Can multi-classing improve a sorcerer's solo-potential?
And how should I do this?
My friend has started a new series of 3.5 D&D sessions where I have been leveling my half-elf sorceress.
Due to in-game events and elaborate RP, my character has been forced to solo a lot, and will probably keep doing so with only occasionally teaming up with others. She is currently level 6, and the rest of the PC's are level 4. In order to tome her XP-gain down, she has Craft Wondrous Items.
Now, I have been considering multi-classing in order to improve my solo-potential. I can dish out enough damage already as a sorcerer, but I can barely take any hits. I wonder if multi-classing could improve my survivability. For example, taking a level in a healing-class for some self-healing.
However, I have done my research and everyone says NOT to multi-class a caster-class, in order to prevent falling behind. However, because the party has fallen behind instead, would that make multi-classing more viable? If so, what class could successfully fulfill my needs?
Beyond this point, I will explain some details about the situation for those that are interested.
We only use the PHB, the rest is done custom. (I.E. monsters, magic items, etc.)
The setting is custom, just like the bosses. They are no normal monsters, instead customly created creatures that either have a specific way to get beaten or have special abilities that can be countered in a smart way. Their health almost always exceeds 100 HP, but up until now none of them have turned out to be too difficult or easy for us, due to the mechanics.
It is also not sure if we will quit this series of sessions either very soon or far beyond level 20, but we do not plan on stopping at level 20 itself, so it's not like I will lose sorcerer-levels with this decision. I also won't fall behind, because I have two more levels than the rest of the party.
The sessions mainly consist of RP and boss-battles, with surprisingly less dungeon-crawling.
Character: (extremely narrowed down)
Level 6 half-elf sorcerer, chaotic neutral.
STR 8; DEX 18; CON 14; INT 14; WIS 13; CHA 18
Feats can be changed.
- Detect Magic
- Dancing Lights
- Touch of Fatigue
- Detect Poison
- Shield (I have armour that gives no ASF, hence why I choose Shield.)
- Charm Person
- Shocking Grasp
- Feather Fall
- Command Undead (I have a corpse-holding cloak.)
- Spectral Hand
- See Invisibility
- Vampiric Touch
Besides spells, has several daggers at her disposal.
If you need more information, let me know.