PFS Sorcerer Advice


Advice

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Here are some build stubs based on your interests… I've never played PFS, but everyone seems to say that Diplomacy can be a super important skill. I tried to fit 14 into Int so that you could get 4 skills. If you were willing to use your favored class bonus for skills instead of HP, you could do 12 Int and get the same skills. Or if you didn't care so much about skills, Int 10 would allow you to up your other stats. These aren't the most optimized, and I'm sure I'm missing something, but they seem effective and fun to me-both in and out of combat. Dumping strength and wisdom even further obviously gets you boosts to your other stats if you are comfortable with that.

Half-elf Summoner:

Half-elf Fey Bloodline Sorcerer

Str: 8 (light load: 26 lbs, Str 10 is 33 lbs if that makes you more comfortable).
Dex: 12
Con: 12
Int: 14
Wis: 8
Cha: 18 (16+2)

Traits:
Reactionary: +2 Initiative
Ease of Faith: +1 Diplomacy, Diplomacy as a class skill

Skills:
Diplomacy
Knowledge: Arcana
Spellcraft
Use Magic Device

Feats:
Half-elf - Skill Focus: Diplomacy
1 - Toughness
3 - Spell Focus: Conjuration
5 - Augment Summoning

Spells at level 1 (didn't think too hard about these, I'm sure there are better options)
0 - Detect Magic, Read Magic, Dancing Lights, Prestidigitation
1 - Sleep (DC 16 with Fey bloodline +2 to compulsion spells, switch it out at level 4), Grease (DC 15)

Gnome Illusionist:

Gnome Fey Bloodline Sorcerer

Str: 6 (8 - 2, keep in mind that small gear weighs less).
Dex: 12
Con: 14 (12 + 2)
Int: 14
Wis: 8
Cha: 18 (16+2)

Traits:
Reactionary: +2 Initiative
Ease of Faith: +1 Diplomacy, Diplomacy as a class skill

Skills:
Diplomacy
Knowledge: Arcana
Spellcraft
Use Magic Device

Feats:
1 - Improved Initiative
3 - Spell Focus: Illusion

Spells at level 1 (didn't think too hard about these, I'm sure there are better options)
0 - Detect Magic, Read Magic, Dancing Lights, Prestidigitation
1 - Silent Image (DC 15), Sleep (DC 16 with Fey bloodline +2 to compulsion spells, switch it out at level 4)


Actually i forgot that small gear weighs less.

I thnk I have that wrong on my halflong wizard. I'll have to check later.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Lavode de'Morcaine wrote:

Actually i forgot that small gear weighs less.

I thnk I have that wrong on my halflong wizard. I'll have to check later.

Check to see if he's wearing a Freudian slip while you're at it. :)


DOH ! ! !

Liberty's Edge

I would recommend the trait "Ease of Faith" for a sorcerer.

Diplomacy becomes a class skill, and you get a +1 to all diplomacy rolls. This gives the sorcerer 3 of the best skills in the game: Diplomacy, Bluff, and UMD, and all three benefit from a high charisma score. You probably don't really need much else, just keep them all on a 2/3 progression if you only go with 2 skill points.

Another bit of advice, if you feel like optimizing, would be to go human. I know everyone's saying that, but my reasons are slightly different: You still get 2 skill points/level with an intelligence of 7.

A handy haversack for 2000gp overcomes basically all encumbrance issues. So does a set of muleback cords for 1000gp, but the haversack is cooler. This makes that low strength score a lot easier to bear.

Str 7
Dex 15
Con 14
Int 7
Wis 10
Cha 18+2

Human gets you 2 skill points/level. You could also go Dex 14 and put those points into your wisdom score, making it 12.

Levels 4 and 8 go into charisma, 12 goes into dexterity. Alternately, you can put the 15 into con and boost THAT at level 12, but I like initiative bonuses over another hit point. Also, planning to round out a score's modifier at 12 is kind of like planning a build to come together at level 20. You're putting yourself behind on levels 1-3 and 8-11, which is over half of your character's career - and this is most important for offensive spellcasters


I would go:

Str 7
Dex 16
Con 14
Int 12
Wis 10
Cha 16 +2 racial = 18

Take a few ray spells for bbeg's with high saves. They work nicely with high dex.

Dumping str is okay IMO because of handy haversacks and donkeys. I'm not sure if buying a donkey for your camp gear is PFS legal though. Heck, I've had characters hire first level commoners to follow them around with their gear. (SQUIRE! BRING ME MY BOW!) I would rather deal with creatively dancing around encumbrance than having low dex, con or wis.

Use a crossbow since they don't take a strength penalty, and a dagger to aid another If you have to stand next to a bad guy.

Daze may be a good low level cantrip to deny enemies a round of action while your buddies pound on them.


Well thanks for all the help folks. The PFS game was yesterday. I played the build I last posted above.

Our group didn't do so well. We failed the mission. It was only avoided a TPK by a hair. Of the 6 PC's; 3 were dead, 2 left for dead bleeding out (I was one of those), and 1 ran away. Oddly enough I think we all succeeded at our faction tasks.

We made some risky decisions on tactics. There were some rules misunderstandings. And a couple of inexperience flubs. But the real problem was we decided to 'play up' to a higher level since there were 6 of us most 2nd or 3rd level.

Most importantly, I still had fun. I think it bothered some of the others more though.

I do have to make a comment to all the 'nay-sayers' that proclaim there is no place for combat healing. If I had played a life oracle, I am 95% sure we could have completed the mission. My sorc tried his best and wasn't completely useless, but the bosses always made their saves vs. my spells and even the mooks usually saved. If I had played a 1st level anything else, I don't thing I could have done enough damage to make a significant difference. However, as a 'walking band-aid' I could have kept the bruisers up quite a bit longer. They weren't going down by much. However, I also have to admit I don't like playing the band-aid. But it would have made a big difference.

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