PFS Sorcerer Advice


Advice

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This will be my first PFS character so I don't want to push the envelope too much. PFS is 20 point buy and no traits. For me it is CRB only since that is the only book I own so far. I plan to buy the APG next quarter, but I don't have it yet. So it is not legal to use.

Here's what I'm thinking so far:

Chaotic Good and the Andoran faction (are any of the factions particularly easy or difficult for a NOOB?)
Gnome or Half-Elf (I hate the restriction of human normal vision I suppose it would be fine if everyone was human, but i usually end up being the only human in a group. Then stumbling around in the dark cause noone else wants to use a light.)
S:10 D:14 Co:12 I:12 W:8 Ch:17 before racial mods and all level increases to charisma
Sorcerer with Celestial bloodline (has some healing which I have heard is sometimes difficult to get in PFS play)
favored class bonus into hitpoints

Skill: 1 each in heal, bluff, spellcraft. After 1st level 1 point in all class skills then mostly spellcraft, know arcana, diplomacy, and bluff

Feats:
If half-elf: deceitful (+2 in bluff and disguise). Hopefully by the time I gain the levels I can have the APG and take the eldritch heritage line of feats, currently thinking Destined bloodline.
if gnome: spell focus illusion, then greater SF illus, then maybe spell penetration or a meta magic.
Also at least 1 metamagic feat, maybe heighten and/or quicken

Spells:
Lv0: Acid Splash, Detect Magic, Read Magic, and ? (maybe dancing lights, ghost sound, or prestidigitation)
Lv1: Color Spray, Summon Mon I

After 1st level not sure, but illusions if gnome and I like divination and conjuration spells. Prob use the re-learning to keep just the best sum mon spell.

As you can tell, I'm not really set in stone about any of it.

Thoughts, suggestions, praise, tears, rants, or remonstrances?

Grand Lodge

Do you really want your Sorcerer to be a secondary healer? If not I would suggest picking a different bloodline. If you want the spells and other powers besides Heavenly Fire then go for it.

Healing in PFS is such a big deal. PFS characters have access to a lot of wands. After your first adventure you can get yourself a Wand of Infernal Healing. Great out of combat healing spell.

I have a level 3 Gnome Sorcerer of the Efreeti bloodline in PFS. I like him a lot. Colorspray with DC of 16 at first level is pretty powerful.

You might also want to reconsider the "read magic" until second level or so. There are some more useful cantrips at first level like light.

Also remember if you go Gnome you get one use per day of 4 cantrips like such as Dancing Lights.


Well it would be more of a tertiary healer since it can only effect each person once a day and is only d4 +1/2 level. But others have acted like there is often no healing available for the first several levels.

I do like that celestial get some divine spells. There are feats on the list I like. The resistances are not huge but useful. The wings are kool though fly is probably better. The arcana will definitely help my summons. So it seems like a reasonable choice.

Is there a CRB bloodline that you think would work better.

Good point of the read magic, that can wait since I probably won't have any scrolls right away.

I totally forgot about the gnome cantrips. I am definitely leaning toward gnome now.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

remember also that you cap at level 12. Plan your development with that in mind.


Lavode de'Morcaine wrote:
This will be my first PFS character so I don't want to push the envelope too much. PFS is 20 point buy and no traits. For me it is CRB only since that is the only book I own so far. I plan to buy the APG next quarter, but I don't have it yet. So it is not legal to use.

For PFS, you can use traits. You get two, from different categories. There are several open traits that you can use.


The Eldritch Heritage feats are not in the APG, just so you know. They're in Ultimate Magic.
I think the biggest thing the APG will can add to a Sorceror is the alternate favored class option for humans - which is frankly amazing, and by itself a great argument for being a human sorceror. But if you're set on playing gnome or half-elf, just go with that.

Augment Summoning is good if you want to rely heavily on summoning (sounds like it). SF: Conjuration is not bad by itself either, there are some very nice conjuration spells with saves.

Celestial is probably not the greatest bloodline - the healing is very little, definately don't choose it because of that. If you're rethinking your bloodline I personally like Arcane the most, since it's useful for pretty much any sorceror, has great bonus spells and good powers.

Heighten Spell is ok, and Quicken spell is good (though the latter somewhat less so if you're capped at level 12). Note that when you get the APG, Persistent Spell will often be mathematically superior to Heighten Spell.


I would say, don't bother with the Deceitful feat. It's great if you have a reason to employ those skills regularly and depend on them, but I cannot see that as a sorcerer.

Combat Casting is always useful, and so is any metamagic.

For a bloodline, I would say Arcane is useful for the feats, and Elemental is a good choice if you want to dish out energy damage.

Skills-wise, Use Magic Device is a MUST HAVE. It makes you awesomely useful. Wand of Cure Light Wounds and no cleric? UMD.

Now here is the thing I found about PFS play: You never know who or what you will be adventuring with. Use Traits to flesh out your skills is my advice - you can take Traits that will replace Deceitful's boost to your skills if that is the way you want to go. Make sure that you can do more than one thing, though - you may be called upon to do it.


As a Hal-elf you get Skill Focus for free, so don’t take Deceitful. Take Toughness instead.

For traits you want: Focused Mind (+2 to Conc checks, it’s a weak Combat Casting)) and a trait that gives you Diplomacy as a class skill, such as Divine Courtesan. Indomitable Faith is not a bad choice either, since you min-ed your Wis (which I suggest against). LoreSeeker is also good. In fact Extra traits is not a terrible Feat.

I liked Celestial, and the party will like you for it. That little bit of healing is great at low levels.


Rubia wrote:
... For PFS, you can use traits. You get two, from different categories. There are several open traits that you can use.

Bizzare. I would have sworn I read no traits in the guide, but can't find it now. Thanks, that's good to know.


LazarX wrote:
remember also that you cap at level 12. Plan your development with that in mind.

I missed that, thanks


Based on comments:

PFS is 20 point buy. For me it is CRB only since that is the only book I own so far. I plan to buy the APG next quarter, but I don't have it yet. So it is not legal to use.

Chaotic Good and the Andoran faction (are any of the factions particularly easy or difficult for a NOOB?)
Gnome or Half-Elf (I hate the restriction of human normal vision I suppose it would be fine if everyone was human, but i usually end up being the only human in a group. Then stumbling around in the dark cause noone else wants to use a light.)
S:10 D:14 Co:12 I:12 W:8 Ch:17 before racial mods and all level increases to charisma
Sorcerer with Celestial bloodline (has some healing which I have heard is sometimes difficult to get in PFS play)
favored class bonus into hitpoints

Traits: Andoran Indomitable (+1 save vs enchantment) and Focus Mind (+2 concentration checks)

Skill: 1 each in heal, bluff, spellcraft. After 1st level 1 point in all class skills then mostly spellcraft, know arcana, diplomacy, and bluff

Feats: Seriously considering the Additional Traits feat
If half-elf: free skill focus bluff and Spell Focus Conjuration then at 3rd augment summoning.
if gnome: spell focus illusion, then greater SF illus, then maybe spell penetration or a meta magic.
Also at least 1 metamagic feat, maybe heighten or persistant spell

Spells:
Lv0: Acid Splash, Detect Magic, Light, and ? (maybe ghost sound, or prestidigitation)
Lv1: Color Spray, Summon Mon I

After 1st level not sure, but illusions if gnome and I like divination and conjuration spells. Prob use the re-learning to keep just the best sum mon spell.


Summon monster at lv 1 seems kind of iffy, since it takes 1 round to cast and only lasts 1 round per caster lv, so don't think I would bother with that until at least lv 3, the choice is up to you of course. If you want something a bit more offensive early on you can go for magic missile or burning hands and at sorcerer lv 4 you can trade out 1 spell you know for a different spell of equal lv.


For the zero level spells - Read Magic, you should have read magic as one of your cantrips.

Edit, and I agree that at level 1 summon monster I isnt worth it. You are better off with a direct damage spell or something like grease.


At level 1 I think sleep is mechanically superior to color spray, and you can retrain it by level 4 when it starts getting worthless.

Burning hands may be good because it kills swarms and nobody else usually takes it.

I would consider putting the 8 in strength and not wisdom.

I would consider a gnome so that you can be shorter and sneakier. Also you get a +1 to hit for being small which can be useful for rays.

Summon monster I only lasts for 3 rounds at level 3, and at level 4, you would probably switch to summon monster II, so it's not very good.

Besides celestial, Arcane and fey bloodlines are both pretty decent. Fey + enchantments = mean.

Grand Lodge

I am currently playing a Sorcerer Undead blood line. Not overly powerful but fun as hell. However I have made some mistakes along the way.

First off my stats Str12, Dex16, Con10, Int12, Wis9, Cha17 (incl. race bonus for human)
Errors was Con 10: I would go for at least 12 but rather 14 as its really darn important in PFS. Secondaly Str 12 - GEEZ I can carry stuff - what a waste honestly. Bags of holding is just around the corner so DUMP the strength. In other word -Str +Con +Cha.. It does scream Gnome doesnt it!

Now a good thing
My blood line aint powerful however I went with Sleep a low level (switched it out later) and with undead bloodline you can actually sleep undead. Its nice because quite a few of the low level adv. I have been on had Zombies or Skeletons. So works well but surely flavourful at best.

As for spells being undead I of course had a focus on Necromancy but at low level Magic Missile plain and borring is really good. Remember NO attack roll just point and hear 'em scream.

Feats : basically no matter what you want to do then Improved Initiative is REALLY nice. I learned later on with vanish (APG spell I believe) that be able to come first and disappear is really useful due to summoning being such a slow starting spell. Yes I went for summoning due to Skeleton Summoning and Undead Master. But again thats for flavour.
If you are going to summon then Augment Summon is a dream get it EARLY.
But I would also not worry about Summon Monster I till a bit later, specially works nice when Vanished as mentioned.

Anyway Sorc. are fun no matter what blood line so read them thru and pick the one you feel could make a "Oh thats so cool"-line.


I was trying to avoid the strength of 8.
My current wizard in home game has that. And I have to be VERY careful not to carry very much or I'm encumbered and left behind. Food, water, couple of daggers, sling and only 5 bullets, and just a very small amount of gear.

I'll think about it, but I think I'll keep that at 10. I could reduce int, but 2 skill points just doesn't seem like enough. I suppose I might be willing to reduce dex or con a little, but not much those are for survival.

Decision, decisions, ...

I totally forgot about how short the duration on Sum Mon I will be at starting levels. I may just wait on that until Sum Mon II and take Mage Armor instead.

i don't like the arcane bloodline, feels like trying to be a wizard. I have been considering elf and the fey bloodline though.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

A 16 charisma is a good starting score for 1st level sorcerers and oracles. Using that as your goal, gives you attribute flexibility for rounding out elsewhere.


Yeah. That came from thinking about max 12th level. So I'm going to get a total of 3 ability raises from leveling. So to max the effectiveness of that I would start from an odd number. But it may not be worth the early cost in the other abilities. Especially if I won't actually adventure at 12th (or not much anyway).


Based on comments:

PFS is 20 point buy. For me it is CRB only since that is the only book I own so far. I plan to buy the APG next quarter, but I don't have it yet. So it is not legal to use.

Chaotic Good and the Andoran faction (are any of the factions particularly easy or difficult for a NOOB?)
Half-Elf
S:10 D:14 Co:14 I:12 W:8 Ch:16(+2 racial) and all level increases to charisma
Sorcerer with Celestial bloodline
favored class bonus into hitpoints

Traits: Andoran Indomitable (+1 save vs enchantment) and Focus Mind (+2 concentration checks)

Skill: 1 each in heal, spellcraft, UMD. After 1st level 1 point in all class skills then mostly spellcraft, know arcana, UMD, and bluff

Feats: Seriously considering the Additional Traits feat
free skill focus bluff and Spell Focus Conjuration then at 3rd augment summoning.
Also at least 1 metamagic feat, maybe heighten or persistant spell

Spells:
Lv0: Acid Splash, Detect Magic, Light, and ? (maybe ghost sound, or prestidigitation)
Lv1: Grease, Mage Armor

After 1st level not sure, but I like divination and conjuration spells. Prob use the re-learning to keep just the best sum mon spell.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Sounds like you're ready to go. PFS is delibertely structured not to require hyper-optimization so just go for it.


Yeah, I think I'll go with that.

Thanks for the help everyone!


Lavode de'Morcaine wrote:

I was trying to avoid the strength of 8.

My current wizard in home game has that. And I have to be VERY careful not to carry very much or I'm encumbered and left behind. Food, water, couple of daggers, sling and only 5 bullets, and just a very small amount of gear.

I'll think about it, but I think I'll keep that at 10. I could reduce int, but 2 skill points just doesn't seem like enough. I suppose I might be willing to reduce dex or con a little, but not much those are for survival.

Decision, decisions, ...

I totally forgot about how short the duration on Sum Mon I will be at starting levels. I may just wait on that until Sum Mon II and take Mage Armor instead.

i don't like the arcane bloodline, feels like trying to be a wizard. I have been considering elf and the fey bloodline though.

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleb ack-cords

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Kolokotroni wrote:

For the zero level spells - Read Magic, you should have read magic as one of your cantrips.

Why? I have yet to see even a single wizard cast it ONCE during my entire PFS career. What does read magic do that spellcraft can't manage? save maybe make it an auto-success?


I read that you can only purchase items you encounter during adventuring. You can't just choose what's in the book. Are the mule back cords reasonably common in PFS?

I thought you needed read magic to learn what a magic scroll is. Is that not true?

Can acid splash be used on swarms?


Lavode de'Morcaine wrote:
Can acid splash be used on swarms?

No, Acid splash is no good vs swarms, you need burning hands.


What about Ray of Frost instead of Acid Splash.
I thought I read somewhere that Rays work on swarms even though you don't have an individual target.


Lavode de'Morcaine wrote:

I read that you can only purchase items you encounter during adventuring. You can't just choose what's in the book. Are the mule back cords reasonably common in PFS?

I thought you needed read magic to learn what a magic scroll is. Is that not true?

Can acid splash be used on swarms?

You Sir are a Sorcerer. Get Masterworked Tools of Spellcraft and ranks in Spellcraft.

Then select Craft Wondrous Items.
And I think you can order items to be crafted for you. But I dunno. Never played PFS. And shouldn't you be able to buy stuff in cities? Its not like 1k is too much for most communities...

Dark Archive

Alienfreak wrote:


You Sir are a Sorcerer. Get Masterworked Tools of Spellcraft and ranks in Spellcraft.
Then select Craft Wondrous Items.
And I think you can order items to be crafted for you. But I dunno. Never played PFS. And shouldn't you be able to buy stuff in cities? Its not like 1k is too much for most communities...

You can't take crafting feats in PFS, but you can buy low-level Wondrous items without having them certed: the max you can spend is based on your fame (faction prestige).

Grand Lodge

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

I read that you can only purchase items you encounter during adventuring. You can't just choose what's in the book. Are the mule back cords reasonably common in PFS?

I thought you needed read magic to learn what a magic scroll is. Is that not true?

Can acid splash be used on swarms?

You can identify a scroll with a spellcraft roll.

Acid splash is a single target spell so it's pretty useless on swarms. Pack some oil instead.


Alienfreak wrote:

]

You Sir are a Sorcerer. Get Masterworked Tools of Spellcraft and ranks in Spellcraft.

Interestingly, Masterwork Spellcraft tools are a wheel of Cheddar.


DrDeth wrote:
Alienfreak wrote:

]

You Sir are a Sorcerer. Get Masterworked Tools of Spellcraft and ranks in Spellcraft.

Interestingly, Masterwork Spellcraft tools are a wheel of Cheddar.

So its even dual use...


Lavode de'Morcaine wrote:

This will be my first PFS character so I don't want to push the envelope too much.

Thoughts, suggestions, praise, tears, rants, or remonstrances?

Crafting a sorcerer is a labor of love.. you need to think of the entire package and what you want to achieve with it.

First off.. in what settings do you plan on playing this character? Will it mainly be with the same group of people? By that either a fixed (semi-fixed) party or even a loose group (gamedays).

You can see what is common and what is rare to have covered there.

You have options as for things you can cover as a sorcerer. Bloodlines and archetypes can cover a decent amount.

But first things first.. can you have reasonable expectations for your group of fellow pathfinders? Or are you doing this in a complete vacuum?

-James


james maissen wrote:

... Crafting a sorcerer is a labor of love.. you need to think of the entire package and what you want to achieve with it.

First off.. in what settings do you plan on playing this character? Will it mainly be with the same group of people? By that either a fixed (semi-fixed) party or even a loose group (gamedays).

You can see what is common and what is rare to have covered there.

You have options as for things you can cover as a sorcerer. Bloodlines and archetypes can cover a decent amount.

But first things first.. can you have reasonable expectations for your group of fellow pathfinders? Or are you doing this in a complete vacuum?

-James

For me, this is a complete vacuum. I just recently found out there is a regular PFS game in my area. I've never met a single soul that will be there. I don't know if the same people come back for every session.

I am limited on the options, because I only own the CRB and at this time.

Really my only goal for the character at this time is to be useful and interesting while I get an intro to PFS play. From what I've read, a healbot cleric would probably be about the most useful, but I find that boring, so won't do it.


Lavode de'Morcaine wrote:
james maissen wrote:

... Crafting a sorcerer is a labor of love.. you need to think of the entire package and what you want to achieve with it.

First off.. in what settings do you plan on playing this character? Will it mainly be with the same group of people? By that either a fixed (semi-fixed) party or even a loose group (gamedays).

You can see what is common and what is rare to have covered there.

You have options as for things you can cover as a sorcerer. Bloodlines and archetypes can cover a decent amount.

But first things first.. can you have reasonable expectations for your group of fellow pathfinders? Or are you doing this in a complete vacuum?

-James

For me, this is a complete vacuum. I just revcently found out there is a regular PFS game in my area. I've never met a single soul that will be there. I don't know if the same people come back for every session.

I am limited on the options, because I only own the CRB and at this time.

You can always use:

http://www.d20pfsrd.com/

My experience is that you really gotta plan Sorcerers all the way up to your max level so you don't miss out important things which you cannot change later.


Alienfreak wrote:

...

You can always use:
http://www.d20pfsrd.com/

My experience is that you really gotta plan Sorcerers all the way up to your max level so you don't miss out important things which you cannot change later.

Guide says you must own the book or pdf to use it for PFS games.


Lavode de'Morcaine wrote:
Alienfreak wrote:

...

You can always use:
http://www.d20pfsrd.com/

My experience is that you really gotta plan Sorcerers all the way up to your max level so you don't miss out important things which you cannot change later.

Guide says you must own the book or pdf to use it for PFS games.

There was a time when Paizo was the cool 3rd party publisher.............


Lavode de'Morcaine wrote:
Alienfreak wrote:

...

You can always use:
http://www.d20pfsrd.com/

My experience is that you really gotta plan Sorcerers all the way up to your max level so you don't miss out important things which you cannot change later.

Guide says you must own the book or pdf to use it for PFS games.

Non-core assumption material must be present (basically for the GM to be able to see what it does).. you don't personally have to have it if someone else does (at least I believe this to be the case).

I would see what people seem to be playing as that information is there, you simply don't have it handy.

On the 'from what I've been reading' is this a local group that you're reading scuttlebutt from? Or in general?

Can you find out who the local GMs are for this venue? Poll them, etc.

-James


Alienfreak wrote:

You can always use:

http://www.d20pfsrd.com/

In my opinion that is a poor source, full of 3rd party stuff which is not allowed in PFS. I suggest:

http://paizo.com/pathfinderRPG/prd/


DrDeth wrote:
Alienfreak wrote:

You can always use:

http://www.d20pfsrd.com/

In my opinion that is a poor source, full of 3rd party stuff which is not allowed in PFS. I suggest:

http://paizo.com/pathfinderRPG/prd/

d20pfsrd always gives the source. If it is fanmade or 3rd party it is said.

And it also says the source if its not CRB. So you can always check if its legal.


james maissen wrote:

...Non-core assumption material must be present (basically for the GM to be able to see what it does).. you don't personally have to have it if someone else does (at least I believe this to be the case).

I would see what people seem to be playing as that information is there, you simply don't have it handy.

On the 'from what I've been reading' is this a local group that you're reading scuttlebutt from? Or in general?

Can you find out who the local GMs are for this venue? Poll them, etc.

-James

Basing that on what I read in PFS Guide, what I've read on these forums, and a message from Josh Shrader the local venture captain. That's the only information I have. Nothing specific on the local group that I am aware of.


Lavode de'Morcaine wrote:


Basing that on what I read in PFS Guide, what I've read on these forums, and a message from Josh Shrader the local venture captain. That's the only information I have. Nothing specific on the local group that I am aware of.

First suggestion: contact the group with which you wish to play, see if you can talk to them directly.

Second question: what are you looking for your sorcerer to do?

Related third question: why did you settle on sorcerer for this?

Then we can see about helping you build one,

James


Here's a build that you can tweak if it suits you. I know you don't have the sources for these.. but you can pick them up should you like them, or know that they will be available at the table when you play:

Human Sorcerer (Blaster)
Archetypes: Crossblooded (Ultimate Magic), Tattooed Sorcerer (Inner Sea Magic)
Bloodlines: Draconic, and Orc (Orcs of Golarion)
Favored Class benefit: additional spells known (APG)

Stats:
STR 07
INT 14
WIS 07
DEX 14
CON 14
CHA 19 (+level bumps here)

Traits: Magical Lineage: Fireball (APG), Wayang Spellhunter: Fireball (Dragon Empires Primer)

Feats(in order and virtual):
Hu. Spell Focus: Evocation
Sorc. Varisian tattoo (evocation) (Inner Sea World Guide)
1. Spell Specialization: burning hands (will change at level 6 or 8 to fireball)
3. Intensified Spell (APG)
5. Bloatmage Initiate (City of Strangers)
7. Empower Spell
9. Quicken Spell
11. Dazing Spell (APG)

You can look up anything you don't know what it does at www.d20pfsrd.com (or whatever other source that you care to).

But at 1st level you will have a DC 16 burning hands spell that does 4d4+8 damage which should get you by. By level 5

Eventually at 12th level you will cast empowered intensified fireballs (4th level slot) dealing (15d6+30)x1.5 then throwing a quickened intensified fireball (6th level slot) dealing 15d6+30 more. Should you wish to daze enemies a dazing intensified fireball (5th level slot) will do well.

-James


I would suggest that you do not try and stack Magical Lineage and Wayang Spellhunter for your first game with a bunch of strangers.

It may be RAW, but it's clearly not RAI (the rules for traits specifically state that "they're intended to give player characters a slight edge, not a secret backdoor way to focus all of a character's traits on one type of bonus and thus gain an unseemly advantage"), so it's probably best to avoid it until you've established how the group you play with feels about these sorts of combinations. No point if pissing off your new gaming mates just for the sake of a little extra power for your character. On the other hand, if the guy sitting next to you is a Gunslinger rocking a Colossal Double Hackbut, or some other such absurdity, go for it!

That said, the character James Maissen posted is still totally viable without that combo, so if you've been wooed to the ways of the blaster, just swap one of them to Reactionary or something and you're good to go.


Beebs wrote:

I would suggest that you do not try and stack Magical Lineage and Wayang Spellhunter for your first game with a bunch of strangers.

Well he would not be using either trait until 7th level (when they first get fireball), so really by then if it's that offensive to people he can have time to suss that out. Certainly by then they would not be 'strangers'. Seeing as you'd have anywhere between 18 and 36 games with this character before they'd ever use either trait I don't see it as a valid concern.

Personally I'm very much against the entire 'police' the other player's character mentality. I find it offensive whether it's because the other character is 'too good' or 'worthless'.. it's wrong. It's very wrong.

And frankly it's a blaster caster who's top level spells are delayed a level more.. it could be far, far worse. And if they didn't mean them to both be taken they could have made them both magic traits, or put language in the effect that it can't be done together.. either would work and magical lineage isn't an obscure trait.. it's one of the original ones!

-James


being encumbered at 24lbs is very limiting even for a sorcerer, I have a ST 15 sorc, who is just barely under his encumberance limit at level 1

Remember you have to include all your traveling gear (backpack, rations, alchemical items, rope, caltrops, light source, at least 1 set of clothes) plus your weapons (dagger, sling, bullets), you will find 90% of the time you will be encumbered at less than 10ST.

While most GMs wont check your encumberance you should police yourself in this respect, and generally this means you will suffer a movement penalty unless you have a pack horse as a low ST character. (note packhorses cant enter most dungeons meaning you either take the movement speed penalty or you leave gear you might need behind outside the dungeon)


james maissen wrote:


Favored Class benefit: additional spells known (APG)

Stats:
STR 07
INT 14
WIS 07
DEX 14
CON 14
CHA 19 (+level bumps here)

That's a great favored class benefit, but not until he gets 2nd level spells @ 4th. Now, all it's going to do is get him more cantrips.

And, I personally really don't like taking any stat less than a 9 or 10.


Michael Foster 989 wrote:

being encumbered at 24lbs is very limiting even for a sorcerer, I have a ST 15 sorc, who is just barely under his encumberance limit at level 1

The PC will be encumbered from 5th level on regardless due to bloatmage initiate.. that first column is for halflings!

DrDeth wrote:


That's a great favored class benefit, but not until he gets 2nd level spells @ 4th. Now, all it's going to do is get him more cantrips.

And, I personally really don't like taking any stat less than a 9 or 10.

Eh, I like the extra cantrips.. but you can take 3 more skills should you chose or more hps if you prefer.

As to stats.. your call.. raise the stats you don't want and lower the stats you do if it makes you happy. You need a 13INT for spell spec though, and personally I like a 14CON and as high a CHA as possible.

-James


I will be getting the APG fairly soon, but I can't afford 7 books any time soon.

I picked sorc because it is a spontaneous caster in the CRB. (I don't like the vanilla bard though I may try some of the archtypes in the future.) I often played spontaneous casters in 3.5 but it just hasn't worked out in my regular game to try one in PF. If I already had the APG, I would probably try the oracle.

Don't really want a pure blaster right now. I usually find it more ammusing to debuf, control, or otherwise interfere with the opposition. That's largely why I was considering the gnome with illusions. But illusions are very subject to GM interpretation for how useful they are and I don't know any of these GM's yet. So I'm now leaning toward the Half-Elf with conjuration spells.

From what I've read in some other threads, it is often a mistake to specialize to much on just one thing especially in PFS games since you don't know that you will have an even slightly balanced party. That's part of why I am considering switching out the focused mind to to get a trait that gives a plus to a skill.

I would like the cha of 19, but I don't think I can have 2 dump stats. Str of 7 means basically always encumbered. A squishy PC that can't run just screams 'red shirt' to me. Though I did consider dumping wisdom down 1 more point to 7 since I'm dumping it anyway.


DrDeth wrote:

That's a great favored class benefit, but not until he gets 2nd level spells @ 4th. Now, all it's going to do is get him more cantrips.

And, I personally really don't like taking any stat less than a 9 or 10.

He is Crossblooded which means one less spell known at every level. That means no known level 2 spells until level 5 which is pretty awful. I am not sure getting an extra point of damage per dice on your balsts is really worth it, especially in a game which mostly ends at level 12.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Michael Foster 989 wrote:


While most GMs wont check your encumberance you should police yourself in this respect, and generally this means you will suffer a movement penalty unless you have a pack horse as a low ST character. (note packhorses cant enter most dungeons meaning you either take the movement speed penalty or you leave gear you might need behind outside the dungeon)

When I run tables I do a very cursory glance at character sheets. And I really look for two things. Extremely subpar CON and Strength. If the scores are average, I'm done. If they're extremely subpar, I check for the following as appropriate.

1. Hit Points and Fort saves.

2. I check encumbrance like a hawk, generally by asking the player to weigh out what he's carrying.

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