 5, Bluff 2, Diplomacy 2; Thrall to Demon, Violate Spell; cast 3rd level spells with evil descriptor; sacrifice; does not advance familiar.
    The Benefit: charm person as spell like ability; d6 hit die; 4 + INT modifier skill points per level; Decipher Script, Diplomacy, Gather Information, Hide, Knowledge (all), Listen, Move Silently, Open Lock, Perform, Sleight of Hand, Search, Sense Motive, Spot, and Use Magic Device as class skills.
    Note: No more than a one-level dip without losing caster levels.

    Thrall of Orcus 1 (BV 71)
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    The Cost: Evil; BAB +4; Knowledge (arcana) 2, Knowledge (religion) 2; Lichloved, Thrall to Demon; able to cast a Necromancy spell; sacrifice; does not advance familiar.
    The Benefit: 10 ft radius stench that causes penalties to living creatures and makes mindless undead believe you are undead; d8 hit die; full BAB; good FORT save; Hide, Intimidate, Knowledge (all), Move Silently, and Spot as class skills.
    Note: the feat Lichloved has a prerequisite of Evil Brand; No more than a one-level dip without losing caster levels.

    Vermin Lord 1 (BV 73)
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    The Cost: Evil; Hide 3, Knowledge (nature) 2, Move Silently 3; Verminfriend; able to cast Giant Vermin; ordained; does not advance familiar.
    The Benefit: Natural armor bonus; vermin servant; d6 hit die; 4 + INT modifier skills per level; Climb, Hide, Knowledge (nature), Listen, Move Silently, Perform, Sleight of Hand, Search, and Spot as class skills.
    Note: Giant Vermin is a transmutation spell that is not on the Sorcerer spell list. Verminfriend has a prerequisite of CHA 15. (There is another different Verminfriend feat in the Drow of the Underdark) No more than a one-level dip without losing caster levels.

    Urban Savant 9 (Ci 100)
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    The Cost: Knowledge (dungeoneering, local, nature) 8 in one and 2 in the other two; Favored; Bardic Knowledge (or at DM's discretion Knowledge [history] 2); member in good standing in organization; does not advance familiar.
    The Benefit: special knowledge check results on certain creature types; use knowledge check in place of diplomacy for certain creatures; insight bonus to Knowledge (dungeoneering, local, nature) and bardic knowledge; low-light vision (or superior low-light vision), use knowledge (arcana) to recognize altered appearances; d6 hit die; good REF saves; 6 + INT modifier skills per level; Balance, Climb, Decipher Script, Diplomacy, Gather Information, Hide, Knowledge (all), Listen, Move Silently, Search, Sense Motive, Speak Language, Spot, Tumble, and Use Magic Device as class skills.
    Note: The 10th level does not advance spellcasting.

    Dragonslayer 1 (Dr 125)
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    The Cost: BAB +5, Dodge, Iron Will, Tumble 2; Does not advance familiar.
    The Benefit: proficiency with all simple and martial weapons, all types of armor, all shields; immmunity to fear, allies within 10 ft receive bonus on fear saves; damage bonus vs dragons; d10 hit die; full BAB; good FORT save; Climb, Intimidate, Jump, Search, and Tumble as class skills.
    Note: Dodge has a prerequisite of DEX +13. No more than a one-level dip without losing caster levels.

    Arachnomancer 1 (DrU 65)
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    The Cost: Evil; Climb 4, Knowledge (nature) 4, Knowledge (religion) 8; Verminfriend; ability to cast spider climb, summon swarm, or web as arcane spell; does not advance familiar; poor WILL save.
    The Benefit: Poison save bonus; bonus to Handle Animal with spiders; Spider Domain; d6 hit die; good REF save; 4 + INT modifier skills per level; Climb, Handle Animal, Hide, Jump, Knowledge (dungeoneering), Knowledge (nature), Knowledge (religion), Move Silently, Spot, and Survival as class skills.
    Note: Verminfriend has a prerequisite of Drow. (There is another different Verminfriend feat in the Book of Vile Darkness.) No more than a one-level dip without losing caster levels.

    Frost Mage 10 (Fr 58)
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    The Cost: Frozen Magic (Snowcasting, Con 13); Knowledge (arcana) 8; 1st level arcane spells; 24 hours unprotected in a blizzard; Does not advance familiar.
    The Benefit: Natural Armor; Resistance to Cold; add Conjure Ice Beast I-IV, Animate Snow, and Frostfell to spells known; Piercing Cold bonus metamagic feat; Cold subtype; Knowledge (all) and Search as class skills.

    Combat Medic 5 (HB 99)
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    The Cost: Nonevil, Concentration 4, Heal 8; Combat Casting, Dodge; ability to cast cure light wounds (generally through Domain Access ACF). Does not advance familiar. Poor WILL save.
    The Benefit: Add Sanctuary, REF save bonus or Aid effect to Conjuration (Healing) spells; competence bonus to Concentration checks to cast defensively; always take 10 on Heal checks, provide first aid as move action; Mobility as bonus feat; Evasion; ability to cast Heal; d6 hit die; Good REF save. Diplomacy, Heal, Knowledge (history and religion), Ride, and Spot as class skills.
    Note: normally the only Conjuration (healing) spells available to a sorcerer are the 4th level Hoard Life (RD) and 5th level Undying Vigor of the Dragonlords (DM). Heal becomes a 6th level option at CM 5. Additionally, the healing kicker from Combat Medic works on the healing domain spells acquired from the Domain Access ACF. The easiest way to access this class is Domain Access (Healing) ACF and Draconic Heritage (Gold) for Healing as a class skill.

    Fiend Blooded 9 (HH 102)
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    The Cost: Humanoid (not a half-fiend); nongood; Concentration 8, Knowledge (arcana) 8, Knowledge (the planes) 8; Blood Calls to Blood, Eschew Materials; cast 2nd level arcane spells without preparation.
    The Benefit: Advances familiar, which gains the fiendish template; Natural Armor, bonuses to CHA, INT, DEX, CON; add to spells known from enchantment, illusion, necromancy, or fire spells; bonus on poison saves and reduced damage from poisons, resistance to cold, fire, acid, and electricity; smiting spell; Intimidation and Knowledge (the planes) as class skills.
    Note: the 10th level does not progress spellcasting.

    Tainted Scholar 10 (HH 113)
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    The Cost: Concentration 8, Knowledge (arcana) 4; 1st level arcane spells; Moderate or greater depravity (requires use of Taint rules); Will Save necessary to take levels in another class before finishing this PrC; Does not advance familiar.
    The Benefit: replace inexpensive material spell component with 1 hit point of blood and raise caster level by 1; use depravity and corruption scores in place of key abilits for spellcasting, all arcane spells you cast are evil spells; ability to suppress external evidence of corruption; gain a secret at each even level; Lore (as bardic knowledge); contact other plane as a spell-like ability; detect taint and identify tainted objects and locations; limited wish once per day; d6 hit die; Decipher Script, Intimidate, and Knowledge (all) as class skills.
    Note: secrets include paying for metamagic feats with CON damage, become stable automatically, use death knell as a spell-like ability, add depravity score as a bonus to a WIS check or WILL save, add corruption score as a bonus to a CON check or FORT save, take HP damage to deal extra damage with spells, DR/piercing & slashing, bonus tainted feat, a bonus 1st level spell per day, a bonus 2nd level spell per day.

    Keeper of the Cerulean Sign 10 (LM 194)
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    The Cost: not an aberration; Gather Information 5, Knowledge (arcana) 8, Knowledge (dungeoneering) 8, Sense Motive 5; Aberration Banemagic, Craft Wondrous Item; create cerulean sign unaided; does not advance familiar.
    The Benefit: cerulean sign (bonuses to saves, AC, and checks to penetrate SR vs aberrations) as focus for class abilities; detect aberrations and effects of aberrations as spell like ability; increase benefit from Aberration Banemagic; area dispel magic vs illusions associated with aberrations; ward doorways and portals against aberrations; backlash when mind-affecting effects from aberrations are used on you unsuccessfully; destroy Aberration ability; d6 hit die; 6 + INT modifier skills per level; Decipher Script, Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Search, Sense Motive, Spot, and Use Magic Device as class skills.

    Visionary Seeker 1 (PlH 53)
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    The Cost: Knowledge (any single skill) or Survival 8; inducted by member; does not advance familiar; poor WILL save.
    The Benefit: bonus to class level for divination; d6 hit die; good REF save; 4 + INT modifier skills per level; Knowledge (all), Sense Motive, Spot, and Survival as class skills.
    Note: No more than a one-level dip without losing caster levels.

    Earth Dreamer 5 (RS 110)
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    The Cost: Knowledge (nature) 5, Spellcraft 10; Earth Sense; 1st level spells; does not advance familiar.
    The Benefit: creatures with earth subtype one step friendlier; divination relating to mountains as spell-like ability; tremorsense 10 ft; see through stone and earth 30 ft; move through earth; good FORT save; Heal, Knowledge (dungeoneering), Knowledge (nature), and Listen as class skills.
    Note: Earth Sense has a prerequisite of CON 13 and WIS 13

    Runesmith 5 (RS 118)
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    The Cost: Dwarf; Concentration 5, Craft (stoneworking) 8; Armor Proficiency (Heavy), Scribe Scroll; 1st level arcane spells; does not advance familiar.
    The Benefit: replace somatic component of spells with rune component; bonus on Appraise and Craft checks related to stone; create runes to share spells with other characters; inscribe rune to convert spell into spell-like ability; d6 hit die; good FORT save; Appraise and Decipher Script as class skills.
    Note: Without losing caster levels, Dragonslayer will get you the armor proficiency to enter.

    Shadowcraft Mage 5 (RS 120)
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    The Cost: Gnome; Bluff 4, Hide 4; Spell Focus (Illusion); cast 3 illusions at least one a 4th level or higher shadow spell; does not advance familiar.
    The Benefit: concealment effect; silent spell on all illusions; change some figment spells to shadow to mimic summoning, creation or evocation spells; extend spell on all illusions; increased power of shadow spells; 4 + INT modifier skills per level; Disguise, Hide, Move Silently, Perform, Search, and Spot as class abilities.

    Ruathar 3 (RW 122)
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    The Cost: BAB +6 <OR> any skill 9 <OR> 3rd level spells; service to elf community; does not advance familiar
    The Benefit: Martial Weapon Proficiency (longsword, rapier, longbow, or shortbow); word that might make elves friendly; minor magic item; low light vision (or improved low light vision); bonus to search, spot and listen; bonus on attacks and saves under night sky; increased age categories; d6 hit die; 2/3 BAB; good REF save; 4 + INT modifier skills per level; Diplomacy, Handle Animal; Hide, Knowledge (all), Listen, Move Silently, Search, Sense Motive, Spot, and Survival as class skills.
    Note: One of the easiest prestige classes to enter as a sorcerer, and helps fulfill prerequisites for several other prestige classes.

    Sea Witch 3 (Sto 68)
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    The Cost: Chaotic; Aquan; control water, control weather, favorable wind, and summon monster (III or greater) as arcane spells; does not advance familiar.
    The Benefit: bestow curse as spell like ability; create maelstrom; summon monster (specific deep sea creatures) as spell-like ability; bestow curse on an entire ship; create phantom ship; good FORT save; Knowledge (nature), Knowledge (the planes), and Swim as class abilities.
    Note: Taking this class past level 3 will cause you to lose a caster level.

    Anima Mage 10 (TM 50)
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    The Cost: Nongood; Intimidate 4, Knowledge (the planes) 4; any metamagic feat; cast 2nd level arcane spells, bind a 2nd level vestige; does not advance familiar.
    The Benefit: increased level for binding; give up vestige granted ability for spell slot; bonus on initiative; give up access to vestige abilities to apply metamagic to spell; cast still and silent spell as immediate action; Decipher Script, Diplomacy, Intimidate, and Knowledge (all) as class skills.
    Note: the feats Bind Vestige and Improved Bind Vestige taken together will fulfill the requirement to bind a 2nd level vestige. together will fulfill the requirement to bind a 2nd level vestige.
    Last edited by BowStreetRunner; 2013-07-26 at 08:20 PM.
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    Ogre in the Playground
     
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    Default Re: The Improved Sorcerer

    Reserved for future use. I will probably put the Forgotten Realms, Eberron, and other setting-specific prestige classes here when I find the time.
    Last edited by BowStreetRunner; 2013-07-26 at 02:44 PM.
    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” ― Steven Brust
    "In God we trust. All others we investigate." - United States Army Military Police Corps
    My thanks to Komodo for the excellent Avatar.
    Check out BSR's Improved Sorcerer project.

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    Ogre in the Playground
     
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    Default Re: The Improved Sorcerer

    Reserved for comments from the OP. Feel free to reply now. I look forward to your comments and insights.

    Thanks to Tvtyrant for reminding me about the Animal Companion ACF from UA.
    Note that the PrCs above are in order based on the books I went through to find them. I will try to alphabetize them later if I get a chance.

    When I talk about costs above, it is a bit like the idea of 'opportunity costs' in economics. While nothing is ever truly free, if you are going to include certain things in your build anyway, the costs effectively cease to be costs at all. But if it was not something you ever intended, it suddenly becomes a nuisance to have to work it into your build.
    Last edited by BowStreetRunner; 2013-07-26 at 02:56 PM.
    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” ― Steven Brust
    "In God we trust. All others we investigate." - United States Army Military Police Corps
    My thanks to Komodo for the excellent Avatar.
    Check out BSR's Improved Sorcerer project.

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    Troll in the Playground
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    Default Re: The Improved Sorcerer

    The problem of PrCs being as strictly better as you can get then base classes is something Wizard, Sorcerer, and Cleric all have with many of their options. Their primary (and often only relevant) class feature is spell casting; this, in turn, was given back to themEarly at full tilt by many PrCs. It is a case of just plain bad design.

    I would also tell you to consider getting Earth Dreamer on that list. It gives full casting and it's prerequisite feat is also a prerequisite to Earth Spell. It is in Races of Stone page 110.

    Edit: Never mind. I just straight up missed that you had it sorry. I would still consider the fact that the entry feat is not wasted if you take Earth Spell a small upside, or at least a mitigator.
    Last edited by ZamielVanWeber; 2013-07-26 at 02:50 PM.

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    Default Re: The Improved Sorcerer

    Impressive. One thing you might add to Wild Mage: if you take Practiced Caster, your CL is either [+0, +0, +0, +1, +2, +3] (average +1) or [+1, +2, +3, +4, +5, +6] (average +3.5) depending on which order you apply the CL penalty and bonuses.
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    Ogre in the Playground
     
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    Default Re: The Improved Sorcerer

    Quote Originally Posted by Jeff the Green View Post
    Impressive. One thing you might add to Wild Mage: if you take Practiced Caster, your CL is either [+0, +0, +0, +1, +2, +3] (average +1) or [+1, +2, +3, +4, +5, +6] (average +3.5) depending on which order you apply the CL penalty and bonuses.
    The way I see it, Practiced Caster would give you back the 3 caster levels lost from Wild Magic, bringing you back up to full. Then you would add +1d6 to that. I don't see why you would ever do it any other way.
    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” ― Steven Brust
    "In God we trust. All others we investigate." - United States Army Military Police Corps
    My thanks to Komodo for the excellent Avatar.
    Check out BSR's Improved Sorcerer project.

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    Ogre in the Playground
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    Default Re: The Improved Sorcerer

    Since you've got Tainted Scholar on the list, you may as well put up the Tainted Sorcerer, which is an earlier incarnation of the same idea.
    Tier System for Classes | Why Each Class Is In Its Tier

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    DrowGirl

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    Default Re: The Improved Sorcerer

    The way I see it, Practiced Caster would give you back the 3 caster levels lost from Wild Magic, bringing you back up to full. Then you would add +1d6 to that. I don't see why you would ever do it any other way.
    You can apply Practiced spellcaster before or after wild magic, whichever is more beneficial, but you cannot apply Practiced spellcaster in the middle of wild magic's modifiers (after the penalty but before the +d6), wich is what you are suggesting.

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    Troll in the Playground
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    Default Re: The Improved Sorcerer

    Wild Magic specifies that it drops your caster level by three. Practiced Spell caster then adds up to 4. Finally, when you cast a spell Wild Magic adds 1d6 to your caster level. Wild Magic actually works in two parts.

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